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About Tsuarok

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    Copper Miner

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  • Gender Male
  • Location Santiago, Dominican Republic
  1. How can I use a vanilla seed in TFC?

    I'll look into it, but I won't be able to do it for about two weeks; I'm going on vacation to the US on Friday.
  2. Honestly, if possible, I'd like to see us getting away from UIs. Have the glory hole (or forge or whatever) be something that you hold right click in front of to heat the glass. You could shift-right click with the blowpipe to add some air in, or right click to spin it. Do either too many times and the product would be ruined (though you should be able to remelt it and try again).
  3. Tall Worlds Mod

    Well that sounds amazing. Honestly, I was pretty much just joking; I don't think I'd have the time to introduce myself to java and go on to code something so complex within the lifespan of minecraft. About M3L, I don't think he really wanted to make it at first. I guess he felt that the forge team was somewhat hostile to his requests, and he wanted to do something that was completely open source and disallowed core mods as a way to ensure cross-mod compatibility. Something about being able to create your own hooks instead of modifying base classes. Whatever that means.
  4. How can I use a vanilla seed in TFC?

    Unfortunately, my computer curls up into a little ball and cries for it's mommy when I try to record while minecraft is running. I could do a forum post with some pictures or something... though since MCEdit won't work with 1.8, and it looks like Codewarrior (the guy who made MCEdit) is MIA since 2013 or so, I'm not sure if it's going to be worth it. As long as it's not 1.8 (MCEdit doesn't work with 1.8), it shouldn't matter. He'll be replacing any vanilla blocks anyway. The MCEdit route basically just copies the shape of the terrain into TFC.
  5. Localized weather integration

    Yeah, like I'd said in the previous post, you are right. I wasn't really generalizing your opinion honestly; I've heard that opinion from many people, and in many cases (though not this one) it's not appropriate. Just frustrated at hearing yet again that compatibility is someone else's responsibility. I'm afraid I accidentally derailed the thread.
  6. Localized weather integration

    My bad. On topic: It looks like a really cool mod, and probably playable if the height were adjustable. Despite what I'd said earlier, I have to agree that there's little TFC should do in this regard. Either a compatibility addon or an adjustable height from the mod author would be needed. It should remain a separate mod, but I'd definitely check it out. It might be cool to have TFC add some code that changed the way some plants behave based on the weather if the mod is installed.
  7. Tall Worlds Mod

    Sounds like I'll have a lot of work to do
  8. Localized weather integration

    Yeah, I was mostly just speaking in general. Nearly every time I suggest changes to compatibility I get the response that it's the other mod author's responsibility to use TFC's API, even for fairly basic things. This attitude would be fine if compatibility were not a stated goal of the mod, but it is. For most mod authors, compatibility with TFC is not exactly high on their list. If we want other mods to work with TFC, it's on us to make it happen.
  9. Tall Worlds Mod

    So... this may be old news for some of you, butCuchazis building theTall Worlds Mod, a cubic chunks mod which will raise the height cap from 256 to 16,000,000, setting the sea level at y=0 and going up and down by 8,000km. Obviously in order to use this in TFC, terrain generation would need to be modified rather heavily, but I think that it would be pretty much amazing to have this option in TFC. The mod isn't done yet, and will be released for 1.8, so we'll not see it here for a while, but this has me so excited I might just have to teach myself to code so that I can integrate this into TFC. Ocean trenches, actual mountains! I think this would be amazing!
  10. Localized weather integration

    Placing all responsibility with other mod makers is very limiting; why should other mods strive for TFC compatibility when most of the player base uses vanilla? If TFC truly wants to be compatible with other mods, effort needs to be made on our end to utilize APIs (when availible), request required hooks from the mod authors, etc. If not, stating that a goal of TFC is compatibility but placing all responsibility on others is disingenuous. Obviously other mods shouldn't be required for TFC, but effort should be made to make them run out of the box. If not, compatibility is simply not going to happen.
  11. How can I use a vanilla seed in TFC?

    I haven't been on the forums much lately, so it missed your PM; sorry. Since you've started a topic on it, I'll just reply here. You could use either world painter or MCEdit to achieve this, but I'd suggest the latter. Basically, open the seed world in MCEdit, and copy all the terrain you want to use. Hopefully you'll have the required RAM. Next, create a new TFC world and look for a suitable spot to put your new terrain. It should have a similar distribution of plants to the terrain from the seed. Open this area in MCEdit, and paste in your new terrain. From here you can do one of two things. The easiest method would be to choose a rock type for the whole terrain and change out the sand, dirt, stone, and ores for TFC sand and dirt, and TFC stone (eliminating the ores). Plants will likely need to be eliminated. Select the area and tell MCEdit to have minecraft populate the terrain. This will get you your ores, plants, etc. Note, the rocks you get will be from the original stone layer, not the new stone. If you want to be a bit more seamless, you can match the materials to the underlying terrain, though this will take a really long time.
  12. Slow down on animal model details

    Just to chime in, I love the detailed models. They're awesome.
  13. Forests on the equator

    But... wouldn't this require all the relevant chucks to be generated? I mean, you could end up with a situation where tons of trees are generating and then suddenly a whole new continent exists that completely changes rainfall patterns, making the area a desert. Or could you maybe pregenerate a height map of ungenerated chunks allowing you to simply check if something is there? Oh, that would be really useful for improved river and lake generation too... no idea if it's possible though.
  14. River Improvments

    Could you not just copy the terrain from one side to the other? Maybe have it update on server reset.
  15. Dog Sled/horse and carriage

    Well, I guess I won't make that post asking for No Cubes compatibility...