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kotoroshinoto

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Everything posted by kotoroshinoto

  1. Bauxite (Aluminum Ore)

    I propose that somebody should do it as an addon then, for ages post 1100
  2. Manganese. No not Magnesium...

    time of discovery != technology being able to handle the material.
  3. More early game uses for straw

    doesnt achieve the result, being that you dont get to skip the duration of night. The only point of it is to set your spawn. If you have a secure house you'll still be safe, but its up to you whether to hide or go out and do something.
  4. Patron Spirits

    NO..... just..... NO do this as an addon, but keep religion and superstition out of TFC
  5. New Mod Dev *Solved*

    if you're unable to understand git version control you might not be at a competence stage where your're ready to produce a mod. Its really not that hard to use, your mistake wasn't actually a git error, but an eclipse link problem. (plus Bioxx's strange directory setup)
  6. New Mod Dev *Solved*

    put in a slightly more straightforward explanation with an edit, see if it makes sense now.
  7. New Mod Dev *Solved*

    Starting from fresh start, so jump in wherever you happen to be: you need: python http://www.python.org/download/ I'm not sure if the installer cares whether you have python2 or python3, I have both installed because I actually develop some stuff in python. java SDK (JDK) http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html Recommended: Some kind of git client (if on windows I recommend tortoise git) pick one of these: http://git-scm.com/downloads https://code.google.com/p/tortoisegit/ http://msysgit.github.io/ To set up TFC or TFC API with eclipse and forge source: Download forge source unzip it run install.bat (if on windows) or install.sh (if you're on mac or linux/unix) once that is complete, obtain Eclipse IDE and run it. workspace is forge/mcp/eclipse either way, git or no git: download the dev build from downloads page put a copy of the dev build file in forge/mcp/lib if you're going to use git: obtain the TFC source from git TFC's git repo:https://github.com/Deadrik/TFCraft use git checkout command with the correct tag for the current release version. (you can list tags by just using git tag) to link the TFC source folders in, right click the Minecraft project and go to "Build Path"->"Link Source" You dont just add tfc from the top directory, you add the following directories under TFCraft "TFC API" "TFC Resources" "TFC_Shared/src" change this one's name in the link-source wizard so it doesnt conflict with the minecraft project's directory. if not using git (you'll only get access to the exposed API): download the API from the downloads page Only link the API stuff from the api zip, make sure you link it to the directory containing the TFC directory and not the TFC directory itself TFC API contains a directory named "TFC" that itself will contain a directory named "API" you need to link it so that the higher level directory containing "TFC" is the target. put a copy of the dev build file into forge/mcp/jars/mods (create the mods directory if you have to) when TFC version changes: if using git you should run a pull on your source directory and use checkout on the newest version tag you need to update the dev build file in forge/mcp/lib andforge/mcp/jars/mods (if you're not using the git repo) To create your project: if you're going to use version control, such as git, cvs, or svn, create & initialize the repository and checkout an empty copy of it into your desired location. Use "build path" -> "link source" to link in the top-level source directory of your repository. From that point do your development in your source directory. Don't change anything in TFC code if you're using the git repo, because that won't be reflected in the released version. To build your mod: copy your source files into forge/mcp/src/minecraft and run the shell scripts in forge/mcp recompile (.sh or .bat) reobfuscate (.sh or .bat) assuming these completed without errors, if there are errors you have to fix your code and try again put any assets, resources, META-INF directory and additional text files like mcmod.info or pack.mcmeta that need to be in the mod package together with the class files in forge/mcp/reobf and either zip them up or use the jar binary from JDK to put them into a jar package. after this is done, remove your copiedsource code from forge/mcp/src/minecraft so it doesnt interfere with your eclipse builds. you can write a script to automate this for you in .bat or .sh shell language if you want.
  8. [TFC 0.77.21] SteamAge v0.3.0

    not true at all, have you tried constructing houses with specific wood types to keep to a theme, or used carpenter's blocks? <--- horrendous woodsink carpenters blocks is. you need the block AND the wood to use as a cover on the block
  9. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    I hope so, I pointed out to him that there was a problem, I fixed it for the short term by using ASM editing to point a few of his functions at my code.its actually a very simple change, but I don't have access to his version control to put in pull requests.
  10. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    inadvertent double post
  11. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    If you play with smart moving I recommend pairing it with this:http://www.minecraftforum.net/topic/1994258-162-ladder-registry-for-smart-moving-144-forge/ It will make the ropes work.
  12. If you play with smart moving I recommend pairing it with this:http://www.minecraftforum.net/topic/1994258-162-ladder-registry-for-smart-moving-144-forge/ It will make the ladders work. --edit: dont place the carpenter ladders out in the open, make sure they're against a wall. SM crashes if the ladder isn't against a block.
  13. the ability to get to the nether is not an intended feature, but rather happenstance due to the response of obsidian to fire and logpile flaming response to campfire. Bioxx has already stated not to rely on obsdian remaining in the game
  14. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    I wasn't really concerned by the lack of grid recipe, i'm more concerned by the lack of right clicking the vanilla flowers in-place like with the kingsblood. I find that to be a better method.
  15. I'm aware of this, I'm planning to add TFC versions of the tools as my next feature.
  16. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    if you're adding these hammer + item -> dye recipes, dont you think the vanilla version that gives 2 ought to be removed? also are the red/yellow flower clone items being added by you? The method used for kingsblood doesnt seem to work. (discovered its a grid recipe) you can probably insert/add a method to the class with ASM editing or edit the onBlockActivated method to act like the one from kingsblood if player is holding a knife. its a coremod thing, but its doable.
  17. I'm going to see if I can insert some logic using ASM to make his mod treat wool cloth as if it were being given a wool block and return the wool cloth item when such is removed. ^ Actually, may make the above use carpets because they already HAVE color metadata like woolblocks. As for now, I made grass overlay use grass that you get from using shears on tallgrass. I had some crashing while developing this feature due to difficulty of ASM modification and combining a coremod and a fmlmod into one jar for a novice modder. Please put the pastebin url of any crashes you get in here and I'll fix it. It SHOULD be stable though. --edit-- forgot to revert changes to carpenter's block source code before testing, dye problem not fixed, will be implementing fix and pushing the update with the carpets change. --edit2-- dye is fixed again, carpets work as covers, straw/grass both work as overlays
  18. getting crashes in new hotfix
  19. [TFC 0.77.15] ChopALog 0.4.b77

    how about making the saw work the same as the axes in this regard but that it gives higher output?
  20. ya i'm working on the dye issue now, its an easy fix on his side, but until then i'm gonna have to figure out how to override his classes. got a tip from the forge irc channel: http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/ so i'm testing this out.
  21. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    thought of another thing to add: shears for each metal-type (it looks like the terrabow mod is abandoned, maybe you could fold some of his stuff into this, he already had stone arrowheads and BONE arrowheads, which I think are a neat use for the bones.)
  22. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    totally missing knapped stone arrowheads, it ought to be easy enough to add given that you put in the stuff for metal & shaped recipe for plans adobe should be colored by the sand-type that you used instead of just being 1 standard color. Adobe structures ought to blend in with their background terrain. (it also shouldn't actually LOOK modern-brick-ish, adobe generally looks more solid) or maybe you could leave them looking bricking at first and we have to apply the wall covering, we could apply wet adobe to the walls somehow, maybe a shifted right click (have it use a portion of the handful and decrease from a dmg bar maybe so multiple blocks can be made to look smoothened with 1 adobe item?)
  23. because the only possible reason someone could think the protection mods are absolute trash is that they want to watch the world burn/explode right?
  24. You have SO many protection mods its not even funny. In fact its quite sad.
  25. your anvil textures seem to have the wrong #'s (wrong metal colors)