Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
-
Announcements
-
ATTENTION Forum Database Breach 03/04/2019
There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again. -
This forum is now READ ONLY! 01/20/2020
As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.
Any questions or comments can be directed to Claycorp on either platform.
-
kotoroshinoto
Members-
Content count
458 -
Joined
-
Last visited
Posts posted by kotoroshinoto
-
-
So I have to spend the night passing the time listening to monsters just outside my straw hut? Because there's nothing else to do until morning. (If I want to live, at least.)
I think the solution is to bring back the old vanilla bed mechanic: if you sleep in a place where monsters may access or spawn, you can get woken up by a monster in the middle of the night. That way, you skip right to the chase.
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.
1 -
NO..... just..... NO
do this as an addon, but keep religion and superstition out of TFC
3 -
Did It without git aswell, no errors, just normal minecraft launch. reset the entire project like five times, still can't figure it out. (This sounds nooby but oh well,) Maybe I could have a tutorial saying "and do this by clicking example/example/example and then checking everything to this and that.
My brain stopped comprehending your meaning at
"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"
Please as detailed as possible, and I have decided against git, Just because it seems too wierd to figure out.
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)
0 -
put in a slightly more straightforward explanation with an edit, see if it makes sense now.
0 -
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:
https://code.google.com/p/tortoisegit/
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 and forge/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 copied source 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.
1 -
Pretty much everything you said is already "planned". Except Saw Mill, because current wood mechanics already gives you more planks than you ever need. Maybe if manual saw given less planks and some recipes replaced sticks with planks (ladder, fence, etc..), then maybe it would make sense.
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
0 -
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.
0 -
inadvertent double post
2 -
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.
1 -
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.
1 -
You can get nether quartz in TFC. Just light the portal with a log pile on a campfire somewhere below level 100.
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
0 -
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.
0 -
Can you make carpenter hammer and chisel out of brone? It have really low durability much lower than TFC iron tools.
I'm aware of this, I'm planning to add TFC versions of the tools as my next feature.
0 -
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.
0 -
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
0 -
getting crashes in new hotfix
0 -
how about making the saw work the same as the axes in this regard but that it gives higher output?
0 -
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:
so i'm testing this out.
0 -
I really like carpenter's blocks: http://www.minecraftforum.net/topic/1790919-1516forge-carpenters-blocks-v187-slopes-stairs-and-more/
So i decided to create a compatibility addon for it that provides recipes for .carpenter's hammer, carpenter's chisel, & carpenter's bed (it already recognizes TFC wood so the recipes using wood/sticks are already functional).
I have changed several recipes and more changes might follow. I will post the new recipes here once I am able to generate the images.
--Download--- [*]
-
[*]Current version requires TFC build 0.77.17+ and Carpenter's blocks version 1.91
--Known issues--
- [*]can't obtain nether quartz, until TFC provides an alternate recipe for solar detector, i'm not sure what to do for this. [*]Follow my progress and report other issues at github:
- http://www.minecraftforum.net/topic/1994258-162-ladder-registry-for-smart-moving-144-forge/
- DO NOT PUT CARPENTERS LADDERS DOWN UNLESS THEY HAVE THEIR "BACK" TO A WALL, IT WILL CRASH
- To fix you have to temporarily remove the smart moving ladder registry mod so smart moving will stop treating the carpenter's ladder like a ladder. (or have someone remove the ladder with smart moving disabled) I have notified divisor and am looking into a fix.
--Changed Recipes--
<-- Single planks instead of sticks, 5->3 for 1:1 wood block ratio
<---Wrought Iron Hammer Head
<--- Wrought Iron Chisel Head
<-- Vertical and Horizontal Supports instead of sticks
<-- Vertical Supports instead of sticks
<-- Single Planks instead of sticks
<-- TFC's wool cloth instead of wool block
--Screenshots---
Carpenter's blocks containing white birch painted with various dyes (last one doesnt have dye, can't use bonemeal)
--Other Changes---
- Use grass blocks obtained from shearing tallgrass to get grass overlay instead of vanilla seeds
- Compares IDs instead of class identity for dyes so TFC's custom dyes work.
- Treat dyes as a stain for tfc blocks not paint, it applies color but doesnt cover up natural color, thus dying blocks with dark hues will net you a color that may not be desirable..
- For wool cover & side cover functionality from Carpenter's blocks, use carpets
- Updated calls to methods so they now work with carpentersblock's facing support.
--Possible Future Ideas---
-
[*]I'm also considering providing TFC metals versions of the carpenter's hammer/chisel that use the carpenter's block as their "handle" and the tfc hammer/chisel heads. I need to figure out how to subclass the items and make them have sane damage value limits in accordance with TFC metal value.
-
[*]However I'm not an artist, I would be completely unable to do the sprites/textures or whatever you call it for the new-color version of those items, so i'd need to rely on somebody else to help.
-
[*]However I'm not an artist, I would be completely unable to do the sprites/textures or whatever you call it for the new-color version of those items, so i'd need to rely on somebody else to help.
--question to forum users--
-
[*]For the solar sensor, what should I replace the nether quartz with for a compatible recipe?
[*]If you need me to relax the TFC version requirement let me know, be careful though it might cause crashes as I dont develop against old versions.
Feel free to suggest changes to the recipes I thought of or any other alternate ideas.
1 -
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.)
0 -
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?)
0 -
Yes, by all means go grief people somewhere else.
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?
0 -
You have SO many protection mods its not even funny. In fact its quite sad.
0 -
your anvil textures seem to have the wrong #'s (wrong metal colors)
0
Manganese. No not Magnesium...
in Suggestions
Posted
time of discovery != technology being able to handle the material.