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GCountach

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Everything posted by GCountach

  1. Server Problem

    I knew this problem sounded familiar: http://terrafirmacraft.com/f/topic/1221-black-sky/ You messed up your server install somehow, going by that thread. Delete the jar and download a fresh, vanilla one. Deleting the entire folder or at least the world is highly recommended. Delete the MOD and CONFIG folders! Once that is done, follow the instructions for install the server and try again.
  2. This is tactical melee combat ! Age of Chivalry

    Did some digging, and I'm certain it is. Just like how Day of Defeat, Red Orchestra, The Ship, etc. all went from mods to retail, the same is true here. Going to www.age-of-chivalry.com will give a website saying "The battle between the agatha knights and mason order continue at www.chivalrythegame.com". Going to the mobDB page for AoC tells you the developer is Team Chivalry. Clicking on that dev's info will reveal: So yea, they're the same. I did try AoC way back when and I wasn't too impressed with it. Maybe I just didn't get it (quite possible, I recall it being pretty complex), but it seemed like it always turned out that the defending team won. Every round seemed like it was just a stalemate. Maybe it's the result of poor map balance or a lopsided teams, but that's all I really remember about it.
  3. This is tactical melee combat ! Age of Chivalry

    For those that don't know, this is I'm pretty sure the new, retail version of a free source mod "Age of Chivalry". You can get that mod here: http://store.steampowered.com/app/17510/ You'll need to have bought a source engine valve game to play it. If someone really wants to try it and don't have one, I have a copy of portal that has been sitting in my inventory since I preordered portal 2 I can give them.
  4. Wiki Missing a Few Things, Listed.

    Most of this isn't in the wiki either because it's not in tfcraft (you can't make bricks with the clay in TFC), it's totally new (grass growing), or it's page creation for the sake of page creation (tool head pages). My rule of thumb is that if you can't fill a page with info based on that item/subject/etc, you shouldn't be making the page in the first place. What would you put on each tool head's page that isn't already covered on the tools for instance? It seems unnecessary in that case. That said, if you wish to suggest changes to the wiki, there is a thread dedicated to this: If you wish to add yourself to the trusted list of wiki editors so you can help improve the wiki, you should read this thread: Just make sure before you go adding information in the wiki that it is correct. For example, "Ingots should have a note about them not being-able to be made into tools." How else would you make tools without ingots? I think the few ingots that can't be used for tools are noted already, though some may of been missed.
  5. World Converter

    You can certainly do it. It will call it a "future block", but when you load it up in TFCraft, it'll look proper. You can use a modified minecraft.yaml file to give the "future block" an actual name, but I don't think there's any way to show them (proper textures that is) in MCEdit. Thing is, the only thing you've done is turn all vanilla stone into one type of TFCraft stone. There's still the issue of ore generation, 3 layers of different rock, etc. It would be neat, but don't know how easily doable it is. Afterall, how much do you remove before it's no longer the vanilla map you wanted to convert?
  6. The annoyance of game categories...

    There are sub-genre's of any genre, just as you've pointed out with the adventure genre. It would certainly be nice if greenlight allowed you to pick a genre and then a sub-genre, but I imagine that would require a UI redesign as checking multiple genres would clutter up the UI very quickly. Despite their broad strokes, the different genres are actually pretty well established. See this link. It's not a perfect system, with games like borderlands that are both a shooter and an RPG, but saying a game is a First-Person Shooter/RPG would certainly give people a certain expectation about a game before seeing it. "Exploratory" games would, I would tend to believe, fall under adventure genre. That very link you gave said it was first-person survival adventure game. Game certainly does sound interesting though and I voted for it on greenlight.
  7. The TFC Wiki and Minerals/Ores

    Cassiterite in Basalt in build 48 confirmed.
  8. The Poles Distance Poll

    Off-topic, and you probably already came to this conclusion, but I imagine your problem DLP has to do with the leaves. Jungle seems to have a lot more leaves than other areas since the ground layer is covered in them. In vanilla minecraft, setting your graphics to "fast" would prevent them from having transparency, which is big framerate issue for computers. I don't think this prevents the transparency in TFCraft, however.
  9. I thought the blocks just have a random chance of dropping gems and they aren't actually in any given rock... or am I wrong?
  10. A Question of Motivation Relating to Trade

    If it were possible, I'd like for there to be an option in the world gen for either grouped or even distribution. Calling it SMP or SSP mode is kind of misleading. I'm sure there's servers that would also benefit and enjoy the even distribution method.
  11. For future reference, this is super easy to debug. He forgot to install or didn't install correctly the resources. Seen it quite a few times in support forums.
  12. The TFC Wiki and Minerals/Ores

    Native copper in basalt. Actually a fairly large vein taking up at least 2 1/2 double chests so far of ore. This is in 48 (client is g, not sure what version server was when generated but was 48 something). Seems when I was playing in a server on 47 I found native copper in basalt then too. http://i.imgur.com/M99aB.png
  13. Length of Day(light)

    If it could be possible, it would certainly be neat. Just like it is now in the artic circle, this could allow for times when it's always day in summer and always night in winter. Between the tropics would always be 12 hours day 12 hours night (just like regular MC). Inbetween would have logical progression of time changes. It would make living farther away from the equator more challenging, but I think many would welcome such. Just wonder if it's even possible without a significant rewrite of time and monster spawning code. Granted, I suspect the signifcant rewrite of monster spawning code is already planned....
  14. 48g compatibility with GLSL and Dynamic Lighting

    Well, I just tried to install GLSL shaders on top of my tfcraft and it failed to do it.. so that's my guess. I was able to install it on an unmodded 1.2.5 jar, but by default it does the absolutely most sickness-inducing DoF I've ever seen. That jar was promptly discarded. EDIT: This is the error I get when I try to install GLSL ontop of tfcraft. If you can find any info on it, great. Because I can't. Not to say there's not people who have the issue. No one seems to reply to ANY of them though: ==== Installing Shaders ==== Error installing Shaders! javassist.NotFoundException: no such constructor at javassist.CtClass.getConstructor(CtClass.java:771) at javassist.CtClassType.getConstructor(CtClassType.java:1042) at javassist.CtClass.getDeclaredConstructor(CtClass.java:792) at Hooks.install(Hooks.java:109) at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:127) at daxnitro.nitrous.InstallThread.run(InstallThread.java:44) ==== Shaders Failed Installation ==== EDIT2: Installing optifine (Multithread C6) allowed the shaders to install. However, once the game loaded, I was able to look 90 degrees to my right, see the DoF change, and then the game locked up. Progress? EDIT3: I installed optifine Smooth C5 and then shaders. To my surprise, it actually didn't crash. However, I was stuck on an island in the middle of an ocean with nothing but wavey grass to keep me company. Two world deletes later, I managed to plop into a forest and then straight into a crash: java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor17.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at Reflector.callBoolean(Reflector.java:189) at vl.b(RenderBlocks.java:448) at ct.updateRenderer(WorldRenderer.java:419) at l.updateRenderer(RenderGlobal.java:1635) at l.updateRenderersImpl(RenderGlobal.java:1481) at l.a(RenderGlobal.java:1440) at lr.a(EntityRenderer.java:1328) at Shaders.beginRender(Shaders.java:249) at lr.a(EntityRenderer.java) at lr.b(EntityRenderer.java:1055) at net.minecraft.client.Minecraft.x(Minecraft.java:873) at net.minecraft.client.Minecraft.run(Minecraft.java:750) at java.lang.Thread.run(Unknown Source) Caused by: java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at adz.a(Tessellator.java) at adz.a(Tessellator.java:446) at vl.c(RenderBlocks.java:5310) at TFC.Render.TFC_CoreRender.RenderNewLeaves(TFC_CoreRender.java:3866) at ClientProxy.renderWorldBlock(ClientProxy.java:355) at mod_TFC.renderWorldBlock(mod_TFC.java:369) at cpw.mods.fml.client.BlockRenderInfo.renderWorldBlock(BlockRenderInfo. java:66) at cpw.mods.fml.client.FMLClientHandler.renderWorldBlock(FMLClientHandle r.java:704) at ModLoader.renderWorldBlock(ModLoader.java:674) ... 16 more java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor17.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at Reflector.callBoolean(Reflector.java:189) at vl.b(RenderBlocks.java:448) at ct.updateRenderer(WorldRenderer.java:419) at l.updateRenderer(RenderGlobal.java:1635) at l.updateRenderersImpl(RenderGlobal.java:1481) at l.a(RenderGlobal.java:1440) at lr.a(EntityRenderer.java:1328) at Shaders.beginRender(Shaders.java:249) at lr.a(EntityRenderer.java) at lr.b(EntityRenderer.java:1055) at net.minecraft.client.Minecraft.x(Minecraft.java:873) at net.minecraft.client.Minecraft.run(Minecraft.java:750) at java.lang.Thread.run(Unknown Source) Caused by: java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at adz.a(Tessellator.java) at adz.a(Tessellator.java:446) at vl.a(RenderBlocks.java:5082) at TFC.Render.TFC_CoreRender.RenderNewLeaves(TFC_CoreRender.java:3671) at ClientProxy.renderWorldBlock(ClientProxy.java:355) at mod_TFC.renderWorldBlock(mod_TFC.java:369) at cpw.mods.fml.client.BlockRenderInfo.renderWorldBlock(BlockRenderInfo. java:66) at cpw.mods.fml.client.FMLClientHandler.renderWorldBlock(FMLClientHandle r.java:704) at ModLoader.renderWorldBlock(ModLoader.java:674) ... 16 more java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor17.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at Reflector.callBoolean(Reflector.java:189) at vl.b(RenderBlocks.java:448) at ct.updateRenderer(WorldRenderer.java:419) at l.updateRenderer(RenderGlobal.java:1635) at l.updateRenderersImpl(RenderGlobal.java:1481) at l.a(RenderGlobal.java:1440) at lr.a(EntityRenderer.java:1328) at Shaders.beginRender(Shaders.java:249) at lr.a(EntityRenderer.java) at lr.b(EntityRenderer.java:1055) at net.minecraft.client.Minecraft.x(Minecraft.java:873) at net.minecraft.client.Minecraft.run(Minecraft.java:750) at java.lang.Thread.run(Unknown Source) Caused by: java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at adz.a(Tessellator.java) at adz.a(Tessellator.java:446) at vl.a(RenderBlocks.java:5082) at TFC.Render.TFC_CoreRender.RenderNewLeaves(TFC_CoreRender.java:3671) at ClientProxy.renderWorldBlock(ClientProxy.java:355) at mod_TFC.renderWorldBlock(mod_TFC.java:369) at cpw.mods.fml.client.BlockRenderInfo.renderWorldBlock(BlockRenderInfo. java:66) at cpw.mods.fml.client.FMLClientHandler.renderWorldBlock(FMLClientHandle r.java:704) at ModLoader.renderWorldBlock(ModLoader.java:674) ... 16 more java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor17.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at Reflector.callBoolean(Reflector.java:189) at vl.b(RenderBlocks.java:448) at ct.updateRenderer(WorldRenderer.java:419) at l.updateRenderer(RenderGlobal.java:1635) at l.updateRenderersImpl(RenderGlobal.java:1481) at l.a(RenderGlobal.java:1440) at lr.a(EntityRenderer.java:1328) at Shaders.beginRender(Shaders.java:249) at lr.a(EntityRenderer.java) at lr.b(EntityRenderer.java:1055) at net.minecraft.client.Minecraft.x(Minecraft.java:873) at net.minecraft.client.Minecraft.run(Minecraft.java:750) at java.lang.Thread.run(Unknown Source) Caused by: java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at adz.a(Tessellator.java) at adz.a(Tessellator.java:446) at vl.a(RenderBlocks.java:5082) at TFC.Render.TFC_CoreRender.RenderNewLeaves(TFC_CoreRender.java:3671) at ClientProxy.renderWorldBlock(ClientProxy.java:355) at mod_TFC.renderWorldBlock(mod_TFC.java:369) at cpw.mods.fml.client.BlockRenderInfo.renderWorldBlock(BlockRenderInfo. java:66) at cpw.mods.fml.client.FMLClientHandler.renderWorldBlock(FMLClientHandle r.java:704) at ModLoader.renderWorldBlock(ModLoader.java:674) ... 16 more java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at adz.a(Tessellator.java) at adz.a(Tessellator.java:446) at vl.b(RenderBlocks.java:5205) at vl.b(RenderBlocks.java:4353) at vl.o(RenderBlocks.java:3460) at vl.b(RenderBlocks.java:339) at ct.updateRenderer(WorldRenderer.java:419) at l.updateRenderer(RenderGlobal.java:1635) at l.updateRenderersImpl(RenderGlobal.java:1481) at l.a(RenderGlobal.java:1440) at lr.a(EntityRenderer.java:1328) at Shaders.beginRender(Shaders.java:249) at lr.a(EntityRenderer.java) at lr.b(EntityRenderer.java:1055) at net.minecraft.client.Minecraft.x(Minecraft.java:873) at net.minecraft.client.Minecraft.run(Minecraft.java:750) at java.lang.Thread.run(Unknown Source) 2012-08-28 22:09:07 [sEVERE] A critical error has occurred. java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at adz.a(Tessellator.java) at adz.a(Tessellator.java:446) at vl.b(RenderBlocks.java:5205) at vl.b(RenderBlocks.java:4353) at vl.o(RenderBlocks.java:3460) at vl.b(RenderBlocks.java:339) at ct.updateRenderer(WorldRenderer.java:419) at l.updateRenderer(RenderGlobal.java:1635) at l.updateRenderersImpl(RenderGlobal.java:1481) at l.a(RenderGlobal.java:1440) at lr.a(EntityRenderer.java:1328) at Shaders.beginRender(Shaders.java:249) at lr.a(EntityRenderer.java) at lr.b(EntityRenderer.java:1055) at net.minecraft.client.Minecraft.x(Minecraft.java:873) at net.minecraft.client.Minecraft.run(Minecraft.java:750) at java.lang.Thread.run(Unknown Source) 2012-08-28 22:09:07 [sEVERE] 4 mods loaded Optifine OptiFine_1.2.5_HD_S_C3 Minecraft Forge 3.3.8.152 FML v2.2.78.153 Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5 mod_MinecraftForge : Available (minecraft.jar) mod_SmartMoving : Available (minecraft.jar) mod_TFC : Available (minecraft.jar) mod_ReiMinimap : Available ([1.2.5]ReiMinimap_v3.2_04.zip) Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException: component argument pData at sun.java2d.windows.GDIWindowSurfaceData.initOps(Native Method) at sun.java2d.windows.GDIWindowSurfaceData.<init>(Unknown Source) at sun.java2d.windows.GDIWindowSurfaceData.createData(Unknown Source) at sun.java2d.d3d.D3DScreenUpdateManager.getGdiSurface(Unknown Source) at sun.java2d.d3d.D3DScreenUpdateManager.createGraphics(Unknown Source) at sun.awt.windows.WComponentPeer.getGraphics(Unknown Source) at java.awt.Component.getGraphics(Unknown Source) at sun.awt.RepaintArea.paint(Unknown Source) at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$000(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour ce) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour ce) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour ce) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) I would say the theory that GLSL shaders are incompatabile with TFCraft is all but proven at this point. GLSL is open source, so a patch could be made, but I wouldn't have the slightest clue where to start.
  15. Buildcraft

    This is sort of off-topic, but have you tried using a forge to make torches and glass? Glass still takes forever, but you can knock out torches pretty fast in it. A forge that can accept buildcraft pipes seems more useful than a firepit, but I can't imagine how it'd work with the multiple input slots.I'm not saying buildcraft + tfcraft is sin. As someone who played IC2/BC2/RP2 (minus world gen and machines) constantly until I found TFCraft, I get how much fun it is to make those systems and how much work having machines do the work is. My point was that I can't see the devs working on it themselves. Buildcraft has a mod API, which I know nothing about, but that should make it possible (or at least easier) to do what is necessary to make them work together.
  16. A Question of Motivation Relating to Trade

    While I love the idea of the new world generation system, I do have my concerns that it won't work with SSP or SMP. I mean, think about it. When's the last time you've seen a server that had pregenerated 100k x 100k of land? That map would be huge. Could a server even handle that? What about with 5 people? 20 people? 50 people? The more people play in it, the worse it'll get, but the new system seems to demand more people to make trading even remotely possible.
  17. Useful Tool for Server OP's

    This is possible in MCEdit as well. You can drop in your customized server jar into it and set the number of chunks you want pregenerated in x and z directions. Still, I could see it having some use in testing and creating worlds where you don't want to use MCEdit. Have you tried using it? Going by the page: MLG works with all official minecraft server's from alpha to 1.8 (current latest version). With anvil format not coming out til 1.2 release, I'd be concerned it wouldn't work.
  18. Fruit trees

    As far as I know, sooner you plant them, the better. They take quite a long time to mature into a tree you can harvest from, so you're best to grow them as soon as you have a permanent settlement.
  19. Did you log in and instantly die?
  20. 46c Experimentation: Ores

    I think you contradicted yourself in two sentences or I'm just not understanding. You don't have a problem with it being rare. You just hate that's rare? Color me confused.Do you have some script to spit out that by layer info scotty? I'm curious how you come up with that data.
  21. Can't get into my own server...

    You can have more than one path in that, just separate them with semi-colon. Just like my example one. That link is to the 1.2.5 server jar. Run it and you'll see in the console it reports as version 1.2.5. Then change C: blahblahblah"to F:blahblahblah. As I said, that's only for default installs. Since yours isn't default, some modification on your part is required. If you are pointed to the correct directory in your path variable, you should be able to open a command prompt (type "cmd" in Run menu without quotes) and type into the console (once again, without quotes) "java -version" and hit enter. If it's not pointed at the correct folder, it'll come up with "'java' is not recognized as a...." error. Otherwise, it should show you the installed version of java.Let me know if you can get that server jar to run on double-click and if, when modded, it works.
  22. 46c Experimentation: Ores

    I've played in servers where gabbro was layer 3. One was in a swamp and once was actually the ocean, which was nice. Just like all rock layers, any of them can be on any layer. If you're saying that it should spawn in more than one rock type though, I do agree. It seems far too rare. If nothing else, another dual-metal ore that contains nickel and is more common would be really nice.
  23. Can't get into my own server...

    Hmm... quite the riddle you have there. If it were me, I would start by uninstalling java and installing the newest java you can (Look here: http://java.com/en/download/manual.jsp). If you have windows 64-bit, I highly recommend getting the 64-bit along with the 32-bit version. I've been told the 64-bit version doesn't include the 32-bit version, so you may need both (64-bit for minecraft, 32-bit for browser-based java). After uninstalilng java but before installing the newest java, it might not be a bad idea to run CCleaner and let it clear out your temp files and registry entries (especially those related to java). Now that is done, you should have java 1.7 update 6 installed. If you installed it to the default location, the path to your java bin folder should be: C:Program FilesJavajre7bin and if you have 32-bit java on a 64-bit OS, it will be at: C:Program Files (x86)Javajre7bin You will need to make sure these are in your environment variables path. if you have Windows 7, you can check by: Click start, right-clicking on Computer and choosing Propertiesclicking on advanced system settings on the left, clicking on the advanced tab (that's double advanced if you were paying attention, microsoft needs a thesaurus), and then click on the Environment Variables button.You will see a few different variables like temp and tmp, but the one we're concerned about is called "path". Click on it and hit edit. Make sure the java ones are there. If they are not, add them. If they are but are incorrect, fix them.For an example, here's my path variable:%CommonProgramFiles%Microsoft SharedWindows Live;C:Program FilesJavajre7bin;C:Program Files (x86)Javajre7binNow lets download a fresh, safe minecraft_server.jar from Mojang. You can get that here: http://assets.minecr...raft_server.jar Using that minecraft_server.jar, double-click and see if you get any errors running the jar. If all is well, it should load up just like if you had been running an exe. If you doesnt, reboot the computer (I'm not sure if a restart is required for the path variable to change). If it still doesn't, you can try downloading a program called Jarfix here: http://johann.loeffl...rfix/index.html Assuming you can double-click the jar and it not cause any problems, you can then move on to reinstalling forge, playerapi, and finally tfcraft. While you can run the server by double-clicking the jar, I highly recommend you use the bat file provided by MDub as it will allocate the proper amount of RAM needed, though I would set both to 1G instead of having start at 500m.
  24. Natural disasters

    I'm going to have to disagree with this idea... My reason is simple: this isn't fun. Having to work for hours on your house to have a random tornado take it out? Not fun. Waiting months for your crops to grow just to have them wiped out by a hurricane/flood/tsunami? Not fun. The idea that TFCraft is going for pure realism is a misnomer (See Here for one quickly found reference on such). While I haven't seen, or at least can't remember for the life of me, an official statement on design, I've come to the conclusion that the devs wish to make survival more challenging and fleshed out. Sometimes, this results in elements of gameplay that resemble realism. The point I'm trying to make is I want a game to be fun, not realistic. For some games like simulators, being realistic is the fun. Even in those games, some realism is removed to make the game more enjoyable (there's no pre-race driver meetings in any racing game I've played for instance). Disasters for me falls into the category of being added for realism sake alone. This is especially true if the events are purely random and can't be anticipated or defended against. it would basically be programmed griefing by mother nature. Blizzards are one thing I could get behind. Reduction in visibility and increase snowfall would be an interesting concept, though I don't know what it would add to make it work the while. Perhaps it would make sense when combined with the talks of the new world generation system as it would make living at the artic circle/pole a unpleasant as it should be.
  25. Buildcraft

    How you want to play your game is of no concern of mine. If you want to use buildcraft with TFCraft, two mods that really are on opposite ends of the spectrum, so be it. That said, what is it that you're asking for exactly? It sounds to me like a mod that allows 2 mods to work together like the IC2-BC2 crossover mod or Better Than Buildcraft mod that allows better than wolves and buildcraft compatability. My point is what you're asking for doesn't seem like something the devs should be worried about. Like everyone has been more than clear about, tfcraft at its core is all about you doing the work. Buildcraft is all about the machines doing the work. To expect either development team to cater to the other when their gameplay designs don't align seems far from likely. If you want TFC and BC compatability, I think that's on you. Don't assume you're the only one that wants this (though do assume it's not common). For this idea, I recommend you consider making a "Buildcraft-TFCraft Crossover mod" yourself and release it for those who want it to enjoy (always get permission before distribution!). Native support in TFCraft seems unlikely to me.