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Search the Community: Showing results for tags 'mod compatibility'.

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Found 4 results

  1. Hello, respected mod developer Kittychanley. Sorry for getting technical right from the start, but i'm trying to increase compatibility with Smart Moving using RenderPlayerAPIEnchancer. I tried to investigate that barrel bug again and stumbled upon strange commit that removes registration ofRenderPlayerTFC in RenderingRegistry. But Smart Moving hooks to registered classes only, when changing rendering. Is this commit still actual after barrel/quiver slot was rewritten? Can PlayerRenderHandler class, maybe, be incorporated in RenderPlayerTFC and the latter be registered in RenderingRegistry again? Or maybe it is not even needed and registration can simply be uncommented? Do you remember the reasons why it was commented? Thank you for giving an answer and for an amazing mod.
  2. Modded Factions TFC Server?

    I've been playing TFC for a while now, still not an expert by any means, but since it seems fun I've naturally been looking into playing on a TFC server. I always thought the idea of Minecraft faction servers was completely awesome but I haven't ever really seen a server that implemented factions the way I wish they would. I think that TFC offers some things that would really go a long way towards making a great factions server, and I have some ideas on what that server would look like. Basically I just wanted to briefly share these ideas to see if there's anyone out there who also finds them intriguing and would like to help me actually implement them and set up a server. What I'm thinking is a server with a limited number of set factions that are controlled by admins/GM's and possibly by trusted players after the server's been up for a while. The server would have a finite map to reduce lag and force factions to interact with each other more often. I think that TFC would really help by making players more invested in the welfare of their own factions since it takes so damn long to gather resources and build a base. In another factions server thread I saw someone mentioned that a factions server would fail because people would rage quit after getting their hard work destroyed. I agree with that, so I think the main base of each faction should have a small protected area near the center, which allows them to ensure that their base will never be completely ruined, but the outer parts could still be subject to PvP/raiding. The final part I was thinking about was adding certain mods that only specific factions can use. For example, everyone might have Thaumcraft installed, but only one faction would be able to use things from that mod. Other factions would have different mods/technologies they have exclusive access to. This would make the PvP more strategic by creating a sort of rock/paper/scissors dynamic. Obviously some work would have to be done to make these mods compatible with TFC. These are just the basics of my ideas for this kind of server. Anyone else think I'm on to something here?
  3. So I was wanting to do this for a while, add IC2 to my TFC expirence. I would extremely lengthen the play time and I think I would be quite fun but that's because I'm a maniac (might add Gregtech too, but one thing at a time). If I decided to add gregtech it would be nice because it starts with bronze age machines and gradually works it's way to the iron machines. Everything would key up fine gameplay wise, copper is easy to find and so is tin but the other ores like iron, ferrous (nickel) are harder to get/find. I would be think diamonds would ore dictionary and red/blue steel would be iridium or some other hard to get material. If it works good then I would definitely make a let's play of it to check try it out.So what do you think? If you know about the mods and/or modding, would this work?
  4. Ok, so this thread is somewhat of an in-betweener thread. I want to discuss the future a bit, but mainly I'd really just like to hear about what exactly is coming with b77. So let us go that route. So there are a lot of changes coming. Most of us are very excited, myself included, and I know that it has been said that it would mostly come out all at once, rather than small changes along the way... With that, what exactly can we expect in b77? Here's a short-short-version of what we've heard that is coming, but not specifically if its in b77 or 78+ etc... SKILLS Skills will be minor changes to things that you are doing, like slightly better propicking, or more accurate anvil working, etc. Skills will be the new 'death penalty' in a way, because the idea is you build up these skills, and if you die, they reset to zero. MY PERSONAL OPINION: Excellent. I love this idea, I think it is a more suitable death penalty, and a nice reward for those who are smart in their play and avoid death like it is as bad as it should be. However, with this new penalty, the old one needs to change. More on this later! COMBAT OVERHAUL Combat is getting changed to be more dynamic. Possibly different weapon types, different armor types, different damage types, perhaps status effects with a different type of attack (example, a slash attack could have a chance to inflict a 'bleed' lets say, dealing bonus damage over time; a crushing attack could have a chance to inflict a debilitation effect, slowing movement or weakening damage for a period of time; etc). The final decisions on this overhaul have not been specifically released, as they seem to still be largely in discussion on the forums here. MY PERSONAL OPINION: Again, I think this is good. I would not like to see it get too complicated, but something like having 3-4 different damage types (ie, crushing, slashing, piercing, etc) and certain armors that deal better with different types but have their own weaknesses would be a smart, easily balanced approach. BONUS THOUGHT! Here's my thought that I left hanging a moment ago about the existing death penalty! The existing death penalty is losing your levels. "What, that is minecraft's normal death penalty, what are you talking about!?!" is what you might be thinking as you read this. And you are correct. But in TFC, your levels give bonus health, food, and thirst to your maximums. I think this is a decent idea, but with the combat overhaul and the skills overhaul combined, it is no longer necessary. In fact, with future mod compatibility in mind... I think that TFC should revert health and hunger levels to vanilla levels. The change is purely arbitrary, and it served it purpose with the level-up health boosts, but with combat/skills, it is no longer necessary. Please don't flame over this, think about it for awhile and see if you can understand what I mean, and if not, politely disagree. POTTERY OVERHAUL This change is adding a new tier to the beginning of the game, which is involving clay materials for pottery and fired clay for building homes and such. The new pots/jars will hold objects much like a chest, but with less capacity. MY PERSONAL OPINION: This adds some very interesting new gameplay to Terrafirmacraft. Advanced woodworking is something that minecraft begins with, and terrafirmacraft has always in a way followed that start, but pottery is a realistic (please don't kill me for saying realistic, geeez.) beginning that does indeed come before advanced woodworking. This change is very, very interesting, and I am excited for it, mostly for the flavor it will add to the world. METAL OVERHAUL The metal overhaul is based around moving copper to t0, and moving tin/zinc/bismuth to t-nothing, and have them be useful for alloying only, and making them rarer in the process. There are also changes incoming to alloying (good-bye, metallurgy table, and good riddance!) and changes to smelting (bloomery for iron only) among other things. MY PERSONAL OPINION: There's a very good basis for this, which I find to be interesting. This is the part of the update(s) that will likely require a new world. Ore generation will definitely change, and some of our multiblock structures will also be changing... The biggest thing here for me is changing the ore generation heights. The fact that you find all ores at the same predictable heights is pretty lame, and any experienced TFC prospector will easily find ore whenever they want, because they know where it will be. Give ore generation in the world a plus/minus of like 20-30 y height to make things interesting, please!! CONCLUSION There are a ton of things coming to TFC! In addition to all of this, Bioxx has stated that he would like to move TFC in a direction that is more compatible with other mods. I applaud this, very loudly. I love TFC, it is outstanding, but there are other outstanding mods too, and I'd love to see them have an easier time getting along! Leave some feedback, do some discussion, and hopefully Bioxx/Dunk will pop in and tell us which of these things to expect first and maybe even a guestimated timeframe too! Wishful thinking, and its not important. It'll be done when its done, and I am content with that. Lastly, a big THANK YOU! to Bioxx/Dunk for their continued work on this mod, it's a great one, and I hope it continues to be great as it grows!