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      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.
Just_Another_Guy_:)

Compatibility list

91 posts in this topic

... I don't even remember why i placed BTW there ._.

Meh, i'm gonna erase it, and soon i will add 6-9 mods to the list.

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HUGE update to the list :3 38 mods added at once to the list. I dare anyone to call me lazy now :P

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I'd personally add note block gui to 'partially compatible'

I'm sure the mod works perfectly fine with TFC, but you'll never know because I don't think TFC lets you craft note blocks

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I'm thinking about something like tradomats for the server from IC2. We would disable IC2 ore generation and just manually trade players the tradomats just to set up trading mechanics in their cities ... would that work?

TFC is pretty good with player specialisation but it lacks the possibility for trade when the player is not online or to far away.

A centralized market with trade stations would help with that. To solve the modern texture of the tradomat you could just add a tradebox or something in the texturepack for this item of IC2.

Same applies to Railcraft. A crowbar to connect the carts into real trains would be nice without destroying the feel of TFC when the actual carts have been made with TFC mechanics.

Anyone tried running IC2 and Railcraft with TFC in this way? (disabled Tin, Copper, Uranium Ore generation for IC2)

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If your doing the trading go for something like chest shop all you need is a chest and a sign and BOOM you got a trade shop.

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If your doing the trading go for something like chest shop all you need is a chest and a sign and BOOM you got a trade shop.

chest shop = craftbukkit = NOPE

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Ironchests mod works, copper and silver chests work with the TFC variants of the ingots, iron/gold/diamond chests worked after I enabled the vanilla recipes/conversions for them.

The recipes don't show in NEI, but knowing them I was still able to craft them.

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wait, how do you get tekkit to work with this? that'd be really awesome if it is possible since about half of the people i play with want to play tekkit and the other half want to play tfcraft.

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say... would someone mind seeing if this works with pixel shaders?

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List updated, and i will test it as soon as i get my pc working... probably in two weeks, or a month.

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I said something like it lol I can't remember the name of it but there are ones that aren't bukkit sheesh.

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So I read here on the forums that TFCraft and Smart Moving work together and Smart Moving looks pretty great in theory but I can't seem to get it to work, is there anything I'm missing here?

I start with a clean install of minecraft, add in Forge, Player API, Optifine and place TFCraft in the mods directory

Posted Image

Then I throw in Smart Moving Standalone, and it gives me a not compatible error.

Posted Image

Trying to load it up anyways results in MC going Black entirely and becoming unresponsive, force me to kill it with task manager.

likewise I can't seem to get NEI to work when I place it in the coremods directory or even directly into the JAR file, is there a hotkey to enable it maybe? Like how TMI has to have O pressed sometimes.

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It may be a installer issue, 'cause i use exactly the same mods as you just mentioned (even the same versions), and it works perfectly fine for me.

For SM, it apparently works if you place it into the mods folder, so that may be the problem :

NEI is detected by forge? if it is, it should appear in the mod list forge places in the main menu; if it isn't, it's probably bad installed/a non working version. It could also be (though i doubt you made this mistake :P) that you forgot to install code chicken core as well. Finally, if it is detected but it still does not work, it should have created a config file, so you could change the key to bring it up there. Other than that, i have no idea what could be happening, other than your mod installer derping around with the mods :

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Trying to load it up anyways results in MC going Black entirely and becoming unresponsive, force me to kill it with task manager.

For SM, it apparently works if you place it into the mods folder, so that may be the problem :

Yeah, you are installing SM wrong. It's a mod-folder mod. Make sure you read the smart moving installation instructions because they do things a little differently.
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Got Smart Moving working but now I can't seem to control the speed of my players, I set move.speed.user:false but you can still control how fast you move with I or O, got players zipping around now at 4000%+ and smashing into trees / killing themselves, while funny it's pretty irritating :/

figured it out - missed an option at the bottom of the config.

Now if only I could get NEI to work - I put it and the core in /coremods/ but nothin doin. It shows up in Forge but nothing happens ingame.

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Got Smart Moving working but now I can't seem to control the speed of my players, I set move.speed.user:false but you can still control how fast you move with I or O, got players zipping around now at 4000%+ and smashing into trees / killing themselves, while funny it's pretty irritating :/

figured it out - missed an option at the bottom of the config.

Now if only I could get NEI to work - I put it and the core in /coremods/ but nothin doin. It shows up in Forge but nothing happens ingame.

-snip i can't read.
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I love how my dead thread was revived and became a unofficial technic support post for people having problems with other mods and TFC :P

Now if only I could get NEI to work - I put it and the core in /coremods/ but nothin doin. It shows up in Forge but nothing happens ingame.

Well, then i really have no idea what's going on : though, if it's working it should be creating a config file. I think it's placed in the saves folder instead of config files folder.

Other than that, nothing to say here : maybe you should see if Chickenbones himself can help you in the MC forums, or someone else...

EDIT: Try pressing the "r" key while your mouse is over something craftable in your inventory. If it's working, it should show the recipe for that item.

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The mob amputation mod throws no errors, and you used to be able to add tfc items to its list, but now tfc uses separate mobs as well it's not really functional. I'm going to try asking the developer if there's any way to patch it for TFC but I've a feeling not.

EDIOT: Cancel that, custom entities are supported, just have to figure out how to actually enter them in the config!

Edit: can anyone tell me what the "netID''s for the mobs are in TFC?

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I'm thinking about something like tradomats for the server from IC2. We would disable IC2 ore generation and just manually trade players the tradomats just to set up trading mechanics in their cities ... would that work?

TFC is pretty good with player specialisation but it lacks the possibility for trade when the player is not online or to far away.

A centralized market with trade stations would help with that. To solve the modern texture of the tradomat you could just add a tradebox or something in the texturepack for this item of IC2.

Same applies to Railcraft. A crowbar to connect the carts into real trains would be nice without destroying the feel of TFC when the actual carts have been made with TFC mechanics.

Anyone tried running IC2 and Railcraft with TFC in this way? (disabled Tin, Copper, Uranium Ore generation for IC2)

My co-moderator has gotten Railcraft to work with very slight modifications. Being able to use TFC wood for wooden rail ties, creosote oil generation (as well as using TFC coal for this as well), wrought iron, steel and gold for rails. Doesn't take very long at all really, I would highly suggest disabling Railcraft's method of producing steel though for balancing reasons, otherwise it is very compatible (with slight alterations of course to replace recipe items with TFC variations).

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Got Smart Moving working but now I can't seem to control the speed of my players, I set move.speed.user:false but you can still control how fast you move with I or O, got players zipping around now at 4000%+ and smashing into trees / killing themselves, while funny it's pretty irritating :/

figured it out - missed an option at the bottom of the config.

Now if only I could get NEI to work - I put it and the core in /coremods/ but nothin doin. It shows up in Forge but nothing happens ingame.

Did you download CodeChickenCore.jar too?

EDIT: I'm illiterate apparently. Nevermind.

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Figured out my problem with Not Enough Items and not showing up / not working in my Minecraft 1.4.2 setup with Terrafirmacraft, (being verbose to help anybody that googles this in the future)

The problem was a combination of being my own fault, forge's fault, and Magic Launcher's fault.

I had my 1.4.2 minecraft renamed as "142 Minecraft.jar" so I could also have a 1.4.4 "minecraft.jar", the problem here is that Forge was trying to load "minecraft.jar" for NEI / CodeChickenCore when it needed to load "142 Minecraft.jar"

Renaming "142 Minecraft.jar" to "minecraft.jar" for Magic Launcher has fixed the issue entirely.

Forge version: Universal 6.0.1.354

Player API Universal: 1.1

Minecraft: 1.4.2

CodeChickenCore: 0.6.6.2

NotEnoughItems: 1.4.2

I love how my dead thread was revived and became a unofficial technic support post for people having problems with other mods and TFC :P

-snip-

I'm a master necromancer :D

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I'm a master necromancer :D

Happy to see you finally solved your problem, and technically you would be more of a priest... this was a revival, a good one :3 even though technically off-topic...

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So, the compatibility with the amputation mod requires modifying TFC, not just the config, at least, so far as I can tell. x]

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