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kev12east

[TFC 0.79.27] Technofirma Mod Pack

339 posts in this topic

Your topic has been moved to the newly created Mod Pack subforum. Please update your OP accordingly to make sure that it is following the rules of this subforum. Feel free to ask if you have any questions.

Ok, thanks. I have edited the title of the post to comply with the new rules; however, I have some questions concerning rules 3 and 5. This pack is distributed via the FTB launcher, therefore, am I still required to provide a download link? Also, before any pack update is made, FTB requires all pack authors to submit proof of permission to distribute any mod, therefore, is it necessary for me to post a listing of permissions on here as well?

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Ok, thanks. I have edited the title of the post to comply with the new rules; however, I have some questions concerning rules 3 and 5. This pack is distributed via the FTB launcher, therefore, am I still required to provide a download link? Also, before any pack update is made, FTB requires all pack authors to submit proof of permission to distribute any mod, therefore, is it necessary for me to post a listing of permissions on here as well?

 

A link to the pack on the FTB launcher, or the pack code for the FTB launcher are both fine. I'll edit the rule to be a bit more clear about that. The listing of permissions is not absolutely necessary in order to post here. I'll add a note to that rule as well that FTB launcher packs don't need to list proof of permission.

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A link to the pack on the FTB launcher, or the pack code for the FTB launcher are both fine. I'll edit the rule to be a bit more clear about that. The listing of permissions is not absolutely necessary in order to post here. I'll add a note to that rule as well that FTB launcher packs don't need to list proof of permission.

Great, thanks. Glad that there is a modpacks forum section now, definitely shows off all the work you and the other devs have done in ways of mod compatability

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Need help, something keeps killing me and I don't know what it is!

 

I think I'm about a year or so into the game, it's January.

So I'm stood there in the upper floor of my house making glass on my forge.  The whole area outside has spawn protection and is fenced off too.

I've had weeks of not a single creature getting in past my 3 high fence (to stop skeletons shooting over it - I'm playing with the Zombie Awareness mod too).

 

I hear some weird whispers, I think it's the wind.  It's night time by the way.

Then I get a blindness debuff and more whispers, I look around.. strange.. nothing..  I go back to making glass.

 

Then something hits me.. instant death from ~890 health.

 

I respawn over 1000 blocks away and start a quick run along the coast before going into the water since it's pitch black.

More whispers.. Blind.. Dead.

I quit and reload, try again, same.. Dead.

5th try I get further into the small sea I have to cross.. Then again whispers, blindness dead.

I can't see any mobs anywhere!

 

My death message is "CreepyD Died" - helpful.

 

Have searched Google but can't find anything but don't have much to go on - can you shed any light on it?

I guess it's something in one of the mods, but there are so many.  I assume I'm going to be ok once daylight comes but need to know for future what to do about it.

 

 

Added..

Hm I just realised it's Friday 13th and remembered seeing something about that in a config file.

Yes, Grue from the Enviromine mod is enabled on Fri 13th even if it's disabled!  It has to be that.

Now I see that there's a bug (posted on Feb 15th in that forum) that allows Grue out of the 'cave dimension' and able to attack anywhere, even in daylight.

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This needs one mod for the dark nights, dynamic lights, at least for torches

 

Edit: P.S. Rocks Float?

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--snip--

 

Yeah, it's Grue. It is fixed for the next update update, at least it was only for one day.

 

This needs one mod for the dark nights, dynamic lights, at least for torches

 

Edit: P.S. Rocks Float?

 

Dynamic Lights will be added as soon as I have it working. Rocks float because item physic registers them as floatabe items. To the best of my knowledge, there is no way to fix this. I will look into it.

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Dynamic Lights will be added as soon as I have it working. Rocks float because item physic registers them as floatabe items. To the best of my knowledge, there is no way to fix this. I will look into it.

For the torches just put terrafirmacraft:Torch (with the caps) in the config

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Update 2.7.0
 
Forge Version: 10.13.1.1307
 
Changelog:
Added Flan's Mod, jamioflan, http://flansmod.com
Added Stalker Creepers, atomicstryker, http://atomicstryker.net/about.php
 
Fixed fruit tree leaves falling off
Fixed gravel causing ravines to fill in
Fixed tweaked physics for a few other blocks
Tweaked properties and masses for ships
Temperately removed RoW until the memory leak is fixed
Fixed Railcraft crashes
TFC fresh water now works in Railcraft boilers, fixed a few things in that regard, and will expand upon those later on.
Added wooden biplanes. That pretty much maxes out how far forward in history I want technology to go.
Added banners
Updated several mods
Added piping system (Tubes)
Did not fix leaves breaking off of trees (not falling), this makes it easier to trim larger trees to prevent crashes. [P.S. Trim your trees before chopping, makes it easier on the server]
May have decreased lag (User dependent).
Fixed issue where two items would be thrown on drop item press, throwing items now works properly.
Added more building blocks.
Probably other things that I have forgotten.
 
Official Public Server Updated
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awesome!

Hope you are not going to fit 100-500 mods in this pack:)

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Excellent!

 

Slight issue, I can't see to add any resource packs with the updated version.

Get a handful of spread out messages in the log where it can't find various textures, I'm not sure what they are related to though.

 

Worked fine in the previous version.

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Excellent!

 

Slight issue, I can't see to add any resource packs with the updated version.

Get a handful of spread out messages in the log where it can't find various textures, I'm not sure what they are related to though.

 

Worked fine in the previous version.

Try unziping the resource pack and placing it's folder in the resource packs folder. 

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Try unziping the resource pack and placing it's folder in the resource packs folder. 

 

My japanese texture pack work zipped, but someting does not work with my unzipped custom pack.

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My japanese texture pack work zipped, but someting does not work with my unzipped custom pack.

Does it look like minecraft/resourcepacks/TexturePack/assets/ ? 

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Does it look like minecraft/resourcepacks/TexturePack/assets/ ? 

 

It worked before the last update

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How to login on the server? I only get "Mod rejections [FMLMod:MemoryCleaner{1.0}]"

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How to login on the server? I only get "Mod rejections [FMLMod:MemoryCleaner{1.0}]"

The pack updated, and the server did not, fixed now :).

 

Update 2.8.0

Forge Version: 10.13.1.1307

Added Revamp

Added Dynamic Lights (Only on client, don't need to worry about lagging a server with lighting updates)

Added Buildcraft (requires TFC diamonds, look for kimberlite with your pro. pick. Now slightly rarer than kaolinite, looking for feed back on whether or not this is to common. Quarries do not chunkload)

Added Ropes+

Added NEIAddons

Removed Archimede's Ships (replaced by Ships mod)

Removed Memory Cleaner

Fixed Respirator recipe

Fixed other recipes

Nerfed Rolling Machine recipe to push BC and RC items further back along the tech tree

Disabled BC engine, must use RC engines or EA power (converted with an ELN) to power BC machines.

Iron Saw is not craftable, allows use of MultiParts

Added some basic physics info to the HQM book, do /hqm quest or grab a book from NEI to see it.

Upped public server slots to 30, due to 22 players being online at once Posted Image))

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Hello!

 

I am really enjoying your modpack for a while now!

 

I did play around with the new ships mod (which is nice!), but the physics from (mainly) Enviromine is really annoying. Assembling a ship the first time is not that hard, but as soon as you dock it it falls apart. Any suggestion to counter this?In addition if you come too close to land/are next to a (underwater) landslide, a huge amount of "air blocks" without texture drop from your ship. Nothing major, just to inform you (maybe the air blocks can be excluded from physics).

 

If I may suggest an addition to your pack: As we all know, in TFC you have to explore a lot, and I did spend quite some time just waiting in a cave for the night to pass, without an option to sleep, wondering why there was no sleeping bag in this mod.I ended up installing the OpenBlocks mod, disabled nearly all items and blocks except the sleeping bag and the hang glider (because it's awesome :D) and altered the recipes with minetweaker. Would be great if these two items find there way into your modpack!

 

Thanks for the modpack, keep up the great work :)

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Hello!

 

I am really enjoying your modpack for a while now!

 

I did play around with the new ships mod (which is nice!), but the physics from (mainly) Enviromine is really annoying. Assembling a ship the first time is not that hard, but as soon as you dock it it falls apart. Any suggestion to counter this?In addition if you come too close to land/are next to a (underwater) landslide, a huge amount of "air blocks" without texture drop from your ship. Nothing major, just to inform you (maybe the air blocks can be excluded from physics).

 

If I may suggest an addition to your pack: As we all know, in TFC you have to explore a lot, and I did spend quite some time just waiting in a cave for the night to pass, without an option to sleep, wondering why there was no sleeping bag in this mod.I ended up installing the OpenBlocks mod, disabled nearly all items and blocks except the sleeping bag and the hang glider (because it's awesome :D) and altered the recipes with minetweaker. Would be great if these two items find there way into your modpack!

 

Thanks for the modpack, keep up the great work :)

 

Glad you enjoy it :)

I know of three ways to counter ships failing when built. The way I created was to use a block that was not effected by physics (think something similar to a ballast), the second is to support a main row of blocks during construction, then to simply not update them when you dock it later on, and the third, tbh, I don't know. These latter two construction options were created by players on the OPS, therefore I havn't had much time to look into them. The bug with air blocks will be fixed, enviromine sometimes likes to add my blcok configs to the items section, which makes them effectively useless.

 

 

I may or may not add OpenBlocks, but it is something I will look into.

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hello

(sorry i speak french )

I have a bug with sluice

I have properly prepared the ground for placing the sluice but impossible to put

how to do ??

 

Thank tou so much

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hello

(sorry i speak french )

I have a bug with sluice

I have properly prepared the ground for placing the sluice but impossible to put

how to do ??

 

Thank tou so much

Fr: Vous devez regarder dans la direction le ruisseau d'eau coule. Voici quelques peintures pour vous aider.

En: You need to be looking in the direction the water stream is flowing. Here are some pictures to help you.

Posted Image

 

Posted Image

 

Posted Image

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mmm thanks , but i do it and nothing but , i do it to with the mod alone (not the pack and il t) work )

 

edit : i do with modpack in another world and it work

thank you

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mmm thanks , but i do it and nothing but , i do it to with the mod alone (not the pack and il t) work )

 

edit : i do with modpack in another world and it work

thank you

 

Glad it worked out :)

 

We now have an IRC. I will be in there as Dex, so feel free to hop on and ask questions.

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Why is movement to slow in this pack? its the only think stopping me play it more.Its excruciatingly slow.

Edited by PhantasyStorm
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Why is movement to slow in this pack? its the only think stopping me play it more.Its excruciatingly slow.

 

You move slowly when swimming, carrying to much weight, and walking on sand or gravel. Try walking on something harder, and don't carry so much just in your inventory, put it in vessels and barrels to carry it.

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