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TaeoG

Taeo's WIP addons - TerraThaumcraft, TTFCAPI, TTFCMat

722 posts in this topic

Hey, there. New user to TFC. I know you already have -so- much on your plate and I commend you for your effort. I'd just like to submit a suggestion for a mod to have compatibility with TFC. It's called MineFantasy 2, and is well worth looking into. It features realistic anvil smithing and ingot heating/cooling among other really neat features.

 

 

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13 hours ago, wormzjl said:

https://github.com/wormzjl/TFCraft/commit/92269b9ff3985c66d53926328d99556a8c1469c7

Now vanilla armor works, but the problem is that you have overwritten that file

yes, thats true, I needed to do so to remove the hard cap on magic damage, as well as make armor enchantments work.

As your fork gets more in depth, I imagine these conflicts will come up more often. We'll have to figure out some way to make our stuff work together.

If you don't care for the changes I made to the armor code, I believe you should be able to delete the EntityDamageHandler from my jar without any negative consequences.

Edited by TaeoG
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I think it's better to use asm instead of replacing the classe file, this would avoid some conflicts as well as legal problems (distribution of modified thaumcraft classes could be a problem, not sure through)

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On 11/14/2017 at 4:34 PM, wormzjl said:

I think it's better to use asm instead of replacing the classe file, this would avoid some conflicts as well as legal problems (distribution of modified thaumcraft classes could be a problem, not sure through)

I talked to Azanor about how I was handling things because I was concerned as well, it should be ok. I am actually using ASM to replace these classes altogether, because doing it surgically is difficult to implement and debug. Its something I want to get to, but right now my job is taking all my time. I work in automation and we're developing a new piece of equipment.

I hope things will slow down after the christmas holidays so I can get back to this project. I'm itching to play again.

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lol bon courage

BTW seems that you have forgotten some debug message and my log file was spammed by this message

[22:51:28] [Server thread/INFO] [TerraThaumcraft/]: generateOverworld called in Infused Ore Generator
 

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4 hours ago, wormzjl said:

lol bon courage

BTW seems that you have forgotten some debug message and my log file was spammed by this message

[22:51:28] [Server thread/INFO] [TerraThaumcraft/]: generateOverworld called in Infused Ore Generator
 

hmm, thats two people with the same error, yet that debug message hasn't existed in my code for 2-3 releases. There must be something wrong with my build environment

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20 hours ago, TaeoG said:

hmm, thats two people with the same error, yet that debug message hasn't existed in my code for 2-3 releases. There must be something wrong with my build environment

Maybe related to class tweaking? Just guessing.

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Happy New years everyone

 

On 12/3/2017 at 4:03 PM, wormzjl said:

https://pastebin.com/qq1MTtkg

Got a crash on world generation

Interesting.  Best I can tell, some gravel tried to fall into an ungenerated chunk, causing it to generate, but something went wrong when my generation code asked TFC what the climate was there. Since my generator works based on climate information, this caused the crash. Not sure how their climate cache works but maybe this is an edge case. I'll see what I can do to make my code more resilient in this instance.

Edited by TaeoG
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alright, well I've done as much as I can to clean up that error. I'm currently working on incorporating your inventory slot fix, as well as a less intrusive way to handle my inventory code, which should be able to be turned off in my config file. After that, I'm going to take another look at that time sync issue that was causing issues for you guys, as well as cleaning out my build environment to hopefully get rid of that spammed error.

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On 5/4/2018 at 10:09 PM, AlexRover said:

Is the project still alive?

Thats a fair question. The answer is: not really. It's taken much too long for me to finish it, and people have lost interest. Especially when you combine it with an Alpha for TFC2 being out and Azanor reappearing to start Thaumcraft 6, I don't think anyone wants this. Maybe I'm wrong and there are people checking this thread for replies every day, but I doubt it, lol.

It's not dead, I still work on it from time to time, but it's not a priority, for the reasons mentioned. I'm sorry for the disappointment :(

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i lurk. im still playing 1.7.10 cause of TFC1. i have a seperate filepath entirely for TFC2 and any other 1.12+ things. lol

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How is a state of art for TTFCAPI mod?

I want to consider using  this mod with my modpack. Especially ore and tree generation as well as item size registry seems to be interesting.

EDIT: how to define large items registry? I see no such options in ttfcapi.ini file. I'm using ttfcapi-a0.8.9 version.

Edited by ciekma
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On 5/8/2018 at 4:39 AM, ciekma said:

How is a state of art for TTFCAPI mod?

I want to consider using  this mod with my modpack. Especially ore and tree generation as well as item size registry seems to be interesting.

EDIT: how to define large items registry? I see no such options in ttfcapi.ini file. I'm using ttfcapi-a0.8.9 version.

The Api has some unimplemented parts, and the bow revamp is only partially finished, but it does what I need. It's mostly an api for addon/mod developers, so there isn't an .ini option for everything. 

I assume you're referring to the registry to keep things out of chests, for developers its done like this

Spoiler

To make your tools stay out of chests, it merely needs to extend ItemTool, ItemTerraTool, ItemWeapon or ItemHoe while implementing ISize. This is vanilla TFC capability.

Everything else can be excluded using ttfcapi.api.ChestExceptions.addException(Item). This uses a bit of a hack, but its less intrusive than ASM

For yourself... well I could add an option to the config file to enter in a list of items, However, you also mention the ore and tree generation, which would much harder to make into a config-file style change. I assume you want certain trees from other mods to also generate?

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Yes, for example to limit IC2 rubber trees to warm and humid TFC regions.

If talking about chest size, to have items from other mods not capable to fit into chest, should I make a small mod which use ChestException(findBlock("mod", "item")) ?

Other questions: how climate based ore gen works? Are there any fishing drops added, or just it is prepared to?

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yes, a small mod using ChestExceptions.getInstance().addException(Item) will add what you want. Be warned, the code it uses is supposed to be used for ingots only, but as far as I can tell it won't hurt anything to put other Items or itemblocks in there.

As for the trees, each mod handles its own tree generation, and that would have to be disabled and only called when appropriate. Also, for example, the thaumcraft trees will only generate on vanilla grass, so I had to trick its generator into thinking TFC grass was vanilla grass. I wish it was simpler.

climate based ore gen works the same way. You provide it a block and list of requirements, like "volcanic" and "not humid" or whatever, and  it will only generate the ore in areas that have those features.

There is also a fishing registry that adds items to the fishing loot table, kinda. I implemented it for the fishing golems, but it should work for normal fishing as well, I'll admit its not well tested.

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On 7/29/2015 at 0:19 PM, TaeoG said:

 

  • SmartMoving AND multiplayer capability for back items. Other players can now see the barrel on your back, and it follow you properly if you have smart moving instead of hovering

I know this is an old thread and I was just looking at old mods for TFC and st uff, but that right there stopped me in my tracks. You know that's been a problem for any mod that adds wearables since basically the beginning of SmartMoving, right? Any nonstandard render of equipment like the armor in Thaumcraft, back tools, any of the multiple backpack mods, etc. do that whole staying in one place and not moving with the character model thing. If you found a solution, you might want to make that widely available! :) 

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I'm sure that development here is just non existent, however I'll give the benefit of the doubt and ask, why is it that in ttfcmat cobalt melts into ardite in the crucible and ardite does not melt at all?

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On 8/29/2018 at 11:51 PM, vladthemad said:

I know this is an old thread and I was just looking at old mods for TFC and st uff, but that right there stopped me in my tracks. You know that's been a problem for any mod that adds wearables since basically the beginning of SmartMoving, right? Any nonstandard render of equipment like the armor in Thaumcraft, back tools, any of the multiple backpack mods, etc. do that whole staying in one place and not moving with the character model thing. If you found a solution, you might want to make that widely available! :) 

Honestly the fix wasn't difficult, mods just need to implement support for PlayerAPI. Its just no one ever bothered.

On 10/2/2018 at 4:19 AM, UnlimatedStone9 said:

I'm sure that development here is just non existent, however I'll give the benefit of the doubt and ask, why is it that in ttfcmat cobalt melts into ardite in the crucible and ardite does not melt at all?

Sounds like a bug. And you're right, development has stopped, probably for good. I actually came here to delete this thread, but maybe I'll ask the moderators to put it in abandoned so people have a reference.

Life circumstances have unfortunately eaten up my free time.

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