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MatthiosArcanus

Curious As To How Feasible A TFC Modpack Is

5 posts in this topic

Hey everyone, got a question here.

I'm looking into making a rather expansive modpack, the general overarching theme mimicking that of how real world tech has evolved. Nothing solid has been set in stone just yet, still in the planning stages, so I'm looking into options to make this happen.
The question that arises from this: just how modifiable is TerraFirmaCraft? TFC would be considered the very base of the entire modpack, and as such all tech trees would be expanded on from this base.
I suppose my main concern is just how far-reaching TFC is in its game-changing nature, and as such I don't really know if I can extend from it in any meaningful way.

I'm essentially looking for thoughts and opinions from those that have attempted modpacks based on TFC as to the scope of work needed to make modpacks work.
Hopefully all this is clear enough, but if not, do let me know!

Thanks, and take care!

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3 hours ago, MatthiosArcanus said:

The question that arises from this: just how modifiable is TerraFirmaCraft? TFC would be considered the very base of the entire modpack, and as such all tech trees would be expanded on from this base.

It depend on how much you need to modify. If you have java programming knowledge, you can make mods supported by TFC environment.

In other case (like in my modpack case), you can use minetweaker and minetweaker TFC helper mod for changing recipes, of course you need NEI and TFC NEI port in your modpack to show new recipes. But there are some constrains, for example crucible or pottery kiln recipes cannot be changed, but many of other are fully supported, please refer to:

 

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It certainly is possible, but challenging. With TFC you will hit certain roadblocks and hardcoded features. Many of these can be dealt with by finding creative solutions. For the first part of our packs history this was how we dealt with these issues. Doing this is much easier now then it was as there are more and more add-ons that fix various issues. Overtime we encountered more intractable issues and started running into the issues associated with a large volume of script files. So at that point we went a different route and chose to fork and modify TFC code for our pack. Many issue we had could be solved by writing an add-on, but some could only be fixed directly in TFC code. Since we were already modifying TFC we chose to make more extensive changes rather than write more add-ons.

TFC-based packs do require a much larger time commitment than other packs. To give you a concept our pack took 5 months to be playable and has taken an additional 2 years to get to the "polished" point it is at now.

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Hey, thanks everyone for your responses!

The more I think about it, the less likely it is that I'll make TFC the base of the pack. I'm willing to invest a few months into this, but not years. Not on something that is essentially a personal project that may end up being public. My other concern is with the version TFC is on, 1.7.10. At this point, it's hard for me to justify working with such an old version of Minecraft.

Thanks again, and take care!

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On 02/04/2017 at 11:29 PM, MatthiosArcanus said:

My other concern is with the version TFC is on, 1.7.10. At this point, it's hard for me to justify working with such an old version of Minecraft.

It is my opinion that 1.7.10 was the last good version of Minecraft before they ran out of ideas, and I haven't played anything past it for an extended period of time.  Just sayin'

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