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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from TechGuy543 »
    Called it! :D

    lmao I was wondering if you were ever going to reply again.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    We got banned in russia because we use Cloudflare for caching pages and we happen to share a cloudflare IP with some other site that russia decided to ban. Sorry to all the russian fans :(
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    In case anyone comes across this today, we're migrating hosts because our current host suspended us, hence the website being out of commission.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    1.5.1 support added. Check the site for more info.
    Posted in: Minecraft Mods
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    posted a message on Player API
    So now that forge moves files into their own packages etc, am I correct in guessing that I need to move the decompiled playerapi files into these new packages and updated the includes etc?

    Btw Divisor it would be so much nicer if you'd just release patches for the mod creators among us instead of forcing us to decompile etc. Heck you can just use the python scripts from TFC that I liberated from forge a long time ago to create the patch files and distribute the other Setup python script to allow us to apply it to our source folder if you wanted.
    Posted in: Minecraft Mods
  • 0

    posted a message on Player API
    Any other coders care to share how we're supposed to decompile playerapi now that MCP refuses to accept modified jars and auto-downloads new ones without asking?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Just to let you guys know, we're having host issues again. It may be a day or three before the site is fully functional again.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.4.2] Natural Spawning
    Quote from charsmud

    It just seems that it would make the game too easy.

    I would argue that this is a general fault of minecraft to be honest. You can spend hours building walls and other defenses and when you leave your base and come back there is something inside the sealed walls of your compound waiting for you. 99.9% of the time its better to just spam torches which is a very poor gameplay mechanic.

    This mechanic in my mind opens the game up for other mods that add aggressive mobs to the game without them making the game impossible to play.
    Posted in: Minecraft Mods
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    posted a message on [1.4.2] Natural Spawning
    I had actually had a few requests by some people to make this standalone and it seems to me to be something that MC desperately needs so I through this together. I know this won't be as popular as TFC but I think once people give it a try, they'll like it :)
    Posted in: Minecraft Mods
  • 6

    posted a message on [1.4.2] Natural Spawning
    Natural Spawning for 1.4.2
    Requires Minecraft Forge 6.0.1.341+
    Requires PlayerAPI


    What is Natural Spawning?
    If you've played TerraFirmaCraft in recent months you would have experienced the spawn protection system in action. This is a port of that system for vanilla. If you've never tried TFC, that's alright, this system is so easy that you don't have to do anything at all! No more do you need to worry about creepers spawning on an overhang of your house and stealth-bombing you when you come walking outside. Also, torching every square inch of your base is no longer necessary! As long as the chunk has protection on it mobs won't spawn!

    How does it work?
    Natural spawning changes the way mobs spawn in Minecraft by preventing them from spawning in chunks where the player spends an extensive amount of time (such as in your house). As you play the game, you build up spawn protection in the chunk that you're standing in. For every 1000 ticks(1hr in game time) you gain 6 hours of spawn protection in that chunk and neighboring chunk (3x3 area). Each chunk starts with -24 hours (You need to actually spend some time in the area to begin preventing mob spawns) and maxes out at 21 minecraft days worth of protection.

    Why should you use Natural Spawning?
    My main goals when I created this system for TerraFirmaCraft was to make a place seem lived in, as well as to make town walls useful. As long as your town has spawn protection on each of the chunks inside the walls, no mobs will spawn in your town even if there are no torches at all! To me its a subtle system that just makes sense.

    Protection Meter
    The protection meter is a device that will allow you to monitor the spawn protection in the chunk in which its placed.




    Recipe

    License
    You may not repackage or redistribute this for any reason.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from BlackNavi

    Does anyone care to share a mod compatibility list?

    -This is a great mod that encourages exploring among other things. I think some type of block that keeps chunks loaded would really make sense in a mod like this that has you spending a lot of time leaving your "home" area. It would seem much more realistic if trees, plants, and fruits near your home continued to grow while you were out exploring.


    They DO continue to grow.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from ZarddZizzer

    I'm having the exact same problem. It will be at the the right temp and everything, but it doesn't change into an ingot.

    There was a bug with anvils which has been solved in one of the latest versions.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Craftiyan

    After downloading the newest beta for 1.3.2, I got the following crash.

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Failed to start game
    This error has been saved to /Users/terikleine/Library/Application Support/minecraft/crash-reports/crash-2012-09-05_12.24.51-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.



    --- BEGIN ERROR REPORT a60920d7 --------
    Generated 9/5/12 12:24 PM

    - Minecraft Version: 1.3.2
    - Operating System: Mac OS X (x86_64) version 10.7.4
    - Java Version: 1.6.0_33, Apple Inc.
    - Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
    - Memory: 1008199200 bytes (961 MB) / 1065025536 bytes (1015 MB) up to 1065025536 bytes (1015 MB)
    - JVM Flags: 2 total; -Xms1024m -Xmx1024m
    - FML: FML v3.0.175.350 Minecraft Forge 4.0.0.245 Optifine OptiFine_1.3.2_HD_U_B3 6 mods loaded, 6 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
    TerraFirmaCraft [TerraFirmaCraft] (TFC.zip) Unloaded->Constructed->Errored
    3ditems [3D Items] (3DItems - v1.4.2 [Forge].zip) Unloaded->Constructed->Pre-initialized
    - LWJGL: 2.4.2
    - OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 APPLE-7.18.18, Intel Inc.
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Dokucraft
    - Profiler Position: N/A (disabled)

    cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:141)
    at net.minecraft.client.Minecraft.a(Minecraft.java:405)
    at net.minecraft.client.Minecraft.run(Minecraft.java:737)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.reflect.InvocationTargetException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:371)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
    ... 4 more
    Caused by: java.lang.IllegalArgumentException: Slot 216 is already occupied by [email protected] when adding [email protected]
    at aig.<init>(Block.java:282)
    at afu.<init>(BlockContainer.java:7)
    at TFC.Blocks.BlockTerraForge.<init>(BlockTerraForge.java:33)
    at TFCBlocks.LoadBlocks(TFCBlocks.java:303)
    at TerraFirmaCraft.preInit(TerraFirmaCraft.java:87)
    ... 30 more
    --- END ERROR REPORT 40ff5c81 ----------


    Is it because perhaps the download instructions have changed to "put in mods folder?" Or possibly because of a conflict? The other mods I have are:

    Forge .145
    3D Items
    Optifine
    Player API + Render
    GUI API


    Delete your configs, that's an id conflict.

    Also 49b is out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    The first phase of agriculture is now out. The mod is still 1.2.5 only but will be moving to 1.3 soonish.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from EldingArtist

    You've missed the point of the mod. In the stoneage, people sure as heck didn't sleep on burning log heaps to wait for the charcoal to magically gather to them. There is a legitemate problem with the current system, as it takes so very long, and can be lost so very fast. I've lost days work loading pits in a very short time, and that's not realistic. I'm sure the developer needs to know how that change is affecting players.

    Actually, you're wrong. That is almost exactly what they did(granted they didn't stand on the pile). Someone was assigned to watch a charcoal pile until it was done. That means staying all day and night just watching it. In fact they invented a one legged stool so that the watcher would fall over if he fell asleep while he was supposed to be keeping an eye on the pile.

    That said, I'm fully aware that charcoal loss is an issue and I'll be remedying it soon.
    Posted in: Minecraft Mods
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