Team CoFH Mods
(It stands for Cult of the Full Hub) A general purpose thread for everything we do!News
Hello everyone! This is the new general purpose thread for Team CoFH Mods. If you aren't familiar with us, we make Thermal Expansion and OmniTools, and have recently added a new one to the mix - we now have a Coremod which contains all libraries needed for our mods, of which there will be more.Rather than maintain multiple threads for CoFHCore, Thermal Expansion, OmniTools, and whatever other mods we decide to create, here's a common one. Most people know about Thermal Expansion and OmniTools at this point, but CoFH Core is pretty new. Here's some of the stuff it can do:
Custom Skins and Capes (HD-capable)!
Augmented Vanilla World Generation!
Flat Bedrock!
The world generation options can be found in /config/cofh/World.cfg. For the capes and skins, just go in game and use either:
/cofh cape set /cofh skin set
You can clear your selection with:
/cofh cape clear/cofh skin clear
respectively.The screenshot above with the HD cape is provided by CoFH Core.Aside from that, there is of course all of the usual Thermal Expansion goodness, ported to 1.6.4.
Changelog
Thermal Expansion
CHANGELOG
3.0.0.0:
12/25/2013 - Merry Christmas!
Okay, so everything has been completely redone here. A normal changelog doesn't suffice.
MJ is no longer supported by Thermal Expansion. The new energy system is Redstone Flux. (RF). Ratio is 10:1 RF:MJ.
Lots of mods already support Redstone Flux - it is now the most widely adopted energy system in modded Minecraft!
GENERAL
CoFHCore has had a massive overhaul. Of particular importance,
-The Friend command! Use the following to manage friends:
Capes and Skins are non-functional at this time. They will be restored for Minecraft 1.7.x.
BLOCKS
Machines:
-Now only accept RF.
-Process style has changed; machines no longer "hide" the actively processing item.
-Lots of new recipes and process options.
-Major optimizations and reworks.
Redstone Furnace:
-Formerly the Powered Furnace.
-Now smelts pulverized ores and dusts for less energy!
Pulverizer:
-Pulverize Redstone Ore to get Cinnabar, used in the Induction Smelter.
Induction Smelter:
-Use Cinnabar Crystals along with an ore for an extra boost in production!
Fluid Transposer:
-Now fills/drains a new type of container introduced with the Forge Fluid system. Try with Portable Tanks!
Energetic Infuser:
-Charges things that use RF. Does not support EU or MJ.
Dynamos:
-These replace engines. They generate Redstone flux.
-Four dynamos: Steam, Magmatic, Compression, Reactant.
-Nominal output is 80 RF/t.
Cells:
-Store RF. These are now SIDED input and output.
-4 levels + Creative.
Strongboxes:
-Store items securely. You may limit access to just yourself or allow friends.
-4 levels + Creative.
-Use cofh friend command to add friends.
Tanks:
-Store fluids. Can be dismantled.
-4 levels + Creative.
Conduit:
-Now uses FMP!
-Major internal reworks to all types of conduits.
-Wrench a conduit connection to change/disable its mode.
Energy:
-There are now 3 levels of Redstone Energy Conduit. They accept RF but will convert to MJ on output if necessary.
-Output Limit is measured per face of a conduit - they are more capable than you may think.
-Redstone Energy Conduit no longer has modes.
Fluid:
-Two types of Fluiducts - Opaque and Transparent.
-A pneumatic servo may be applied for advanced Redstone Control and filter capabilities.
Item:
-Itemducts are here! These move items and are extremely optimized.
-Two tiers of Itemducts - Standard and "Impulse" - both available in Opaque and Transparent variants.
-A pneumatic servo may be applied for advanced Redstone Control and filter capabilities. Filtering is per side on Itemducts.
Tesseracts:
-The Tesseract is a fair bit more expensive now. It is also far more capable.
-Tesseracts handle energy, fluids, and items. They only move RF.
-Tesseracts do not eject to Buildcraft pipes.
ITEMS
-Lots of new materials and items to support new TE features.
-Added Bronze (Tinker's Alloy) and Enderium.
Florbs:
-New thing! It holds fluid! You can throw it.
Flux Capacitors:
-Store RF, can be activated to charge whatever RF-using tool you are holding! (Must remain in hotbar.)
FLUIDS
-Added Pyrotheum. Like lava, but worse.
-Added Cryotheum. Like lava, but worse and cold.
-Added Liquifacted Coal. Burn it in Compression Dynamos.
ENTITIES:
-Added the Blizz. Like a Blaze, but cold. They are jerks.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/4/2011
Posts:
237
Member Details
Two questions regarding the HD skins and capes feature:
1.) Can anyone see it in multiplayer (if they have CoFH Core installed)?
2.) Does it take HTTPS links? I.e. can I use my dropbox public folder to "host" my skin/cape files?
And two more questions that have bugged me for a really long time
3.) Who are all the members of Team CoFH?
4.) What does the abbreviation stand for?
Hey KingLemming! I've know I've said this before, but I'll say it again: thank you for making such cool, useful, and unique mods. I still like IC2 for some things, but this mod rules them all for automated ore processing. Also, I'll take liquiducts and redstone energy conduits over the BuildCraft equivalents any day. Of course, I haven't really messed with gates much, but then again, I doubt I will anyway. Why mess with assembly tables for gates, cacti for waterproofing, and gold and sand (for glass) when I can go with the TE stuff? I mean, it's not like it doesn't all balance out in the end anyway. Everything is just so neat and tidy in TE, so easy to set up systems that completely take care of themselves, yet the price you pay for the machines makes sure it still isn't O-P. So yeah, keep up with the great work.
Now, on to a potential exploit report. So I noticed the so-called "resonant ender" in the beta changlog and immediately thought that was pretty cool. However, I then thought of something that you and Calclavia, the developer of MFFS, may have to work to prevent. What I mean is the potential for yet another forcefield bypass. That is, say someone wants to get into an MFFS-protected base, and they just so happen to have a little resonant ender left over from making a few tessaracts. If you're planning to make that stuff placeable in the world from a bucket, which I can only assume you are, that would mean that they could just place the stuff, jump in, and repeat until they get teleported to the other side of the forcefield. The worst part is that there's really no way to protect against it - no matter how many layers of full-surround fields you have, a persistent and smart enough player could still get through eventually. However, I'm not just going to report this problem without suggesting a solution I thought of. That's just not how I roll at all. So anyway, here's my idea.
I don't know too much about modding, but as long as it doesn't create too many chunk/block/entity updates/checks or whatever, I would suggest making all MFFS fields scan the inventories of all players that get within the resonant ender teleport radius for buckets of the stuff every second or so. If they detected these buckets, they could pop up event chat messages to the player warning of the fact that he/she has been busted. If the player tried anyway, then you could have him/her get struck by lightning the moment he/she jumped into the resonant ender puddle, just like if you try to mess with someone else's tessaract even after being warned. Maybe you could even make it possible that if the forcefield projector was linked to a security station that was also linked to a secure storage box, players could just ban molten ender buckets from the entire radius altogether. After all, why else would players be messing with the stuff unless they're trying to break into your base?
Of course, some of this would be have to be implemented by CoFH Core, but other parts (in fact, probably most of it) would have to be handled by MFFS. Therefore, I'll also be communicating this report to Calclavia. I'm sure both of you will figure it out, perhaps in an even better way than I have just suggested. Anyway, thanks again and stay awesome!
Two questions regarding the HD skins and capes feature:
1.) Can anyone see it in multiplayer (if they have CoFH Core installed)?
2.) Does it take HTTPS links? I.e. can I use my dropbox public folder to "host" my skin/cape files?
And two more questions that have bugged me for a really long time
3.) Who are all the members of Team CoFH?
4.) What does the abbreviation stand for?
1) Yes
2) Yes
3) King Lemming, Cynycal, and myself
4) Cult of (the) Full Hub
Honestly, I don't see the MFFS thing as a big issue, it already has ways of instakilling anything within a certain field, so that doesn't matter. Banning Ender is just a bit too special case and a little bit paranoid.
Also, that's part of the fun. I might even have to make an EMP-style device using an ender/redstone combo.
Will there be a way to make it so Ops on a server are the only ones allowed to have a custom cape? Like a permission?
Yes, in fact there are two options relating to Ops:
-You can restrict it so that only Ops may use the command, and not all players.
-You can restrict it so that Ops may only set their OWN cape, and not anyone elses. (By default, Ops may use /cofh cape set <name> <URL> to set a skin or cape for a particular player.)
Note that even if you disable both options so that nobody can set capes at all, the server owner can always edit the Capes.cfg and Skins.cfg file manually.
Just curious but are you going to implement some type of compressor or extractor type machines in the future? Other than that awesome mods. This has always been my fave power source and machine mod.
(It stands for Cult of the Full Hub) A general purpose thread for everything we do!
Hello everyone! This is the new general purpose thread for Team CoFH Mods. If you aren't familiar with us, we make Thermal Expansion and OmniTools, and have recently added a new one to the mix - we now have a Coremod which contains all libraries needed for our mods, of which there will be more.Rather than maintain multiple threads for CoFHCore, Thermal Expansion, OmniTools, and whatever other mods we decide to create, here's a common one.
You can clear your selection with:
respectively.The screenshot above with the HD cape is provided by CoFH Core.Aside from that, there is of course all of the usual Thermal Expansion goodness, ported to 1.6.4.
Changelog
Thermal Expansion
CHANGELOG
3.0.0.0:
12/25/2013 - Merry Christmas!
Okay, so everything has been completely redone here. A normal changelog doesn't suffice.
MJ is no longer supported by Thermal Expansion. The new energy system is Redstone Flux. (RF). Ratio is 10:1 RF:MJ.
Lots of mods already support Redstone Flux - it is now the most widely adopted energy system in modded Minecraft!
GENERAL
CoFHCore has had a massive overhaul. Of particular importance,
-The Friend command! Use the following to manage friends:
/cofh friend add/remove/gui
-The killall command (ops/server console only):
/cofh killall <wildcard>
Capes and Skins are non-functional at this time. They will be restored for Minecraft 1.7.x.
BLOCKS
Machines:
-Now only accept RF.
-Process style has changed; machines no longer "hide" the actively processing item.
-Lots of new recipes and process options.
-Major optimizations and reworks.
Redstone Furnace:
-Formerly the Powered Furnace.
-Now smelts pulverized ores and dusts for less energy!
Pulverizer:
-Pulverize Redstone Ore to get Cinnabar, used in the Induction Smelter.
Induction Smelter:
-Use Cinnabar Crystals along with an ore for an extra boost in production!
Fluid Transposer:
-Now fills/drains a new type of container introduced with the Forge Fluid system. Try with Portable Tanks!
Energetic Infuser:
-Charges things that use RF. Does not support EU or MJ.
Dynamos:
-These replace engines. They generate Redstone flux.
-Four dynamos: Steam, Magmatic, Compression, Reactant.
-Nominal output is 80 RF/t.
Cells:
-Store RF. These are now SIDED input and output.
-4 levels + Creative.
Strongboxes:
-Store items securely. You may limit access to just yourself or allow friends.
-4 levels + Creative.
-Use cofh friend command to add friends.
Tanks:
-Store fluids. Can be dismantled.
-4 levels + Creative.
Conduit:
-Now uses FMP!
-Major internal reworks to all types of conduits.
-Wrench a conduit connection to change/disable its mode.
Energy:
-There are now 3 levels of Redstone Energy Conduit. They accept RF but will convert to MJ on output if necessary.
-Output Limit is measured per face of a conduit - they are more capable than you may think.
-Redstone Energy Conduit no longer has modes.
Fluid:
-Two types of Fluiducts - Opaque and Transparent.
-A pneumatic servo may be applied for advanced Redstone Control and filter capabilities.
Item:
-Itemducts are here! These move items and are extremely optimized.
-Two tiers of Itemducts - Standard and "Impulse" - both available in Opaque and Transparent variants.
-A pneumatic servo may be applied for advanced Redstone Control and filter capabilities. Filtering is per side on Itemducts.
Tesseracts:
-The Tesseract is a fair bit more expensive now. It is also far more capable.
-Tesseracts handle energy, fluids, and items. They only move RF.
-Tesseracts do not eject to Buildcraft pipes.
ITEMS
-Lots of new materials and items to support new TE features.
-Added Bronze (Tinker's Alloy) and Enderium.
Florbs:
-New thing! It holds fluid! You can throw it.
Flux Capacitors:
-Store RF, can be activated to charge whatever RF-using tool you are holding! (Must remain in hotbar.)
FLUIDS
-Added Pyrotheum. Like lava, but worse.
-Added Cryotheum. Like lava, but worse and cold.
-Added Liquifacted Coal. Burn it in Compression Dynamos.
ENTITIES:
-Added the Blizz. Like a Blaze, but cold. They are jerks.
Website
New website!
www.teamcofh.com
Cape Templates
Since there is some confusion on what exactly the Mojang template for capes is, here you go:
https://dl.dropboxus...apeTemplate.png
https://dl.dropboxus...apeTemplate.png
Obviously, any scale between those two extremes will also work.
Anyway very nice looking, can't wait for more!
EDIT: Also what in the hell does 'CoFH' stand for?
Edit: Also, could you update OmniTools here soon? I already have stacks of 4 different types of Coppor and my chests are starting to get cramped. >.<
It's mostly updated in dev right now, but since it relies on the RC api (which will be changing a ton with 1.5), I can't really release it just yet.
apasz.com -アパゾ
1.) Can anyone see it in multiplayer (if they have CoFH Core installed)?
2.) Does it take HTTPS links? I.e. can I use my dropbox public folder to "host" my skin/cape files?
And two more questions that have bugged me for a really long time
3.) Who are all the members of Team CoFH?
4.) What does the abbreviation stand for?
A phallic symbolSome liquid glowstone. It is lighter than air and flows upwards.Now, on to a potential exploit report. So I noticed the so-called "resonant ender" in the beta changlog and immediately thought that was pretty cool. However, I then thought of something that you and Calclavia, the developer of MFFS, may have to work to prevent. What I mean is the potential for yet another forcefield bypass. That is, say someone wants to get into an MFFS-protected base, and they just so happen to have a little resonant ender left over from making a few tessaracts. If you're planning to make that stuff placeable in the world from a bucket, which I can only assume you are, that would mean that they could just place the stuff, jump in, and repeat until they get teleported to the other side of the forcefield. The worst part is that there's really no way to protect against it - no matter how many layers of full-surround fields you have, a persistent and smart enough player could still get through eventually. However, I'm not just going to report this problem without suggesting a solution I thought of. That's just not how I roll at all. So anyway, here's my idea.
I don't know too much about modding, but as long as it doesn't create too many chunk/block/entity updates/checks or whatever, I would suggest making all MFFS fields scan the inventories of all players that get within the resonant ender teleport radius for buckets of the stuff every second or so. If they detected these buckets, they could pop up event chat messages to the player warning of the fact that he/she has been busted. If the player tried anyway, then you could have him/her get struck by lightning the moment he/she jumped into the resonant ender puddle, just like if you try to mess with someone else's tessaract even after being warned. Maybe you could even make it possible that if the forcefield projector was linked to a security station that was also linked to a secure storage box, players could just ban molten ender buckets from the entire radius altogether. After all, why else would players be messing with the stuff unless they're trying to break into your base?
Of course, some of this would be have to be implemented by CoFH Core, but other parts (in fact, probably most of it) would have to be handled by MFFS. Therefore, I'll also be communicating this report to Calclavia. I'm sure both of you will figure it out, perhaps in an even better way than I have just suggested. Anyway, thanks again and stay awesome!
1) Yes
2) Yes
3) King Lemming, Cynycal, and myself
4) Cult of (the) Full Hub
Honestly, I don't see the MFFS thing as a big issue, it already has ways of instakilling anything within a certain field, so that doesn't matter. Banning Ender is just a bit too special case and a little bit paranoid.
Also, that's part of the fun.
KingLemming, if you guys need any help developing a website I'd be perfectly happy to help code one for you. Please PM me if you are interested.
A double resolution resource pack that stays faithful to the original Minecraft textures.
Yes, in fact there are two options relating to Ops:
-You can restrict it so that only Ops may use the command, and not all players.
-You can restrict it so that Ops may only set their OWN cape, and not anyone elses. (By default, Ops may use /cofh cape set <name> <URL> to set a skin or cape for a particular player.)
Note that even if you disable both options so that nobody can set capes at all, the server owner can always edit the Capes.cfg and Skins.cfg file manually.