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    posted a message on Streams - Real Flowing Rivers!
    You can have shaders work, edit gbuffers_water.vsh in the shader zip, and mc_Entity.x == [x] || to the line that has it similar to it, where [x] is the id of the custum water block you want shaders to recognize (different for each world, changes when you add/remove mods)



    For instance, using sildur's shaders (this works with all, or at least should) this is what line 39 of gbuffers_wqater.wsh looks like for me (with the water setup):

    if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0 || mc_Entity.x == 410.0 || mc_Entity.x == 411.0 || mc_Entity.x == 412.0 || mc_Entity.x == 413.0 || mc_Entity.x == 414.0 || mc_Entity.x == 415.0 || mc_Entity.x == 416.0 || mc_Entity.x == 423.0 || mc_Entity.x == 424.0 || mc_Entity.x == 425.0 || mc_Entity.x == 426.0 || mc_Entity.x == 427.0 || mc_Entity.x == 428.0 || mc_Entity.x == 429.0 || mc_Entity.x == 430.0 || mc_Entity.x == 431.0 || mc_Entity.x == 432.0 || mc_Entity.x == 433.0 || mc_Entity.x == 434.0 || mc_Entity.x == 435.0 || mc_Entity.x == 436.0 || mc_Entity.x == 437.0 || mc_Entity.x == 438.0 || mc_Entity.x == 439.0 || mc_Entity.x == 440.0) {
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Hello, a long time ago I asked if it would be possible to add support for Terrafirmacraft and you said that you would not due to the massive amount of work involved (completely understandable). Considering as you mod is open source, I would like to (attempt) to make a port of RWG for TFC. May I have permission to do so?



    Thank you,

    kev12east
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!
    You can kind of see it in that screen shot, but there are 12-ish streams all around the area with the village, but (for about 100 blocks) no stream going into the river at all, a bit weird, but it definatley makes them a treat to find
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!
    Thanks, I don't plan to actually update for awhile (waiting for a few other mods to update). For clarification, the permission extends to Farseek, as well? Also, do you want me to link here or to the TFC forums?



    On another note, I may have found a bug with this mod and RWG concerning villages (I don't know if this is on your end or not), an image is here.

    Either way, this is still a great mod and lots of fun to explore with!
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!
    Hello, I make a modpack called Technofirma, focused around Terrafirmacraft, and I would like to use this mod in my pack. May I have permission to due so?



    Also, the streams look amazing from the sky (minimap) view: https://imgur.com/a/U8zFq
    Posted in: Minecraft Mods
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    posted a message on ~DecoCraft 2.4.1!!~ Decorations for Minecraft! Updated to 1.11.2 !!! ~DecoCraft 2.4.1!!~
    Ello, I make a modpack called Technofirma, and would like to include this mod in it. May I have permission to due so?
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from chloeprince»
    Please update! This mod is currently not compatible with the latest Buildcraft. If your going to make a mod that is dependent or shipping with other mods API's, then please keep the mod updated with those other mods - otherwise we are all handcuffed here waiting to update our worlds to the latest mods until this one does. I had to finally remove this mod from my pack, which really irritated many people because it broke their builds. But what can I do? I can't wait around forever for a mod that shows no activity or responses to requests for an update.



    Nice mod - too bad its not playable right now.

    EA is open source, you can update the API without to much difficulty.
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    No, EA currently does not recognize TFC ore (if you play Technofirma, which I make, I may have a work around in the future, but for now it appears to be impossible). The same applies to the Ore Scanner
    Posted in: Minecraft Mods
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    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    Would it be possible to add support for Terrafirmacraft? TFC has it's own temperature/seasonal system, so temperate creatures currently can spawn in locations that never get above 0 C.
    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    Quote from undefined »
    And yeah, it's refreshing to encounter other serious devs who don't have a bad attitude. Most are either quite young (and immature), or are so jaded dealing with the young players that they have little patience to talk to anyone and assume all the members are idiots.

    +1 for truth.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Would it be possible to add Terrafirmacraft support in Harvestcraft?
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Hello, I make a modpack know as Technofirma that centers around Terrafirmacraft, and was wondering if it would be possible for you to add support for it.



    If you plan to do this, this is an overview of changes that would need to be made for the mod to work well with TFC:



    Recipes (glowstone, soul sand, and other nether items, along with certain vanilla items, are unobtainable in TFC)

    Damage/Health

    In TFC all damage has been increased, for instance, a skeleton has 1500 HP. The player's ultimate maximum health is 3000 HP, so the amount of LP from HP should be scaled.



    Also, more in line with balance, I suggest that a player's health (when respawning, similar to the current 3 heart respawn) should be 20-30 % of the player's current max health (it varies based on the player's nutrient levels and xp). Also, to greater diminish the act of suicide spamming, the player's nutrient levels should not reset on death, of which they currently do in TFC. I also suggest that these negative effects should only be applied to those who have used blood magic. This will force the player, who has been progressing along the tech-tree to at some point ask themselves, "do I want to take on these negative effects in exchange for great powers?"



    Thank you,

    kev12east
    Posted in: Minecraft Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Hello, I make a modpack called Technofirma, and would like to include Rails of War in it. May I have permission to do so?
    Posted in: WIP Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    I added this:



    terrafirmacraft:SaltWaterStationary:1:1:false:true:true



    to shipBlockProperties.cfg (it is a cfg file), yet this still happens.



    The full file looks like this.
    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    Would it be possible to add support for water from other mods (namely TFC)? When a ship forms, it fills in the missing water blocks with vanilla water, instead of the surrounding water (config file maybe? something that checks the biome/surrounding water before placing it). Also, (I know this takes a lot of work) would it be possible to add support for TFC tile entities (specifically chests, barrels, and log piles), or a way to disable interaction with tile entities on a per-block basis, allowing people to use them on ships, just not while it is launched? Is ship rotation planned (when docking)?



    Sorry about the wall of questions, I like to save questions so I can ask all at once (I think it's easier for people to respond to one post, rather than 3 or 5)



    Overall, it is a great mod, and I can't wait to begin the phase out of Archimedes' Ships!
    Posted in: Minecraft Mods
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