I just had an idea. In addition to new plants and agriculture stuff, it'd be cool to see meat get a bit of love too. My thoughts? Maybe, for instance, cows could drop a side of beef, and you could haul that back to your camp - it wouldn't stack - and chop it into steaks (and maybe bones, too) using an axe or something.
And that's just adding one item and some recipes. You could run with the idea and also add in other cuts coming off the hunk of meat, like roasts or ribs. Maybe lard. Maybe we could crush or grind up rock salt and sprinkle it on the meat before cooking. Maybe we would require a butcher's block made from a nice hard, solid stone before we could chop the meat up. I dunno. Lots of possibilities.
Anyway, I wanted to share that idea before I forgot it.
I expect not to be bothering (I really wanna try it up..)
java.lang.ClassCastException: TFC_Game.TileEntityTerraMetallurgy cannot be cast to TFC_Game.TileEntityFireEntity
at TFC_Game.BlockTerraBellows.GiveAir(BlockTerraBellows.java:208)
at TFC_Game.BlockTerraBellows.b(BlockTerraBellows.java:49)
at aes.a(PlayerControllerSP.java:213)
at net.minecraft.client.Minecraft.c(Minecraft.java:1352)
at net.minecraft.client.Minecraft.k(Minecraft.java:1794)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Thread.java:722)
I just had an idea. In addition to new plants and agriculture stuff, it'd be cool to see meat get a bit of love too. My thoughts? Maybe, for instance, cows could drop a side of beef, and you could haul that back to your camp - it wouldn't stack - and chop it into steaks (and maybe bones, too) using an axe or something.
And that's just adding one item and some recipes. You could run with the idea and also add in other cuts coming off the hunk of meat, like roasts or ribs. Maybe lard. Maybe we could crush or grind up rock salt and sprinkle it on the meat before cooking. Maybe we would require a butcher's block made from a nice hard, solid stone before we could chop the meat up. I dunno. Lots of possibilities.
Anyway, I wanted to share that idea before I forgot it.
Would love to see a mod that expands on livestock like that...
Side note... Wow, just genned a world where there was not a single piece of flint anywhere. Can we make Gravel more common???
ok, I found a workaround tho it is too much complicated...
I found a way to call glPushMatrix() before just the 1st time glPopMatrix() is called (no more need to call the push later, just one time) now I can continue playing after that GL11.glPushMatrix() is called,
the problem is that I have to do this each time I begin playing...
I wonder if you could add
Alright, thanks to everyone who helped. Tons of Cassiterite now! Hooray! Besides fiddling with anvils for hours, what's the next step to get out of the Tin Age?
Alright, thanks to everyone who helped. Tons of Cassiterite now! Hooray! Besides fiddling with anvils for hours, what's the next step to get out of the Tin Age?
Get ink and paper, make a scribing table. Get feathers and make ink into markings, get plans for tin chisel. Cook up some tin and make an ingot, then form that ingot into a chisel head using the plans. Chisel up some cobblestone to make some nice stone bricks. Chop tons of trees. Build yourself a charcoal mound, get charcoal. Build yourself a bloomery.
Wipe the sweat from your brow cuz you're not done.
Find some clay and form it into moulds, cook them. Find some copper (may I suggest making a tin pick to search for copper with? I think I just did) and throw it in the bloomery, wait for it to melt and scoop it into the moulds. Wait for it to just cool enough that it's not liquid anymore, then form into ingots on your anvil. You'll need a bunch of em.
Take a nap or something. Then wake up and back to work.
Find some limestone or something that you can crush with a hammer into flux. Use the flux with your anvil to weld together a couple copper ingots into 2X ingots. Rinse and repeat until you have enough of these for a copper anvil. Replace your old stone anvil, and welcome to the Copper Age.
You should get the hang of things by this point, and the wiki search box can help you advance further. The only other slightly tricky bit you'll want to know about is alloys, which can be made with unshaped metal (not ingots) on the metallurgy table. You'll need this to get to get to the Bronze Age then, since bronze is an alloy.
for the record, anyone on linux having problems with lwjgl,
grab the sources of lwjgl,
put it as a project on eclipse and it will automatically build a .class on bin folder (some eclipse knowledge is required here..),
so it will just recompile the GL11.class file without any changes to it...
now copy it into the lwjgl.jar in the same inner path (org/lwjgl/opengl), any problems delete its metainf.
hi, with b2pre16, no matter how I try to install it I always get this error,
when going to open craft table interface or anvil interface:
org.lwjgl.opengl.OpenGLException: Stack underflow (1284)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.GL11.glPopMatrix(GL11.java:2792)
at TFC_Core.GuiContainerTFC.a(GuiContainerTFC.java:61)
at lr.b(EntityRenderer.java:970)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Thread.java:722)
at this url I found a way to fix but I dont know if you can do anything or if it is an lwjgl issue (I have no clue anyway...) http://www.java-gami...pic=10965.5;wap
EDIT: same problem at beta1, unplayable , no idea how to fix it
gonna wait new releases :>
you mind trying add these lines:
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
as described at that link I put above, just before
GL11.glPopMatrix();
?
thx
I started a new world, and left it running as a background program (puts it into the ESC menu)...
I come back to it...
YOU HAVE RUN OUT OF MEMORY!!!
What the Hell???
hi! amazing mod, finally I was able to play it!
btw I got an infinite loop crash you may be interested in fixing,
there was about 2 or 3 connected trees with high leaves far away, one of the trees had not the trunk connected to the floor (floating trunk)
when I chopped one of them *puf* crashed:
...
at TFC_Core.BlockCustomLeaves.destroyLeaves(BlockCustomLeaves.java:172)
at TFC_Core.BlockCustomLeaves.a(BlockCustomLeaves.java:164)
at xd.m(World.java:919)
at xd.j(World.java:901)
at xd.h(World.java:848)
at xd.g(World.java:806)
at TFC_Core.BlockCustomLeaves.destroyLeaves(BlockCustomLeaves.java:172)
at TFC_Core.BlockCustomLeaves.a(BlockCustomLeaves.java:164)
at xd.m(World.java:919)
at xd.j(World.java:905)
at xd.h(World.java:848)
at xd.g(World.java:806)
...
I tried them, I did mcpatcher with only the TFC stuff, but I had a worst problem, I had static variables not being initialized while being used by static methods, a complete no-sense... so I gave up on it ( <-- nerd talk detected )
anyway I found the problem, I just had to recompile "manually" one class of lwjgl and it worked perfectly! (no-sense anyway to me... but whatever.. it worked... !hah! )
I started a new world, and left it running as a background program (puts it into the ESC menu)...
I come back to it...
YOU HAVE RUN OUT OF MEMORY!!!
What the Hell???
you playing in what distance view? if it is far thats the reason, with me, in normal distance with high res texture packs (64x64) I got OOM crashes when traveling between worlds/dimensions. Try the normal, if it crashes go to tiny but you will have no sky wich sucks...
Wow, just wow! This mod has some great potential, to be honest I really don't think it's too, too overwhelming to find ores (although I never succeeded in finding any), but it can get frustrating at times. I am not sure if this feature is added in TFC since I have been out of date with this mod but it would be nice if higher tier prospector's picks had a smaller range, or could direct you more specifically to the ore without you having to dig in all directions and try you luck. Just saying tho so don't hate if that feature is already implemented since I'm sort of out of date with this mod. xD Keep it Bioxx!
Get ink and paper, make a scribing table. Get feathers and make ink into markings, get plans for tin chisel. Cook up some tin and make an ingot, then form that ingot into a chisel head using the plans. Chisel up some cobblestone to make some nice stone bricks. Chop tons of trees. Build yourself a charcoal mound, get charcoal. Build yourself a bloomery.
Wipe the sweat from your brow cuz you're not done.
Find some clay and form it into moulds, cook them. Find some copper (may I suggest making a tin pick to search for copper with? I think I just did) and throw it in the bloomery, wait for it to melt and scoop it into the moulds. Wait for it to just cool enough that it's not liquid anymore, then form into ingots on your anvil. You'll need a bunch of em.
Take a nap or something. Then wake up and back to work.
Find some limestone or something that you can crush with a hammer into flux. Use the flux with your anvil to weld together a couple copper ingots into 2X ingots. Rinse and repeat until you have enough of these for a copper anvil. Replace your old stone anvil, and welcome to the Copper Age.
You should get the hang of things by this point, and the wiki search box can help you advance further. The only other slightly tricky bit you'll want to know about is alloys, which can be made with unshaped metal (not ingots) on the metallurgy table. You'll need this to get to get to the Bronze Age then, since bronze is an alloy.
My brain is falling apart, but thank you for the information, quite helpful. Most likely I'll require assistance again after this has been done, but in the meantime I'll be searching for more copper. Thanks a bunch!
hi! amazing mod, finally I was able to play it!
btw I got an infinite loop crash you may be interested in fixing,
there was about 2 or 3 connected trees with high leaves far away, one of the trees had not the trunk connected to the floor (floating trunk)
when I chopped one of them *puf* crashed:
...
at TFC_Core.BlockCustomLeaves.destroyLeaves(BlockCustomLeaves.java:172)
at TFC_Core.BlockCustomLeaves.a(BlockCustomLeaves.java:164)
at xd.m(World.java:919)
at xd.j(World.java:901)
at xd.h(World.java:848)
at xd.g(World.java:806)
at TFC_Core.BlockCustomLeaves.destroyLeaves(BlockCustomLeaves.java:172)
at TFC_Core.BlockCustomLeaves.a(BlockCustomLeaves.java:164)
at xd.m(World.java:919)
at xd.j(World.java:905)
at xd.h(World.java:848)
at xd.g(World.java:806)
...
So the problem would appear to be with the xd class in your jar, as per the crash report, so try replacing it and see if that works.
I'm having so much trouble with the Prospector's Pick, I suck with it.
I have a suggestion for a later update (probably after your amazing agriculture is added)
Erosion:
First, the rivers would actually flow and have waterfalls and other cool stuff
The flowing water would erode stone into gravel after maybe 5-7 days, gravel to dirt in 2-5 days and dirt to sand in maybe 1-2 days
And also the flowing water has a chance to break gravel dirt or sand, when this happens th item will flow downstream and be placed somewhere along the way as a block again
And maybe the eroding would depend on the type of river, as in a "gravel" river where gravel cannot erode, just so there's a variety of riverbeds
And the system of block placing could be used later, like a sandstorm could break sand, blow the items, place Sand again (if you ever do have a weather update)
And with erosion I'd also recommend underground overs as well, watch out do sinkholes!
I also suggest that grass can't always float mid air, theres a chance that it will stay suspended depending on how far set the nearest supported grass block as in (G= grass block) (S = supported grass block)
S G nope SG 3/4 chance to stay SGG 1/2 chance to stay SGGG 1/6 chance to stay SGGGG 1/10 chance SGGGGG Nope
And the chance to stay is when there is a block placed next to the block or some mob walks over it (including player)
(chance to stay is like chance for a cave in to not happen)
I hope Im making sense here with my ideas, but I must say your mod is awesome
I'm having so much trouble with the Prospector's Pick, I suck with it.
Yeah... we all have trouble with that thing. I definitely spend a lot more time just looking at sheer rock walls to see if they've got any ore right in plain sight. Or finding caves and doing some spelunking. That said, though, the prospector's pick is how I found my cassiterite and copper mines both.
The only advice I can think of is to keep digging in all three dimensions (don't forget to try going up and down) and to use it often while digging around. Many times you can prospect, find a large deposit, dig left 3 blocks, prospect again and nothing.
I believe as you get further away from the ore the pick will begin saying the deposit is smaller or just traces, and as you get closer it will say it's larger, kind of like the hot and cold game. I could be wrong about that.
A few days ago I posted some art I made to the Thaumcraft thread and the response was great, so I decided to do a similar piece dedicated to Terrafirmacraft because it's another of my favourite mods and what better way to show my appreciation and also include a few little suggestions or ideas?
But I'll hold onto my further ado for now, so without it, here's the image:
As someone with an interest in metallurgy, that drew me to this mod more than anything else, and I certainly do think there ought to be more mods of this sort. I've always been kind of mildly disappointed with the vanilla MC furnace and the lack of metals in the world.
I think some have pointed out that the mod takes things a bit far, and I do tend to agree a little bit. For instance, in reality I've made my own aluminium ingot by simply melting a bunch of scrap and pouring it into a mould. No anvil or working of the metal was involved. I'm not sure if there's a way to simply have unshaped metals turn into ingots once they've cooled enough to solidify, but even if there isn't, it seems to me at least that making us work them into ingots on the anvil is..well, silly.
In the picture I have presented there a few potential ideas, for a sort ingot mould stand or rack or somesuch, which would accept ceramic moulds and allow the player to pour molten metal into them using a ladle.
The cauldron holding water there is just a sort of romantic notion about blacksmiths I suppose; I like the idea of shaping a red-hot iron sword on the anvil, and then plunging it into the water and watching it steam while I think about how many creepers it's going to murder.
As to the barrel? I just like barrels.
Anyway, time to wrap this up. Thanks to bioxx for the awesome mod, and I hope you all enjoy the arts.
I'm confused as to the usage of the metallurgy table. Any help available? Do they all need to be a certain temp or something?
::EDIT:: They all needed to be liquid, figured it out. Problem though...I have a large chest full of unshaped tin; what should I use it on? Just whatever?
Granite Location: X: -571, Y: 157, Z: -596
Took me five hours of searching to find it.
Lady E
I got:
"truth is a pathless land" - Jiddu Krishnamurti
And that's just adding one item and some recipes. You could run with the idea and also add in other cuts coming off the hunk of meat, like roasts or ribs. Maybe lard. Maybe we could crush or grind up rock salt and sprinkle it on the meat before cooking. Maybe we would require a butcher's block made from a nice hard, solid stone before we could chop the meat up. I dunno. Lots of possibilities.
Anyway, I wanted to share that idea before I forgot it.
"truth is a pathless land" - Jiddu Krishnamurti
Side note... Wow, just genned a world where there was not a single piece of flint anywhere. Can we make Gravel more common???
I found a way to call glPushMatrix() before just the 1st time glPopMatrix() is called (no more need to call the push later, just one time) now I can continue playing after that GL11.glPushMatrix() is called,
the problem is that I have to do this each time I begin playing...
I wonder if you could add
instead of the simple GL11.glPopMatrix();
will be an amazing workaround,
thx!
"truth is a pathless land" - Jiddu Krishnamurti
Get ink and paper, make a scribing table. Get feathers and make ink into markings, get plans for tin chisel. Cook up some tin and make an ingot, then form that ingot into a chisel head using the plans. Chisel up some cobblestone to make some nice stone bricks. Chop tons of trees. Build yourself a charcoal mound, get charcoal. Build yourself a bloomery.
Wipe the sweat from your brow cuz you're not done.
Find some clay and form it into moulds, cook them. Find some copper (may I suggest making a tin pick to search for copper with? I think I just did) and throw it in the bloomery, wait for it to melt and scoop it into the moulds. Wait for it to just cool enough that it's not liquid anymore, then form into ingots on your anvil. You'll need a bunch of em.
Take a nap or something. Then wake up and back to work.
Find some limestone or something that you can crush with a hammer into flux. Use the flux with your anvil to weld together a couple copper ingots into 2X ingots. Rinse and repeat until you have enough of these for a copper anvil. Replace your old stone anvil, and welcome to the Copper Age.
You should get the hang of things by this point, and the wiki search box can help you advance further. The only other slightly tricky bit you'll want to know about is alloys, which can be made with unshaped metal (not ingots) on the metallurgy table. You'll need this to get to get to the Bronze Age then, since bronze is an alloy.
for the record, anyone on linux having problems with lwjgl,
grab the sources of lwjgl,
put it as a project on eclipse and it will automatically build a .class on bin folder (some eclipse knowledge is required here..),
so it will just recompile the GL11.class file without any changes to it...
now copy it into the lwjgl.jar in the same inner path (org/lwjgl/opengl), any problems delete its metainf.
since then, no more crashes!!!
"truth is a pathless land" - Jiddu Krishnamurti
You must use MCPatcher or MagicLauncher, and you have not got more problems!
I come back to it...
YOU HAVE RUN OUT OF MEMORY!!!
What the Hell???
btw I got an infinite loop crash you may be interested in fixing,
there was about 2 or 3 connected trees with high leaves far away, one of the trees had not the trunk connected to the floor (floating trunk)
when I chopped one of them *puf* crashed:
"truth is a pathless land" - Jiddu Krishnamurti
I tried them, I did mcpatcher with only the TFC stuff, but I had a worst problem, I had static variables not being initialized while being used by static methods, a complete no-sense... so I gave up on it ( <-- nerd talk detected )
anyway I found the problem, I just had to recompile "manually" one class of lwjgl and it worked perfectly! (no-sense anyway to me... but whatever.. it worked... !hah! )
you playing in what distance view? if it is far thats the reason, with me, in normal distance with high res texture packs (64x64) I got OOM crashes when traveling between worlds/dimensions. Try the normal, if it crashes go to tiny but you will have no sky wich sucks...
"truth is a pathless land" - Jiddu Krishnamurti
My brain is falling apart, but thank you for the information, quite helpful. Most likely I'll require assistance again after this has been done, but in the meantime I'll be searching for more copper. Thanks a bunch!
So the problem would appear to be with the xd class in your jar, as per the crash report, so try replacing it and see if that works.
I'm having so much trouble with the Prospector's Pick, I suck with it.
Erosion:
First, the rivers would actually flow and have waterfalls and other cool stuff
The flowing water would erode stone into gravel after maybe 5-7 days, gravel to dirt in 2-5 days and dirt to sand in maybe 1-2 days
And also the flowing water has a chance to break gravel dirt or sand, when this happens th item will flow downstream and be placed somewhere along the way as a block again
And maybe the eroding would depend on the type of river, as in a "gravel" river where gravel cannot erode, just so there's a variety of riverbeds
And the system of block placing could be used later, like a sandstorm could break sand, blow the items, place Sand again (if you ever do have a weather update)
And with erosion I'd also recommend underground overs as well, watch out do sinkholes!
I also suggest that grass can't always float mid air, theres a chance that it will stay suspended depending on how far set the nearest supported grass block as in (G= grass block) (S = supported grass block)
S G nope SG 3/4 chance to stay SGG 1/2 chance to stay SGGG 1/6 chance to stay SGGGG 1/10 chance SGGGGG Nope
And the chance to stay is when there is a block placed next to the block or some mob walks over it (including player)
(chance to stay is like chance for a cave in to not happen)
I hope Im making sense here with my ideas, but I must say your mod is awesome
Yeah... we all have trouble with that thing. I definitely spend a lot more time just looking at sheer rock walls to see if they've got any ore right in plain sight. Or finding caves and doing some spelunking. That said, though, the prospector's pick is how I found my cassiterite and copper mines both.
The only advice I can think of is to keep digging in all three dimensions (don't forget to try going up and down) and to use it often while digging around. Many times you can prospect, find a large deposit, dig left 3 blocks, prospect again and nothing.
I believe as you get further away from the ore the pick will begin saying the deposit is smaller or just traces, and as you get closer it will say it's larger, kind of like the hot and cold game. I could be wrong about that.
I love the picture safire.
::EDIT:: They all needed to be liquid, figured it out. Problem though...I have a large chest full of unshaped tin; what should I use it on? Just whatever?