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terrafirmacraft's Issues

Cascading lag hunt

  • I've noticed this got pretty bad recently, it should probably be looked into sooner rather than later

Possible sources:

  • Trees (maybe?)
  • Plants (likely, since they were most recently added)
  • Fissures (99%, but probably not too severe)
  • Ore gen (this is unlikely - it should be 100% safe)
  • Other decorations? (maybe? what is there?)
  • Terrain generation itself (if this is the case, to hell with it. Rewrite it in 1.14)

Crops / Food / Nutrition

  • Food with basic nutrition scheme - copy the Nutrition mod rather than 1.7 taste mechanics
  • Decay system - expiration based.
  • Preservation mechanics (up to the container, i.e. a ceramic vessel, to tick the inventory on random tick)
  • Spoiled / Rotten food mechanics (food doesn't tick, expires, then gives you really horrible effects
  • Modified player health

Player Tweaks

  • Health + Water / Healthbar changes. Don't make this incompatible with everything (i.e. keep everything to 20 hp internally)

  • Drinking fresh water via right click.

  • This should be done via capability on EntityPlayer - prefer to use the existing IPlayerNutrients capability / change it to a generic IPlayerData capability

WIP by Disastermoo

Sleeping in a bed isn't implemented and does not work correctly.

Sleeping in a bed doesn't properly advance time (not yet implemented) so if you want to move forward in time or pass the night you need to use the /timetfc add:set ticks:day:month:year . If you've slept in a bed run the command /timetfc add ticks 1 to correct the sun position.

(This is a copy pasta from an issue Bunsan pinned)

Single slabs should drop the `half/` from the name.

This could be grouped under #47 but this isn't the same kind of issue totally.

Slabs are named as such slab/[height]/[type]/[material]
This doesn't match any other name system used. All other obtainable blocks are [baseItem]/[type]/[material]

I suggest the change to slab/[type]/[material] for slabs. Type can be either double_[type] or just [type]. This would shorten the name and remove the unneeded slab/half that exists. It's a slab, it's already expected to be half.

Knapping Recipes

  • Stone Recipes
  • Clay recipes
  • Fire Clay Items / Blocks
  • Fire Clay Knapping
  • Leather Items
  • Leather cutting / knapping

Capability instances are null at ClientEventHandler#onItemTooltip, causing NPE

The game crashes during loading with there where multiple mods loaded. after removing many of the mods the crash was different. possibly mod incompatibilities that are one before another. the TFC labeled one was first.

[crash-2019-06-12_20.15.05-client.txt] TFC Called (https://github.com/TerraFirmaCraft/TerraFirmaCraft/files/3283650/crash-2019-06-12_20.15.05-client.txt)
[crash-2019-06-12_20.33.40-client.txt] Other (https://github.com/TerraFirmaCraft/TerraFirmaCraft/files/3283651/crash-2019-06-12_20.33.40-client.txt)

Picking up sticks / world items gives twice the amount if one is already in inventory

Screenshots: https://imgur.com/a/ZXE66Gp Build 0.5.1

  1. Can't make more than 4 planks, saws doesn't work if they were used before.

  2. Some plants are generated in water and they are making air space like sugar cane in past verions of minecraft.

3/4. It's okay if you take one stick from the ground and you don't any in inventory. It's not okay when you have already one stick in inventory and you gather another one - It will be duplicated

Spawn is sometimes set in water.

Sometimes spawn will land in water, you will spawn on the ground in said water. Yellow mark is where the world spawn is for this world.
https://i.imgur.com/760krRS.jpg

Crucible

  • Block + Model
  • Melting / Alloying
    Blast Furnace Integration?
  • Testing / Polish

Knapping on PlaceBlockSpecial

[0.5.0.38]

When right-clicking a knappable item on existing placed item, it opens the knapping interface. It allows you to knap based on count -before- placing the item on the ground.

Example: have 5 clay, right-click while holding clay to place, allows you to knap, even though there are now only 4 in inventory.

Blast Furnace

  • Block Added
  • Steel Processing
  • Multiblock with bellows / tuyere / crucible
  • Metal Sheets - fix placement issues

Stone tool head + stick = no output

The title says it all. For comparison, placing a copper tool head over a stick yields the expected tool as the output
Edit: just noticed this is already on the to-do list; closing

Flower generation

  • Indicator flowers for clay / others?
  • Add actual textures / items
  • Replace placeholder wool blocks with textures / items
  • Update in winter to new textures?
  • Different texture when snowy (white / frosted grass)

Idea: Bloomery

1.7.10 Bloomery, for me at least, was like: Hey, there's a gate for iron, but meh, that only looks like a gate, not that believable. So, I had an idea for 1.12+ TFC.

Why not use the following bloomery concept:

Fired clay walls with circular metal to hold the structure. Also, a tuyere for wind intake(so the metal don't need to be damaged for each operation). The structure could be multiblock, with each added block adding more ore/fuel intake.

Short version: A "tower" made of clay and worked bronze metal sheets to a circular shape. Items should be inputted at the top of the structure and slag outputs at the bottom.

Hot Springs generate oddly and lack Hot water.

They are also all made of granite when in 1.7.10 I believe they only spawn with Rhyolite. Wiki has no info so I can't confirm it. Allowing a random Igneous rock to spawn would be a nice touch if possible. Seems to change already, oops.

https://i.imgur.com/aN8zxzX.png
https://i.imgur.com/IYOzqkI.png
https://i.imgur.com/z6CKySs.png

Two fer one!
https://i.imgur.com/FgDdTBf.jpg

Relax charcoal forge creation requirements

Charcoal forge should be less finicky:

  • Create from 7 or 8 charcoal
  • Create from a coal block (this may not be worth implementing, as it just leads to complications with triggers, i.e. can't hook into onBlockActivated of the forge)

Additional fixes:

  • Charcoal forge creation in BlockCharcoalPile needs to check multiblock conditions for lighting
  • Forge should use proper multiblock for side conditions

Lower sea level to 96

  • requires a bunch of changes in ChunkGenTFC and possibly elsewhere
  • Hopefully this will fix ocean bottoms being super flat, if not fix this as well

Anvil / Metalworking

  • Anvil Blocks / Items
  • Anvil Working
  • Welding - In world crafting
  • Flux - required for welding + crafting recipes
  • Cleanup + Testing
  • Make hammer usable from inventory instead of requiring inside anvil
  • Metalworking recipes + registry

Poor / Rich ore ItemBlocks have missing textures.

When using pick block on a poor or rich ore block, an item block with a missing texture is received. This may be an issue with the item block model registry, or just the pick block needs to return the normal ore variant instead of a metadata dependent one.

Leather working

  • Animals drop hides
  • Place hides on logs and scrape them
  • Various items for hide, scraped, soaked, etc.
  • Leather items

Bloomery / Iron Processing

  • Bloomery Gate Block
  • Crafting Recipe for blocks
  • Multiblock structure + mechanics
  • If they don't already exist items for blooms
  • Bloom metal working / anvil recipes

Pickaxe harvesting glitch

There's a glitch where TFC pickaxes aren't harvesting end stone. They can destroy it, but it won't drop as an item. It does drop as an item when using MC pickaxes.

Edit: this also applies to bedrock when using mods that allow the breaking of bedrock. This glitch didn't exist in some of the previous 1.12.2 alpha .jars.

Log piles inventory

shift clicking any amount of logs into a log pile inventory screen would cause the log pile to disappear completley.

Crafting Recipe Mega-Issue

Mega-issue for all missing or broken crafting recipes.

  • Concrete powder recipes should be shapeless
  • Flux
  • Saw recipes don't accept damaged saws

Crafting table in inventory is broken

There is no container being opened serverside for this GUI, neither does an appropriate one exist, so the inventory basically has no effect. The GUI crafting also expects a block workbench to exist as it creates a local copy of the container.

This also applies to BlockWorkbenchTFC, which could be cleaned up a bit.

Ore gen Problem when using wrong Meta Tag

net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from TerraFirmaCraft (tfc)
Caused by: java.lang.NullPointerException
at pl.asie.foamfix.common.PropertyValueMapper$EnumEntrySorted.get(PropertyValueMapper.java:156)
at pl.asie.foamfix.common.PropertyValueMapper.withProperty(PropertyValueMapper.java:303)
at pl.asie.foamfix.common.FoamyBlockState.func_177226_a(FoamyBlockState.java:52)
at com.osheaven.oresalleasy.block.variant.VariantsGem.func_176203_a(VariantsGem.java:38)
at net.dries007.tfc.util.json.VeinTypeJson.deserialize(VeinTypeJson.java:78)
at net.dries007.tfc.util.json.VeinTypeJson.deserialize(VeinTypeJson.java:26)
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69)
at com.google.gson.internal.bind.TypeAdapterRuntimeTypeWrapper.read(TypeAdapterRuntimeTypeWrapper.java:41)
at com.google.gson.internal.bind.MapTypeAdapterFactory$Adapter.read(MapTypeAdapterFactory.java:187)
at com.google.gson.internal.bind.MapTypeAdapterFactory$Adapter.read(MapTypeAdapterFactory.java:145)
at com.google.gson.Gson.fromJson(Gson.java:887)
at com.google.gson.Gson.fromJson(Gson.java:852)
at com.google.gson.Gson.fromJson(Gson.java:801)
at net.dries007.tfc.world.classic.worldgen.vein.VeinRegistry.reloadOreGen(VeinRegistry.java:97)
at net.dries007.tfc.TerraFirmaCraft.postInit(TerraFirmaCraft.java:177)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:749)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:336)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:535)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

A detailed walkthrough of the error, its code path and all known details is as follows:

Firestarters & pit kilns

Firestarters can perform their intended animation on just about any block except when looking at completed pit kilns: https://i.imgur.com/gak6BL8.png When you right click them, the player just swings the firestarter in the direction of the pit. I eventually figured out that you can light it by holding shift, but I'm not sure if holding shift as a requirement is intended for pit kilns when it's not required for anything else

Crash due to alliums

https://pastebin.com/wgAQrqCf
This occurred after teleporting to another dimension, moving about 1.5k blocks away from my initial starting point, then teleporting back to the overworld. The two dimensions share a 1:1 spatial ratio, I.E. if you teleport from -100, 180, +100 in the overworld to the other dimension, you'll wind up at those same coordinates.

Completed mold usage

If you hold a ceramic mold that's filled with copper, whether it's an ingot mold or a tool mold, then right click, you won't receive the ingot/tool head, but there is a little up & down bobbing animation that signifies something tried to happen when you used it
https://i.imgur.com/c8kqScY.png

Palm leaf rendering

The rendering for palm leaves is still questionable. When in fast graphics, it looks like this:
blood_palm
just_make_the_top_repeat_on_the_bottom

A possible solution is to force palm leaves to render in fancy graphics, but that leads to issues with opacity / side rendering (I tried briefly and failed to make this work). In addition, the bounding box uses the full bounding box, despite having a inset texture on the bottom. Honestly it might be easiest just to pull the bottom texture down to keep it a full cube.

Name prefixes on wood, ceramics, metal and stone tool items is unneeded.

Currently all metal items are named as such. metal/[type]/[material]
Wood follows the same name system but with wood/ instead.
Stone tools are the same but with stone/.
Ceramics does the same by adding ceramics/ but only to part of the ceramics. Molds don't have it.

Dropping these prefixes would shorten names as they add nothing of value to the names. Also nothing else follows this name system.

Bloomery item drops in inaccessable location

In 1.7.10, the bloom item shortcut-ed to the player's inventory when broken, otherwise it requires you to jump in the bloomery to retrieve the item, or break the structure, both of which are undesirable solutions

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