[1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

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OneWolfe

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Jul 29, 2019
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edit: disregard crash, it just went away...?

I have a different question! Is it possible to manually add Journeymap to this modpack? I tried adding 5.1.3, but it said something about missing Forge...

I would use AntiqueAtlas, except that half the trees and stuff don't even show up on the map, making it a lot less pretty. Eg, I stare at TerraFirmaCraft birch trees but on the Atlas I only see grass.

Forge Light Loader is not installed in this pack so that might be what it is referring to.

I have not had any issues with running other mini maps such as Voxel or Zans.
 
S

Skairunner

Guest
The message is:

"Forge Mod Loader has found a problem with your minecraft installation. The mods and versions listed below cannot be found.:

Forge: minimum version required is 10.13.4.1558

The file 'ForgeModLoader-client-0.log' contains more information."

So I'm guessing that the forge version for this modpack is outdated. The logs indicate that it's version 7.10.93.1340, and updating an entire 200 miniversions is probably not good for mod compatbility :( I'll try out the other minimaps.

edit: Strangely, the client does the whole crashing business again, on connecting to the server. After the "logging in" screen, the client just closes. Something about ticking screen...


Full log: [can't post because new user]

Relevant part?

[14:56:37] [Client thread/FATAL]: Reported exception thrown!
net.minecraft.util.ReportedException: Ticking screen
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1663) ~[bao.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961) ~[bao.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) [bao.class:?]
at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_66]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_66]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_66]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_66]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.11.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
Caused by: java.lang.NullPointerException
at com.bioxx.tfc.Core.TFC_Core.getSuperSeed(TFC_Core.java:1393) ~[TFC_Core.class:?]
at com.bioxx.tfc.api.Crafting.AnvilRecipe.<init>(AnvilRecipe.java:30) ~[AnvilRecipe.class:?]
at sladki.tfc.ModManager.registerAnvilRecipes(ModManager.java:198) ~[ModManager.class:?]
at sladki.tfc.Handlers.ChunkEventHandler.onLoadWorld(ChunkEventHandler.java:12) ~[ChunkEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_257_ChunkEventHandler_onLoadWorld_Load.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) ~[EventBus.class:?]
at net.minecraft.client.multiplayer.WorldClient.<init>(WorldClient.java:61) ~[bjf.class:?]
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:238) ~[bjb.class:?]
at com.mumfrey.liteloader.client.PacketEventsClient.handlePacket(PacketEventsClient.java:106) ~[PacketEventsClient.class:1.7.10_04]
at com.mumfrey.liteloader.core.PacketEvents.handlePacketEvent(PacketEvents.java:179) ~[PacketEvents.class:1.7.10_04]
at com.mumfrey.liteloader.core.PacketEvents.handlePacket(PacketEvents.java:134) ~[PacketEvents.class:1.7.10_04]
at com.mumfrey.liteloader.core.PacketEvents.handlePacket(PacketEvents.java:129) ~[PacketEvents.class:1.7.10_04]
at com.mumfrey.liteloader.core.event.EventProxy$2.$event0002c(Unknown Source) ~[?:1.7.10_04]
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile) ~[hd.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) ~[ej.class:?]
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78) ~[bcx.class:?]
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1649) ~[bao.class:?]
 
Last edited:

OneWolfe

New Member
Jul 29, 2019
758
0
0
The message is:

"Forge Mod Loader has found a problem with your minecraft installation. The mods and versions listed below cannot be found.:

Forge: minimum version required is 10.13.4.1558

The file 'ForgeModLoader-client-0.log' contains more information."

So I'm guessing that the forge version for this modpack is outdated. The logs indicate that it's version 7.10.93.1340, and updating an entire 200 miniversions is probably not good for mod compatbility :( I'll try out the other minimaps.

edit: Strangely, the client does the whole crashing business again, on connecting to the server. After the "logging in" screen, the client just closes. Something about ticking screen...


Full log: [can't post because new user]

Relevant part?

I just remember that Map Writer comes with the pack, but I have it disabled in the configs by default so feel free to re-enable it for now.
 

OneWolfe

New Member
Jul 29, 2019
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Well hello, as i spoke to OneWolfe, i made a little LP with this modpack, you can search YT for "Ivalice UNG_God playlist" , but i dont have a good speech or writing, so be warned; since i dont know if onewolfe watched it, i will post the problems i had with the modpack, most of it is little things , that i believe just need an update to be fixed, others can be pretty bad.

Well this is it, it was fun until i hit the untested part of the pack, and the problems that it caused, and some fire spread thing i realy dont get it (oh my home), Thanks for the pack!

Thank you for all the comments!

Even when I was working on the pack a lot of it remained mostly untested. Oh there were a lot of comments in the forum, but most were fro game crashes, broken quests, or why I really really really had to have this extra special mod added to the pack. Very few ever brought up game balance and playability, or ingot doubling exploits. I did watch the first few episodes of your series, but stopped working on the pack shortly after that, (I moved to a bigger house across town in May 2015 and didn't have any internet for a few weeks, and after that I just didn't have much interest to continue.) and none of the series I had seen before that ever progress much past the start of RailCraft so they only mod that ever really got tested was Flaxbeard's. There was never really a large pool of long term testers, only a couple of close friends stuck it out long enough to reach RailCraft.

As for the modded tools. I do not know anyway to make them work as expected in a normal style pack. TFC alters everything, 100% everything in minecraft, so any modded tools that are not from TFC or a TFC-addon may or may-not function at all. For example the guns in Flaxbeards function just fine except all the TFC mobs have so much health that you might as well be shotting spit wads or even grains of sand at them, and at the moment I know of no mod, like MineTweaker, that lets me alter things like damage or durability stats, or add TFC exclusive stats that let you break trees and leaves. For now these tools are just cute and nice to look at and really should not be used outside of just quest completion. Even modded armor is mostly useless with out a serious amount of damage reduction.

TFC as a mod is so vastly different from anything else out there it has been a huge struggle to make even the simplest mods work at all. This is still a revolutionary mod pack among a very small group that is attempting to add some degree of Tech to what is mostly a stone-age and med-evil mod.
 

OneWolfe

New Member
Jul 29, 2019
758
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Good news everyone! I have mentioned several times in the last few months that I will work on getting this pack updated, I have actually start working on it! This wont be so much of an simple update as a whole new version of the pack. A lot is getting removed and a lot of cool new stuff will be added, plus I have found some newer, better ways of doing things that should streamline things quite a bit.

YES! :cool: TerraFirmaPunk 2.0 :D is coming!

PS: Blame TFC Tuesdays!
 
S

Skairunner

Guest
huzzah!

one suggestion for the future is to include a ServerStart.bat and .sh in the modpack zip for servers like other big mods on FTB. I struggled for a bit to make one myself. I don't remember how I got it working :v
 

OneWolfe

New Member
Jul 29, 2019
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I have just posted a Prequel to TFP 2.0, but Im told the Uploader is on the fritz so it might be available until next week.

In the 1.0.90 update I have added several new tech mods to the pack, including Immersive Engineering (which is working beautifully by the way :D ) but have not yet incorporated them into the tech tree, have not created working recipes, or added any quests for them. So much has changed to TFC in the last several months that a lot of what I added to previous TFP version may not be working at all, thus TerraFirmaPunk 2.0 is going to be a huge undertaking and almost all of it will have to be re-written and re-organized. The questbook needs to be re-organized and seriously downsized, the 600 plus quests in there right now is far too bulky and impossible to manage, and all of the rewards need to be re-balanced. I have also discovered a new mob spawning system that should give me more control over what spawns where and hopefully even the ability to crate biome specific hot spots. The tech tree is also being re-balanced to be less Mod specific and more focused on the Type of Technology used. So far I am seeing three different types of technology used by all of the machines in this pack; Clockwork Machines and Tools, Steam Driven Equipment and Power Sources, and finally the Electrical or RF based Systems found in almost all the tech mods out there. So the plan is to break all the technical crafting recipes into one of these three groups. I have also been looking at FTB Infinity's Expert Mode and like how they have tuned the recipes rely on alot of different mods, and have establish co-dependency between the mods in their pack, and I would like to add some of that to my recipes. There is also a slight chance that some explorable dungeons may be appearing in the near future. With all of the sweeping changes to this mod pack it is going to be nearly a full overhaul and I thought that I should give everyone a heads up and release this prequel version to play around with, even if only half of the new stuff works.

Hope you all enjoy! And please look forward to an All New TerraFirmaPunk coming out in the next few weeks! :cool:
 

MyOwnHarem

New Member
Jul 29, 2019
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Anyway to fix the quest book? It doesn't spawn when I make a new world, and when I spawn one in, it's in like edit mode.
 

OneWolfe

New Member
Jul 29, 2019
758
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Anyway to fix the quest book? It doesn't spawn when I make a new world, and when I spawn one in, it's in like edit mode.
opps, I always seem to forget that one.

In the configs there is a folder label HQM open a file called editmod.cfg and change editmode=true to false.
 

OneWolfe

New Member
Jul 29, 2019
758
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Lots of exciting new changes will be coming out in this weeks update! I have recently discovered an all new mob spawning system that will make certain Biome far more dangerous than others, and even allow special rare mobs to only spawn at specific times of the day. Watch out for Full Moons! :eek:

Update should be available this coming Friday. :cool:
 
G

GuiltyFoxXx

Guest
opps, I always seem to forget that one.

In the configs there is a folder label HQM open a file called editmod.cfg and change editmode=true to false.


So I tried doing this because I was having the same no quest book issue... however it now just crashes the game. Changing that line to false was the only thing I did but now it loads the game, flashes the world for just a second then crashes the whole game. if I turn it back to true it goes back to how it was before but no quest book? Help!
 

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OneWolfe

New Member
Jul 29, 2019
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So I tried doing this because I was having the same no quest book issue... however it now just crashes the game. Changing that line to false was the only thing I did but now it loads the game, flashes the world for just a second then crashes the whole game. if I turn it back to true it goes back to how it was before but no quest book? Help!

I know exactly what the issue is! This will be a fix for it in the next update :D
I will be posting an update this evening, hopefully it will be live by tomorrow. The FTB staff has been pretty awesome lately about getting updates pushed out to the server very fast! Cheers :D
 

twisto51

New Member
Jul 29, 2019
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Was pretty excited when I saw that roguelike dungeon through the trees. Got a bit closer and saw what was looming over it and got excited in an entirely different way. Leather pants and a black bronze sword probably aren't going to cut it.

Oh and I just turned off edit mode and then turned on cheats briefly to spawn in a quest book when I started. Seems to work OK so far other than the jack o' lanterns not registering.
 

OneWolfe

New Member
Jul 29, 2019
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Was pretty excited when I saw that roguelike dungeon through the trees. Got a bit closer and saw what was looming over it and got excited in an entirely different way. Leather pants and a black bronze sword probably aren't going to cut it.

Oh and I just turned off edit mode and then turned on cheats briefly to spawn in a quest book when I started. Seems to work OK so far other than the jack o' lanterns not registering.

LOL

Unfortunately that is not a REAL dungeon, just a mock up for the big nasty to sit on. However there may be a rumor out there that it might be possible to generate procedural dungeons using TFC building blocks. Please dont quote me on this since I cannot confirm anything until I actually see them for myself.

Oh, and the quest book will be getting a complete overhaul. What is currently in the pack is the left over remnants of TFP 1.0. Feel free to mess around with it but please understand that it WILL be going away as soon as I find the time to rewrite it.
 
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gurubab14

Guest
Problems with HQM:

I am in singleplayer, cheats enabled; I can't get out of HQM edit mode! I tried changing the mode in editmode.cfg from true to false, like it says, but when I do that, the game loads and then immediately crashes! When I play in edit mode, everytime I log out, all quests are reset.
 

OneWolfe

New Member
Jul 29, 2019
758
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Problems with HQM:

I am in singleplayer, cheats enabled; I can't get out of HQM edit mode! I tried changing the mode in editmode.cfg from true to false, like it says, but when I do that, the game loads and then immediately crashes! When I play in edit mode, everytime I log out, all quests are reset.

The latest update should be ready now. The HQM for version 1.0.92 should be working. I am still in the middle of rewriting, and reorganizing the whole book so you may end up loosing your progress in the next update or two.