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tfc2's Issues

2 Questions

  1. Will the worldgen be big hexagons as it is now?
  2. When the addon systems allows you to add new blocks etc will you use it or will you just continue with the java version?

[Suggestion] Development Assistance

If you need any help developing code/content for TFC2, maybe make cases here, and people wanting to help can "pick" different tasks you want to have done... I know we are a handful of people wanting to help... :-)

TFC2(1.11.2 java.util.concurrent.ExecutionException:)

Forge:1.11.2-2454
TFC2: 1.11.2-0.2.4

logs:

fml-client-latest.log.txt
latest.log.txt

Error executing task
java.util.concurrent.ExecutionException: java.lang.IllegalArgumentException: bound must be positive
at java.util.concurrent.FutureTask.report(Unknown Source) ~[?:1.8.0_144]
at java.util.concurrent.FutureTask.get(Unknown Source) ~[?:1.8.0_144]
at net.minecraft.util.Util.func_181617_a(SourceFile:47) [h.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:679) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) [cch.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_144]
Caused by: java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source) ~[?:1.8.0_144]
at com.bioxx.jmapgen.processing.AnimalProcessor.generate(AnimalProcessor.java:33) ~[AnimalProcessor.class:?]
at com.bioxx.jmapgen.IslandMap.generateFull(IslandMap.java:225) ~[IslandMap.class:?]
at com.bioxx.tfc2.world.WorldGen.createIsland(WorldGen.java:211) ~[WorldGen.class:?]
at com.bioxx.tfc2.world.WorldGen.createIsland(WorldGen.java:191) ~[WorldGen.class:?]
at com.bioxx.tfc2.world.WorldGen.getIslandMap(WorldGen.java:133) ~[WorldGen.class:?]
at com.bioxx.tfc2.networking.server.SMapRequestPacket$Handler$1.run(SMapRequestPacket.java:59) ~[SMapRequestPacket$Handler$1.class:?]
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source) ~[?:1.8.0_144]
at java.util.concurrent.FutureTask.run(Unknown Source) ~[?:1.8.0_144]
at net.minecraft.util.Util.func_181617_a(SourceFile:46) ~[h.class:?]
... 5 more

[Question] Compatability

I noticed that a second version of this mod is being written, I am a bit of a fan and have followed some of this mods development and the previous versions. I am disappointed in the incompatibility caused however with the architecture of TFC1. Tools don't use base minecraft classes so other mods cannot interact with the first version without fundamental changes and vice versa with other block materials that use minecraft classes. TFC Logs are not actually Logs... An axe has to be a element in an array deep in TFC to be an "axe" if I recall dealing with Flax Bears Steam axe...

This summer I spend a month trying to keep Flax Beards steam power compatible with TFC1, I gave up as it was too time consuming to re-implement changes every time a version increased.

I would love to participate a little in the development, hunting for work and need to keep my java skillz up, but I'd not like to see a repeat of some of the same compatibility issues with TFC 1. Will this be a total conversion like the first version where you will be writing your own architecture and ignore base classes or will this new version be developed differently than the past?

Food compatibility

Would you like any help on the addition of decay and food group values to the harvestcraft file ? (or similar files for pupular mods with food).
I am sure that many people in the community can help (I can even try to make a spreadsheet to fill to create the final file), but have some questions.

Decay value : do you have a chart of the decay value for different type of food, for example raw/cooked meat, vegetable, grain, meal, preserved food... etc.

Foodgroup total : if an item have many food group, does the total need to be 100 ?

Foodgroup none : if a food item have group "none", it is still edible but will not contribute to the nutrient pool ?

Foodgroup : Do you want to have a matematical approach to the question ? For example a meal is crafted using 1 protein item and 1 vegetable item, so it's 50/50, or it sould be evaluated of the type of food that the final item is, for example a cheeseburger could be 25 grain 25 dairy 50 meat even if made with 3 item that should give 33/33/34. What if a group "none" is used in a recipe, for example if sugar is in the group "none", should we add a value to "none" to account for the sugar, have a total lower than 100, or just ignore it and give a total of 100 in the real food groups ?

I do now know if there is somehgin wrong, but I saw that there is apparently a duplicate item here and in one of the instance, the total of the nutrient get to 90.

{ "name": "harvestcraft:grilledmushroomitem", "decay": 36000, "foodgroup": "Vegetable" }, { "name": "harvestcraft:grilledmushroomitem", "decay": 36000, "foodgroup": { "Grain": "10", "Protein": "60", "Vegetable": "20" }

item naming structure

Can I suggest to change the way that tool and mold are localized.

  1. I would suggest to use the model used for wood and stone type.

First line put the name of the tool / tool head / mold. In the second line, put the material.

That would use only one set of global lines for the material, and 3 lines by item type (mold/head/tool). That would even

The advantage would be to simplify the localization file (and the translation) and it would also give more unidormity to the way that the different type of material are displayed in the TFC2 items. This can also be
applied in the future to other type of items, like armor.

  1. For a set of items split in two ID, like the sapling and sapling2, to use a "global" localization string instead of the actually used "tile." string. It look like "global." is a new thing and it seems to be useful. This couls size down the "wood" section of the en_US file from 29 to 6 lines.

I would like to propose these changes in the early stage of development to make it easier for translators to start translating for the translation ressource pack.

Final note : for "sensible" lines like Bioxx and Kitty's birthday that were in TFC1, I would suggest to hardcode them (as I remember, at some point, someone changed Kitty's birthday for something else in one of the translation)

[Java Version]

I have converted your deprecated rendering registry calls to the new method, but this leaves two options. Go for the new Java 8 implement or keep Java 6/7 support? I have the new Java 8 code ready for you to pull.

World Gen

I am not sure if you are still working on it but there are places the bedrock is missing and replaced by stone.
2016-10-27_22 25 22
It happened to me near the first island.

Is this repo even actual?

Found this on twitter:

Ported to 1.11, still have some weird issues to fix. Might do an Alpha release sometime soon.
Posted on Mar. 9, today is Mar. 21 and looks like "soon" is not going to happen.. :(

So i have a question - can i use sources from this repository to compile TFC2 on my own or this is a waste of a time? I'm not java programmer, but i tried to compile this mod and got some weird errors:

One in asm/transform/ModuleFood.java, on line 61 (two arguments passed to ObfHelper.getDescriptor, meanwhile this function accepts only one) and second one after i finally compile TFC, on game startup:

java.lang.NoClassDefFoundError: net/minecraft/item/ItemFishFood
...
net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException:
Exception in class transformer com.bioxx.tfc2.asm.transform.ModuleFood@ec16f8 from coremod >TFCASMLoadingPlugin
...
java.lang.RuntimeException: ItemFishFood: getSubItems (a) method not found

I did something wrong (tried to run on 1.11.2mc) or TFC2 is still not ready even for a compiling & testing?

Crash

I have used 0.2.4. Originally, TFC2 works on the server. But one day, the server crashed suddenly. I have tried to delete the map, re-download and reinstall forge, libraries, mods. However, nothing works. There are only two bug logs which we can offer.
I installed the plugin PoreRT before the crash... But, I have deleted it! I even have reinstalled the whole server side include forge file and libraries. I re-downloaded forge-1.11.2-13.20.0.2315-installer to create the whole server.
I hope these stuff can explain more details about the crash met by me.

https://my.pcloud.com/publink/show?code=VZf9RvZueSIxQ9vNfVeqnrHvRWTOHSOyOIV
https://youtu.be/CZC55Keyo6M

Ressrouce

It seems that this commit changed the name of all the content of the asset folder (to lowercase), creating a doulble of every file that had a name with a capital letter.

6095a30

[API] Breaking changes

Hi, first let me say TFC is an awesome mod that is really inspiring and shows that modding can be done with high quality.

But as you are making a new version, and has already said it will come with breaking changes, this is perhaps the time to also do the same for the API. I mostly would like to see the hard dependencies of the API on the rest of the code broken out, but that might be to much trouble.

Anyways I figured I create an issue to discuss and track potential breaking changes (to be) made to the API.

FYI: missing com.bioxx.tfc2.api.heat.ItemHeat

more a comment than an Issue:
seems like the package com.bioxx.tfc2.api.heat is missing - its class ItemHeat is being imported in com.bioxx.tfc2.ClientOverrides.

Not a big deal since it is not being used, but I just wanted to inform that probably the whole directory was not (yet) added to the repository.

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