Sorry, I haven't gotten around to testing it on a local server yet. I'm quite busy at the moment, adding mods isn't very high on my priorities list right now.
I'll try to get the mods tested this week.
Thank you for the suggestion.
That mod requires both server and client side. I'm afraid that because of this we're not going to install this mod, sorry. We've always maintained the policy that players should only need to install TerraFirmaCraft in order to join our servers.
I haven't forgotten about you guys. I've just been busy with other grand things related to our TFC server. Read about it here if you missed it.
Mod name: Hardcore Darkness
Mod website/forum post: https://minecraft.curseforge.com/pro...dcore-darkness
Why do you want us to allow this mod?
I have two main reasons for it:
- Makes TFC even more believable - removes all minimum light from blocks and sky (3 config options for these), so everything goes completely dark during night/when in caves!
- Makes really good company to already whitelist-ed DynamicLights
I did testing in singleplayer using TFC 0.79.29.922 running on Forge10.13.4.1558-1.7.10 with LiteLoader. Hardcore Darkness seems to be also working fine along with other mods, such as Optifine (HD Ultra D1), DynamicLights (all components except UpdateCheckerMod-1.7.10.jar which seems to be not allowed in the whitelist for some reason), Fastcraft, BetterFoliage etc...
Note: I know that this mod can be loaded server-side and then requires players to have it installed. However, the description on Curse doesn't say anything about the mod needs to be installed on the server (I did testing in singleplayer, only - punch me if I'm wrong ;))
Thanks for your time on reviewing this!
Elbe97/Elborax
A few details from: https://minecraft.curseforge.com/pro...dcore-darkness
"If you install this mod on a server all clients will have to have Hardcore Darkness installed. Clients will also be forced to use the config file you specify on your server."
And from the post above:
However, the last word hasn't been said yet :)
Good suggestion, btw :cool:
AFAIK you can have Hardcore darkness client-side only and then it works as expected: whoever has it, stays in the dark, whoever doesn't, still sees (some) light at night.
I could probably do a test in the afternoon...
Yes, I am aware of this statement, but I understood it a little bit differently, sorry. According to the note I added to my previous post:
I am aware of the HappyDiggers' mod policy and I understand and truly respect it. But, the mod description states that if we were to install (× add to whitelist) the mod to the server, it'll ask the clients to have it installed too (I think this does not make it obligatory to have it installed both client and server-side imo). However, I am not an expert, so who knows, of course you can be right and I am speaking nonsense here.
//EDIT: Did testing on a local Forge server (same version of Forge & TFC as mentioned before) - I was able to login and use Hardcore Darkness without it being installed to the server, only clientside. (Can provide screenshots/configs/other info if needed)
Just to let you know we are discussing it right now, when we have an answer will post it :)
As I said - I like your suggestion :cool: I hope it gets approved :)
:cold:
Jiro added HardcoreDarkness to the whitelist. Can you see if you can join the server with it now?
Hardcore Darkness is a nice mod with dynamic lighting, make sure to update dynamic lighting to work with tfc torches, and would suggest mode 2 for moon light. This makes for some great lighting realism :)
I can offer a few config files rewritten to fit in the TFC items - torches, oil lamps, lanterns etc (also tweaked the light levels a bit). To update those configs, please refer to a brief guide I added to this post (spoiler). You can find 4 config files uploaded to Pastebin in plain text. More configs aren't needed since the entity config, for example, comletes itself as you encounter new entities.
Spoiler!
Hope this helps somebody having trouble to make DynamicLights working!
Elborax
<hr>[/HR]What is the mod Called?: The Mod is called "Blur"
Mod's Origin Website: https://minecraft.curseforge.com/projects/blur
Why do you want us to allow this mod?: Firstly, this mod adds a gaussian blur to the background when you are in your inventory, chest or other GUI. This mod doesn't give any tactical advantage and I find the Gaussian blur effect to be very aesthetically pleasing and would appreciate it if you could add it to the TFC server's mod whitelist list.
<hr>[/HR]
The first mod is Dynamic Surroundings. It replaces and adds sounds to the game. All the sounds that require biome or river/ocean detection don't work. But most importantly it replaces the original horrible rain sound. I have found no issues testing this with TFC.
If anyone here knows if it's possible to make this detect bioms with the config, that would be cool.
https://minecraft.curseforge.com/pro...c-surroundings
Second is Fancy Block Particles. Adds animation when breaking blocks. Works with TFC blocks.
https://minecraft.curseforge.com/pro...lock-particles
Please consider these.
Dodgers
I am pretty sure this would work if someone made external configs, check the mod's wiki.
https://github.com/OreCruncher/Dynam...-Configuration
Otherwise, the mod itself has a bit reduced use for me since many of its features require the mod installed server-side. Some of the client-side features would be nice if someone provided the right biome configs for TFC (I'm not motivated to do it at this moment).
I had not realized some of the features only work if they are server side. If some of the features, like the change in rain sound work, with only a client side installation, please whitelist it.
I would test it, but I have no servers to log into.
Edit:
I ran a server, and had no issues with just having the mods on client side. It doesn't seem to detect biomes with Dynamic Surroundings, but, it changes the rain sound to the soothing one.
No problems with block animations.
So using Terrafirmacraft mod thats all i have, i cannot join as it says fattaly missing blocks and items.. confused
If you are running TerraFirmaCraft-0.79.29.922 then delete (or move) your TFC config files. Chances are you have non-default block IDs.
Hey, sorry for kind of necro-ing this thread, but Schematica does not seem to be whitelisted after all. See this attached screenshot. I would really like to use this mod to build.
Don't worry about the necro. That's what this thread is for.
I've added Schematica to the whitelist.
I've added NeoDymium and it's requirement UniMixin to the whitelist.
https://github.com/makamys/Neodymium
https://github.com/LegacyModdingMC/UniMixins
NeoDymium is a performance mod. You can use the "all" version of UniMixins, I've included all the current flavours of Mixins.
I've added the following mods to the whitelist:
- XaeroMinimap
- xaerominimap_core