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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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  • Announcements

    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

All Activity

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  1. Today
  2. Just wondering, I keep finding ridiculous amount of wild crops everywhere, like this : This is around -5700, dry area, rain is 125, month is early may. This seems to a field of wheat, oat and onions. Just behind my back was a field of rye, yellow bell pepper, garlic, ... The previous year I harvested 14 stacks of 160oz of garlic around the same area... Anybody else got insane amount of food around those area ? A while back, I was living at -15k, and barely got anything during summer.
  3. I just got curious to know if there is any particular reason for that.
  4. Yesterday
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Oh, so that custom recipe was on IC2's config... now makes sense. I used windows search to quickly look. Stupid search.
  6. TerraFirmaCrack Season 4

    Hey, I have recently watched all the TerraFirmaCrack videos on YouTube (from all Seasons, all members, all teams) and I had a great fun watching it. Season 3 took place in 2014. I was wondering: Will Season 4 happen? Is it somehow planned? Or does anybody have some info at least? For those who don't know what TerraFirmaCrack is: its a competition where several teams try to gather the best thing possible in 14-days timespan and then they battle & one team wins. The most interesting on it is that you can watch team's progress from each team's perspective and compare their experience.
  7. [0.2.4] TFC2 Prerelease

    Huh didn't know that this was a thing that is going to happen. on one hand I wonder how mods are going to be using it but I don't know if the big mod makers are still doing stuff. Still I can wait forever for stuff to happen soI shall lurk here forever and a day
  8. Last week
  9. Still going! Longest season yet, thanks to updates no longer interrupting and requiring world reboots. Starting in on some mods, and doing a bit of fighty interspersed.
  10. [TFC 0.79.29] TFC Engineer

    Is compatibility with UE (Industrial Craft Energy) ?
  11. Island Portals Clarification

    vvv Summary: Different Uses for the void. vvv One thing there is to consider is that there could be multiple uses for traversing the void. I personally love the rarity of the portals that hop from one island to the other due to making them more unique and possibly defended by another faction or entity. Though, now that we're in the suggestion thread, I shall suggest possibly using the void in result of not only doing island hopping but also, in some cases, making your way to different dimensions. This "void" dimension would possibly make more sense if it was used in more of a diverse way, looking at it as more of a half dimension, a split between two or more realms. It's interesting to see when you use these portals to not just fold space and time in half then just to walk from one island to another like a standard teleporter or warp gate, but merely used to enter an entire different dimension as a path way. This "dimension" instantly gets a lot more concerning for its existence and properties. vvv Summary: Different functionalities for the different uses of the void. vvv The reason I thought of using this "void" dimension for different purposes is due to the point you, Stroam, made of if we should be able to "summon" these portals along with other game changing features. If this "pocket dimension", "split dimension", "half dimension", etc. is used for passage ways to a multitude of locations being either the same dimension or another, then some portals would make sense to "summon" while others, like the ones that just transport you from one island to another, isn't. This would be able to maintain the rarity and seriousness of more concrete and permanent portals while using lesser portals for lesser counterparts, having both of these two mechanics using the same system. These different variations of transportation used in the void could have different stability, functions, and encounters. vvv Summary: Overworld void corruption and random void rift encounters. vvv Also, I believe void like things could make for some really interesting fantasy end game tiers and weird lore if lore were to be added in the game. Expanding on the point I've made about how some portal's wards get destroyed, due to this "void" dimension possibly being more of a 0.5 dimension than a complete one, you could have rifts and tares in the fabric of space which lets out this corruption and taint into various worlds because of its natural instability. There could also be a feature to create random encounters that make you go; "WHAT IS THAT?" and either force you to retreat or bunker down. I personally love when a game adds random events that could happen out of the blue which makes you a lot more cautious with the environment. It actually gives you reason to build shelter more than the fact of comfort. I believe some players would possible give up on building a base or house on every island or so besides small two block high walls or something to prevent monsters from coming in. Though, random encounters like a void monstrosity ripping a hole into your dimension to say "what's up", or possibly more of something like a storm instead of a monster emerging from an unprotected rift to the void, will gives players a lot more of a reason to build at least some kind of fleshed out bunker. Also, one thing to make important is that I see that every hostile void creature would be aggressive to anything that isn't of void descendant. vvv Summary: Attempted justification of making this particular aspect of the game so expansive. vvv I know I'm putting probably way too much effort into looking at this one topic of this mod compared to everything else, I just can see a lot of potential that can be tapped into with just this one aspect. From my experience with fantasy and magic, the void tends to be absolute end game territory. Fantasy concepts usually don't get too in-depth into the nature of the void, but almost always show how expansive and powerful it is, especially how dangerous and corrupting it is. In result, from what I know, this dimension and island transporting concept is very lightly done so far and isn't that deeply thought through. Yet, I believe if TFC2 is going to be fantasy related with all of these planned features, while having these portals and this void half dimension placeholder already in the game, it would be a very good idea to expand this aspect of the mod to add such more alien and unique gameplay. Most people know generally most of the creatures to encounter in a fantasy world that's like what's planned for TFC2, but nobody quite knows what kind of horrors that could reside deep within the void, especially the aspects that are strong enough in which they have self will and consciousness to attempt hunting you or anything specific down. In my head, I have a mixture of these following mods: Thaumcraft Astral Sorcery Ars Magica 2 Dimensional Doors These are not due to their items, creation, and research focuses, but instead more exploration, vibes, and discovery focuses. I love the vibe and reality in Minecraft they attempt to create which would possibly work great with expanding this aspect if not others inside this mod. Though, I believe I've finally drained everything that I can think of with this aspect. Again, sorry for the ridiculous amount of text, I tend to put too much effort into my work when I get my hands onto anything. I loved TFC1 and love seeing the progress of TFC2 so I wish the best for this mod. Though, like before, I thank you for the ones who do read through my massive mess. I really wish I was able to get into programming enough so I can actually start making my ideas myself or helping/working with others. That's one of my later goals in life to do, I already know the basics of several languages, I just need to chisel out my path or receive help till everything becomes clear.
  12. Island Portals Clarification

    Automated Message:This topic has been moved from Discussion to Suggestions
  13. Island Portals Clarification

    What is planned is still not fully formed. What you see is more a test of what's feasible rather than a sketch of things to come. You've got some good ideas. I too was a fan of Dimensional Doors. There's a lot more to consider in this case then dimensional doors had to. First, this seems like it mightbe the primary if not only way to go between islands. Therefore anything related to travel greatly affects play. Something like mob and item transportation needs to be considered. Should players be able to move them? How should they move them? Will there be magical means of transportation/teleportation or summoning? If travel is both ways do you have to worry about people stripping islands of resources? Is that the dev's responsibility to think about or server's? If travel is one way and one person goes west and the other east can they ever meet? etc.
  14. Enhanced Movement

    eh, I'll let it slide.
  15. Island Portals Clarification

    (self introduction) To start things off, I've been a huge fan of TFC1 for years now but never quite knew about the development of TFC2. For the most part, I figured TFC1 just died out and the developers left for other miscellaneous things, granted that I made that assumption based off the lack of TFC1 updates and the fact of me just not reaching out to research what's going on. Though, while recently playing the TFP modpack and searching up on gameplay help, I stumbled across these forums. Honestly, they're not hard to find when you want to look for it, though it seems uncommon to come across it on a natural basses. For the past few days, I've been doing a lot of research on what's going on with this mod in excitement and curiosity, along with testing out the early alpha test version of this mod that's out. (the actual post) Now that we got my position on looking into this mod out of the way, let's move onto what I actually made this post for. I find the island worldgen to be unique feature that you tend to only see with adventure maps in which you require to hop from portal to portal in order to reach another island. From what I know, these places are meant to be void like, dark, scary, and I've read "dangerous". Comparing to what I've seen in TFC2 while knowing it's merely alpha, I've only seen two platforms in those dimensions with a fairly long winding path above a grand abyss with various vanilla animals and vanilla mobs spawned on it. I'm pretty sure that's not going to be the finally form of what the island portal dimensions will consist of, or at least hope not. Though, this leads to my question of what's planned to make this realm "unique" and looking at how it'd be "dangerous". Yes, I know it's very, very dangerous in the current state due to merely vanilla monster spam. Yet, knowing more of the bigger picture in which is TFC2, that's most likely either placeholder or unintentional mob spam. From originally reading into these "leap dimensions" to traverse the apparent planned dangers of these vast landscapes of which reside inside of TFC2, one mod kept popping into my head is Dimensional Doors. I'm curious in which direction and how in-depth are these leap dimensions going to be? Dimensional Doors was one of my favorite small mods back when it was relevant due to the alien and creepy nature of it. Also, is there going to be any special threats that reside in these transference zones? Using Dimensional Doors as an example to base perspectives off of, will there be threats like those eyes that transport you to Limbo along with other demons and monstrosities birthed form the void? Along with that question, will these places still continue to be these winding bridges or will it be more like a light dungeon that you're meant to rush through before the void consumes you? (tangent) I could see the little platforms of which the portal resides on in the grand vastness having something along the lines of a ward to protect them so the void doesn't destroy them if not use it to leak out into the real world with. Heh, maybe that could be an island type, an island tainted by the void from a broken portal due to a failed ward. Though, back to normal use of these portals, I do like both ideas of this area being either something you'd have to go slow and cautiously through and the idea of having to rush through it as everything brakes apart. Unless, there were to be a happy medium of where you can find stable and unstable portals. Unstable portals would be either a one time use or something that falls apart when used, then you'll have to wait for it to "rebuild" itself. On the other hand stable portals would be used more like solid dungeons. I also like the idea of them being highly risky and dangerous to traverse because that'd force players to make 100% sure they have everything they want to take to the new land and are prepared enough. These portals could also increase in stability the more you use them which will add progression amongst these worlds. This increase in stability could be increased in either the time that's spent there, the more void you fight off, or a mixture of the two if not something else. Actually that something else could be that, sense the other two feels more "grindy", you could also have a crystal or something of such that spans a ward across the path between the two portals that you need to activate. In this ward that spans to connect the two portals, the void shall be forced back along with all it's creatures which will allow players to temporarily "claim" these passages through the void. In order to keep the wards in tact, players need to either fuel or merely reactivate what we could just call the "crystal" for now. Sorry about that massive tangent, that's a lot more of a suggestion but I'm tossing around ideas to what I could possibly see these void transportation zones becoming with my lack of knowledge on what the devs have in mind. Hopefully it won't be frowned upon. Also, thank you for taking your time in reading this post for the ones of you who have.
  16. Finding Flux-Producing Rocks

    @Salt_Water_Otter While you're creative-mode checking, you may also want to check the second layer, to see if it's marble, just in case. That is also flux.
  17. Finding Flux-Producing Rocks

    No other way, just those rock types or borax which is found in RockSalt. Another option is to go into the Seed section of this forum and find a seed that has flux nearby.
  18. Finding Flux-Producing Rocks

    So I have been generating a few worlds where the spawn area's rock type will not be able to be ground into flux. I then turn on creative and fly out in a few directions, hoping to get a good idea of how far out each rock type goes. I change directions somewhat often and it's either I give up and generate a new world, or I do find a flux-producing rock but it's way too far away from my spawnpoint to where it would take several in-game days to just run there. So would it be best for me to just continue generating worlds until I spawn in a area where a flux-producing rock type (ex. Chalk, Dolomite, Marble, and Limestone) Or is there another way to get flux that I don't know about?
  19. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    So you have first opportunity to see it Go to .minecraft/config/ic2/shaped_recipes.ini, find recipe with lumberWood (there is one with rotor), remove or comment out, restart, voila: every plank have 19 or 20 recipes instead of 2. God of Randomness know, what else is messed up, I reported this problem on IC2 forum, hope that they can fix it.
  20. I think it's better to use asm instead of replacing the classe file, this would avoid some conflicts as well as legal problems (distribution of modified thaumcraft classes could be a problem, not sure through)
  21. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Personally I don't believe IC2 can be the actual cause, I just never saw this mod breaking other mods' recipes. You could maybe try manually adding that recipe on MineTweaker, but this is like fixing with duct tape.
  22. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Thanks IjuanGB, you spotted seriously bug, I'm now trying what is responsible for, IC2 is suspected because problem is solved without this mod (however I removed two other IC2 dependants).
  23. Enhanced Movement

    My bad, I considered it as one topic due to it's how you control your character, being enhanced movement. I guess it depends on your perspective of what "enhanced movement" fully classifies. From how I see it, how you engage into combat is a form of movement and controlling your player which is why I added it. But regardless, I apologies if it is.
  24. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Do not want to include in your Build HD texturpak, or do you have your own?
  25. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I noticed some leaves dropping in cubic form. But I insist leaves have physics. I changed the config of leaves and leaves2 from average to none (in stability) and the problem solved. Now the leaves have usual tfcgravity, where you also have to collect from the outer layer, but it will not destroy all leaves. As you can see willow allows the 17 pages of recipes that require just any plank while pine only give 7 pages, correspoding to recipes that specify pine. Idk how to replicate. Just pressed the recipe button of both willow and pine.
  26. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Not leaves, logs have gravity, and when you harvest leaves, logs are falling. Unfortunately, these dropped logs are in cubic form, not TFC "rounded" items, so I decided to change drop to leaves blocks. It is the only method to get leaves blocks, which are useful for improving air quality in mines. I have also willow plantation and there is no problem with getting saplings, one must just harvest carefully, outer leaves blocks rather than those near tree trunk. Could you specify example of such recipes? Usually I'm using oredict, so any plank should be correct. Only long bow need specific planks. Maybe you are looking at recipes with impregnated planks? Insert any plank into barrel with creozote or olive to get impregnated plank.
  27. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Still loving the pack! Giving it another round with the new updates. Noticed that the leaves of trees have now gravity. This causes trees like willow to lose almost all leaves from breaking 1 block. It makes planting them almost impossible. EDIT: I have also noticed that most recipes that require planks instead of asking for any plank they need specifically willow. Is this a bug or is it intentional?
  28. yes, thats true, I needed to do so toremove the hard cap on magic damage, as well as make armor enchantments work. As your fork gets more in depth, I imagine these conflicts will come up more often. We'll have to figure out some way to make our stuff work together. If you don't care for the changes I made to the armor code, Ibelieveyou should be able to delete the EntityDamageHandler from my jar without any negative consequences.
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