Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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

This stream auto-updates   

  1. Past Hour
  2. Reason I did not add the merchant mod this timeis due to the food bug that corrupts the world data.
  3. Interesting, I just wish you had merchants add on
  4. Today
  5. Submit Questions for FAQ

    Some primitive fluxes used for forge welding included silica sand, cyanide of potash, and soda phosphate. There are also some some trade secrets in the 1920 edition of Scientific American that name copperas, saltpeter, common salt, black oxide of manganese and prussiate of potash. Flux is basically anything that prevents iron from oxidizing, so a lot of things actually work. Borax and other calcium carbonates work well for this because at forge welding heat they melt and prevent oxygen from reaching the metal as easily while also drawing out impurities. Silica sand works in a similar manner by reacting with the iron oxide into a compound that melted at welding temperatures. For the next version of my modpack I'm using MineTweaker to add a recipe to cook bones into flux using a campfire (since I don't have any real Java knowledge to make a more accurate flux). Bones are common, but not super common unless you're going out hunting skeletons or you have a large animal ranch/hunt for a lot of animals. In multiplayer, I don't feel that an alternative to flux or other required materials are as important since people will naturally settle in different places and trade resources from those areas with each other as needed. Its only in single player when it becomes an issue since you'd have to look for all of those materials on your own.
  6. Alright, just released v0.3.4 which should fix this (along with a minor 2-year old issue because why not). Let me know if it works for you!
  7. It's to enable shaders for Streams blocks. Check the top post FAQ "How do I make shaders work with the river blocks?" for details.
  8. Yesterday
  9. Change the height of the TFC world

    I've been experimenting with the values of the variables. You need to download the source code https://github.com/Deadrik/TFCraft, then find the file com/bioxx/tfc/worldgen/TFCChunkProviderGenerate.java, you can open it with any text editor.I use Eclipse. The file has a variable indexOffset (location in the picture), which is responsible for the height of the world, the default is 128, I reduced it to 48 and got the height of the sea 64. After making the necessary changes, you need to compile .java to .class and place in jar with TFC. If you don't know how to compile java, welcome to Google.
  10. Change the height of the TFC world

    @Mac_PapalardoComo você fez pra alterar o nivel do mar para y64?
  11. BTW, is there an older version I can install that won't cause issues and can be upgraded without a server restart when you get it updated?
  12. Submit Questions for FAQ

    The simple way to fix flux would be to have borax appear anywhere. You could also have potash (as a very inferior/time consuming flux perhaps, since it'd be relatively easy to get).
  13. Submit Questions for FAQ

    @DarmoI don't know how to fix the flux situation, but it could be looked into. About mixing metals: I agree, this is something we'll need to fix.
  14. Added you. And mostly just want people to use voice when they are close to people for RP. This way the ones of us streaming can get content recorded. As of now its just me that streams on the server.
  15. So, I decided to give it a try. 1. Yurets1257 2. 21 3. NoYes 4. Played it 2 years ago onStrangers Minecraft(http://minecraft.rusmnb.ru/) when we had TFC modpack. We stopped after creation of the red steel bucketand moved to another modpack. Later I played in SP, but it was kind of boring. 5. Usually I prefer to be above ground surface (but my buildings are usually end up under). Especially in TFC. So I was thinking about tradingcareer. Live in small house near a lake, chop trees, grow fruits and travelfrom settlement to settlement offering produced things and buying tools. I'm also not a big fan of voice communication. But I hope it's not a big deal.
  16. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    TNFC uses a forked and heavily modified version of TFC. Making our stuff work with otherpacks or even extra mods is challenging to say the least.
  17. TFC1 1.12+ port

    The best way to actively participate is by joining the discord. Localisation is likely not going to be done until late alpha. Until then there isn’t much I can say beyond help will be welcome. The current wiki will not be touched by us. Once this project develops further we’ll start building a wiki. Like this project we will administer it and get help from the community.
  18. Submit Questions for FAQ

    Those things haven’t been decided or discussed yet. In general we do not want to have binary situations especially when decided by RNG.
  19. Submit Questions for FAQ

    A couple questions regarding fixing of TFC1 mechanics, will flux perhaps have several sources, or otherwise be modified so that it's not a feast-or-famine situation? It really does not benefit the mod to have the player have either 0 flux, or more flux than they will ever need, with nothing in between. Also, will alloying be fixed in a way such that if you're for example mixing copper and cassiterite, and you add some already-made tin-bronze ingots, you don't ruin that batch? Incompatibility between a mixture of ingredients and already made ingots of the same material was one of the worst things in TFC1, especially when it happened for colored steels.
  20. TFC1 1.12+ port

    If you are interested, I can offer my help for the following. 1. Setup of the translation file as for TFC 1 and submit all the .lang files to git, as I did until TFC 1 translation were taken out of the mod.I would also like to participate to discussion related to item naming pattern and improvement of the .lang file. I can offer a point of view on French and Japanese. 2. Wiki edit. I have a good knowledge of wiki code, with 4.5k edits in wikipedia, setup of localhost wikimedia instance for personal use and 750 edits on TFC wiki, however, I might be the only known banned user on the wiki. If given edit right, I would mostly work on structure and cleanup, and someone with admin power would have to delete content flaged for deletion, or I can do it given admin rights (and I am open to discussion before doing too much).
  21. TFC1 1.12+ port

    Oh my word, I was on my way home from a vacation and was thinking about getting into TFC again but new I was going to have to go back to 1.7. Seeing this thread though, I am super excited about the thought of this mod coming to 1.12. I wish I could help but I am not much of a coder... or artist... really I just love playing games, so thanks to Dries and Bunsan for taking this on!! Thanks to anyone else who will make this possible!!
  22. Last week
  23. Shield Concept Art and Discussion

    One suggestion might be for the straps you hold being leather instead of metal.
  24. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Disable it in config, this is what TFPP does too.
  25. Shield Concept Art and Discussion

    Black Bronze: Bismuth Bronze Wrought Iron: (texture need improvments)
  26. Download not working for mcmc

    Fixed, sorry about that.
  27. FAQs - Terrafirmacraft 1.12+ This is a list of questions we have been asked about the project. These are our best answers as of this moment. Things will likely change in small and large ways so don’t take these as binding. If you have more questions please post them in our question thread on the forum or give Bunsan a poke in the TFC-talk channel of our discord. What is this exactly? The goal of this project is to take the gameplay, mechanics and feel of TFC and recreate it in 1.12+. It is like a port in that we want it to feel like the 1.7.10 version, but it isn’t a true port as we are rewriting most of the code. This project was started by Dries007, the blessing of Bioxx, and is not associated with TFC2, nor is it associated with TFC+ or any other forks of TFC. Is this 1.7.10 Terrafirmacraft fixed to work in 1.12? The default position for all features is that the 1.12 version will replicate the final 1.7.10 version as much as possible. As this is a rewrite we will slowly add in these features through the alpha builds. Changes and refinements will then be made, but the starting point will be based on 1.7.10 version. We know that there are some great ideas out there for expanding TFC and we have some ideas of our own, but for now we need a good base of code with the key mechanics to work from. Who are you and how do I know you won’t just break my heart? The development team consists of Dries007 and Bunsan. Both are prominent members of the TFC community who have extensive experience with the TFC and its code. TFC is a very large mod and so the success of this project will greatly depend on contributions from the community. We are assembling a group of people from the community who can contribute to the mod development to help guide this project. We have the experience and skills to bring TFC to 1.12+ and are committed to seeing the project through. Dries007 is the leader of the project and the gatekeeper of the mods code. He is a prominent member of the TFC community and contributed to 1.7.10 TFC and developed a number of add-on mods as well as other minecraft mods. He is a busy engineering student and an international man of mystery. Bunsan is Community manager for the project. He is best known as a co-author of the TechNodefirmacraft and TerrafirmaPack modpacks and a couple of TFC addons. He spent a lot of years in school, but none of in for programming. He is a self-taught Java coder and so his role will predominantly be communications, PR and general organization. Although he will dabble in code a bit. When will it be finished, when can I play it? We don’t have a timeline at this point. We will have development builds available, but we don’t know when a playable version will be ready. This is a big project that is being done in our spare time. A lot will also depend on the community. We welcome and encourage contributions from the community. The more skilled people we have contributing the faster the progress. We will keep everyone up to date on the progress on a number of platforms. We will post on the forums, the discord channel (https://invite.gg/terrafirmacraft) and the subreddit (https://www.reddit.com/r/TerraFirmaCraft/). So how can I help? There is a lot of areas in the project where you can help, directly with the mod, with the forum, the wiki, the subreddit and the discord. We need people to contribute code, texture, sounds, models, art assets (for forum/subreddit/discord channel), moderate and beta test. We are going to be very picky as to what is added to the mod to keep it clean and clear. So don’t be offended if we don’t use your contribution or rewrite some or all of what you’ve contributed. This will apply to all aspects, from code, to textures, to forum etc. We will do our best to provide the tools, examples and guidance needed, but be prepared for critique, criticism or us simply saying thanks, but no thanks. There is a roadmap here (TODO put roadmap <— there). If you have a particular skill set then give us a poke to let them know about your skill set and what you’d like to contribute. So if I’m not an expert I can’t help? You don’t have to be an expert. You can help and we want you to help. There will be a great need for beta testers, we will need ideas and input from the community and just being an active part of the community helps. You can also work with others who compliment your skills to tackle larger tasks. Most of the initial coding needs a good amount of experience with Java and Minecraft modding, but some is straightforward code using existing code example. Even if you aren’t an expert we encourage you to fork the repository (https://github.com/TerraFirmaCraft/TerraFirmaCraft) and mess around in the code or try your hand at textures (I recommend GIMP, a free graphic program). Many of us are self-taught and learned by messing about. What about all the bugs and compatibility issues? We’ve referred to this as a port, but we are rewriting a majority of the code. This means we can fix the various bugs and compatibility issues that existed. This also allows us to provide a lot of configuration options for players to adjust variables to their liking. The config options won’t be included at first, but it is our intention to include as many as possible. There is also a lot of new tools provided by Forge which will allow a lot more compatibility. For example we plan to change the way food, health and damage is handled to keep the feel of TFC, but allow other mods food, weapons etc to work with TFC. However TFC is a full conversion mod, we are aiming to make it compatible as possible, but there will always be some compatibility issues. What all mechanics from 1.7.10 be included? Mostly yes. Most features we intend to include, but there are a few that won’t be added. The detailed chiseling will not be included. I was amazing for decor, but is not necessary for any gameplay elements. We feel Chisel and Bits does a great job and there is no need to replicate it. Stairs and slabs are now actual blocks and will behave like normal stairs and slabs. The taste system. It was an interesting concept, but never really caught on with most players. It was not an intuitive system and its randomness made for very weird results. We don’t feel the time to include this is justified. We do want to include a skill for cooking and have various ideas, but these will be added later. Food weight. I really enjoyed the weighted stacks for food, but it creates a lot of compatibility issues. We plan to have food items be normal item stacks like vanilla food. This means a lot of the food mechanics will change, but will still exist. We will still have meals, decay, nutrients etc. Trimming decay from food. We will still have decay mechanics, but you won’t need to trim decay from food. Each food item will have a chance to decay, which will cause it to disappear. The decay rate will still be changed based on how it is preserved and stored, but instead of getting a percentage of decay the item will just disappear. So if you have a full stack of apples each one will roll to decay and the stack will be reduced by the number that rolled to decay. What about worldgen? I hate walking 10k blocks to find things. We are keeping the same worldgen. We do want to keep the look and feel of TFC. We are fixing the worldgen bugs and trying to find better methods to fix performance issues, particularly with ore vein generation. We do want to keep the exploration aspect of TFC, but will include the ability to adjust a lot of the worldgen variables so you can reduce the average size of the rock biomes for example. The higher sea level will also be kept, but it also will be configurable. We will also continue to have fresh and salt water, but will work to fix many of the compatibility issues associated with having a non-vanilla water. Will you be expanding the mod with new stuff? Yes. We plan to continue TFC and expand on it, but first we want to get a working version that resembles 1.7.10. We will continue to limit the scope of the mod, so don’t expect rocket ships or modern items. We do want to add new mechanics and items that fit within the TFC timeframe and improve the current ones. We understand TFC community is passionate and many people, myself included, know the “right” way things should be done and the “right” direction to take the mod. We won’t be able to satisfy everyone with new content. Which is why compatibility and configurability are important goals for the project. We want to provide the tools for addons, modpacks etc. that allow the community to have the player experience they want. I loved addon [mod name] will you add its features to TFC? We don’t discount adding content from addons, but have no current plans to do so. As the base code of TFC will change so much all we’d likely be able to use is concepts and art assets, but would talk to those authors before doing so. Many addon authors have already expressed a desire to help with this project. That said TFC adds so much already we don’t want it to become bloated. So it may be best for things that don’t contribute to gameplay to be added with an addon. I have a great idea/there a mod that does something you should add. We definitely don’t want to discourage the community from coming up with new ideas, but as we are focused in getting a working mod up and going, we won’t be discussing or including these ideas at this time. The discord channel (https://invite.gg/terrafirmacraft) is a great place for these type of discussions and we will be expanding our forum section to provide an area for these types of discussions as well. We will be asking the contributors and the community at large for input on specific portions of the mod when we are adding them. What about TFC2? Will you add any of its new stuff? TFC2 is still Bioxx’s project and has a different design plan. There isn’t a current plan to use any portions of it in this project. There are a couple of exceptions. We’ve added the 3 new wood types he added to TFC2 and we are looking at using his concept of tree schematics for tree generation. Could you use the animal model I made for TFC2? We would like to have a lot more animals in TFC, but this is not something we’ve contemplated yet. Use of these models would only be done with the blessing of Bioxx and the contributors. Will you be including options for different languages? Yes. We are hoping to be able to automate a lot of the creation of localisation files, but will need help with proof reading. Can I use my 1.71.10 world? No this will not be possible. Will the 1.7.10 addons I love work with this version? No they will no work without being rewritten.
  28. [0.2.4] TFC2 Prerelease

    ... Like Cube World...! Kidding
  29. Submit Questions for FAQ

    It won't really be necessary to report 1.7.10 bugs as this isn't so much a port as a rewrite. A lot of the backend stuff will be completely different. But feel free to join the discord and chat about it. I've not answered the boat question directly in the FAQs, so I will only say that we don't have plans to change the boats at all (they will just have TFC wood colours). I can see where it would be nice to have some small storage in boats, but that is something for late alpha.
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