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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. [79.28] Pretty Good Starting Zone

    Found native silver (used for black steel) x:-1618 z:-15462 y:22 Have a nice play))
  3. Yesterday
  4. The development efforts applied to the creation of the TFC2 addon will not go in vain for a hypothetical TFC1 addon - don't worry!
  5. [0.79.29.922] Age of Conquest

    Thanks for the compliments, Dythanos!
  6. Last week
  7. ....carrots.....I found carrots! I had to fly in the airship for about 3 hours but I eventually found lovely carrots.....it only took 16 months! About farming....the many types of soil are greatly different in their fertility....you can't just plant anything anywhere and expect it to grow at any decent rate. Additional to this complexity is that when you dig soil it drops as the poorest soil type....no moving good soil from place to place....you basically have to farm where the soil is good. To tell how the soil is you can right click with a how on tilled land and it will give you an idea how rich that soil is. You can also combine sylvite and bone meal to produce fertilizer which has a 50% chance to improve the soil. In the near future Aeroc will be making some sort of toll gate which will fit into the new airship teleport system....pay a fee and build a station at 225+ and you can have an airship station which can be used to fast travel......but there will also be a ticket charge to use the system...no free rides.....I will continue to offer occasional updates and info regarding our server.....but also feel free to inquire for any clarification....cheerio!
  8. [TFC2 0.2.4] Unlimited Chisel Works TFC2

    i feel bad for you that TFC2 has stopped development, thought your efforts could be good for TFC 1.12+ as i think it will have the same problems TFC2 had with the chiesel
  9. Sandy city

    Would you be able to give a link to the world download somewhere?
  10. Biomes and Compatibility

    Biome compatibility is something we are well aware of. As with all the other bits we aim to make it compatible as much as possible. The compatibility becomes a lot easier when a forge version for 1.13 comes about since the constraints on biome numbers should be removed.
  11. [0.79.29.922] Age of Conquest

    Bump! Pretty solid server so far.... I’ve just been on for a couple days and the admins are very active and the player base seems pretty cool... the ideas of limiting the amount of nations and the map size is AWESOME!!! Politics are slowly starting to take hold and land claims are starting to be contested. The future of Age of Conquest looks bright!
  12. Biomes and Compatibility

    If I might make a suggestion on that. When making servers or personal TFC worlds in the past, and trying to configure sets of mods for enhanced variety/more 'living' worlds, feature additions, ect, one thing that always made it more difficult was the lack of proper biome/biome types in TFC. Caused, of course, by TFC deciding on how to populate areas based on its behind the scenes numbers like temperature and elevation. If biomes could be applied to their applicable areas, even if they aren't actually used to calculate TFC world gen, that would be really helpful for customization, like setting custom area spawning conditions for animals and other mobs. I don't remember the exact terms because it's been quite a while since I've set up a real overhaul world, but as an example... A high elevation, flat, almost permanently cold area in TFC, in the current system, can be considered 'plains', because the other information is separate. A biome label like 'high frozen plains' would allow much easier tagging for mob spawning within that specific area, such as an ice or snow-based mob. Frozen oceanic islands as gathering points for penguins...ect. Forge's Biome Types expand this usage further. This would also ease the usage of other mods that read area conditions, like Ambience.
  13. Aquaculture, Fish and Algae farms

    I was wondering if tfc2 could have an algaculturesystem, players could make cultures of algae on the oceans, rivers, lakes and even on hot water. The game could have different types of algae: some could attract fish and squids, others could be poisonousand others could be consumable, (and every algawould have a different dye output, if possible). Heat resistant algae would be the rarest but could serve as a vegetable source in the winter. Some couldonly be cultivated on freshwater and others on seawater, they also couldonly be planted on stone, dirt, sand, and gravel. IRL algae are normally dried before eating them so they could be dried in the smoke rack and salted to improve taste and duration. Theyhave done this for thousands of years, it's also used as a fertilizer. Fish could be familiarized with those algae, to make fish farms and get fishmore easily, and probably caviar could be added as well for a general savory food. This would make the sea a less boring place and an attractiveplace like IRL.
  14. If you are using Mojang and facing error code 5 then follow the steps to get rid of this error 1. First, you need to go to the folder in which game is installed. Note:By Default, game location is C:\Program Files (x86)\Minecraft\tmp 2. Now save the file with the extension ".tmp" 3. In next step, you have to copy the renamed file 4. Come out one level to this folder like in path given C:\Program Files (x86)\Minecraft 5. At last, you have to paste the file and replace the current launcher record. If still, you are facing the problem then its need to contact Mojang Experts via Mojang Support Numbe r 1-800-596-2947. Here Experts resolve your al kind of query within the shortest span of time with 100% satisfaction.
  15. Armor Smithing Bonus Bug

    I've been running a small community of players who all play the TFC mod installedwith Towny on our server. For the entire life of our community we've been running into an issue where if a player is wearing any armor that is close to being broken and has any sort of smithing bonus, their health completely depletes to 0 and cannot die. We've just finished discovering this the other day and we're still completely lost on how to fix it or if there is some sort of workaround. We've tested this in multiple different ways and have definitely concluded that when anyone is wearing any type of armor with a smithing bonus their player profile gets bugged and they cannot eat foods, drink, open chests, etc. Lately we've just been remedying this by resetting their player data and giving back roughly what their skill levels were and moving on from there while we try to figure out a way to solve this issue and we have still yet to have found a way. Basically what I'm trying to ask is if anyone'sheard of this issue arising before in other communities or yourself personally and if anyoneknows of a way to fix it? My thought is that if we had to disable smithing bonuses for armor we could, but of course we'd like to keep that option almost as a last resort if there is no other known solution. I've looked though all of the configurable files and could not find anything. If you or someone else has any sort of idea on how to fix this, please let me know as soon as possible. This whole situation has been driving us crazy! Thanks! BPeace1136
  16. Shield Concept Art and Discussion

    Well that was the point when i designed them, i think it's intentional... Well i didn't remember this but, actually i got it lucklyright: to me the blue steel looks appropriate for blocking piercing (a large, well defined surface)while the second alternative ofred steel looks perfect to block slashing.
  17. Food decay & preservation

    Could make crops function somewhat similarly to fruits. They might be able to stay at adulthood indefinitely if the host so chooses, but limit the time of year in which they bear edible parts. There could be plenty of overlap, but nothing would be able to sit on the vine year-round regardless of where you are. At least encourages crop variety, if a player is really intent on living in a tropical plantation where food is always plentiful.
  18. More dangerous and complex animal behaviours

    First, mosters should spawn only deep underground andin specific conditions/places. The main feature would be a more dangerous andmore complex animal AI: All animals should be scared when hurt. Wild animals should get scared when the player suddently appears near them (like, they didnt see you uintil you popped 16meters from them). Wild animals should get scared when the player runs or jumps. Wild animals move or run awayand get at least 32 blocks away from fire and 8 blocks from torches when held. Domesticated animals should get closer, but notmore than 4 blocks from a fire. Scared animals should try tu run away from the player and they could run over the player when it is the only way to escape. This would deal damage based on size of the animal. Animals with horns or hoofs would deal more damage. Cave ins could make animals run awaytoo, maybe from far away. Most animals should be capable of running faster than the player. Any aggressive animal should run away when below 25% health. Specific animal features: Wolves: Usually move in packs and will attack when hungry. Will attack if scared if not alone. Any wolf will counter attack if hurt. Lone wolves can be familiarized by leaving meat on the ground near you. A tamedwolf could attack you if not fed for a long time. Only their puppies will become actual tamed dogs. Speed should be slightly higher than player's. Bears: Will attack a lone player if scared. 2 players could get close (less than 1 meter)and have a 50% chance of scaring away the bear. 3 would always scare the bear away. If you get attacked by a bear you would have 2 options: counter attack, if you think you have good enought weapons, or shift and watch the ground and hope for the bear to think youre not a danger anymore (75%chance?). Running speed should be higher than that of the player. Boars, wild pigs: Females aggresive when piglets are around but will not chase you far away. Run speed same of the player or more. Deers: Get scared twice the distance away as for other animals. Run away much fartherat maybe twice the speed of the player? Sheeps and cows: Move in herds. If one member is scared, all the herd will get scared. Males could attack when scared. Move faster than the player. Chickens: If one chicken is scared, all nearby chickenswil be scared. Run as fast as the player. Dont move in groups but tend to stay close(16 meters?)to the rooster, maybe? Pheasants: Should be able to flyplease stop slaughtering pheasants. Horses: Same as sheeps and cows but peaceful (thought don't get ran over by one of them). (Scared is a status effect) Then, If the devs want to, we could have some more basic animals: Bisons (alternative for cows and ships), lions (replacing bears and wolves in the predator niche), gazzelles (replacing sheeps), gnus (replacing cows) and of corse goats (to provide some milk everywhere). Fishes (we already have the bass for the lakes and sawmps, lets add salmons for the rivers, cods for the ocean). This would work well with Dunkleosteus' TFC+ fishing.Sharks could make the deep sea a bit more dangerouswithout making the coasts dangerous. I think this work would be totally worth the efforth. It doesnt even look really THAT complex to me... Of course after 1.0, but maybe working with this in mind before could make the workeasier for the devs after. Tell me what you think. EDIT If you still think dangerous animals are too dangerous by running faster than you, they could be made more rare and spawn only in a given territory. This territory would be primarly a zone you should avoid in early game, and will be recognizable by, for example,scratches on bark signaling the presence of a bear in the territory. Or maybe wolves howling during night. Things like that. I think this could improve a lot the early survival experience. Predators should be more a thing to be feared and avoided than a thing you should actually fight. And you wouldn't have all these out of place mobs in the surface.
  19. Shield Concept Art and Discussion

    My one complaint is that the Blue Steel design looks a slightly more carrot-like amalgamation of the regular Steel and Black Steel designs, while Red Steel looks amazing and unique. What about something more diamond-shaped and sturdy looking, like the center of the armor? Could also take functionality into account for design ideas. The original Red Steel armor specializes in blocking slashing damage, and both of the current Red Steel shapes look good for catching/moving a blade slash. Blue Steel is meant to block Pirecing damage. Given my aesthetic, Blue Steel tends to be my main armor end-game.
  20. Submit Questions for FAQ

    Any plans to implement incomplete systems like body temperature? I second the food system question. I like cooking experimentally and figuring out how to produce/reproduce flavors using different ingredients irl, so any news on the food prep/cooking system interests me; I'd say it had a larger part in initially getting me interested in TFC than the metal-related systems did. Last, will this be a 'catch-all' mod like TFC, or will it follow a more open-to-customization approach? IE will it aim to replace base MC entirely or will we be able to play with vanilla/modded content at the same time? Though the base game isn't very interesting, they've added much higher variety in mobs, music and atmospheric elements over time, and it would be a shame to lose that by installing TFC.
  21. Sandy city

    Our team disbanded.The project is dead now
  22. I would buy a Terrafirmacraft Standalone Game

    Actually, this is a thing. It's called Vintage Story:https://www.vintagestory.at/
  23. ....Ruby Tuesday....I had found evidence of a stratified bed of ruby bearing ore with my sluice and had spent several hours trying to find it....alas I had to give up in disgust. However, after a few days of getting my resolve back I vastly re-equipped and set out in my airship to find the damn stuff!.....as I approached my mine I chanced a glance at the mountain right next to me where the telltale sign of ruby ore was blazoned plainly on the rocks!!.....how the HELL did I miss it....lol. In other news, we have had a few old players and a couple new ones drop by.....not sure if they'resold on our vision but we can only hope they come back......no worries either way as it is not for everyone. What I do think we have is a very challenging system which rewards hard work and clever play.....basically "Tanstaafl"....there ain't no such thing as a free lunch. The east road continues to plod eastward to the location of a new server sponsored town....I hope to offer contracts to players to build server buildings....this will be by way of a competitive bid. We also have a new dynamic map up so people can have an idea where they are....I like the map as it is a good mix of oceans and continents. There is also a provision to now expand your town by buying wooden tokens from the land office. That's all for now and if you want a different (and tough) experience give us a look. Cheerio. dynamic map .http://69.195.134.12:8123/#
  24. [0.79.29.922] Age of Conquest

    Well, you have my attention now!
  25. [0.79.29.922] Age of Conquest

    We have added several mods to our server, and I have updated the very top post to reflect that!
  26. Earlier
  27. TFC1 1.12+ port

    Oh thanks that's just what Ineed
  28. TFC1 1.12+ port

    I'll admit it's going slower than I'd like but some people are helping us along now, so progress is being made. If you want to keep up to date I recommend the discord server:https://invite.gg/terrafirmacraft
  29. TFC1 1.12+ port

    How is development going?
  30. Load more activity