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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. Hmm looks like its throwing errors, I've been busy all day I have company over it's game night(d&d, Cards against humanity, etc) just jumped on to check it and ill have to look at it when i get time. a bit drunk at the moment so might be down till tomorrow morning.
  3. This is great stuff, exactly what I was looking for.
  4. So, I just realized that my taste profile has somehow changed. I had managed to pretty much make perfect sandwiches (four "perfectly" and one "moderately"), but now those same sandwiches have other values. The only thing that I believe has changed is that a couple of days ago I changed my Minecraft username. Is it possible that that somehow changed my taste profile? It took me a lot of time and effort to come up with this ingredientscombination, I would hate to have done all that for nothing! Thanks to anyone who can shed some light on this matter!
  5. [TFC 0.79.29] Cellars Addon

    I did that it was the first thing I did, it didn't work at all
  6. Any news on the server being down? I saw it was on earlier today so I assume it is just temporary. Let me know if there is anything I can do to help.
  7. [TFC 0.79.29] Cellars Addon

    Double check your double door placement.
  8. Yesterday
  9. Magic: Research or Innate knowledge

    I was trying to be diplomatic. If you want to mince words, my first instinct was to call that criticism myopic. All that can be said for certain is that it was never finished, and what was finished has shortcomings as far as encouraging multiplayer between strangers. The devs have said before that their intended focus was small groups (as opposed to large multiplayer servers of strangers). That indicates to me that was their eventual intent - a small group is still social. What that might have entailed, only they can say. In the end, that's all the past. My point was that you were saying 'look at existing TFC1 servers their base is small' and then using that as a reason that TFC2 is not about multiplayer. TFC2 could be more, and the devs have strenuously emphasized that it's a different game. So why shackle it to TFC1's situation and surmised goals? Ya, it'll probably always be niche relative to vanilla and the huge arena servers. I'm not sure what that has to do with anything.
  10. TFC2?

    ...and anyhow - TerraFirmaCraft is a cool name
  11. Magic: Research or Innate knowledge

    Correct. I did just focus on one aspect. Also correct, it does in different ways cater to both types of players. Thanks for the clarifications. I agree you should definitely reuse code whenever appropriate as it cuts down on time and bugs. It's an observation on how little socializing beyond a few people is on minecraft. I don't think it has an inherent fairness. Doesn't this just strengthen the point that it's not really designed for people who want to socialize? I totally agree, but I think it's still niche. Thanks for the correction as accuracy is important. I was just using the formula, RoundUp([Islands North to south]/2) with the arbitrary number 35 at the end. *edits* Though I can't think of 63 types of spells in minecraft and that may get confusing having so many. Maybe some of those would be spell power ups or modifiers like they do in the psi magic mod and you can craft your own spells. Unimportant Seeing how Bioxx at this time has integrated Harvestcraft into TFC 2, I believe that anything you'd like to see in TFC 2 has a dramatically increased chance of being in TFC 2 if you go out and make it. Which is fair since making everything yourself is very time consuming and if Bioxx sees something that almost fits Bioxx's vision and is already made, Bioxx may grab it and do some slight modifications, then call it good.
  12. [TFC 0.79.29] Cellars Addon

    This mod is not working, I am using the latest version I have built your EXACTspecs on my survival world with cheats, but every time I build it or rebuild it to the exact same specs it tells me it's not completed and its driving me crazy I've spent two hours on trying to get this to work, I am playing the terrafirmacraft reloaded mod pack version 1.4.2on the curse launcher, SO PLEASE HELP!!!!
  13. TFC2?

    A bunch of the assets like textures are going to be the same. There are plenty of other mods where the next big version is practically a whole new mod but they use the same name. Applied energistics and equivalent exchange are two examples.
  14. TFC2?

    I just re-read the above message about full rewrite and things, and this question came to mind: Why is it actually called TerraFirmaCraft 2 if it's nothing like TerraFirmaCraft? Common experience says that sequential iterations should hold at least some similarities. So, maybe, a different name?
  15. Magic: Research or Innate knowledge

    Just a nit-pick, it's 9 islands. 1 row of tropical, and then 4 above and four below of sub-tropical, temperate, sub-arctic, and arctic. I think that's unfair. It's a bit like Thomas Watson or Ken Olson saying computers don't need to improve beyond government use because the market for them is so small. TFC1 was never finished, and if taken in isolation was very poor from a multiplayer game design perspective. It had one big achievement path - smithing - and that was it, and anyone could do it. Everyone was the same, so why would you need others? This is the reason I continually agitate for TFC2 to be better designed from a multiplayer perspective. I think it would attract a larger multiplayer audience if it was better designed for multiplayer. You look at the Happydiggers server, there's hundreds of people that have been on that server and successfully made a town. The problem is they don't stick around. Unless you're a ambitious builder or organizer, or a mining fanatic, there's no reason to once you hit red/blue steel. There's nothing else to keep you. I would argue that in fact the audience that continually power their interest in the game via single player is the small audience, and if a larger and more enduring audience is desired, better multiplayer design is the best way to go. But I don't know if the devs even remotely care about that. But imho the game can appeal to socializers at the same time as explorers and achievers, with ease, if designed correctly.
  16. Magic: Research or Innate knowledge

    True, but that is if you look from the perspective of a single feature. For example, saying that having the ore tied with a stone type and not every "biome" have that stone type is to cater to explorer, since it is literally having you (the player) to explore the world (and you get rewarded).TFC1 as a whole cater to both types of players... one a bit more than the other, though. TFC2 has islands to explore and to conquer, that in itself is catering to both players: the explorers and the achievers. By the way, depending on how you focus the research it can cater to explorer or to achievers; too complex and hardbut not random enough and it would be an achievement to finish all the topics/talents but too mainstream to do it (and vice versa, a random but easy system would reward the feeling of exploration/research, but would not be an achievement since it'd be easy) Yup, I update my comment to reflect my lack of clearness. I know very well that, I am a developer. The context here is that making a piece of code consume time and, if the feature is not used or don't add something particularly deep to the game, is better not to do it. But, at the same time, that code with a little tweaks (andthe power of imagination) you can expand it to other features. In this regard, knaping and pottery that may share the same code is a perfect example of this... and also, it can be expanded a bit more to include other features that make sense. So... Right, but the sandwich making interface and mechanic can be re-styled and rewrittento make potions: put a bitof 'x' herb here, a bit of herb 'y' there, put a catalyst, aliquid base and instead of bread use a glass bottle, andyou have a potion. Instead of flavor you have three properties (healing, poison, neutral) and each property instead of having nutrition values it may have descriptorspotency, duration, and side effect (for neutral potions that would be, for example, a potion of swimming). And the weight system can alter the properties and descriptors of the potion based on the weight of the herbs andcatalystused. I fixed a bit more. The context is that develop a feature cost time, and if the feature is not good enough to worth the effort it is better to not do it. In this regard, the focus on an innate system, while boring in a principle, can free time to other features... like expanding the island progression or having classes or skills or better enemies (AI wise or otherwise). But, if the research system can be expanded to other things that are not just magic, it may be worth the time to develop it.
  17. TFC Engineer

    Does it have wifi? So uhh... i became so hungry i violated causality by eating the tuna sandwich before making it. Need help to stop zilching into 5th dimension at random, the other me's don't like tuna.
  18. So..... I'm afraid I am a little late for the party... Anyone here?
  19. New version released (0.2.32) that is compatible withTFC0.79.29. It only contain minor changes, will be working on getting some of the reported bugs fixed in the near future. As always, enjoy.
  20. Release Date? Soon?

    there are currently working on mobs models. no big news so far from bioxx, no tweet, no screenshot. it's pretty damn dead actually. but darmo is doing a great job on mobs recently. he's apparently the only one.
  21. Magic: Research or Innate knowledge

    First off. This is a complete rewrite. You have no idea what that code relies on to function and it very well could be easier to write from scratch than the modify. I've come across a lot of code that was easier to rewrite. Expanding a system to handle other stuff is not always appropriate. One for example would be silly to take the smithing mechanic from TFC 1 and appy it to making a sandwich. I do agree that reusing systems can cut down development time if that was the point you were trying to make. I do not understand this sentence. It does not make logical sense.
  22. Magic: Research or Innate knowledge

    I don't think even Bioxx has a clear picture of what the final product is going to be like. I'm sure at this point he's just trying to get world generation how he wants it. I'm guessing what ever comes after is going to be based on how he wants TFC2 to play out. There are 4 types of gamers. Achievers, explorers, socializers, and killers. Killers in minecraft typically stick to arena play on big servers so that's not our intended audience. Socializers require more that one person to be happy and most minecraft servers are single player or a group of small friends. Even going through the public servers they generally aren't that big. So again not TFC 2's audience. That means TFC2 is for achievers and Explorers. If you tie the magic to innate ability, basically something you get automatically, then you are only pandering to the achievers since there is nothing to discover. If magic is for instance, behind some sort of research wall, they you are leaning more toward explorers. Take TFC 1 smithing for example. As pointed out it doesn't take any research. There is nothing to discover thanks to the wiki. Because of that, black smithing in TFC 1 caters more to people who are achievers more so than explorers. You don't have to look any further than the popular floating island survival modpacks or the Hardcore Questing Modpacks to know there is a lot of achievers in minecraft. Explorers of minecraft are typically the people working with redstone or are always expanding the map. In my opinion the way they should do magic in TFC 2 is a discovery based approach backed up with and achievement system. For instance lets say there are three statues on the island and you have to gift one of the three statues a certain combination of items during night or day to unlock a spell. Hidden in chest loot through out the first island you can pages that give you hints what you need to do to unlock the spell of that island. Each time you unlock a spell it increases your spell power. Now there are 5 islands North to south that don't get any harder. As you go east or west however the island bosses do get harder. So lets say the first 2 islands east and west you don't need magic to unlock the boss chamber. Magic is completely optional for those meaning the first 25 islands require no magic to unlock. Lets say starting at the 3rdisland east and west you need 15spell power to unlock the boss room. That means you now have to go find the magic on 15 of the 25 islands of which you may have only unlocked 3 in your journey west. Now lets say that the 4th island boss takes 21 spell power to unlock. So now you need 21 of the 35 islands you can unlock. Since Bioxx said he is mainly designing for the first 4 islands east and west I'd allow any further islands to by unlocked with 35 power and then just scale the bosses. On top of the above if you had a leader board for those with the most spell power with an achievement at 35 spell power it is definitely enticing achievers to go play more of the game, while at the same time the explorers who might not care about how far west or east they go will care about discovering those pages and creating a library of books telling you how to unlock what spell where. It extends game play for the achievers and yet still throws a bone to the explorers.
  23. Sayreg, are you able to provide me with a list of the mods you are using? Also are you able to provide me with a step by step to reproduce it and I will take a look?
  24. Hi, I posted here, because I noticed the texture loss only when using Udary. I tried several combinations of mods I typically use and narrowed it done to yours specifically. Not sure what other info I can give, other than that. If you can think of something I could check for you, let me know. -Sayreg
  25. WIP Thaumcraft Crossover - TerraThaumcraft

    I seem to remember silk touch being kinda wonky, I don't believe armor enchants work, but I could be wrong. I am pretty sure fortune has no effect, at least on ores. Oh, and fishing rod enchantments probably don't work. Maybe for the power enchantment you should have it do a smaller amount of bonus damage, but make the bonus damage crushing damage? Not sure if that's possible, but that way it doesn't let you one-shot stuff that a normal bow can't, while still making it a more useful weapon. Doesn't really make too much sense logically, but you could argue that the increased force is crushing, and it would be interesting from a gameplay standpoint.It could also increase the arrow speed of lower charged shots, which is the bow's main weakness. Also, what are you going to do about Javelins? Will they get their own special enchantment, or will they be made so that sharpness works with throwing? I think it might be worth considering nerfing efficiency, seeing as this isn't vanilla MC where you progress from Iron->Diamond->Enchanted Diamond, but TFC where progression is more tiered. An iron tool with efficiency shouldn't be too much better than steel, I wouldn't think. Furthermore, if possible it should scale with how well wrought the tool is, though I suppose that should work fine already with efficiency since I think efficiency is a multiplier. Unbreaking is probably good as is, though it will need to be widened to be more universally applicable on things like chisels and scythes. Hammers and axes should both be able to receive sharpness, smite and BoA like vanilla axes. (If sharpness could be called something different on crushing weapons that would be nice, but obviously nonessential.) Since this is TC4 we're talking about, repair might want rebalancing with respect to the high durability of TFC tools. Fortune should be fairly weak on metal ores, not as strong as it is with diamonds in vanilla for example. Vanilla functions would be good for things like coal, clay and saltpeter, and for random rock drops though. It would be cool if it upped the chances of getting higher quality gemstones, particularly with diamonds from Kimberlite. Scythes should also be able to get fortune for sapling drops. If you decide to do the fishing rod enchants, then Lure could stay vanilla and Luck of the Sea could make the fish larger on average or allow you to catch squid or something. Don't forget to buff damage for thorns, and make it pierce damage so that it A. Makes sense and B. is weaker vs the ranged enemies. Do you have any plans for an anvil replacement? Perhaps one could combine two enchanted tools on a TFC anvil through welding/metalworking? You'd have to add heat mechanics for them though, and ideally make the tool heads detachable for the process. Maybe a second tab could be added to the TFC anvil with the vanilla anvil functions? That's all I can think of for the moment. Nice to see that you are still working on this project, and thanks for sticking with it.
  26. Sayreg, I am not sure why you are logging this in my thread. If you updated TFC and the dirt blocks are not working anymore, then it is a TFC bug, not my mod.
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