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    Hey Everybody,

    Due to the recent amount of posts that are being made in the incorrect forum and using the wrong format, it's about time an announcement is made to help clarify what exactly you need to do if you come across a bug in TerraFirmaCraft. There's a lot of information here, so click the article to get the full story.

    First and foremost, the correct place to report bugs and issues is the SUPPORT FORUM. The Discussion forum is only for general discussion regarding the mod, it is not the correct place to ask for help.
    Secondly, each and every forum has a set of rules that is pinned at the very top. In the Support forum there is the READ BEFORE POSTING Official Bug List. It seems that even though this topic is pinned at the very top, and the title is in all caps to try and make it look important, many people are still not reading it.
    If your bug or issue is already on that list, you do not need to report it again.
    For game crashes, follow the provided guide for posting. Crash reports should be given through either a link, or use of the spoiler tags. Spoiler tags can be applied by clicking on the Special BBCode button that is to the left of the Font selector.
    An extremely important part of that topic is the Template for Reporting. If you have any issue or bug regarding TFC you need to use the template to report it so that we have all of the information that is needed to properly offer support. If you do not use the template, we cannot easily help you. I have copied the template here as well for extra emphasis that you need to use it:

    Version #:SSP/SMP (Single/MultiPlayer):Suggested Name:Suggested Category: Severe-Annoying-MinorDescription:Have you deleted your config files and are still able to reproduce this bug?: Yes-No*If you answered no to the above question, delete your config files and try to reproduce the bug. This question is here because many bugs are caused by mistakes in config files. All bug reports should have an answer of "Yes" to this question.Do you have any mods other than Forge and TFC installed?: Yes-NoIf yes, which mods?If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them?*Both Optifine and Cauldron edit the base classes of forge that TFC uses. Because of this, we cannot officially support any issues that happen only when these mods are link of the Crash Report:
    I hate that it has gotten to this point, but lately I am really faced with no other choice in order to get the point across and make the TFC staff's life easier when it comes to fixing bugs.
    From this point forward, any new topics in the support forum that do not use the template will simply be replied to with a link to this announcement, and the topic will be locked. If you wish to edit your topic to fix it and use the template, you may message me stating so, after which point I will unlock the thread for 48 hours. If after the 48 hours the topic still hasn't been edited to use the template, the post will be deleted.
    The only exception to this rule are simple issues such as a question of how a part of the mod works, and not a bug report. Any post that even remotely resembles the reporting of a bug or issue however must use this template. Please note that not all reports are going to use every single field of the template. For example, if your game has not crashed as a result of the bug, you can leave the " link of the Crash Report:" section of the template blank.

    This is going to be another long one. See what's new after the jump.

    So I missed my unannounced self imposed deadline of early August kinda badly. Sometimes you know exactly what you want the finished feature to look like but when it comes down to implementing it you begin to realize that you didn't think of everything initially and it will be a lot harder than you thought. Such is the case far more often than we'd like but there's not much you can do about that besides try and power through it which doesn't always work out well. Regardless, we're committed to getting 79 out ASAP.
    Dunk has been busy rewriting a lot of his old code so that I will stopping having to crack the whip at him about #dunkcode . As a result we have some simpler, prettier, and faster code for various dunk blocks . He's currently working on re implementing the armor stand in a way that it should cause far less problems than before.
    I'm currently jumping around a lot from feature to feature tweaking things to various degrees. All the while I'm still working on all things taste, meals, and cooking. Most recently I've rewritten how food is cooked all together into a system that more closely resembles actual cooking (I'm spending way more time on cooking stuff than I ever imagined). As a result all foods now can be cooked to varying degrees. Keeping steak on the fire will start to make it char and turn black which affects the taste as it cooks more and more (But maybe you like your steak burnt to a crisp, yucky). As announced on Twitter, the type of fuel that you're cooking with will also affect the taste of food as well. Even pickling and salting have an effect. Right now my biggest issue going forward is balancing all of the taste numbers and making sure that it all works right.
    On that note, recently added is the ability to pickle fruits, vegetables, and meat to extend their shelf life. The bonus from this is similar to salt, providing a 0.5 multiplier to base decay rate. This is multiplicative with salt so Pickled Salted Venison would last 50% longer than Salted Venison does in 78. Along with the pickling comes the ability to store pickled foods in a container full of vinegar to prolong shelf life and drastically reduce environmental(temperature/humidity) related decay.
    That leads me to Large Vessels and Barrels. Since I first implemented Pottery many builds ago, I've always intended to add a large version of the Vessel that would operate similarly to Barrels as a storage medium that you didn't generally carry with you. Until now, I wasn't really sure how I wanted to do it. However thanks to my rewrite of the very messy barrels everything became orders of magnitude easier to accomplish. On that note, something that I thought I'd mentioned in a previous SotM but apparently failed to do is that Barrels now operate as either a solid storage medium OR liquid storage. By utilizing the Forge Liquid Dictionary our barrels can hold 10000mB and 5000mB in Large Vessels. Alternatively barrels and large vessels can hold up to 12 or 9 itemstacks respectively.
    Because we don't want these to become simple inventory expanders like how small vessels are used we have started to create a system for equippable objects. There is currently no UI as the system will not be completed in 79 and will instead be expanded upon as needed. For now the only slot is for the players back and we'll continue to use the slot as seen in 78. As a result, blocks which we deem to be superheavy will require being equipped on the players back in order to move. Holding any of these items in your inventory will cause a message to appear warning that you are overburdened and you will be unable to move while it remains. With that said, I want to make sure that these mechanics remain easy to use and not more of a burden than necessary for gameplay purposes, so Empty barrels and vessels will not be considered equippable and will not overburden the player. Did I mention that these objects will render on the player's back?
    Lest I forget, there is a very simple yet controversial change coming as well. If you don't follow me on twitter then brace yourself. Torches will now burn out and cannot be recovered after 48 hours in game. Having said this, I have to address the the very first question that everyone with a keyboard will want to ask which is, "Is there a permanent light source coming as well?". The answer is both yes and no. Currently there are no plans for a lantern in 79. There are however plans for one later on.
    For far too long torches have been an easy escape from the perils of the dark. After a little while, large sections of the map turn into torch forests, and this to me has always been a major flaw with the core MC design. As a result, I want to see what happens when this escape is lost.
    To compensate for the increased need for torches, I've made torch lighting 4x faster. Additionally torches can now be created by right clicking a placed torch with a stick in your hand, although this is not as efficient as making them in a firepit. Keep in mind that this torch change can be toggled in your configs.
    Torches now have another very important role to play in your life as well. In B79 charcoal pits are no longer lit from the bottom via firepit but from the top instead by dropping a torch on top of a logpile. After a few seconds, the logpile with catch fire and this will propagate to all other logpiles that are touching. As a result, our charcoal code is extremely simple compared to the past (hooray less bugs!). This finally brings charcoal pits in line with my original vision when I first implemented them in Beta 1.
    I'm sure that there is more that I want to put here, but for right now these seem like the most important bits. As you can see 79 is shaping up to be a monster, but hopefully a friendly one. As for a release date, I can certainly say that we are far closer than we were last month. As usual I have a release date in mind which I wont be saying publicly. Here's hoping that we can hit it this time
    Edit: You forgot to plug our twitters! Follow us @TFC_Bioxx and @TFC_Dunk for news, updates and images about development in progress! -Dunk
    So it's been a month since the last state of the mod so I figure its high time for another update. I am going to try and do these each month from now on if I can remember, wish me luck!
    In the past month there has been a bit of work done to polish various areas and yet there hasn't been a lot accomplished in others. The basics for the new taste stuff that was mentioned in the previous SotM has been implemented as well as some more Quality of Life stuff for us behind the scenes when it comes to food, but most of the new meal type stuff hasn't even been started.
    It mostly comes down to me knowing what I want to do but not being sure how I want to present it. This includes everything from block/item art to gui layouts. As a result, some of the new meals may be delayed out of 79 entirely. It depends on what I can come up with in the near term.
    As for 79 in general, it is in a pretty stable state. We've managed to close a lot of 1.7 related bugs that had been nagging at us as well as getting SMP working proper. Right now we are still on 1.7.2 but I expect to move to 1.7.10 before release which should not be a big process in all likelihood.
    I know everyone is anxious to get to get their hands on 79, and I'm anxious to get it to you guys so I'll keep trying to push myself to knock out some of these features. Stay with us. We're getting there.

    Ok, so now that global celebrations for the day of my birth are over with, I've decided its about time for a State of the Mod. This will be a bit lengthy so click the article to get the full story.

    My extreme bouts of laziness aside, we've actually gotten a fair amount of work completed. Thanks to Emris_Morath, while we were polishing Build 78 with the many patches, he was maintaining the 79 branch and doing an extremely large chunk of the 1.7 porting process(renaming stuff) for us. As a result, when work was permanently switched to 79 we were mostly done with the port.
    As for new content in 79, I can announce that rock-specific gravel has been added finally as well as a layer of gravel throughout most of the world as part of the soil generation. Along with this comes drainage maps which ultimately just determine how much gravel there is in the soil layer vs dirt. This is important because another new map -the soil pH map- is used for crops along with the drainage (which is calculated by scanning beneath the soil for gravel which means that players can affect this). The two of these combine with other things to create a much more sophisticated crop management mechanic.
    Now before I go into this next mechanic, I want to point out that any of this is subject to change as we are still in the experimentation phase with this.
    The entire point of the above mechanic is to influence the next mechanic: food taste. Each and every food item will have tastes associated with it based upon the 5 flavors which the human tongue can detect which are Sweetness, Sourness, Saltiness, Bitterness, and Savoriness. Each player will have his or her own unique preferred tastes which are determined by your username and the world seed. This means that creating a meal which contains Steak, Potatoes, Cheese, and Blueberries O.o may be perfect for you but may not be for someone else because the combined flavor profile doesn't closely match their own.
    But this is alright, as the worst that would happen for them is that the food wouldn't be as useful for satiating their hunger. On the flip side, the more closely that the flavor profile matches your palate than the more effective the food is at providing filling and nutrition. I see this as a psychological effect and it ranges from 80% effectiveness for bad meals up to a 130% bonus if the flavor profile is exact.
    I should also point out that figuring out your own or another person's taste palate will be based off of your skill rank in cooking with each rank providing more exact information. More on Skill Ranks later.
    Now we come full circle back to the crop growth mechanic change that I mentioned earlier. The various attributes of the soil such as soil type(granite/rhyolite/etc) of the topsoil that you worked with the hoe as well as the soil beneath that, the soil ph, and the drainage of the farm plot all come together to affect the resulting flavor profile of each crop in different ways. This now means that tomatoes grown in one place wont exactly match the tomatoes grown elsewhere, unless you want them to.
    Because of these new features, each tomato plant harvested could potentially provide tomatoes with different flavor profiles and you would expect them to be unable to stack because of the NBTTags that are on each of these items. However what we've decided to do is when you attempt to stack a food it will convert the entire stack to the default flavor profile for the food(which may not be a bad thing) or it will keep the flavor profile as long as the profile is the same for each item entering the stack.
    At this point, I've gone far more into these mechanics than I'd originally intended but that's ok since it's been a while since I've done one of these. Some of you may be thinking that this makes food incredibly complicated, and to a degree it does, but choosing to ignore all this new taste stuff is still perfectly acceptable since there is only a maximum of 20% loss in the effectiveness of food due to the new changes. This 20% is less of a penalty to me than it is a re-balancing of food in general.
    The last bit that I am going to discuss in relation to food are the new meals that will be coming. More specifically Soups, Stews, Salads, Sandwiches, and Casseroles. I'm not going to be going into specifics for these as that is probably another 5 or 6 paragraphs so I'll just list some quick info:
    Soups allow you to stretch your limited resources by adding a liquid base to a small amount of each ingredient thereby giving you filling but with a lack of major nutritional value.
    Stews take longer to cook and must be done more delicately but use a larger amount of ingredients and less liquid to create a nourishing meal.
    Salads are the easiest and fastest meal to make and will be roughly equivalent to the meals that exist already in TFC. The main problem with them will be that they decay faster than the other meals which makes them poor for traveling etc.
    Sandwiches will require bread slices and a few non-grain fillers. The main bonus of sandwiches will be that they provide bonus filling, can be eaten completely in a single use(they'll probably provide around 9oz of filling before the bonus), and can potentially provide all 5 food groups of nutrition.
    Casseroles will allow for the largest amount of food to be cooked at a time and can use up to 6 ingredients. But they will need to be cooked in an oven and take time to prepare.

    Now I get to the promised Skill Ranks. One of the things that I really wanted to do when starting 79 is to polish some of the new UIs as they were put in place rather quickly and without much thought. Those of you who follow me on twitter (and if you don't you should) will have already seen this image As you can see, gone are the ugly, vague numbers- now replaced with pretty skill bars and ranks. Ranks include Novice, Adept, Expert, and Master. Some (but not all) skills will be tied directly to the ranks, for example cooking will give you more informative information on the taste profiles of food. Others such as smithing will continue to work as they have, based upon a formula which uses the raw skill numbers. In these cases, the rank is still useful as it gives a pretty good idea of how much your skill is affecting the objects that you create.
    Now to wrap up the rest of the new. So far, we have new sound effects for several animals as well as ambient sounds such as frogs, crickets, birds, etc. I completely rewrote the way in which barrels function so that they can be used for solid storage of items as well as compatibility for forge liquids. Kitty did quite a bit of work to add forge ore dictionary back to TFC after its incredibly long hiatus. She also added in a much requested file with extensive options for adjusting numbers in TFC that never before existed (I'm sure that server owners will be thrilled).
    I'm sure that I've missed a few things and there is without a doubt more to come before all is said and done, but I wanted to reach out and let you guys know that we're still working and making progress, especially to our recent wave of new fans who may not be used to our development pace. Be sure to let us know what you think and follow us on Twitter for the occasional sneak peak! @TFC_Bioxx and @TFC_Dunk
    Version 0.78.17
    Altered leaves color changing somewhat to better utilize temperature
    Can no longer split plank blocks back into plank items by hand, must have a saw.
    Can now convert thatch back into 4 straw.

    Bug Fixes
    Log piles should now properly be destroyed when empty.
    Disabled wood construct optimizations due to some derps that were causing incorrect rendering. I'll make another pass at this another time when I feel like messing with it more.
    Fixed errant display number for satisfaction. I forgot to multiply by 100. Everything was working properly but you were seeing display numbers such as 0.3% instead of 30%
    Fixed javelin ghost items from placing on tool rack.
    Fixed short reach on firestarters
    Fixed Ore sometimes having transparent background.
    Fixed achievement triggers for bronze and iron age.
    Added missing checks for ToolRack2.blockID. Fixes buggy acacia racks.
    Plucking chickens deals 5 damage instead of 25.
    Chickens should now properly eat, allowing them to regen health.
    Removed ability to put milk buckets in food prep.
    Cleaned up some horse breeding slightly and horses should now properly spawn with full health.
    Female horses should no longer cling to their man after giving birth and will once again give him some space.
    Fixed bloomery validation again.
    Fixed forge validation
    Fixed unsynced ceramic mold breaking. Had to fake returning the mold to the players inventory by dropping an item at the player's feet that is immediately picked up. This results in a pickup sound being played and is unavoidable for now.

    Version 0.78.16
    Bloomery now requires at least 1 ore to be lit to prevent dopes from wasting charcoal
    Sleeping should no longer autokill the player. When the players hunger plays catchup after sleeping, it now drains at half speed and the player will not take damage from this. However if the stomach is empty after playing catchup, the player will be subject to the normal damage rules regarding hunger.
    Mortar Recipes are now shapeless
    Ore blocks will no longer all sync to the client at worldgen/chunkload. Instead, only ore blocks that are exposed to air or a non-opaque block will attempt to sync. This should cut down on "Memory connection overburdened" console messages and speed up chunkloading.
    Many blocks are now flammable if they make sense including thatch. You're welcome.
    Added some "bad nbt" warnings to tooltips for items with bad nbt.

    Bug Fixes
    Bloomery doors should no longer go flying away when broken.
    Saddles on horses now sync for the client when closing the horse inventory.

    Version 0.78.15
    Bug Fixes
    Stone anvils no longer show plans for copper tools since they couldn't be used to make them anyways.
    Fixed removing logs from a lit pit kiln.
    Fixed certain blocks breaking rendering by forcing all blocks to render all sides at all times.
    Fixed ingot pile dupe bug
    Fixed chalcolithic achievement not always being attainable.
    Removed most of the Z-Fighting(Two faces trying to render in the exact same space causing flickering between textures) that would occur with placed planks and corrected the UV maps that they used for rendering.
    Flint and steel should no longer set blocks on fire if used on a block that can be activated.
    Wood Constructs now do some operations to render less blocks when possible. If an entire face is formed with identical wood types (8 planks side by side), instead of rendering 8 separate blocks, a single block is rendered instead.

    During our migration of hosts, we have moved the wiki from to
    Redirects have been put in place so that your old bookmarks will still work, but it would still be a good idea to update them to the new format.
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