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Hubertus

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Everything posted by Hubertus

  1. How high can you count before an admin posts?

    Bwahaha, I'm a moderator now! 0
  2. Add Slabs and Stairs as a Creative Block edited

    Isn't your second suggestion a complete seperate idea? Wouldn't you need to start a new thread for it? I do think there is potential for your second suggestion though!
  3. Building Materials

    Well, I recently generated a world that fits some, but not all of your requirements. 3170705462049487516 The surface stone is dolomite. It is grey, it is a flux stone, and it does not bear copper. However, the second layer is basalt (which you were looking for), and the third layer is gabbro (Which looks pretty nice, and carries important ores like gold, nickel, tin, and most importantly diamonds). There are many very deep ravines in the area that take you straight to the basalt layer. The grass is nice and lush, and there are many ponds, rivers, and hot springs. The major trees around spawn are acacia, sycamore, birch, and kapok. The area is quite flat, but you'll have to deal with the profusion of trees. The basalt ravine is at 9426, -5722. Yes, -5722 z, which is quite outside your desired coordinate range. I'll post some pictures soon, but am currently making tea for my sister. The door workshop I recently posted about is in that area, so you can get a feel about what it looks like there.
  4. How did you find out about TFC?

    How did I find TFC.... I think it all started with VintageBeef's Steve vs. Steve series. Those were the only videos I ever watched. One day, while checking to see if a new installment had come out, I saw a video entitled "UHC". I thought it sounded interesting, so I checked it out. I can't really remember what UHC it was, but I watched it until Beef died. Then, a couple months later, I was once again checking to see if a new Steve vs. Steve installment had come out. Again, no such luck. But it just so happened that another UHC was being uploaded, so I figured I'd watch this one as well. That was the UHC where Beef's team went into the nether and ran into another team. One of Beef's teammates killed one of their team's, but the other two somehow escaped into thin air. Moments later, the second team member dies to lava. So, I rewound to figure out who the last person was, a youtuber called OMGchad, so I went to his channel to figure out how the hell he managed to escape. Well, I get to his video (which introduces me to Mindcrack, despite chad not even having been a mindcracker) and all I think is daaaaaaaaahhhhhmmmmm he's good-looking. So naturally I watch every video he has ever made. Well, I stumble upon the last episode in his TFC series, and I see a lot of cool things. I figure that I might as well check out what TFC has to offer, since I was planning to make a survivalist mod for minecraft. Well, TFC was even better than I thought, and so I never even made my own mod, since everything I ever wanted is right here.
  5. Silly question - how would you store a door? ;)

    Obviously I'd head down to the local Canadian Tire, head to the wood section, and rummage through the bin of doors until I find one that suits my needs.
  6. Wooden buckets and barrel liquids

    Can partially filled lamps be filled by placing them in an olive oil barrel? And if so, could bottles of oil be used to fill a barrel, thereby letting you refill the partially full lamps that way?
  7. Wooden buckets and barrel liquids

    Quite agree with you there. *EDIT* How expensive is olive oil to produce, anyway? I've only ever seen Pak do it, and I never saw how much that produced.
  8. Wooden buckets and barrel liquids

    The only reasons I can think of as to why somebody would need to seperate barrels are limited supply and trading. It is possible, I suppose, for somebody to have so little vinegar or limewater that they would like to spread their limited supply between two points, say a farm and a food larder, or the home and a construction site. But really, if you have so little of those liquids, then you wouldn't be using a lot of it anyway, and so would save little time by spreading it out. The better reason I can think of is multiplayer. Given how precious olive oil is, I could see people only wanting to sell it in lots of a fraction of a barrel at a time. The buyer might need need a full barrel and be unwilling to pay for the lot, or your supply might be so low that you only want to sell part of your supply and keep the rest for yourself.
  9. Staking and Mounding- simple but important agricultural amendments.

    Bioxx, on 29 May 2014 - 7:52 PM, said: While I completely agree with you regarding the growing conditions of various TFC crops, I'm not sure this suggestion would add any value to gameplay. Since you have two related but separate themes in your post, I'll address them separately: Sticks for tomatoes and green beans: You have a point, in that there is clearly a stick that the plant grows up. And really, the increase in cost is exceedingly minimal, since sticks are very easy to acquire in great numbers. What concerns me is that unless you already know these plants require sticks when you try to plant the seeds, new players mind get confused as to why they can't plant tomatoes and green beans. But other than that, I do rather like the idea of having a stick sink. But, as a game designer, I am always asking myself "what value does this change add to the game?" Since there isn't really a tech progression or anything like that added by this suggestion, I have to wonder if it adds any value. Mound required for potatoes, onion, garlic, etc. : Sounds like effort. The big turn-off for me with a lot of farming mods in the huge amount of steps it takes just to get one plant growing. First they want you to build a frame, then you have to set up an overhead sprinkler system, and of course you can't forget about fertiliser, and soil ph, etc. etc. etc. I know it's realistic, and it might irk people who know anything about plants, but as somebody who has never really considered growing a vegetable garden, I'd be lying if I said that the particular growing patterns for crops effect the believability of TFC. And as an intrinsically selfish being, an update that adds no apparent value while decreasing the yield of improperly planted crops is unappealing to me. Now that I've rained all over this place, I do want to say that I like the potential of expanding on the agriculture system. I'd say the major issues currently is the lack of added value, and a lack of rewards for the player (since everything currently makes the game harder).
  10. Reasons for memory and CPU usage.

    The 9x9 spawn chunks are always fully loaded. This usually isn't an issue, but if you have a lot of complex machinery tunning in those chunks it can have a noticable effect on the whole server. Also, if you load a 5x5 area of chunks using redstone, the center chunk can also process entities (Meaning the tnt would explode even if you're not in the area). A lot of these chunk loading mechanics can be seen in action in Etho's Enderporter video, in which you can see the effect loading and unloading chunks has on things like active enderpearls (which are entities). He lists the conditions to load a chunk at about 18:11 (the 5x5 chunk trick is missing, but he covers that in the next video).
  11. [Solved] Hot water, what is it?

    Howdy! The main purpose of hot springs is healing you. I'm not entirely sure what the rate is, but it is a quite significant boost to your healing rate. I've spent many nights hunting mobs and using the hot springs to quickly regenerate my health.
  12. When I mined my first gypsum, I was quite exited, since I knew of its many uses throughout history. To my great surprise, it had no uses whatsoever. TFC uses lime mortar instead of gypsum mortar, sylvite instead of gypsum for fertilizer, and has no sculpting applications. Let's do something about that. Note that this thread is to suggest an idea that could actually work in game. Please provide input about wether you like the idea conceptually(The idea of having plaster, setting gems, casting metals, ect.), as well as wether you like the idea logistically(Baking the gypsum and grinding vs. just baking, creating a metal sculpture by casting vs. chiselling). MORTAR Currently we produce mortar by putting sand in a barrel of limewater. This creates lime mortar, which has been used in construction for thousands of years. Also used in construction in the same time period was gypsum mortar, created by combining gypsum plaster(ground baked gypsum+water) with sand. I think a crafting recipe that allows us to use gypsum plaster instead of limewater would be beneficial to people who: [*]Don't have access to flux because of unfortunate world generation, but do have the means to make a chisel. This will let them make stone bricks for more stable home construction. [*]Don't have an abundance of flux (because their only source is quite far away) and would rather reserve its use for welding. But what is gypsum plaster? See my next suggestion. PLASTER Gypsum plaster (plaster of paris) is produced by first heating Gypsum to about 150 degrees centigrade, and then grinding it and mixing with water. For porting the process to the game purposes, you could either add baked gypsum and make us grind it, or simply make the powder the result of the baking. The powder must then be mixed with water to produce plaster of Paris. I propose we allow this to be done by adding ground gypsum to a barrel or water, much like we turn a barrel of water into limewater by adding flux. Gypsum plaster can then have sand added to it to make mortar. Plaster can also by used to make molds. Simply combine a bucket of plaster and a tool head (finished tool would work too, I suppose) to make a mold of that tool. This would allow us to make tool molds for casting without needing to burn through our clay supply (personally, I hoard my clay for ceramic vessels, which I can never have enough of). Some caveats: Plaster of Paris molds cannot withstand more than 1200 centigrade, making them unsuitable for anything other than copper and bronze. Also, the plaster reacts ferrous metals, meaning they can't be used with iron. Luckily, TFC doesn't allow the casting of iron anyway, so there really isn't an issue there. Plaster of Paris and alabaster (same as poP, just more finely ground) were also used as sculpting materials. Plaster would be poured into a large container and left to harden, creating large blocks of plaster that would be sculpted much like stone. I propose that a barrel/ceramic container of plaster harden after a week or so, producing plaster blocks in accordance to how much plaster was in the container. These blocks can then by sculpted much like stone, chiselled stone, and plank blocks. The final use for plaster I propose is for making molds. Just as you can make a blueprint using a marking and a chiselled block, you can make a plaster mold by using a bucket of plaster on a chiselled block. These molds can then be used to create replicas of the original by placing them (They'd lust look like a big plaster cube with a hole in the top) and then using a bucket of plaster (or alabaster, if that's added) on it. Now, you might be thinking: "why not just make a blueprint and chisel a plaster block?". Good question! Casting would require less plaster than a plaster block, but you're right, that's not a lot of use. Adding plaster molds will make more sense once you read my next suggestion. Alabaster Alabaster is simply a clearer, nicer looking form of plaster. Alabaster is made just like plaster of Paris, but by grinding the baked gypsum into a finer dust than in plaster of Paris. Because of this, it becomes more beautiful, but less useful for construction (hence no mortar recipe). Alabaster would merely be a decorative building block that can be used in sculpting. Alabaster on the left, plaster on the right (Just quick textures I whipped up as examples) SCULPTING Right now, the only materials we can sculpt out of are raw stone, chiselled stone, and plank blocks. I propose we add plaster/alabaster blocks (See above), logs(Because the bark looks quite different from the inside on some trees, and could make very cool sculptures), and metal sculpting. Yes, metal sculpting. Metal sculpting is not done by taking a chisel to a metal block (Not very believable at all), but rather by pouring molten metal into a plaster mold (See above). Simply take a ceramic vessel with a set number of molten units (Let's say 500 units to start with) and right click the plaster mold to produce a sculpture made of that metal, much like how you can create a stone sculpture with a blueprint. Now, to make this a little easier, a mechanic for adding molten metal to a ceramic vessel might be needed (Such as: pouring from an ingot mold into the vessel, putting the vessel in the side slots of a forge or crucible, ect.). Now you can line your castle with serene bismuth bronze urns and extravagant gold lions. Urn and Random Structure Cast in Gold, Hubertus, c 2014 List of blocks we could add to the sculptable family: Plaster(See above) Alabaster(See above) Logs Ice Lapis Lazuli Blocks Lapis Lazuli Urn, Hubertus, c2014 Ice Urn in Lava, Hubertus, c2014 Gem Setting It's been mentioned many times before, so I won't be saying too much about it. Basically the idea is to allow you to place gems into a chiseled block. Chipped gems already have a use, so I'll leave those out. A flawed gem could give you a 2x2 microblock (A full block is 16x16, so a 2x2 takes up 1/8th by 1/8th blocks, or 1 block.) that is less colourful than the base colour of the gem. For example, it could be greyed out by 50%. A normal gem gives you a 2x2 microblock with a lesser greyness factor, say only 15%. A flawless gem gives you a 2x2 microblock of regular colour, and an exquisite gem gives you a 4x4 microblock (that's 2 block by 2 blocks). I've never seen a comment from the developers in regards to get setting, so I have no idea how huge a pain in the behind it would be to code. To describe it a little clearer, think of it like this: A block is 16 by 16 pixels. A pixel is a single coloured square. When we chisel blocks, they are divided into 8x8 microblocks of 2x2 pixels each. When you chisel out 1 square, you take away 1 microblock of 2x2 pixels. Flawed->flawless gems would give you 1 microblock, or 2x2 pixels. An exquisite gem would give you 4 microblocks arranged in a square. The difference between 4 flawless gems and 1 perfect gem is the texture: 4 flawless gems would look like 4 seperate gems aranged in a square. A perfect gem would have a smoother texture to give the semblance of 1 gem, assuming you don't chisel it. Gems, once placed, could be chiseled away just like stone once placed. Special note about gem setting: Because of Minecraft's limitations in regards to graphics, adding gems to your statues would cause more lag. Thank you for taking the time to read my suggestion! Any and all feedback is welcome. Posts with other ideas for gypsum (Like fertilizer): http://terrafirmacraft.com/f/topic/7306-how-about-that-gypsum/ (Different recipe for mortar, also suggests as a building block. Mentions fertilizer) http://terrafirmacraft.com/f/topic/4588-numerous-additionmod-suggestions/ (Also suggest plaster sculptures, and fertilizer) http://terrafirmacraft.com/f/topic/6170-frames-and-plaster-scaffolding-and-building-block/ (Different plaster recipe, plaster frame idea)
  13. Metal Block Casting

    I also suggested this in my gypsum thread: http://terrafirmacraft.com/f/topic/7332-uses-for-gypsumuses-for-gemssculpting-expansion-now-with-pictures/?hl=gypsum
  14. [TFC 0.79.23+] Decorations Addon for TFC

    Oh cool! I'm definitely going to have a look at those new blocks when my computer comes back.
  15. rope idea

    Fair enough, fair enough. I'd be interested to see what would happen if you pull out everything other than the rope stuff and just put it with build 79. Who knows, it might work.
  16. rope idea

    So choose which you like more, the features in extrafirma or the features of build 79. Maybe somebody will take over the addon and update it. Maybe somebody will take just the pieces of the addon they like, and update those. Regardless, there's really no point in the devs spending time to add something that has very little interest and has been suggested multiple times over. Not to mention it already exists, so there's a great deal of redundancy right there.
  17. rope idea

    Why howdy there, and a belated welcome to the forums! Have you checked out the extrafirma addon yet? It adds rope anchors, which you can use to lower a rope up to 128 blocks and use it like a ladder. Quite nifty. http://terrafirmacraft.com/f/topic/4581-164789-extrafirma-addon-v104/
  18. [Solved] Can't right click a Forge

    I've gone and done some testing, and have found your problem. That is not a valid chimney. From your pictures, I can see the hole in your roof is 1 left, and 1 back, from, your forge block. BEHOLD! The red squares are your chimney hole, and the block it is situated over. Note that that block diagonal to your forge block. This is not allowed. The dark green square is the block directly above your forge. It is valid. The lime green squares are also valid. I tested these in a creative world, and as long as one of the green squares was left open, it worked. The moment I closed them and left only the red square open, it stopped working. The following image is a useful reference: Note that the bend can only happen in 1 direction, not two.
  19. A use for Galena

    Merely pointing out that lead has an endless array of problems, and worrying about all of them is going to get nobody anywhere. While in reality the use of lead causes an endless amount of headaches, there's no real reason any of that has to be brought into TFC.
  20. A use for Galena

    It's also really annoying when it comes to wireless signals. We used to have this box that handled all the signals between the tech booth and the various electronic implements on stage (lights, microphones, ect.) that was painted with leaded paint. It caused endless headaches when it ate signals. We had to sand off every spec of paint before the thing started behaving.
  21. [TFC 0.79.23+] JourneyMap 5+ - 2D Icon Set

    These look wonderful! Since my computer blew up again, my efforts to make my own are stalled, and I'm really not in the mood to pick up production again. Once I get it back I'm definitely adding these to my journeymap. Thanks!
  22. Why does sluicing work that way?

    I find this idea rather interesting. Instead of a sluice producing local ores, it produces ores according to the gravel you put in. However, the way sluices work now is that it only produces ores if there are veins in the area. You'd lose that believability aspect in exchange for a different one, namely producing ores that could exist in that stone type. It's a shame you can't tell the gravel what veins existed nearby, instead of just going off of possible spawns. One major balancing thing this would change is the function of sluices. Previously, sluices were used for a small boost to your metal supplies, that eventually gets counteracted by you overworking all your nearby areas. Eventually, sluices lose their usefulness. With this change, a single sluice would remain forever useful, since you can just keep dumping gravel in it. While this helps late arivals to servers, this also creates an almost limitless supply of metal, so long as you can keep stuffing it full of gravel. It would also bring about the reemergence of strip mines, with people creating great ugly pits to get at the gravel. As to your other discussion points: 1. Unloading chunks generally causes what's happening in those chunks to freeze. 2. NEVER CHANGE THE TIME. A lot of calculations in TFC are time based. Changing the time causes an endless host of problems. The reason it's killing you is because time is never subtracted, only added. When you change time to day, you change it to the NEXT day. Time passes, and your hunger and hydration are updated by the passage of time. For a fun bug caused by changing the time, take a look at this. 3. See above 4. A javelin is a ranged weapon that causes piercing damage (just like arrows). Skeletons and wither skeletons have 100% resistance to piercing damage (it just goes right through). Try using a knife (weak, slashing damage), or a hammer (stronger, crushing damage). Skeletons are weak to crushing damage. Once you get metals, you can make the mace, a powerful crushing weapon. Even a copper mace can dispatch a skeleton in 3-4 blows. 5. In the stone age, you have access to: bow and arrow, javelin, knife, hammer, axe. Once you can smelt copper, you gain access to the sword and mace, which are stronger than the knife, hammer, and axe in terms of melee damage.
  23. Dirt bricks, mud walls and stuff.

    You can use the BB codes: [.spoiler] [./spoiler], just remove the periods. And a single example does not a counter argument make. If you had a basket of red apples, and one green apple, the statement - "Most apples in the basket are red" - would still be true, even if you pointed out the green apple. Also, as per the wood, I'd like to point out that Çatalhöyük has undergone basic restoration. The wood you see in the picture is a later addition by archaeologists for structural support and reconstruction.
  24. Dirt bricks, mud walls and stuff.

    Not to nitpick, but that was in response to bilbobuddy And by the second time telling people to use the search bar, I get more creative with my language. I'm sorry that you interpret my flamboyance as an insult. I agree that a log home is not the most aesthetically pleasing building imaginable (although there is a guide on home to make a very nice looking one), the point of early survival isn't to build a shelter that you think looks nice. Your first shelter is about surviving. Also, shelters in the Neolithic leaned wooden, not stone. That's why we have such a hard time finding dwellings of that time period, because wood rots over thousands of years. In terms of basic shelters, the resources are there. I don't think we really need another material to build starting homes with, since that category has pretty much been filled. That said, mud blocks are a nice aesthetic addition. Extrafirma, a plugin for terrafirmacraft, has them: http://terrafirmacraft.com/f/topic/4581-164789-extrafirma-addon-v104/