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Bunsan

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Everything posted by Bunsan

  1. Drinking water

    The amount of time and energy spent on this issue is confusing for me. My first kilns always include 2 jugs. I always bring 2 with me anywhere in case one breaks. It is one of the simplest things to do early on. The fact that the mechanic is sped up is just a bonus for the unlikely event I find myself with 2 broken jugs.
  2. B79 Food Preservation

    I decided that eating and getting animal familiarization was important so it took me over a year have enough spare grain to make alcohol. At that point I only had small amounts of berries. So no vinegar. I'd also progressed to point of crafting and setting up blast furnace. Wasn't until a trip south to mass produce charcoal at a acacia jungle did I get fruit trees (and luckily the fruit) that I was able to make vinegar. Even then I didn't need much. It certainly didn't slow my progression. It sounds like it may be you are far more a competionist than I am and the pace of things is what is frustrating you.
  3. [Solved] Crash Upon World Generation [Large Biome]

    Possibly, but definitely not worth the time and effort required. It already defaults to TFC worldgen when the mod is present in the instance.
  4. Metal`s

    Bronze is lower than bismuth bronze which is lower than black bronze, but it isn't a huge difference. The choice of which to make really depends on availability of component ores.
  5. Remove Gold Pan

    It is equivalent of 1.25 clay, 2 straw, 2 logs and a fraction of a fire starter/flint and steel. Do you really think it is worth the time of putting that code into the game? Hell it isn't even worth the time spent on the posts in this thread as in the time you took to post what you have you could have easily crafted a huge number of bowls.
  6. B79 Food Preservation

    The mechanism used in game is similar to the way curing food and meat can be done, but modified so that it is balanced and not frustrating for the player. The way you would brine meat for preservation and fruit/veg is very very different, but as this is a new feature it makes sense to have a common mechanism for all food. Maybe in the future they will split them to be slightly more like real life. Vinegar, lemon juice or any food acid are a valid part of a brine. It not only helps with preservation, but adds flavour to the meat etc. Pretty much anything that can be anti-microbial would be usefull. In the real world seawater would not be concentrated enough for a meat preservation and on its own afaik would not be strong enough for fruit or veg either. Brines must be either a pH or salinity that does not allow most microbes to live and reproduce. You would have to boil a lot of seawater to get a concentration that was usable. I personally have not bothered using these preservation techniques for the vast majority of my food. Salting/cooking meat and storage of all my food on top of a mountain near build height limit has made decay near negligible. I only preserved some food for making a large trip to the equator where I knew I'd be unable to find wild crops (it was winter in northern hemisphere) and that the food I brought would rot before I could make it home again. You need to have a suspension of belief. If they made this mod like the real world then the majority of the time players in groups below a critical number would enter a death loop situation within a year. i.e. you would respawn just to inevitably die of starvation, exposure, dehydration etc in short order. Western colonist, even with supplies and tools, barely survived in most cases and only did so thanks to established indigenous populations. It is easy to prove the way it happens in game is not like the real world, what you need to show is how making it more like the real world adds to the gameplay/enjoyment of the mod.
  7. B79 Food Preservation

    I'm surprised that you have so much trouble getting salt water. In all the seeds I've searched through an ocean has never been more than a few hundred blocks away. Add to that the fact most of the various ponds, lakes and puddles are mostly salt water. In fact for my current seed I don't think I've come across a body of water that was 100% fresh.
  8. B79 Food Preservation

    If you click edit the first post and then click Full Editor at top right of formatting bar I think (can't check exact name or location), you can edit title.
  9. [Solved] 79.9.357 Floating Trees in Worldgen

    I'm curious does a floating tree just vanish in a random tick or does it progressively fall one block at a time. I ask because I was chopping a floating tree and the bottom block I was chopping vanished.
  10. Replace Fire Pit with Campfire

    A big issue I can see is that the way I would see this being rendered would be like a detailed chiseled block, which are not a good idea in large numbers. The pit kiln uses a simpler renderer (8 stacked slices, rather then 512 cubes). I think this concept could be simplified by needing to have a certain number of stones in hand and shift-clicking ground to place unlit campfire (use current render and just suck it up that logs are there). Then to light you have to add sticks to one kindling slot (required) and straw or paper to second kindling slot (optional, but increases lighting %). Once it lights you can add logs. You would have limited time to add logs before kindling was used up, but kindling would produce negligible heat.
  11. TFC 79.12 was built on forge 1236. 79.10 and earlier versions were built on forge 1217. The conflicting code was introduced between forge 1230 and 1236. That is why they suggested 1230, which I expect would be a better choice than 1217.
  12. I've been using 1230. The one issue I have encountered is that sometimes you will get ghost entities on the ground. For example, you process wheat, but don't have room in your inventory for the thatch, it drops on ground. 2 entities will drop on the ground, one is actual entity you can pick up, other is a ghost that will remain until you relog. So far that is only issue I've identified.
  13. [Solved] Inventory duping bug

    Likely changing to build 79.12 won't fix, but best to test in latest build.
  14. No tinder?

    I first suggest you read up on how pit firing of pottery works irl. They have provided a simple mechanism that models the real thing. Minecraft does not have local weather. Wind would be a huge endevour to code and not really worth the payoff. There have been plans to introduce temperature effects for players. Smoke. Same as wind. Not a good investment of time for what it brings to game. Also you need to make a topic for each suggestion, as stated in the posting rules.
  15. Chisel: mode slab

    All this is possible with the current detail mode. It is just more time consuming to do. As such I don't see a rewrite of that code being worthwhile.
  16. Nifty tricks

    Actually it does use more wood. Fire pit and forge give 2 torches per stick. Clicking on torch just gives 1.
  17. [Solved] Forge/Player API/Bukkit

    Ok so it is very confusing what you are trying to get help with, so I’ll give you some basic information since I think you are misunderstanding a number of things. But first a brief answer. I would bet your entire issue is your machine/connection being unable to deal with the huge load of render you are asking it to render. Whether this is in SMP or SSP a large amount of detail chisel blocks would crash you. No plugin is causing your issues and it is not the servers fault. The only reason that it is worse on SMP compared to SSP is that the information has to come via internet that adds just that little bit more latency. First Client FPS is not the same as server TPS. Are you having FPS issues or server lag issue. You can be on a server running perfectly and have single digit FPS. Your FPS is entirely your machine and its ability to process the world your client is trying to load. It has nothing to do with server. The server TPS does obviously effect you. You will see chat, block and movement lag. However your FPS will be fine. Although sometimes this lag can be caused by poor connection to server. So you need to be clear if your issue is FPS or TPS.Now you what to know what plugin is the issue. First you have not even said what plugins are running. The things you listed in the title of this issue aren’t plugins. Plugins run entirely serverside. The only way a plugin will effect your performance is if it is causing the server TPS to drop.First Forge is what allows mods to run. You can not run TFC without running a forge client. Player API is a core mod that allows you to run a bunch of other mods, such as smart moving. Bukkit is a plugin API and is used by such things as CraftBukkit, Spigot and Cauldron to allow servers to run plugins.As for mods. Most mods run both client and server side (TFC) however some (smart moving, map mods, WAILA, etc) run only client side.
  18. [Solved] Forge/Player API/Bukkit

    I think the change in plugin causing lag would be completely unrelated to the lag caused by the chiseling. The two lag inducing thing then added together to make it so bad. The way it was been explained to me for 78, which may no longer be correct for 79, was that chiseling greatly increases the number of faces that must be rendered. So a stair would be 8 sides instead of 6. From how it was explained to me when you detail chisel it divides a block into 8x8x8 so 512 blocks to render. So each block detail chiseled greatly increases the amount of render. The same thing occurs in vanilla. This is why cave worlds can be so laggy. The overhead blocks greatly increase the things to render. TL;DR the plugin is causing independent lag. The detail chiseling adds to rendered block by a huge amount. I don't know of anything to mitigate.
  19. Reason to go digging and spelunking?

    I quite enjoy exploring caves still. They are challenging with all the mobs, which I like. They save on picks and time by getting me much lower to find the bigger veins or get to a vein I found from surface. Once I'm at a better tech level I may use them for some builds as well.
  20. I can't find it, but I believe it was Bioxx who mentioned this was by design to prevent inventory clutter. Which one where you hovering over when hitting s? Does it matter? It does makes sence to default to non-pickled since the opposite would open up an exploit to instantly pickle items at no cost.
  21. Reason to go digging and spelunking?

    Bioxx has said he is trying to have it treat natural caves differently so they don't cave in like they currently do. Can't find quote though.
  22. Name tag/renaming

    If it is a huge issue you can use the nbtedit mod to modify the name.
  23. Reason to go digging and spelunking?

    Servers have a mob cap for naturally spawning mobs, so if they don't spawn there they will spawn elsewhere. That is why there are such a good number of mobs on surface in TFC, less dark caves for them to spawn in. Besides even if you are on surface mobs will spawn in dark caves if they are the right distance from player.
  24. Why this mod become hardcore ?

    This is a Minecraft mod. Minecraft is a procedurally generated world based on seed. That is a fundemental part of the engine. Best they could do is provide decent seeds people could use, which is what the seed forum thread is for. The world is for all intents and purpose infinite. Everything can be found; it just may be a really long trip.
  25. Dinner Table: New Saturation Mechanic

    That is akin to playing on a server with 10 TPS.