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MiaMia

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Posts posted by MiaMia


  1. On 6/16/2018 at 1:01 PM, Gwtheyrn said:

    Very interesting. I look forward to seeing what you can do with that.

    My own suggestions:

    1) travel options:

    • boats and ships would be fantastic since the oceans are so vast (look to Cuchaz's ships mod for a really good implementation http://www.cuchazinteractive.com/ships/ )
    • Various carts with various capacities from a hand cart to one which needs donkeys or even horses to pull. This also makes for a good reason to build roads.

    2) a real technology progression in armor and weapons:

    • Copper can only make the basics - javelin, hammer, dagger/knife, axe. Linen gambesons and round shields are the extent of armor. (of course, we would need flax in the game to make linen. hint, hint.)
    • Bronze can be used to make a shortsword and some basic armor - breastplate, helm, shin guards. Tower shields are available.
    • Iron begins to accelerate tech, can now make better weapons like the broadsword, warhammer, battleaxe, and poleaxe. Mail and heater shields can now be crafted. Longbow comes in. Perhaps some basic quality of life devices now.
    • Steel gets to the endgame of technology - longswords, halberds, war axes. Full plate becomes available. Things like powered (by wind, water, or livestock) bellows and anvil hammer become available. Recurves and crossbows come in.

    3) Coinage made from precious metals (platinum, gold, silver, copper) to support player economies. Gives a sink for some of it and a use for platinum.

    4) Different kinds of meals, not just salad and sandwich. Soups/stews and platters would be a good addition.

    These are interesting suggestions, but, apart from better behaving boats, they are extensions, not "simple changes".

    1) Roads and carts are a nice idea for a mod. Add a "road" block that characters and animals move quicker on, then add carts and you have a very nice transportation mod. Ships could also be a part of it.

    2) We kind of already have progression in armor and weapons, as higher tier metals give more durable items, with higher damage or armor values. I agree that maybe copper isn't durable enough for items like swords, but then copper chisel is even less realistic and we need chisel early on, unless we give up on the requirement of smooth stones for grinding stuff... It could be reworked, the whole dependency tree of items in TFC, but then it's not such a "simple" change. Maybe the port developers could comment on that, how they see it.

    3) Nice idea for a mod too.

    4) Nice idea for a mod too.

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  2. On 6/20/2018 at 10:08 PM, MonyClair said:

    If i can suggest to replace clay, and not to make it universal on any biome who is not reallist.

    Their is a way to make pots with lime or bone meal.

    This might be more time consuming for the developers, and I wonder about availability of the resources you named. Bones can be obtained from animals, but that is not good for servers, as it results in quick animal extinction.

    Where would lime come from?

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  3. I would like to propose a topic that would outline possible changes to original TFC that might be introduced in TFC v1.12.2 (if the delevopers like them, that is :) ).

    But not just any changes. Nothing that drastically changes the feeling of original TFC. No changes in the mechanics of the game. Just some adjustments that do not make the game significantly easier or less interesting that it was,  but make it a little more "fair" and a bit less dependent on RNG (aka "good starting seed").

    It's possible that this topic will end up with only my suggestion in it, but I hope not.

    So, for starters, my suggestion:

    Clay is absolutely essential in the game from the early stages, but it only generates in areas above certain rainfall value. On most servers, "dry" areas are mostly unpopulated, because everybody prefers to build their starter base close to a clay source and most people never end up moving. But I think if players were guaranteed a "starter" amount of clay almost anywhere, it would change their settling behaviours and make more spots on map interesting for them. What I would like to propose would be, that, in addition to the "normal" generation of clay clusters in wet areas, some small amount of clay (like 1 to 5 blocks) had a chance to generate next to fresh water blocks. There are lakes in dry areas and that would ensure that sooner or later a player would find some clay next to them and be able to craft a few basics (a jug, a couple of vessels, molds for basic tools). That would help in settling down. Larger amount of clay could then be mined later farther away from home, not unlike other resources (ores), for which we eventually venture out anyway.

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  4. (off the top of my head, might add more later)

    Will this version be more compatible with other mods (non TFC specific mods) in terms of world generation (water especially)?

    I heard you say that you won't port the food system as it was in 1.7.10 TFC. What will be changed?

    I'm a mod author for 1.7.10 TFC. When will be a good time for me to start thinking about porting my mod to 1.12.2 TFC?

    I know of a bug existing still in 1.7.10 TFC. Should I report it now, so you can correct it while porting?

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  5. 11 hours ago, Mathias Ademar said:

    Ark: Survival Evolved did this with their food system, a stack of food was reduced by  count of 1 item after a timer hit 0. the timer was unaffected by when you got the food, it always counted as "the oldest bit rotted"

    Not really. In Ark, if you have 2 stacks of the same food, let's say one in your inventory, other in your dino's inventory, they have different timers (for example: your stack is at the point when next item will rot in a few seconds, dino's stack has a few minutes to rot still), you could "refresh" your food by joining the stacks in correct way, because the timer of the "bottom" stack would always prevail. In TFC percent decay system, when you join decayed and non-decayed food, the resulting stack gets some kind of average.
    This (average) can be done in numbered stacks too and I hope that's how it will be done. I was just pointing out that Ark is not the best example to follow in many aspects, not only food behaviour. The game is enjoyable, not two words about it, but even more full of bugs than half of the minecraft mods out there ;)

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  6. 5 hours ago, ciekma said:

    Unfortunately yes, especially native metal nuggets, which can be directly melted in induction furnace. Other issue is that poor nuggets are output of IE crusher and treated as ore grit for composing blast furnace batch. Nuggets are also used for handling overheating of small metal pieces in forge pit. I'm afraid that changing it would produce loops of infinite metal production.

    Well, I tried, in single creative. I set up an induction furnace and a crusher. I get the same amount of nuggets in furnace no matter the values of ores, so when I switch to 25/50/75, I actually get LESS product for ore value. Same with crusher. So my gain is only when I use metal natively in TFC and I can't really see how I could loop production... Remember, I don't change the default value of native nuggets (10), just of the ores dug out of rock.

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  7. It's not TFC problem, it's Minecraft problem, looking at your crash log.

    From what I've found on the net, this could happen if you installed older version of MC over previously played later version. Try removing (or copying to some other place) your .minecraft folder and installing it again from scratch.

    Or use ATLauncher and add pack ("AddPack" button) with code "Terrafirmacraft". You will be able to install TFC and any add-ons you wish - or no add-ons if you want pure TFC - and will have clean install with every instance, as ATLauncher keeps them in separate folders.

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  8. Since it's hard to find a desert starting seed in TFC and I accidentaly stumbled on one today, I thought I'd post it here:

    -289749588618088428

    Starting layer is slate, but going north-north-west one can find dolomite, chalk and limestone, all of that in desert biome.

     

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  9. 2 hours ago, kurzninja said:

    I don't know if I'm just doing something wrong or what, but I have been completely unsuccessful at crafting just a basic firepit. I've thrown down 4 rocks, 4 hay, and 4 sticks, and held down right click on them all with a firestarter. I've gone through many many firestarters with nothing ever happening to my pile of items on the ground. 

     

    Add at least one log.

    1

  10. On 28.05.2017 at 5:43 PM, Frost993 said:

    Hello,

    I would to use this mod inside my FTB unlisted public modpack called Orion's TFC. This is a modpack that will be used by the network of orion-gaming.us. This is a link to our Discord. The pack code will be OrionTFC, and will be available with an official server soon.

    (NOTE: I do not own the network/company of Orion-Gaming, its copyrights, etc. I'm simply a modpack/server owner. Any legal complaints fall under Orion-Gaming and its Owner oGwola#9947, whom you can contact on our Discord, Thank you.)

    (If you would like to contact me or want more info hit me up , I'm Frost#2378 on our Discord and would be glad to talk anytime.)

    Good luck with your modpack and server!

    If you did not download the latest version yet, you might have to wait a bit, the server room where my server is located is suffering from temporary internet outage (optical fiber vs excavator: 0:1 ;) )

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  11. Strange connection of rivers to ocean - last river level is lower than ocean level:

    World Seed: [-6956773261311086591] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1181, y=68, z=-7281}]

    World Seed: [-6956773261311086591] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1136, y=68, z=-7260}]

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  12. On 28.05.2016 at 5:48 PM, ciekma said:

    glassworks script added - melting sand in firepit give only some kind of stained glass, clear glass by melting quartzite sand with flux in furnace/ard furnace, or quartzite sand in fsp crucible. Fancy coloured glasses can be obtained in arc furnace or (better efficiency) in fsp crucible
     

     

    Which furnace can be used for obtaining clear glass? I refer to the "furnace/ard furnace" part. IE2? Other?

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  13. Two screenshots of the same lake.

    The river connection is wrong:

    C6RSscY.jpg

    World Seed: [-1854710291148653541] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1839, y=128, z=-6068}]

    Lake is one and a half hex - probably not intentional?

    o6eiUlF.jpg

    World Seed: [-1854710291148653541] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1840, y=140, z=-6090}]

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  14. Okay, this one is kinda fun :D

    I wanted to build a house out of hickory logs facing their top/bottom side inside the house. I built ceiling out of some other wood, one level higher and started filling it with hickory facing down. But when I try to place next hickory block in a corner with existing ones, more often than not it will fall down ... as a few sticks. I even managed to catch it ;)

    3xK15xZ.png

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  15. 6 minutes ago, Darmo said:

    @MiaMia  I actually love the grass on stone.  It's a bit like moss.  I think it tends to blend things better, so it's not always stark differences.

     

    I can agree about green grass texture on top of a stone block, maybe some texture pack makers might even make it really mossy. But not actual standing grass blades - those have no place on stone imho. What would they grow on?

    In other news - every third or fourth seed hangs my minecraft (and sometimes it's fresh after resetting windows, which I do a lot of with this alpha). But those playable are fun. I decided to try to stay longer with one and build a house. Pity there's no thatch - no way to hide entrance.

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  16. -583047933591778317

    This seed hangs on world creation. Waited, waited, and waited some more... Restarted my PC, "re-created" the map, so it would start fresh, waited... went to make some coffe. Nope. No go.

    I'm posting it here, might turn useful for debbuging purposes.

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