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    • 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."


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Everything posted by Darmo

  1. Sandstone Pool

    I think one problem with this idea is, if we want the iconic sandstone formations like ones sees in certain badland and desert areas of the world, there will need to be several different types of sandstone, with different colors. Can TFC's rocklayer algorithms be changed to do everything the way it is, EXCEPT for this one specific type, and then it has to do it in layers? So it would require not only specialized coding for just these areas, but also probably 4+ separate block types just for this? It'd be great and all, but how code-feasible is that I wonder? I don't think having one block, with a layered texture, would work very well. I've seen it in some other texture packs and frankly I think it looks terrible. There's just too much repetition. The other problem, If I understand correctly, stone layers are a separate thing from climate. So you will have sandstone layers under jungles, forests, plains, and everywhere else. Any area with thick soil and gravel layers won't really gain anything visually. I'm not clear as to how exactly the game determines soil and gravel thickness. I feel kind of like to be as impactful as it is in real life, it would need to be a rare rock type - if it appears to often I'm afraid it will feel like TerraFirmaDrSeuss. But that would make it unlikely to be seen in it's full glory, matched with a thin covering, preferably little to no sand. If there were a way to bridge geology and climate, it might get interesting. For example if a certain density of lava pockets and/or hot springs influenced the local geology in some way to be sandstone, and also the climate to be kind of barren. But I'm guessing rocks and climate are generated *before* lava and springs as it stands, so idk. I think it's generally a good idea to separate geology from climate, so I'm not sure if there's a good way to tie sandstone in to light soil/sand cover, and absent that I feel like it might be hard to have it make an impact on the world. Overall it's a fun idea, but seems really complicated. I think there's a lot of other things that would be more beneficial to the game.
  2. Small game

    I think seaweed basically fulfills the "I'm not finding any food at the beginning" function. Not that they wouldn't be fun additions. But things that are fun but don't server a need or purpose are probably low priority for the foreseeable future I'd guess.
  3. Mammoth in terrafirmacraft

    I would clarify that my config setting suggestion would have been *on* by default, so the default game would have them. It could be set to off, for people who have a problem with them being there. That servers everybody's interests very well actually - only those who care about them would ever touch the config. Within the scope of this thread I've not seen anything that makes mammoths 'integral' to any but some outlier thematic game experiences, so I don't see them as necessary to the point where a config would mess anything up mechanically. The devs have already put in many config options for many things, to allow people to customize their worlds the way they like. To me, configs are in fact very productive and good. Although it does seem like they then require Kitty to remind people they exist oftentimes... The varied starts sounds good and all, but I think a lot has to happen for the game to support it.
  4. 79.20 take a little trip to an ideal area

    Thanks Lianinna! I wasn't actually wanting to find those other minerals, they're either useless or duplicative in terms of ore type. I was just listing them for completeness, to describe just how many ores types there are around that spot. I'll spoiler in some graphite coords in the op.
  5. Seed -1170649068548596996 I've been playing this seed for awhile. My first long-term one. The starting location is a dry zone, no clay. When I first started though, I didn't know that. So I struck out in search of clay. Over 3000 blocks south later, I found what I think is just about an ideal area. If you're willing to make a 3000 block trek with no water jug, then this might be for you. You'll start in a marble top layer zone so good opportunity to gather flux rocks. z-12000, rolling hills. Horses and cows are pretty abundant. Kill all you want in the marble zone, you won't be back. pick up surface minerals along the way and you'll have plenty for your first few tools by the time you arrive. Depending on your route, you might pass an exposed surface vein of graphite (gotta love marble top layer). The top layer changes to Andesite at about z-10k, I think, after you swim a small ocean. Your target is about x980, z-8600 - an Andesite top layer. The surface copper at that spot is a rich vein, which makes for a nice start. There is nearby rock salt, nearby cassiterite, so much bismuth you'll stop marking it on the map. Also a fairly near and close to the surface borax mine. Sphalerite was hard to find, but around. There's plenty of cassiterite for tools though, I only wanted the bismuth-bronze for bloomery sheets, to use less copper. There's actually literally EVERY mineral within 1000 blocks of this spot, except lapis, cryolite, and malachite (so far). No sulfur either, though there was lots of surface lava with sulfur in the marble biome you start in. Graphite and nickel are among the minerals within 1000 blocks, and there's a second deposit of nickel a bit further out. The graphite is quite huge and all you'll ever need. All are evident or propickable from the surface, aside from the graphite, which I stumbled upon while trying to find a silver vein. Graphite coords x1887, y74, z-8976 So, it's not a great *starting* area in this seed, but I think those coords are just about ideal, when I compare it to some of the other seeds seen in creative mode, which were quite often rather barren of minerals. Minerals aside, those coords will put you right by three large freshwater ponds, a gigantic clay embankment, and a nice hill to build your house upon. Lots of fruit trees in the area. It's a plains biome, with Willow as either two or all 3 of the native saplings. So you'll have no trouble with charcoal wood. Maple is indigenous as well, and Chestnut and Aspen are in adjacent biomes. You can grow crops from about Late March through December. You might see a little ice try to form a few times, rarely some snow. Cold hardy crops can sometimes survive the winter. Animals can vary per player, but for me cattle and horses were abundant around those target coords. I had a herd of 6 female cows before one year was up, along with I think 5 males, so easy meat and milk there. The horses seem to be endless. You wouldn't really need to breed either for a long time I think. There's pigs and donkeys around as well, but I have yet to find sheep, the one major thing that it seems to be missing. But since I settled I haven't roamed more than 1000 blocks or so from my base, so they could be around. I wasn't sure about posting this seed due to the trip, but it seems like I see so many complaints about having hard time finding some minerals, I thought I'd toss it out there. I think it's worth the early game trek.
  6. Mammoth in terrafirmacraft

    In the end, if the devs decided to put them in, they could simply put a variable like they do for a great many things. I this case, there could be a variable the says "yes there are mammoths" or "no mammoths". I think the vast majority of people who play this game would have no problem with mammoths being here. Just people with a very strict sense of 'believability'. I mean, there's zombies and skeletons, lava in buckets, fantasy metals, trees that go from weed to behemoth in a bit over a week. It's a game, there's going to be some suspension. I think the bigger issue is, what do they bring to the game? If they're limited to the poles, how many people will ever see them? I personally probably would not make a 5k block trek just to kill a mammoth. Not more than once anyway. Would they support a certain style of gameplay? Possibly. If someone wants to do an arctic survival game, the mammoth might be a big part of that. If the bones and fur could be used to build shelter, it would be very distinct. But I wonder how many people would be interested in that. It'd be a great idea if there were a dozen devs on this full time. But surely with the limited dev time, there's better uses of their time, even better animals to make if we're wanting new animals.
  7. Mammoth in terrafirmacraft

    New mobs are always great. But, would there be a compelling reason to go after them? A guy can only brine so much meat, honestly. The rest goes bad. Fur might be useful when/if body temperature comes into play. How many people would go after them because they need them, vs just for the thrill? Trophies would be fun of course. TFC taxidermy?
  8. A definite possibility. I was thinking of it as a significant step for a blacksmith's shop, so I thought it should be on par with the bloomery at least, in terms of having to invest some time and material in making it, rather than being more akin to 'clay-tech' technology associated with tier 1 and 2 metals, especially if tier 1 and 2 metals cannot be case hardened. I'm kind of a sucker for the complicated setups, I'll admit, even though the disappearing iron sheets of the blast furnace enrage me. There could be both - pit kilned for middle tiers, special setup for upper tiers.
  9. Didn't find any particular relavent previous posts to this idea. I was going to propose it as part of my chemistry suggestions, but this could be a free-standing idea anyway without chemistry, and is in keeping with the 1 idea rule, so I made this standalone topic. TFC will not do enchantments, awesome. But, I think we could still have a way to improve tools and weapons which is very in-theme. One such idea might be, Case Hardening. Judging from wikipedia, this technology has existed as long as bloomeries. In a nutshell, a metal item is baked in box of material, introducing more carbon to the surface, hardening the surface, while the underlying metal remains lower carbon (and hence less brittle). The way I imagined it, there would be a new 'tool block', the Hardening Furnace, Case Oven, whatever. Perhaps involving a bloomery block and fire brick blocks. either crafted into one block (bloomery center, eight FBB around) or actually built physically surrounded by either 5 FBB (all but the front side) or 'cubed' in by FBB (a 2x3 footprint 3 blocks tall, minus oven block, 17 FBB total). In the actually built form, there would obviously be a separate recipe for the Case Oven itself. The oven block would be used to activate the GUI. From what I've read about the process, you take the item to be hardened, pack it in a cake of material, and put it in the furance. In ancient times, bones and charcoal, both of which conveniently exist in TFC already. Wikipedia mentions four more processes though, all of which could be a good tie-in to chemistry. I envision the GUI being simple - 3x3 grid, similar to crafting. You take you freshly minted tool/weapon PART (i.e BEFORE the handle is on) put it in and place around it 8 'carbon cakes', with perhaps additional types depending on how thorough you may want to be. If there are different tiers of cake, you could allow each cake to add a certain durability, depending on what it is. So a simple bone-charcoal carbon cake might add 10 durability per cake, while a cyanide cake might add 20 durability per cake (these numbers would need to be balanced to make it worthwhile obviously) Maybe you can mix cakes, but probably not. My impression was this is normally done on thicker metal, but maybe higher levels chemistry-obtained cakes could case-harden armor. Higher tier metals could also require higher tier cakes (and not be back-compatible), since adding 80 durability to a 2500 durability pick is not going to be worthwhile, but adding 800 durability to a 400 durability pick might be op. Lots of details there that could be worked out. If there is a desire to not use a GUI, similar to Bloomery and Blast Furnace, you could basically build it like a 1-level blast furnace, with the Case Oven as a bottom, and fire bricks on the sides. You toss the cakes into the 'hopper' with the single metal item, and bam, case block. After you have your piece and the cakes in the GUI (no empty cake slots allowed) you light the furance just like how you do the Bloomery or Blast Funace. X hours later, you have a case-hardened item with improved durability. The resulting item would have the prefix 'hardened' and could not be case-hardened again. Once you add the handle to a non-hardened item, you can no longer case harden it. Maybe armor would have to be done during the intermediate step where you've welded on the last piece, but before doing the last bit of smithing. That's not necessarily 'realistic', but if it is desired that people plan for case hardening rather than doing it opportunistically, it would be a good way to require that planning. This would also intrinsically prevent case-hardening of tools, armor, and weapons, that have been used. And that's the idea. It could even be adapted to improved weapon damage or tool speed, but I think those would be better done in a different way.
  10. This is sort of a partner to my case hardening suggestion, and again, came in relation to my considering of chemistry overall, but also in terms of bringing more customization to weapons and tools. I've actually seen it discussed as 'Damascus Steel' in a couple other posts, but more in theory, not as an actual mechanic. Those posts were also very old and didn't really deal with how it would actually work in TFC. So, I thought it justified a new post. In short, Pattern welding seems to me like it would be a believable and balanced way to improve weapon (sword) damage, in absence of magic. Pattern welding is taking layers of different metal, welding them together, flattening, folding, etc. It struck me that this could easily be adapted to a 'believable' TFC version, that would be accessible to vanilla MC players as well. The process wouldn't even need a new tool block. It could go like this; you forge a sword blade from tier 3 or higher metals. You then also forge a blade of the *next higher* tier. So at the earliest, you have a steel blade and wrought iron blade (won't work for copper or bronze). At the pinnacle, a red/blue blade plus black one, or maybe even a version that welds red and blue blades together. You then weld those together on the anvil (this is all when it's just a blade, no handle). this gives you a welded XXX blade where the XXX is the name of the higher tier metal. You then have to smith that blade, to make the final pattern welded blade, ready for handle. Think of this like a sharpness 1 blade in MC (or whichever enchantment added damage, idk). BUT, we're not done. in order to simulate the multiple foldings of metal used in the legendary damascus/katana/etc blades, you can make ANOTHER pattern welded blade of the same type. THEN you weld those two together, and you get what you might think of as a level 2 sharpness blade from MC. It's a lot like the way you combine two swords of the same enchantment level to get the next higher level in minecraft - so readily accessible to new players. So a normal level 0 blade is two ingots, level 1 blade costs four ingots. Level 2 eight ingots. Level 3 sixteen ingots, etc. It escalates exponentially. A level 10 sword would cost 1024 ingots. After a handle is added, the sword can no longer be pattern welded to other swords(?) The benefit would be increased damage. I'm not really sure if linear benefits, or (quasi) exponential ones, are more appropriate, or fixed bonus vs percent bonus. I know smiths already have a lot they can do, but it seems like a logical addition for the game, and give another specialization possibility. I would anticipate this only being done very much on multiplayer servers, where a smith could dedicate himself to just weapons perhaps. The resulting finished blade would have a prefix of some kind added (welded, damascus, patterned, ?). It could have Lvl X as part of the prefix, or not talk about the level in the prefix, but have it as a ctrl tooltip. It's more impressive if it's in the title though right? If you want to stroke egos more, have that tooltip state it as the number of layers, rather than a level. Number of layers would equal the number of ingots contributed in total so far in that blade. My understanding is that irl, the max practical layers is like 300 or so, but why limit it to that? Frankly if someone is willing to forge and weld 512 blades to make a 1024 layer sword, I want them to get some recognition for that! If case hardening also becomes a process, a decision would need to be made if it can be stacked with pattern welding, and would it only have to be done once at the end of the welding (more logical I think) or for each finished blade (less logical, but would *strongly* discourage stacking of hardened and welded on high tier blades). Balancing could be tricky, in terms of making sure low tier low level pattern welded blades aren't better than a basic upper tier blade, although I see no problem with a high level lower tier blade being better, since it probably had at least as much, if not more, time and resources put in. Upside, players can improve their weapons, which players do love. Also requires no new tool blocks or GUIs, does require as much as 15 new sword blade items: rough-welded, finish-welded, and handle-added forms of each - iron/steel, steel/black, black/red, black/blue, red/blue. I think it would basically be a profession by itself on multiplayer servers. There would definitely be room for regular swordsmiths that do other stuff as well, and master smiths that just do swords. The downside, it's only really logical for swords. You could kind of stretch the logic to axes, but it doesn't make any sense at all for maces. I could totally accept it for maces though if it was determined game balance need it to work for all weapons. I guess it could be done for knives too, but really, who would bother with that? Probably doesn't make sense for picks (speed improvement) either. If a chemistry system were implemented at some point, it could be tied into this process by requiring higher tier fluxes to weld higher tier metals. Thanks for reading my wall of text. I'm...bad at short posts.
  11. Another way to handle the construction: The Case Oven is a set of doors, like the bloomery. Behind those doors must be an air block, again, like the bloomery. But there's no chimney. The doors and air block must be surrounded by something on all sides, FBB perhaps. Except that the block above the air block can be anything, including air (this is to allow the chest placed inside in the next step to be opened) The player must place in the air space directly behind the door a wooden chest. In the chest they place the item(s?) to be case hardened. They can then also place as many cakes as they like in the chest with the item (cakes may not be able to stack, or have very low max stack, to limit the amount), with perhaps a certain minimum, such as 6 cakes. So up to 17 cakes (if they don't stack). Alternatively, use vessel - this would allow the air block to be solid above. Cakes would have to stack higher to allow similar total amount to wooden chest. But might be a bit too much, since four vessels could be placed in there. They then close the doors and 'light' the doors. Again, similar to the bloomery. X hours pass. Then those cakes are added together for the increased durability that is added to the item(s?). If more than one item is allowed, the hardening is divided evenly between them. End result is something like a bloom block, that is picked out and hops into the player's hands. Maybe it is instantly the tool, or maybe its a block that as to be put in the crafting grid, with a hammer or something. Avoids the oven-specific GUI, and could maybe reuse a lot of code from the bloomery? I like the greater fidelity to the 'wooden box of stuff' from wikipedia, but the probable stack limits required of the cake to limit the number in the chest/vessel might seem a bit hokey.
  12. Right, ya it would be a separate improvement over and above skill. And you're correct, I think irl it would only work on iron and up. Whether or not there was another recipe using the same tool to improve copper and bronze, or a different tool, or it just becomes another reason to move beyond copper and bronze, idk. There's the whole beleivability vs realism thing. That game already has several fantasy metals which I get the sense are more for game progression. So I personally could see there being a stretch of reality to allow it. But I could also see it not. I honestly would kind of expect people to not bother on copper and bronze, but I've not had to deal with copper scarcity. I guess I'd expect it to be based more on what the devs saw as best for gameplay. fwiw a quick google search indicated there may be ways to harden copper or bronze (nothing definitive like a wiki article) but they sound pretty modern. Edit: And also hardening copper is basically turning the surface into bronze anyway apparently. Might be a little useful if they have only one of zinc/bismuth or silver/gold. Edit: I would also point out, if the Case Oven recipe involves FBB, then the player has fire clay, hence a crucible, and already is probably working feverishly toward steel. Copper is probably a distant memory. But they are probably still using some bronze tools, and are still wearing bronze armor. I would think it'd be best to not allow it in that scenario, give them more of a push to higher tiers. *if* it were decided to allow hardening of tier 1 and 2, the Case Oven recipe would probably need to be attainable without graphite.
  13. Sapling spawning distance

    Though fruit tree trunks don't count for trunk checks, their leaves will still block a sapling from being placed I think (no sky access for sapling). So if you have a pretty dense orchard (like 1 or 2 air block between canopies maybe), I think it'll still prevent them under the canopy, and possibly in very close proximity to the leaves. I *think* saplings check for a certain clear volume above them, and either won't spawn or more likely won't grow if that volume is not clear (probably a species specific clear-volume check - willows would need a lot more). I have a willow sapling that has been perpetually a sapling for years. It exists on a little ledge of dirt on a cliff face. I think it never matures because the rock face directly beside it is keeping it from growing, possibly. If that's the case a gap of 1 or two air spaces between orchard trees may be an effective sapling deterent in the orchard, at least.
  14. [Added] Reconsider the Suggestion forum rule

    Oh, so say I have some thoughts on chemistry significantly more detailed than previous posts, which are a year old anyway, I can start a new thread and put links to those old threads? Would have been good to know before I necro'd an old thread. But I guess if that was in the rules everyone would just think their idea is 'significantly different' and start a new topic anyway.
  15. no Inventory

    It's an interesting idea, but perhaps kind of a lot of work for something that would be little utilized. For one, I think players would as swiftly as possible move on to better containers. So having a basket weaving skill seems like overkill, since it probably won't be used enough to justify having a skill. Also, you suggest 'long grass' as an option for material, by which I take it you mean the item 'cut grass'. But that's also available from the short grass in arid regions. So if you were suggesting it not be attainable from short grass, that's creating more dev work, as it'd require a separate type of cut grass. Plus people that start in arid regions are already penalized enough by having no clay in that region, without penalizing them even more by making them be unable to get a basket. I think reeds or cattails would be a better option, with cattails the go-to material. It would give them a use, though they might need to be made self-renewing. You need freshwater to survive anyway so it's probably not unreasonable to take cut grass out of the equation, and only accept reeds or cattails. I'm also not sure the durability thing needs to be there. It could be made like the crafting grid, where it's a one-time expansion as long as you don't die. Overall it's a little bit more interest, fits in the progression, and would not stop me from playing. I'd be more interested if it came bundled with another use for cattails, such as also being able to use cattails to make thatch which would be solid, like grass thatch use to be. It might be more appropriate for multiplayer where you can use teamwork to spread the load early on.
  16. Alchemy/Chemistry- more than just metals.

    So, I've been thinking a lot about how chemistry could work in TFC. This seemed like the most detailed topic I could find on the subject, so I'm posting here to be in line with the rule of one topic per suggestion. But I wanted to ask, has there been any behind the scenes discussion on the topic of chemistry? I don't want to make a giant post and then be told "ya, we already decided not to do chemistry" or "there's already another chemistry mod, we're more likely to just be compatible with that". I know the focus is TFC 2/1.8, but I'd still like to add to this discussion if it's not already had a fork put in it by the devs.
  17. Hiding through the first few nights

    Ya, if you're still looking for your initial base, it can be a bit boring sometimes. Presumably you don't have metal, and that kind of limits activity to torch making, food trimming, and stone knapping. Maybe clay forming if you've found clay but don't want to settle yet. If you're still homeless though, you probably already have a stacked to the gills inventory and won't want to spend precious space on clay molds. As far as tannin goes there's like 8 valid log types to make it, according to the wiki. I think that's half the tree types in the game, so you shouldn't really have to travel far to find it. I feel your pain on sheep. I too have yet to find one, but I've been so busy close to home I haven't traveled far from base. I found that with a good base, there's never a dull night, so straw bed suffices. If you're good at combat, once you have a sword you can start spider hunting. Eventually you'll get enough silk...eventually. But if you're really having that much trouble finding a good base location, it might be time to just try a new seed. As for flux problems, you can always just drill down from your shelter to find out what layers underly you. 21 rock types, 4 are valid flux. In theory you shouldn't have to do too insane a number of boreholes to find flux rock. Though it's always more efficient to get them as side effect of a mineral mine of course. Once I have a good metal supply, I do like Bunsan said and try to toss up small shelters over surface minerals, and spend the night digging down to find them. Even if you don't have time to actually find the center before making that shelter (or they're too deep to propick) just dig down directly over where a surface mineral was, or right beside it, and you should eventually find at least that mineral block, which will at least let you figure out the quality. This does require you to keep well stocked on sticks during the day though to keep ladder supplies up. Without a scythe that does slow progress a lot. It can help to stock up with a container full of sticks before going on long journeys. That or carry a scythe. If I don't see any interesting surface minerals when it's shelter time, I'll make a slightly larger shelter, kit it out with a door, a rainwater barrel, tool rack, fire pit, a chest, etc. Usually try to build it on a high point, or near fresh water. I also often build a short tower on top with a jackolantern on top to make it easier to see. As your temporary shelter network expands, you can range farther easier, because knowing you have a shelter lets you run farther, rather than having to take time at the end of the day to build a shelter. Still, in new territory it's best to build over minerals whenever possible to pass the time, I've found. After building a shelter for the night, the very first thing I do the next day is cut down and plankify enough logs to build the next shelter. That way I'm not scrambling to do it in the evening. I'll even pre-build the door if I have inventory room. My barebones shelter is only 2x2 floor space, so it only takes 20 plank blocks (10 logs) on level ground - less in a hillside. Door, tool rack, chest, barrel, another 4 logs. So one stack of logs/planks does a whole barebones shelter. Floor space is one for a chest, one for a firepit, two for me to stand in. Window facing east if possible.
  18. I'd suggest that the natural sapling spawning mechanics have some limitations. Mainly that they only spawn near trees of their own type. I've tried to observe the nature of sapling generation so far in my world (my first long term one). I don't believe this mechanic is in now but if it is, feel free to just delete this topic. Specifically, I think when the game thinks to itself 'lets put a sapling here', it should check to see if any of the native trees for that biome are nearby. If there are no native trees nearby (my understanding is there can be a max of 3 native trees in each biome, though they can all come up the same type) then no sapling is placed. Maybe 40 blocks or so. This would especially help with creeping willow forests, where you return from a mining trip and suddenly wondering if you've arrived at Helm's Deep by mistake, or wake up in the morning in your house, look out the window, and realize how Saruman felt. As near as I can tell right now, the native saplings can spawn anywhere, regardless of what trees are (not) nearby. In fact, I think willows should have a further limitation of only spawning within a similar limited distance of fresh water, and moreover perhaps even planted willows should not grow beyond that distance. This would both keep willows under control and keep them a bit more limited. If you live in a willow forest area right now, it seems like charcoal is no problem at all, and that feels a bit wrong. I think at least 2 of the three tree slots for my biome came up willow. But in general this mechanic would make it so that the player could deforest their area if they're not careful. It would give some incentive to leave some native trees about rather than clearcutting, if one doesn't want ot manually plant the saplings. Or, if one wants controlled forestry, they could clear out the native trees and only plant non-natives.
  19. Mine layout

    That's a very interesting plan. I'm still on my first serious world, and got pretty lucky at the start, with a rich copper mine and nearby cassiterite, so I've not had to worry about materials like you have. That said, I might suggest using a 4-high open level, with 2-thick floors between levels. I've found this to be the most efficient vertical dimensions when clear-mining. So in your context, you'd still start with your 2-high tunnels and so forth, but you'd space your levels such that you were planning for eventual clearing out of a 4-high clear space with 2-thick floors. It's just that you'd come back and do it later. I think you should still be able to expose plenty of ore initially, to get you to a point where you're comfortable using more picks. Just make sure your first mine is a non-poor copper mine if at all possible, and the second(and third) are either cassiterite, or bismuth and sphalerite. In that way you should be able to stock up plenty of ore I think, to be able to use picks more freely. If your only option in the beginning is a poor copper mine, then your original plan is probably fine as you'll really want to spend as little time in that mine as possible anyway.
  20. It was never my intent to suggest non-natives spawn naturally. Sorry if I gave that impression somehow. That's interesting. That could definitely help. I'm kind of attached to my base area already due to the work put in. Thanks for all the info!
  21. Ya, I figured they had a pretty high climate moisture requirements. I think I treked through 3km of arid forest and plains to get to my settlement spot and didn't see them on the way iirc. I was actually super happy when I first found them as they're easy to harvest twigs from, and give lots of wood. They were one reason I chose to settle where I did. It was only later their insidious nature became apparent. I'll just make one more case: I'm not suggesting natural sapling spawning be removed. Just that it has another limit. TFC already takes liberties with a lot of things (128 smooth stone blocks in a vessel) for the purpose of the overarching goal of the game - allowing the player to build things they want. Folks like to create their buildings, and also I think, a certain plot of ground, a certain vista. I picked 40 blocks as a multiple of 8 - I thought it might be convenient, but certainly could be more. (How far do chunks even load from the player?) All a player would have to do to maintain natural tree spawning would be to have the natural biome trees planted every 80 (or whatever) blocks or so. Which to me seems simple enough. It wouldn't be taking anything from people that want natural spawning. But requiring the same tree be within a certain range would also allow the player to manipulate the environment and maintain their certain setting if they so desire, and keep out undesireable trees. I would expect the lower limit of spawning to be what, 5 blocks from another tree? (I often see willows that have overidden the leaves of a nearby tree). Easily leaves another 30+ radius (60+ between two of the same) for them to spawn in. Wouldn't require any new graphics or anything. Just, I would think, a couple dozen lines of code? I thought it a small thing to give players more control over their build, which I think they'd like, and still allow them to easily maintain a large area for natural sapling spawning if that's what they desire. It would also allow them to remove a source of aggravation for some - aggravation which doesn't really serve any other purpose imho. That was my thought process. More player control over their creation, for what I thought would be a minimal time effort for coders. Farily realistic mechanic. Now if running around swatting saplings is considered one of the challenge mechanics of the game, ok then. Otherwise I thought it a good idea that gives options without taking the existing away.
  22. Ok, I guess if this was put in as a feature, I'd best defer to those with a lot more experience then me - I was mainly concerned about willows and I'd still suggest their natural sappling spawns limited to a certain radius of water - they are irl a very water-needy tree. In TFC they're a dangerous tree given the amount of shade they provide, inhibit travel, and have an annoying habit of overshadowing my crops. I even once chopped one down, warily trying to figure out where was the skeleton I was hearing, and lo and behold he was on top of the willow, plopped down in front of me and killed me! (Ok that one was actually humorous) They also ruin majestic vistas, and made it easier to get lost until I finally got a map mod, because they change/obscure the landscape so drastically. Other trees are much less a problem. With all the talk of tree farms I see in videos, I didn't think deforestation was such a problem. I would say though that irl most trees don't just show up randomly miles from others - TFC is a compressed scale so I was thinking in a relatively compressed scale. Similar to how the vertical 'scale' (in terms of the temperature simulation) increases the higher you go, in a non-linear fashion, from what I understand. I was imaging the TFC world to be maybe 1/10,000 real world? So when I suggested 40m radius, that'd be like over 200 miles irl. Kind of. I know that logic breaks down at some point, but the point is the worlds are not 1:1 scale. Trees spread by birds can spread long distances (cedars and mulberry notoriously where I live) But most I think don't spread like that. Squirrels live in trees, so you won't find oak saplings sprouting beyond the range a squirrel will go from their trees, which is not terribly far if they can help it. A lot of trees spread through wind, like maples, but those don't really go all that far unless they happen to drop during a windstorm. Thanks for those detailed explanation of spawning though Kitty. I tried searching for sapling posts but did not pick up on those explanations. I had picked up that trees won't spawn within a certain radius of one another, but I think it works better for other trees than willows, because they have such spread, that even this limitation still makes for a pretty dense willow forest.
  23. Right, but my point is the actual spot it wants to put a specific sapling should have another tree of the same type within a certain distance. It seems right now like they can spawn anywhere they like in the biome. It makes it hard to control undesireable trees (like willows) because the saplings appear out of thin air even if you've cut the rest of the willows back a hundred blocks or more, and running around checking for saplings is sort of annoying. I figured requiring an actual tree of the same species to be nearby was both realistic and would allow for a bit better forest control.
  24. Wow, that is WAY harder to tell apart than any other stone/ore combo I've seen so far. It looks like it's actually as intended, I just didn't realize how very subtle it was. I'd suggest lightening the ore vein a bit or something, but then it's a new forum and they've got more important stuff, etc. Sorry to bug ya Kitty.
  25. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? Yes TFC Version #: 0.79.20Forge Version #: PlayerDescription: When mining for Sphalerite in Gneiss, there is no texture for the sphalerite ore. I use WAILA so I can tell which blocks are ore by pointing at them, but otherwise they are indistinguishable. This seems to me like a bug. I don't think it's a case of the ore color being 'too similar' to the underlying rock. I've posted a screenshot showing what I'm talking about - the Gneiss-sphalerite is absolutely indistinguishable visually from the surrounding Gneiss. I dug around and found both silver and graphite (My first ever TFC graphite!!!!) in the Gneiss, and they showed up fine. I was going to try searching for similar setup in a new creative mode seed but the commands list is pretty overwhelming and I gave up. Edit: I was not able compare to other stone types as this is the only sphalerite I've found so far in this world (and at this rate all I'll ever need). You can see the exact stuff I was mining by using world seed 1170649068548596996 and going to coordinates 1834, -9066. Elevation 150 should put you above ground I think. Top layer is conglomerate, but once you get through that there's at least two double-chests of rich sphalerite, so it shouldn't be hard to find. Have you deleted your config files or are using default configs and are still able to reproduce this bug? default configsDo you have any mods other than Forge and TFC installed?Yes, WAILA, Fastcraft, and Mapwriter. I tried it without them and same result. If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? Not using those mods link of the Crash Report: N/A