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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. 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.
  2. 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!
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. Doors vs zombies

    So part of this suggestion (re: charcoal pits) was touched here: I'm pretty new at this game, and I realize a lot of realism makes way for convenience. But there is a clear tiered structure to the metal progression, which brings benefits. I'm still in the early game of my first real playthrough (still on brass). But I did watch a lot of lets plays before getting it. One thing I saw in those was the charcoal room. I thought it was pretty great that charcoal pits in the old sense - a dirt mound - were in the game. But having watched LPs with Charcoal rooms, I did an old fashioned one for the hell of it, and then I made a masonry charcoal room with a door, like most people. This go me thinking, about doors. Logically that door should burn down if the logs in the room are lit on fire. Logic is not the end-all of this game, sure, but benefits for metal are. What if *wooden* doors would burn, making them useles for a charcoal room, but a metal door (1 door + 2 metal sheets) made it fire-proof. I thought that might force the player to do a bit more old-fashioned charcoal pitting in the beginning, rather than going straight to charcoal room....Ok, so probably people would just use blocks in the doorway and take them down when the room is done. Slightly less convenient, but probably arguably more convenient than the old fashioned way. Edit: This has not been true since build 0.79. Busan. So then, what if zombies with weapons can break down wood doors? Another incentive for metal doors. Zombies could only beat down a door with a weapon of at least the same tier, but it takes awhile. Higher tier weapons make it take less time. I'm not sure of the frequency of zombie-with-weapon spawns. It seems pretty low right now, so it might not be too bad for early game.
  9. Doors vs zombies

    Dang, spent all that time last night and this afternoon testing, removing the 3 mods I had, doing a creative mode build, trying to make sure I had as much info as possible. Come here to post the report and bam you already found it. You guys are good. Good to know it wasn't me messing something up, anyway.
  10. Doors vs zombies

    Definitely TFC door - I got it to burn several times during my testing. I've never even played vanilla so I don't know any of those recipes. I'll get some screenshots tonight but it's just a 5x5x2 high interior space, brick on all sides. Door in one wall, to the right of center, move two blocks over, remove the upper brick so you have a hole into the room. Fill room except for the one spot in front of hole in wall, toss in torch, place dirt when flames start (so the dirt is inside the room, leaving there still a hole in the brick wall, this means there's 49 stacks of wood in the room rather than 50) --> profit. I make sure the door is closed before I toss in the torch. Should I start a topic in the bug forum for this or just continue in this thread?
  11. Doors vs zombies

    Well, I figured my single suggestion was metal plated doors. I was just covering a couple ways I thought it would affect the world. I guess I could have titled it better. I'm using build 79.18 and you CAN use doors on your charcoal pit. You just can't light it from the doorway. I've successfully used it by lighting it through a hole in the roof, and also a hole in the wall, plugging each with a single block of dirt. Worked like a charm both times and did not burn the door. Your torch holes have to be at least two blocks away from the door though I think - I tried it through a wall hole right by the door and that also caught the door on fire.
  12. Add more uses for Bone (Meal)

    Actually that's a RL thing, although a bit controversial in certain species for disease reasons from what I understand. It was very common to grind up bones to feed to chickens back in the day. Calcium for egg shells. However Teiwaz didn't mention (maybe it was covered in the long-ago posts) what I think is the most obvious use for bones - making bone blocks for the bone throne/Sedlec Ossuary :-D. It'd also be pretty awesome if they could be used like planks (maybe 3x1 insteam of 1x1, to allow for a vaguely believeable bone texture?)
  13. How did you find out about TFC?

    A little non-standard for me perhaps. I never played vanilla minecraft. Knew of it, liked some of the creativity of created things I saw, but just never tried it. But I did get into Don't Starve. I remember someone on those forums mentioning it was like a very simplified minecraft one time. Way later, browsing let's plays of I forget who or what, I saw a mention in the comments of TFC. Sounded more interesting than minecraft (more survival, actual geology and metallurgy). After watching several episodes of 3 different LP series for TFC, decided to go for it. Awesome.
  14. [79.17] Getting too punishing?

    I only just started playing TFC, so I can't speak on relative differences from older versions, but the support system seems very simple to use to me, and very effective. I've developed a strategy of mining a 4-high 'level' with 2 block thick layers of floor between. That way I can spot-mine the floor and ceiling of each level, while getting the maximum convenient volume and saves maybe 30% of my pickaxe vs mining the entire volume 4-high levels also allow me to get a good number of natural stone blocks. If I'm lucky enough the initial shaft comes down through the vein, I always mine down to the bottom of the vein, and work my way up. This is mainly so that I can mine out the floor ore while I'm on a given level, which I then replace with a block of cobble. If you go top-down doing that, those floor cobbles from upper levels will be unsupported (being 2 above the beams below) when you mine out the ceiling ore in the next level down, and if you happen to mine an ore right below a cobble you put in the floor above, that cobble will fall. Going bottom-up means that there's no cobble above you yet, and also even if a cave-in somehow happens, I've already mined all the ore below anyway so as long as I survive, no big deal. I honestly think the support system is fairly forgiving as there have been a couple times where I accidentally destroyed a support column, and all adjacent beams (pit kiln too close) and the entire area did nothing, which surprised me greatly. Nowadays my caveins are usually just on the initial hollowing out of the first 3 rock columns to place the first two support columns and single beam between. After that, smooth sailing.