Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Stroam

Members
  • Content count

    272
  • Joined

  • Last visited

Everything posted by Stroam

  1. [0.2.4] TFC2 Prerelease

    crash on spawn in new world crash on quitting new world
  2. Single player tweaks for casual players

    Joining a server may help. There are also various modpacks that take some of the grind out TFC1. I like the mod custom NPC's. It allowedme to create an NPC that sells the product when I got bored of making it. Such as charcoal. There are some servers with this already setup. Ultimately it becomes a question of what you want out of the game. With farming you are done once you've gathered all the seeds, saplings, and copper tools. Most things in TFC1 are pretty much over once you can make a barrel. The only exception to this is smithing. If you want something more then look at the modpacks. If you just want to grind one thing like farming, join a server.
  3. Survival

    Automated Message:This topic has been moved from Suggestions to Discussion. It's a question so belongs in Discussion notSuggestion. In TFC2 you'll have that beginning challenge as well. On top of that to find more resources you'll have to go out and conquer more islands unless you are content with stone age technology. So TFC2 will be more combat focused than TFC1.Beyond that, no one can say as Bioxx isfiguring it out as he develops. There has been a lot of good suggestions,some of which will find their way into the game.The Thing to Know thread in suggestions covers just about everything that has been develop or is definitely going to find it's way into the game in some form. Even things set in stone don't have all the details yet. If you have suggestions of your own check the Categorical Suggestion Directory to see if someone has created a thread for something similar so you can catch up on the discussion and expand upon that idea or if there's nothing related to that idea create a new thread and await feedback.
  4. [0.2.4] TFC2 Prerelease

    This sounds like what happens when a computer can't keep up to the tick rate. Often happens in new world generation.Please exit the world and go back in it. Make sure the configurations for TFC2 have only one thread generating nearby islands and make sure you have at least 4 gigs of ram dedicated to the jvm using-Xms2G -Xmx4G as your arguments.
  5. [0.2.4] TFC2 Prerelease

    From the change log Added basics of the size/weight encumbrance system. A new meter in the inventory now tells the player how burdened they currently are. Upon reaching certain thresholds, a debuff will be applied. Currently the debuffs have no effect.
  6. [0.2.4] TFC2 Prerelease

    Anyone else having issues with placing down small fired clay vessels? I still keep getting. [15:24:11] [Client thread/ERROR]: Received invalid update packet for null tile entity at BlockPos{x=3283, y=64, z=-4954} with data: {inventory:[0:{Slot:1b,id:"tfc2:vessel",Count:1b,Damage:1s}],axis:0} It happens whenever I place a vessel down and it creates the 4 ground slot vessel holder with one vessel. Adding additional vessels fills it up only visually as you can not retrieve those vessels and they are not removed from your inventory. If I try placing another vessel down on another block it gives the same error, creates the 4 ground slot vessel holder but now the vessel in the holder is invisible. Itfeels like their is NBT data on the server side that the client side isn't getting.
  7. Mules (and other pack animals) carry barrels

    I was playing around with them on a vanilla server without any issues but didn't try any large modpack. It's nice to know you aren't having issues. I tried asking that question all over the FTB forums and IRC channels and couldn't get anyone to answer that. I also googled it and didn't find anyone complaining in the last year so figured it was minimal if it existed anymore but when I looked for boat mods I only saw Boatiful and Davinci's Vessels. Boatiful simple filled the second entity slot with a chest and allowed leads and Davinci's isn't out yet. So this lead me to believe that they might not be good enough for modded boats to be lag free, but I guess it's just a product of faster vanilla updated and a shrinking community. It'll be interesting to see what the modding landscape changes as they continue to add in features that traditionally were only held by Mods such as in game recipe look upand the ability to change recipes in the next update.
  8. [0.2.4] TFC2 Prerelease

    That's okay. I'll clean my testing environment later and retest. I'd like at least one other person to test to get a base line. crash log - tried placing down a fired clay vessel. upon relog, trying to place the vessels down gives me
  9. Mules (and other pack animals) carry barrels

    It isn't confirmed at this point and it's always subject to revisal depending on how things develop but it is a feature of the current version posted.
  10. Mules (and other pack animals) carry barrels

    Before the age of trains to handle long distance transportthere were pack and draft animals, and boats. Boats were the biggest and best.They would be perfect for transportation between islands. The problem with boats in minecraft is synchronization issues. Bioxx will also not likely make a usable boat since he wants to go the route of portals and path dimensions.You could still have small boats going up rivers but they are often too small to carry more than a chest and can't go up waterfalls. As much as I would love for large boats to be a thing in TFC2, it's just not going to be a thing unless some other modder does it. Eventually islands in TFC2 will have barriers around them but that's only a small hurdle. This leaves pack and draft animals. The difference between a pack animal and a draft animal is a pack animal carries the weight on their back. This limits how much they can carry. Draft animals pull a cart of some sort which the weight is on. This allows them to move much greater weight. Now from a technical standpoint pack animals are easier because vanilla has them but doesn't have draft animals. Draft animals can be done as they have been done in the past with a lead going from the animal to the cart. This technique however jumps around a lot as anyone who has used a lead would know. I haven't seen this type of mod since 1.7.10 called MC+ Cart Mod. I'm sure it's doable but like boats might take another modder to initiate it. Pack animals will definitely be in TFC2. I expect them to be the main form of transport. There will be pack horses, other pack animals we'll have to wait and see. I expect a wholly mammoth and if it could carry a huge load that would be awesome. For getting around town and short distances there will be a cart. It looks a lot like a wheel-barrel currently. Couldn't tell you how much it can carry. At some point there will most likely be a barrel by popular demand. which will be great for transferring fluids and stuff. In the same vein there will probably be crates. Items in containers don't have weight allowing you to pack things in vessels, vessels in crates and barrels, and then be able to put those on pack animals. Pulleys would be awesome at some point but I haven't seen those since Better Than Wolves.
  11. [0.2.4] TFC2 Prerelease

    right clicking a stack in the inventory deposits the entire stack into the slot rather than just one. Unfired pottery is leaving false items in my inventory after I place them on the ground. Actually all items seem to leave false items in the inventory. Once unfired clay pottery is placed on the ground I can't pick it up by breaking it or right clicking. Even in creative mode breaking them does nothing. Water jug doesn't seem to be able to be filled with water, probably due to the false items. Items don't seem to be losing durability until moved from their current slot. [went away with new island, recommended forge version, and increasing island threads from 2 to 4] medium, heavy, and max burden are applied correctly but don't seem to slow me down at all. Can also sprint with all of them. Stacks of items(in this case anvils) only applies the weight of one item. [Not a bug] All harvestcraft food stuff immediately get deleted from the inventory in survival mode when you try clicking on one of them. When items are placed in a pot and pot is in inventory it only includes weight from the pot and not items in the pot. Worn armor doesn't have weight. Default item size and weight is small and very light. The calendar tab does not but I assume that's to be expected. [not bugs] I can't place items registered as medium or larger in vessels. Sword and shield work properly. Axe can't cut down large trees. The skills tab andnutrition tabs seem to work.Yay! that all works. [intended features] side note. Getting more of a performance hit since the last update. I'm also seeing this in the logs. latest log
  12. Magic!

    What do people think of a magic mod that when casting spells diminishes your hunger and saturation? The more powerful the spell the more hungry it makes you. If you don't have enough hunger bars to fully cast a spell it eats up what you have left andsays you are too weak to cast this spell. This would make food more important and self limiting because you'd start starving to death. If eating food applied a food regeneration effect rather than instantly filling up your hunger bar it would add down time between casts. It's food for thought anyway.
  13. MCModelCreator(MCMC)

    Two things I would change is making the the texture alignment window a lot bigger with more than x4 zoom. Also when clicking new it'd be nice to have it either prompt to save or launch another instance of the program. Currently if you misclicked or didn't realize that behavior you could lose hours of work.
  14. A small question

    The future of TFC2 foods is wide open still. Harvestcraft is there because it contains a lot of the recipes and items saving quite a bit of work. The most likely scenario is that additional mechanics will be layered on top of harvestcraft. As a possible example. TFC2 crops that when harvested produce harvestcraft foods, or putting harvestcraft grapes in a TFC2 barrel allows you to make TFC2 wine, etc.
  15. Make knapping a bit more... interesting

    I can answer this with pretty good certainty the answer is no.Every basic stone type in TFC2 can be knapped, which include chert but not flint.
  16. Boats/Rafts

    Boats would be awesome but they are troublesome. Currently there is a path dimension that connects portals between the islands. It's a void world with a lot of mobs and a narrowpath. What I think would be awesome though is if those portals were bigger, say 11x11and at sea. Then when you sail through the portal you are transported to an ocean dimension. The benefit of that is now you can have an ocean 175 blocks deep without sacrificing land in the overwold. Thedimension would havestorms,pirates, and ancient sea monsters that spawn making it a very dangerous place. In addition it amplifies distances unlike the nether. This means you could be sailing for some time. I hope you brought fresh water and food because you wouldn't be able catch fish or drink the water in the ocean dimension. There is also no reward for killing an ancient sea creature other than your life. As for swimming, every three second you are in water you get a sinking debuff that continues to stack till you drown. The most difficult part of that idea is the boats though as the client and server in minecraft constantly argue over where your position is when sailing. So first that would have to be solved and then you'd need a bunch of boats or ways of upgrading your boat for speed, cargo, etc.
  17. Modeling Fun!

    I am having too much fun right now with MCMC, and am not intending for any of this to make it in game. So I'm just going to dump it here. Clay Pots!
  18. Things to Know

    I decided everyone should know the basics of TFC2 at least the more permanent features that influence suggestions. To get started the world is generated using a hex system. Please don't suggest how to hide the hexes as Bioxx as tried many. This doesn't pertain to terrain features as that is encouraged. Check the directory for previous discussions on the matter. The world is island based. There are nine islands going north to south each representing a different temperature range which influences what climates you can expect to see such as deserts and tropical rain forests. This pattern continues east and west indefinitely. Each island has only one rock type. Island hopping is done via portals that generate. Eventually there will be some barrier that prevents you from taking a boat across the sea to another island.There are generally four portals connecting to the islands in the cardinal directions. Exceptions to this is when an island generates as ocean in which there will be no portal. When you go through a portal it takes you to a travel dimension. A scary dangerous dimension that is all void except for paths between portals. Island progression is done by "Freeing"islands. The first island is already free. All other islands require you to free the island before placing and destroying blocks. To free and island you need to activate an ancient device which will eventually be guarded by some sort of boss. As you move further east or west from the starting island mobs and bosses will become more difficult. Transportation is a theme that Bioxx wants to highlight in this iteration of TFC. This involves some sort of encumbrancemechanic and multiple transportationand storage options. If you have any great ideas on transportation methods and implementation please review the directory to catch up on what had been discussed and post your ideas following the forum guidelines.
  19. Skill Books and Tech tree

    Was listening to the history channel on the industrial revolution and learned how one company would spend a lot of time and resources to develop a technology. Then someone else would learn that technology and spend resources improving the technology or inventing a new one based off the ideas of the old one. I took away two patterns away from this. The first is that it took time and resources wasted to develop a technology. In this way I think ever advancing technology could require a resource cost similar to civilization games, where to unlock a technology requires x amount of resources. In some progression questing modpacks, they had it so you would set a quest block by clicking on it with the quest selected in the quest book and then deposit the required items into the quest block. This shows some form of it is possible. The second was that when someone had invented something, the second inventor who iterated on that idea didn't have to pay the costs to learn what the first inventor discovered if he could be taught that technology. This is where skill books come into play. In addition to increasing the speed in which you get a skill it also unlocks certain technology without paying the cost. This lengthens the single player experience and helps new players to a server catch up to those who have been playing longer. So how I would structure this is to unlock a technology requires a resource cost, minimum skill requirement, and tech earlier in the tree unlocked. (The minimum skill level is so that you don't have someone with no knowledge of smithing learning how to make a complex smithing item. The previous technology unlocked speaks for its self I believe and the resource cost was already covered.) Playerscan then make skill books. Going back to the writing desk example in my previous post, in the interface not only would you select a skill but you would select the technologies you have unlocked for that skill,maybe at an increased cost for each additional technology. Players who then read these books will not only gain skills faster but as long as they meet the minimum level requirement will unlock the tech without having to pay the resource cost.
  20. Current survival strategies

    I've been testing out various early housing. I don't know if this is what Bioxx intended or if it'll stay like this but this should give you some ideas. Dirt can pillar indefinitely and support out to three blocks each making it able to span out to 6 blocks if there's two pillars that go all theeway down to raw stone. Here is an example of a very stable smalldirt mansion that demonstrates what you can build on day one. The river is 6 wide which is just small enough for a dirt bridge. allowing you to go under the water to enter your house. Mobs also don't cross two gaps two wide and 2 deep allowing one to jump from this cliff into the house but not let the mobs do so. This dirt mansion is almost mob proof. The occasional spider might get in,but easy enough to deal with and provides string. Because it is next to the river you can get water at night and grow crops withing 4 blocks of the river. This setup can be stacked to go up an infinite height. The most simple setup I've found is digging a stair case down to raw stone and then a entrance into a 3x3 wide and 2 high room and then one dirt block for a door you can attack through. If you have extra time you can dig a "Chimney" in the center and build it up two blocks so you can see the sky and mobs still can't get in.
  21. Decocraft help

    Here's onesuch mod that allows you to change the recipes and you can look at the forum for information on how to use it.
  22. Some time ago I remember people suggesting a mod API for TFC2, and Biox asking what people wanted in an API. I don't remember what people actually said, I couldn't find that discussion, and it was difficult to etch anything out because there was less information on what would be in the game.Now so everyone is on the same page here is a definition for an API. Application program interface (API) is a set of routines, protocols, and tools for building software applications. AnAPIspecifies how software components should interact. Additionally,APIsare used when programming graphical user interface (GUI) components. To add my own definition:A set of functions that is helpful in extending the functionality of thecode in a safe controlled waythat everyone agrees not to modify, because doing so would break mod compatibility and have the potential of making the whole more unstable. I have taken the liberty of going through mods for TFC 1 and gatheredthe ways they have extended TFC 1.If you'd like to add to the list post and I'll get around to adding it as long as it isn't too niche. Not everything on the list needs an API depending on how it's implimented.If and how anyimplementation of these featuresshows up is to be determined by Biox. I've also added mod compatibility because it's already been added for Harvestcraft and a lot of modpacks use minetweaker. Access to all biome information. (temperature, humidity, elevation) Mob Spawn controls. A few modpacks usedAdvanced Spawn Controlwhich didn't updated Containers for entities and items (support for size and/or weight) Customore (using TFC 2 generation mechanics) Custom metals (alloys) weapons and armor (supporting non-vanilla damage types) decoration blocks(with support abilities, mud bricks) compatibility Pam's Harvestcraft JEI or NEI WAWLA orHWYLA orWAILA crafttweaker (the new minetweaker) applecore or alternative. chisel & Bits hardcore darkness malisis doors might be useful hammercore neat NetherPortalfix spice of life
  23. Better "Building" materials.

    They may have used the adobe bricks because there were no early game alternatives. As for half timber, it'll be in the game one way or another of that I have no doubt. Just waiting for Bioxx to work some more on stone age content.
  24. Better "Building" materials.

    There's some good stuff here. There is definitely a need for stone age building materials. To keep mobs out you need at the very least a wall that doesn't pile up like sand, dirt, and gravel. I suggest early walls can be made of adobe, cob,and wattle & daub. Keep in mind you won't necessarily have access to an expanded crafting grid so all of these can be done with a 2x2 grid. Wet Adobe is made with aclay ball and threesand to make twelvewet adobe bricks. These brick must be laid in clear view of the sky to dry. Rain and high humidity makes these take longer to dry. Once dry you can place a brick and it'll make a layer. Continue placing adobe until you get a full block. It takes fourdry adobe bricks to make one block. These are able to go up to tenblocks high before collapsing. They can not support each other horizontally. Cob is a clay ball, gravel, and two straw to make 1 cob block. Cob can be stacked up to 6 blocks high before collapsing and support horizontally out to two. If cob is in view of the skyand it's raining it has a chance of collapsing so make sure to put something on top of it to protect it from the rain. A wattle frame is made with 4 sticks. Once placed keep adding sticks until it is filled. (Number of sticks to fill a frame left unspecified on purpose because it depends on balance). Once filled it will now support anadditional frame on top of it that can also be filled. Mobs can still see through wattle but not walk through it. Daub is made witha clay ball and three dirt to make three daub. When daub is used on a completed wattle block it turns it into wattle & daub. Mobs can not see through wattle & daub. It look brown because it's wet and takes a short while to dry. If it rains before it drys it'll wash of the daub. When dry it will be more white.To make it more white apply slaked lime or chalk to it. Neither wattle or wattle & daub can support other blocks and count as air. Both wattle and wattle & daub can only go up two block and can't go out horizontally. These methods offer a variety as well as having different draw backs. Wattle and daub is limited to short, non retaining walls but quick and cheap to build. Cob is can go up pretty high and make a roof but must be covered or will collapse when it rains. Adobe can build up high but is unable to make a roof and can take a long time to dry.They each can be done with a 2x2 crafting grid The next tier of walls would be when you have access to planks. These include the gabion, rammed earth, timber frame, and wood planks. Create a wooden frame with 4 planks. Then place the frame. Nextadd your choice of gravel, sand, or dirt. The great thing about gabion walls is they can go up any height as long as there is a block under it and at least three blocks next to or adjacent to the block under it. This means you could create a 2x2 column of gabion blocks, which makes gabion great for building up landscape or a foundation for your house if you live on a slope. They can not go horizontal. Rammed earth is created by hitting a gabion with dirt on top of another gabion with dirtwith a hammer. This will empty the top gabion and the bottom gabion will turn into rammed earth returning a wooden frame to you. Rammed earth can go up to ten high and can't go horizontal. Timber frame is great for building the structure of a house. It goes up fifteen blocks and 3 blocks horizontal. Same with wood planks. Both of these are great for building large houses but are also highly flammable. You don't want torches or other open flames anywhere nearby. Both Gabions and Rammed earth are more blast resistant that the previous walls making them more fortified. The next tier is when you have access to something hotter than a campfire. You'll be able to make slaked lime by cooking limestone, chalk, or sea shells. This will get you access to quicklime, cement, concrete, cinder blocks, plaster, and cordwood. These are very nice building materials. Lath & plaster, and timber framed plaster, fitted stone. These are just pretty. Some examples of what they might look like.
  25. Slingshot

    This thread is being locked for violation of 3.Spend time making your suggestion worth reading. If you take your time to fully flesh out a suggestion, the developers are much more likely to read and consider it. One-off suggestions with very little thought put into them will likely be ignored. 5.Limit threads to a single general topic. Do not post new threads that contain suggestions that are already in an existing thread. Even if your suggestion is slightly different from the original post of another topic, if it is within the same general category you should post it as a reply to the existing topic with reasons explaining the differences from the OP. The point of limiting threads to a single general topic is to make navigation of the forum easier. The title and original post of a thread should give a new reader a good idea of what may be discussed in the rest of the thread. Please at least use the directory next time. A lot of work has been put into it to keep it up to date and easier to use. Thank you for understanding.