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ciekma

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Everything posted by ciekma

  1. OK, it works, thank you. Probably there was issue because I defined recipe for anvil tier 7 - are you sure that red and blue steel anvils are different tiers? BTW, inf first post, localization description and examples seems to be swapped. EDIT: I added recipe of item obtained by welding two tuyeres - but it is impossible to perform, because I cannot heat up touyeres (and I doubt that anvil would recognize which temperature is weldable/workable). Is it possible to define workable/weldable temperature for other items and heat them, or at least set some NBT on them to make them workable?
  2. Halp Pls boss

    Installation is easy, if you are already using Forge. Just put mods into .minecraft/mods directory. Compatibility is another story. Most important thing is compatible version of minecraft Forge and mod, for example 1.7.10. Water and windmills are provided by Immersive Engineering or Rotary Craft mod, but both mods have also, as you call it, techcrap.
  3. Even without crucible/molds, this mod is very useful and I would like to add it to my TFPP modpack. Just to be sure: if I want to enable recipe for all tiers above 1, I need to define 6 separate recipies? Until now, I found following issues: mods.Terrafirmacraft.ItemHeat.removeRecipe(<terrafirmacraft:Sand:*>) doesn't work (there is still this recipe), however new recipe override old one. I don't see any new anvil recipe in 'plans' gui (I added it and defined localization).
  4. Cooking with TFC (WIP)

    Not strictly related to this mod (maybe you are able to fix it withing your mod?), but why stick cannot be burned in firepit? Firstly, there is plenty of rather unusable sticks in later stage of the game, secondly, sometimes you need just to add a little to finish cooking and whole log is too much.
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Honestly, I never heard about HQM mode before, therefore have yet no idea how it works - is it something for making goals for singleplayer? The main assumption during creating this modpack was use it for multiplayer server (currently I'm testing it on my private server, public server would be announced later).
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Thanks Bunsan, indeed I forgot download link, fixed.
  7. Isolating Silver from Galena, the easy way

    Galena it is not a lead itself, it is PbS and must be heated enough to perform pyrolysis and reduction to lead. And silver is well solvable in melted lead, decreasing temperature of lead-silver alloy won't extract silver (in real life, zinc is used for silver extraction from lead). In TFC, there is Udary mod for silver from galena extraction, which is very useful also in other ways .
  8. What 'Crafting Value' in anvil recipe stands for? Is any crucible or other casting support planned, with custom molds (for example, to make nuggets) ?
  9. Some question from new user

    Hello, I'm new TFC user, albeit I made some forum research, I have still question which maybe are already answered, therefore I started in off topic section. Please, forgive me my bad English language and possibly duplicated questions. I read about issues with Nether, bu I'm not sure, how is a Nether state of art in the actual TFC version? I created portal at 110, got exit above bedrock (probably due to large cluster of netherrack below), but basically everything seems to be work ok, or even better (I can place water from blue steel bucket). [bTW, placing portals above bedrock is a cheating - one can make safe, fast and easy transportation system - is it possible to prevent such abuse?] Why I need to go to Nether? Two reasons - one is challenge, because over-world mobs are very weak (maybe except spider and bear *), I can survive combat even without any armor, equipped only with bronze sword/mace. Secondly, I need some nether items **) for some other mods, for example Railcraft, Rotarycraft etc. Of course, I can use MineTweaker (which need to be used otherwise) and make recipients based on TFC resources, for example crushing Pitchblende to get Glowstone Dust, or heating limonite powder to obtain Blaze Powder (it is not possible to use TFC recipes for MineTweaker, but I can reuse standard furnace*** adding iron grate to its recipe). Another idea is to spawn nether mobs in overworld, in deeply located dungeons, I tried Advanced Spawn Control 0.9.1 but it is not compatible (game crashed). Some other questions: * is bear tameable if fed with fishes, before it ate me? ** are slimeballs obtainable? *** is it possible to produce bricks from clay, without standard mc furnace? Best regards, Maciej
  10. Some question from new user

    Thanks for explanation, I tough that high EVT means low air moisture and high temperature and therefore fast water evaporation, but it is working in slightly opposite way - low air moisture is a result of high EVT, not a reason. Is there additional variable for air moisture, or just EVT is used for that? I'm asking, because I'm thinking about something like body temperature mod for TFC, I noticed some body temperature related functions already coded, but didn't spotted anything about temperature dissipation, which should be proportional to body hydratation and air moisture.
  11. Is it real? MT support for TFC? Splendid, however I must rethink my tfc progressive modpack again :-)
  12. Some question from new user

    But it is used for tree/crops growth modifier or something else? High value means hot and arid climate?
  13. Some question from new user

    Once more question: what EVT stands for?
  14. StellarSky (Not Working)

    I'm using Stellar Sky-0.1.3.5.jar togehter with Stellar API-0.1.1.4f.jar and no effects visible if TFC is loaded. Without TFC it is working fine. Maybe config issue?
  15. Endgame guns.

    I had similar idea with drilling barrel using steel drill (which need endgame steel), of course still drill have limited uses (can be extended by using chipped diamonds improved steel drill). But instead forging barrel from tuyeres, I propose a foundry process - barrel form would be carved from gypsum block (for musket) or two vertical placed gypsum blocks (for cannon) with use of chisel (assuming that 8x8x8 chiseling will be available for TFC2, if not, maybe someone pick this idea for TFC1 mod?) Once barrel form is created properly, it can be filled with gunmetal (red brass) and then solidified, barrel can be retrieved by breaking gypsum block. Barrel durability depend on weapon smithing experience of player, which was casting brass, probability of explosion during shoot increase when gun durability is very low. For proper balance of the game, musket loading should be performed by using crafting grid with empty musket, gunpowder, lead projectile and paper, cannon loading by shift-throwing gunpowder, iron projectile and wool when standing in front of cannon - both with rammer in hotbar (or in left hand in case of mc1.9). Of course both weapons should not shot, if exposed on rain/water.
  16. Tips on moving cows

    logging { S:Level=SEVERE } To avoid log spam, change it not only for smallboats.cfg, but also all other three configs (this mod behave like 3 separate mods).
  17. StellarSky (Not Working)

    Forgive me resurrection of this thread, but I have a question - is it possible to use Stellar Sky together with TFC? I didn't get any crash, it is just not working (standard sky, no time console in upper left corner). Without TFC, Stellar Sky-0.1.3.5 is working properly. with [1.7.10]TerraFirmaCraft-0.79.28.908, Stellar Sky is initializing properly, but seem to be override by TFC.
  18. Crafting Table 2.0

    3x3 crafting grid in player inventory is very convenient, you doesn't need to carry, put and break crafting table endlessly, hope that such feature would be available for TFC2. On the other hand, extended crafting table with extra slots for materials and tools would be great addition. I frequently forgot to remove saw from crafting grid.
  19. [TFC 0.79.17] Lanterns Addon for TFC

    Of course, but there are already oil lamps, and alternative for alcohol lanterns is a good add-on itself. My proposal of refined ethanol derived from NEI mess with plenty of alcohol x metal type versions of lantern core.
  20. TFC+Steamcraft+Railcraft+Immersive Engineering integration pack

  21. [TFC 0.79.17] Lanterns Addon for TFC

    Good job, it looks even better than my favourite Railcraft lanterns. One issue - I doubt that alcohol gained from fermentation is enough strong to be burned. And there is plenty of lantern version multiplied by plenty of alcohols. What about distilling alcohols to Ethanol? Something similar to hootch setup crafted from copper tank, tuyere and glass bottle, placed against fire, would produce distilled alcohol, whch can be used not only for lamps, but also as energy source for other mods.
  22. Full forum requires user account?

    He is talking about limited forum content for non-logged users. Probably it is due to avoid indexing by search engines.
  23. Food + Taste + Hunger

    Standard minecraft already have food saturation mechanics, why not use this together with conjunction of preferred/not tasty food. It is logical, that you can eat everything if you are hungry, but you can overeat only tasty food. Other things bother me: 1. food hydration level - it would be nice to add positive, neutral or negative hydration effect on food, for example fruits would replenish your hydration level , opposite to bread or well done meat. Of course combining food would give mean value of hydration. 2. energy value - if you want to introduce body temperature (I can provide some simple physical models in separate thread, if you wish), different food should have different energy value. This energy is stored in body and used to heat up body. If temperature is low, large amounts of heat are needed thus energy value would deplete quickly, you need to eat energetic foods - fat meat, hot potatoes etc. If temperature is high, energy is still produced (temperature is controlled by sweat evaporation) and therefore you should eat less energetic, cold and juicy food. Now, preparing food which provide all nutrients, is tasty and optimal for habitated environment, would be nice challenge. EDIT: if talking about decay and stacking system - previously I was playing with Enviromine mod, and in my opinion TFC1 decays system is much better than Enviromine, where you finally ended with chest filled with lot of food stack with different decay stage tags. The only two IFC1 food issues were: separately picked food items (wonder how many newbie players quit TFC before they realised, than this food can be stacked in craft grid, or by pressing S), and decay speed depended on decay amount (realistic, but forcing too much micromanagement). On the other hand, some food should not rot at all, for example grains and bread, but bread would turn into stale bread, which cannot be used to sandwiches and have negative impact on hydration level. This would allow to keep black hour rations.
  24. Immersive Engineering + TFC Crossover - WIP

    Thank you for enlightening me, I tough that it works like BC quarry laser, but seems that it works similar to MFR laser and create additional 'fake' ores from nothing, not removing any existing ores? Were readings of mining drill scan just a pure coincidence with propick? Well, on the other hand, excavator is a good solution to add some ores, which are absent in TFC but needed for other mods.
  25. Mechanisms and Mechanical Power

    In my opinion, maybe it would be sufficient to add handlers to power some structures by means of push-pull (RF) or rotational (Rotary craft) energy, and give simple crank for converting push-pull to N*m and vice versa, and wooden bar to transfer rotational energy. In such case, if somebody want, can use engines from other mods, or write own addition with horse/water/wind energy source.