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ciekma

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Everything posted by ciekma

  1. Immersive Engineering + TFC Crossover - WIP

    I'm trying to use TFC and IE together, because these IE multiblock structures fits nicely into TFC look@feel. In IE config I turned all ores off, and put terrafirmacraft name in excavator priority, but excavator return 'classical' stone embedded ores instead of TFC ores. (I checked with propick and seems, that these ores match propick tests and nuggets appearance). Is it possible to fix such issue? IE have some MineTweaker handlers, but not for excavator. On the other hand, such excavators are not so precise in comparison to manual pickaxe, maybe I should leave it as it is, remove furnace recipes and use crusher to get metal dust or small nuggets?
  2. [Solved] cart with chest?

    It was not my intention to blame anybody for outdated wiki content, I wanted just to clarify the current state of art. I want to run TFC together with some 'progress' mods, like Railcraft, but I don't want to mess with TFC mechanisms, probably I will just minetweak Railcraft cargo cart altering its recipe usage to TFC hopper. Even if cargo cart would break some TFC storage rules, it would be enough expensive (and limited by filter rule) to justify it.
  3. [Solved] cart with chest?

    On the wiki there is a statement " Just like in vanilla, minecarts can be combined with chests to create a minecart with chest", but it is not possible to craft such minecart with TFC chest, and minecraft chest is not available. Is chest minecart available in TFC in other way than just enabling vanilla chest (which would probably break food decay and item placement)?
  4. [Solved] cart with chest?

    http://wiki.terrafirmacraft.com/Crafting_Differences#Minecart
  5. Future of Building in tfc2

    Are those ore veins vertical or rather horizontal? I played with Custom Ore Generation+Harder Ores or Enviromine, with physics turned on, and I enjoyed 'experience of mining' in case of huge horizontal veins, with clash of feeling safety and greed instinct (should I leave this pillar of rich ore or risk collapse of whole cavern?) Nevertheless, I didn't suggest, that both layers should have similar thickness - upper layer would be thinner. Additionally, some stone types would have different hardness, and therefore require better tools to efficient digging (for example, bronze pickaxe is good for breaking chalk, but would break if heavily used to dig into basalt layer. Darmo, thank you for this comprehensive summary, I read these articles and very like overall idea with 'level up' islands. By the way, my idea with two layers, if bottom layer requires higher tier of tools but have rich ores, would give point to travel back to previous island to explore it better, instead linear scenario. Only one thing bugs me out: "Before an island is pacified, building/living there should be impossible." Somebody suggested, that it would be not possible to place blocks, something like spawn protection? I hope it is not true, because it would be a very bad feature. I would expect rather that mobs will be enough smart and poverfull, to overcome my base, for example use ladders (or even place own ladders), breaking blocks etc. Did I said about two stone layers with different hardness?...
  6. Future of Building in tfc2

    Well, diameter of 4k of same rock it is approximately 1 giga of same type of rock, in my opinion it is a leap backward if compared to current vanilla minecraft with different types of stone Why not allow to have at least 2 layers of rocks, depending on biome type and (geo)logically distributed? For example some type of top sedimentary rock and bottom metamorfic rocks, separated by layer of underground water pools, or top volcanic extrusive stone and bottom intrusive one, separated by underground lava pools. Additionally third layer bonus would be available in case of high mountains.
  7. Thanks for update, I'm testing it right now. If talking about bucket, I would suggest bucket (for example black steel bucket) which can pick up fresh water and convert it into vanilla water, which is necessary for some mods. Currently it is possible only if vanilla iron bucket is enabled, and works only with salt water. But vanilla bucket break game balance (and it is weird to put salt water into steam boiler).
  8. Cross-Mod Weapon/Armor Compatability

    Thanks Bunsan, all these musket thingies are packed into Brass Piston (steamcraftCrafting) with additional metadata (I hate using these feature in such way). OneWolfe, this old topic was currently excavated, probably FSP firearms option was added after AdamantEarth question. Another issue is water conversion, but using vanilla bucket on salt water return vanilla water (I added blue steel to vanilla bucket crafting recipe). EDIT: water issue was fixed in Flaxbeard's Steam Power 0.29.0 update.
  9. Cross-Mod Weapon/Armor Compatability

    Forgive me digging in this graveyard and resurrecting some zombies, but I'm trying to minetweak Flaxbeard steamcraft mod to be compatible with TFC, for example to use TFC materials/tools, and get stuck with changing Flinstock musket recipe (I need to put some tuyere into). What is a name of Flinstock, barrel and woodstock items? I didn't found any candidate in minetweakers names. If talking about topic, currently there is config option to adjust muskets/pistols firepower, so there is no more issue. 50x multiplier seems to be well balanced.
  10. Standard tucker bag is fine for me, reinforced tucker bag seems to be overpowered, and there is no option to disable reinforced and keep standard one. Never mind, I can use Minetweaker to disable reinforced bag receipt. PS. what do you think about obtaining Sylvite from hot springs water on evaporation pan? After all, Sylvite is a typical evaporite mineral.
  11. Mobs, Ages, Cavemen, Heat, & More

    I like idea of hostile NPC, but friendly NPC seems to be out of scope of TFC, and hard to be code properly (see dumb vanilla NPCs or lot of Milllenaire or Helpful Villagers bugs). Aggressive bunch of NPC equipped with leather armour and stone age weapons, with player stats, seems to make nice entertainment, if spawned randomly (rather large raid style with few months period than some units daily). Adding ability to use ladders/doors/trapdoors would give enough challenge.
  12. Yes, in this case you need to tame them and breed, and then catch baby animal to transport. In fact, I'm using this bag only to transport chickens, all other animals are spawned nearby.
  13. Very interesting mod. I don't recognise evaporation pan as a kind of a cheat, its use is limited to the hot biomes (which is believable). Maybe you would consider adding extraction of some minerals from hot water (for example fertiliser or flux - geothermal water is highly mineralised). Drying mats works also good (however there is small glitch with bounding box, sometimes I got stuck when trying to run over this mats). Tucker bags seems to be overpowered to me. I already decreased ability to carry only small gems by ordinary bag, but see no config for reinforced bag. In my opinion, standard bag should carry only birds and young pigs and sheep, reinforced bag should carry adult pigs, sheep and young cows, horses, bears, without capability of holding adult horses etc large animals (not sure, if such limitation is even possible from programmers point of view?) Ore breakup - excellent idea, wonder why it is not included in TFC itself. Alloy calculator - convenient tool, however I didn't reveal it to my daughter, she still making math proportion exercises
  14. Some question from new user

    Thanks for explanation. By the way, such thick layer if rock doesn't seem to provide any qualitatively harder level in exploration, even with bronze pickaxe it is possible to dig hole down to bedrock. I have no clue, how MC modding works in terms of terrain generation, but if is is technically possible, maybe you would consider (for TFC2 of course), to keep standard ground/ocean level but add some layers of water and lava, between top and medium rock layer? Additionally, sedimentary rock would be soft (easy to dig), metamorphic and extrusive hard, and intrusive very hard to break. Not sure how it is currently, but I didn't observed noticeable difference. Back to flux theme - finally I discovered chalk island. Now flux bottleneck was uncorked, but I don't need leather armour anymore, when I can make copper one. Real leather liming process need any alkaline solvent, ancient methods commonly uses potash from ash instead of modern calcium hydroxide. To consider for new version: fire pit produce ash in one of its slots, if leafy tree logs are burning, ash can be used for alkali bath for raw hide processing, as an alternative for flux solution. Surplus of ash must to be removed from fire pit, otherwise it would not burn if full stack of ash is collected. Other uses of ash are: fertiliser (only one nutrient) or glass production.
  15. Some question from new user

    I don't understand idea behind 'waterworld style' generation - small archipelago surrounded by huge ocean - travelling across ocean is very tedious, especially due to retarded chunk generation. If there were map storage purposes behind such approach, why ocean bed is such thick? And how to seek another archipelago (I know about 8000m rule, but in which direction)? I have idea of another ocean biome - very deep ocean (so called 'abyssal plain'), with thin, single ground layer. In this case, standard 'deep ocean' would be generated around land (continental shelf) and indicate, that there is mainland nearby. Still I did not found any flux source. It is very annoying bottleneck - no leather, no anvils... At least, these stalagmites should drop some limestone rock.
  16. I also tweaked this mod recipe: recipes.remove(<punt:item.punt>);recipes.addShaped(<punt:item.punt>, [[null, <terrafirmacraft:item.SinglePlank>, <minecraft:string>], [<terrafirmacraft:item.stick>, <terrafirmacraft:item.Brass Ingot>, <terrafirmacraft:item.SilkCloth>], [<minecraft:boat>, <minecraft:chest>, <minecraft:boat>]]);recipes.addShaped(<punt:item.punt>, [[null, <terrafirmacraft:item.SinglePlank>, <terrafirmacraft:item.WoolYarn>], [<terrafirmacraft:item.stick>, <terrafirmacraft:item.Brass Ingot>, <terrafirmacraft:item.WoolCloth>], [<minecraft:boat>, <minecraft:chest>, <minecraft:boat>]]);recipes.remove(<whitehall:item.whitehall>);recipes.addShaped(<whitehall:item.whitehall>, [[<minecraft:wool>, <terrafirmacraft:item.Rope>, <minecraft:wool>], [<terrafirmacraft:WoodSupportV:*>, <terrafirmacraft:item.Wrought Iron Sheet>, <terrafirmacraft:WoodSupportV:*>], [<punt:item.punt>, <terrafirmacraft:planks:12>, <punt:item.punt>]]);recipes.remove(<hoy:item.hoy>);recipes.addShaped(<hoy:item.hoy>, [[null, <terrafirmacraft:ArmourStand>, <terrafirmacraft:item.SilkCloth>], [<terrafirmacraft:item.Rope>, <terrafirmacraft:WoodSupportV2>, <terrafirmacraft:Fence:10>], [<terrafirmacraft:item.Black Steel Tuyere>, <whitehall:item.whitehall>, <terrafirmacraft:item.Red Steel Double Sheet>]]);#additionally I have minecraft wool block crafting defined as 9 wool cothesGenerally it works fine (but you need to set log level to SEVERE in all 4 configs for this mod). Unfortunately I found strange bug: if Hoy is placed at the ground, it permanently block firmanent. I would rather stick with cuchaz mods, but with high ship tiers very hard to obtain.
  17. Boats and Ships

    I just realised, that gems can be used to selectively activate teleporters. Depending on gem type*, you can activate teleporter in different directions (not sure, if you plan to make cardinal directions or hex one) depending on gem quality (size), you will jump to nearest teleporter or hop over few ones. Additionally, drop more gems if you need to carry heavy luggage, as mentioned above. *diamonds and emeralds should not be used, because they are commonly used for other mods.
  18. Boats and Ships

    Maybe teleportation cost should depend on mass of items carried with player? It is similar concept with IC2 teleporters, but within TFC, you have know exactly mass of almost all items, additionally, 'real' teleportation need to anihilate mass in certain place and create it in other - it need horrific amount of energy. Because TFC, unlike IC2, is not a high energy related technic mod, maybe some magic should be involved instead? For example, you need to sacrifice some rare items, more carried weight require more items (and/or experience points). Sufficiently advanced magic is indistinguishable from modern technology
  19. Some question from new user

    Rather swimming. I generated many worlds and still there were islands, maybe it is due to the high sea level. In currently played world I visited more than 10 islands, and still see only andesite, chert or dacite. Maybe those sedimentary rock are buried under water? Or covered by solidified magma?
  20. Flowers to mark the location of ores.

    Any TFC1 mod involving these: http://technology.infomine.com/articles/1/1650/indicator-plants.geobotany/indicator.plants.aspx would be very appreciated. Unfortunately, existing OreFlowers doesn't work (AFAIK, it is because TFC ores aren't included in ore dictionary).
  21. Some question from new user

    @Darmo, thanks for explaining etymology of vanilla phrase, it reminds me, when my wife drag me to expensive bakery, arguing, that they have above 60-ty ice cream flavours, and finally she ordered vanilla one Clay brick are available for TFC, if vanilla furnace is enabled, either by TFC config or Minetweaker. I only wonder, if it is not messing something up. @Kittychanley, thanks for your comprehensive reply. I will stick in overworld with nether components recipies tweaked to use TFC resources and/or try to spawn TFC-nether creatures in low parts of overworld by means of MobProperties mod (any spoilers, what I should put into json files, are appreciated) or command block. Once more question: where to find sedimentary rock to produce flux? I checked some islands, and all rock near ground level are either andesite, basalt or chert, where are calcium-rich any? Is it just bad spawn/seed of my map?
  22. Excellent work. I was curious, why TFC is focused on melee/armor tiers, when ranged weapons are almost untouched (and those round rock instead of flint?) I just started to learn java (which is painfully for someone, who natively speak Fortran) to give a try and wrote some projectile addon, but there is already one. Pity, that you are no longer developing this project. I had idea to add 'archery' or 'marksmanship' skill - you would get points, if your projectile hits target (mob, player, or special target block - thaw+marker), these points depend on projectile range (which must be not less than 10 blocks). Draw power and projectile velocity is randomised (slightly for javelins, more for bow), more skill give less randomisation, expert skill allow critical hit for full draw. Not sure about crossbow - maybe different loading time depend on skill?
  23. Some question from new user

    Thanks for the reply. There are already TFC Nether monsters - you can check it in creative mode, there are different (duplicated) spawn egs, and those latter have TFC strength. Unfortunately, portal always lead to the top berock, but thanks to creative mode, I lurked into Nether - there are standard overworld creatures -creppers etc. Not sure, if those TFC Nether monsters are prepared for Nether, or are intended to spawn deeply underground? I noticed also TFC Slimeball. Is there any TFC compatible mod, which allow to define spawn of those monsters? I know about chisel, but what about red standard minecraft brick (BTW, what is 'vanilla' stand for?). Assume, that I will enable standard furnace (probably good idea to modify its recipe adding with iron grid, to disable it at the early stages). Does it disturb TFC gameplay in any terms? I checked quickly, that it is not possible to cook meal or smelt ores or even glass, only red bricks from clay, and coal coke from wood.
  24. Flowers to mark the location of ores.

    Before I discovered TFC, I played with Custom Ore Generation mod, which spawns rarely located large resources clusters, instead of standard evenly scattered. Once cluster was discovered, it gave opportunity to build mine, transport solutions etc., but it was very hard to found any. Therefore I added OreFlowers mod from Harder Ores pack, and it was good idea. Please note, that this mod is not a simply 'cheat', gives sometimes 'false positives' - it is spawning ore indicators even if there is no ore nearby. I think, that both methods - flora indicators and prospector pick, would work nice together, especially if rarity parameters are set to low. Unfortunately, OreFlowers are not compatible with TFC (it spawns everywhere only uranium indicators), I hope that it is possible to fix (I will ask OreFlowers author), or would be considered to include in TFC2.