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ciekma

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Everything posted by ciekma

  1. [0.79.29.922] - Crafting The Ages {PVP} {Towny}

    Wooden balustrades inside tower were destroyed by netherrack fire. Apparently there is ReisMinimap mod in your modpack. I suggest to whitelist mods and replace Minimap by Antique Atlas (you may give it for any new player on the spawn). Guns have only few points of damage in single player, I was curious if it is fixed in server settings.
  2. [0.79.29.922] - Crafting The Ages {PVP} {Towny}

    Nice spawn, but tower wooden details catches fire. Are these gun usable? How much dmg they take? In my opinion, Reis Minimap is a not good solution for PVP, you can see other players on the map radar.
  3. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Are you using propick? Kaolinite is really everywhere, in every sedimentary rock, it can be often spotted in mountains or ravines. Graphite veins are spawned in Gneiss, Marble, Quartzite and Schist, see http://wiki.terrafirmacraft.com/Ores_%26_Minerals, you need to look for these rocks first. Today evening I will release new version, with additional graphite drop from Pegmatite (which can be found in Granite layer). If speaking about zombies, their spawn mechanism above surface depend on moon phase, plan your journey wisely and you will travel few days spotting only passive pigmans. By the way, maybe grave mod should be added?
  4. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    It would rather broke balance of the "explore the world" game to have easy crucible. Besides of it, kaolinite is easy to find, because it spawn in all sedimentary rocks, which always are a top layer. Seeking for graphite indeed can be more frustrating, because it occurs only in some metamorphic layers, which can be buried as a second rock layer. For example, I was living near graphite deposit hidden under basalt layer and spotted it one game year later (see "living on the edge" log). I found, that graphite occurs also in pegmatites, so I can add graphite to the granite nested pegmatite drop list. By the way, binary alloys such bronze or brass, should be possible to achieve in Foundry Alloy Furnace, you can make this device even before iron age, if you were lucky to get iron ingot from zombie, so with bronze receipt added you would make bloomery without crucible easier than making fire pits with ore vessels.
  5. Living on the edge

    I run out from nickel, which is important for making black and coloured steel, and for permalloy. Additionally I lost some precious metals due to crucible fail, now I have brown heap of shame in the corner of my factory. Two poor Garnierite mines are almost exhausted, but I have plenty of poor Limonite, so I decided to extract some nickel using anodising vessel. Unfortunately there is small yield of nickel, however such small 1u clumps are convenient to combine with 15 units Garnierite. I went to the west to explore new lands, but I found only salt rock formations, with some Bischofite deposits, but magnesium is not useful by now.
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Nothing, it is just a source for special mod designed for this modpack, I didn't created additional repository for it. When I finish modpack, I will migrate it to the FTB or something similar, without such stuff. By the way, I realized, that there is bug, my liquid metal block (liquid pig iron, liquid carbonised black steel etc) are sucked by refractory hopper, but no liquid appear inside. Other liquid blocks, including those from custom items mod, works fine. Probably I made some mistakes in liquid definition, can anybody look into the TFCPPHMod and help me? Another question - is it possible to force wooden bucket to pick certain liquid? I defined such bucket as liquid container, but it wont work (wooden bucket with oil).
  7. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I doubt it will work with TFC, because this mod rely on vanilla blocks, like coal ore. Currently I'm testing Enviromine, it have gases and air pollution included, you can suffocate in deep caves/mines in presence of fire/torches/lava etc, if you doesn't have gas mask or ventilation shaft. It is a really scary mod, yesterday all my chickens were killed by fallen thatch blocks, when cote roof collapsed due to snow deposited on it...
  8. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Dark nights based on moon phase sound like a good idea, there are already monster spawn rules depending on moon phase. But currently I'm working on Enviromine integration, it is already done but I'm checking possible config flaws.
  9. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Yes, I fixed my two mods (TFC Primitive Tech and TFPPHelperMod) which had same bug originating from TFC mod template.
  10. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Thanks for nailing this bug, yes can be common issue for all mods, which were utilizing this template: terrafirmacraft.com/f/topic/8373-request-addon-devlopment-guide because this bug is inside this template. I will check other TFC mods sources used in this modpack to ensure, that this bug wasn't copied into them.
  11. Primitive Technology TFC add-on mod

    Thank you Bunsan for finding this bug, version 02 from github is corrected one.
  12. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    By the way, there is another parameter, I:yearLength, which is set to 360 in this modpack, in contrary to default 96. Maybe this parameter and above one doesn't mix. There are servers with long year and with time not stopped without clients connected, and from what I know, they works fine. It is even better to have longer year but time constantly passing, you can then estimate when crops are ready and hop on to gather, or when winter passed and seed.
  13. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    There is I:simSpeedNoPlayers in TFCConfig.cfg, maybe this is an issue, try to switch it off. But I didn't touch it, it is default Terrafirmacraft value.
  14. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    It is strange, there was nothing special during last updates, which would be responsible on time issues. There is TFC Too Much Time mod, which change proportion of day/night depending on date (whole day+night duration is still 20 minutes), but I never had any problems with this on my private server. However I was shutting server, when nobody is using it.
  15. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Do you have other mods added? For example TFC butterfly mod, it can cause such errors. Do you have Forge server or Cauldron one?
  16. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Seems that you have outdated TFCPPHelperMod, always purge mods, config and scripts dir and unpack new version. Or use github to organize files automatically.
  17. Preparing to introduce Enviromine into TFPP

  18. TFC: What vanilla resources are and aren't available?

    TFC have almost all vanilla resources replaced, but usually they are using oredict, if your mod is using oredict, it can use TFC ingots instead of vanilla ingots. But there is no vanilla stone, cobblestone, bricks, soil, food, so you probably need to use minetweaker to change recipes.
  19. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Did you read readme.txt? Remove other mods and configs before installation this modpack. Please attach logs/fml-client-latest.log in spoiler, I can't guess what goes wrong.
  20. TFC and RotaryCraft

    I see two issues: 1. Reissa modpack policy - you need his personal agreement to change recipes, 2. biome ambient temperature
  21. Living on the edge

    Back to the log. I crafted additional industrial steam engine, because Foundry Furnace is power hungry and 2x2 boiler produce enough steam for two engines. Second engine is connected to boiler using pipes and produce energy directly to Furnace. Now, with heated up boilers and energy stored in both capacitors I can handle substances demanding high melting temperatures and/or specific heat, such platinum or quartzite sand, or melt continuously large amounts of iron, steel etc. Easy meltable metals demand only renewable energy stored in capacitors. Because modern part of my metalworking plant (Foundry Melting Furnace, Foundry Cast Press, Foundry Infuser and Rolling Machine) is located at the other end of the building, whereas I still need forge and anvil, I placed cheap wooden rails and mounted chest cart on them. Now I can put hot ingots inside and push cart to the other end of the building - it is some kind of foundry transfer car :-) With help of Foundry Metal Infuser loaded with charcoal dust, I can now convert molten Iron into Pig Iron or Black Weak Steel into Carbon Black Steel, but without Bessemer Blast Furnace I still need old good anvil to get high quality ingots. Metal Infuser work autonomously, but very slowly and need constant energy feed.
  22. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I have plans to introduce Environmine mod to this modpack, namely physics (for some blocks not handled by TFC physics), air pollution (forge, firepit, some machines) and sanity (can be recovered by drinking beverages). I have question to users of this modpack - do you recognise that it is good idea? What is your actual performance/fps? any lags? I don't want to make this modpack too heavy.
  23. I'm using WAILA. Maybe it can be considered as a cheat, but it is cheat which use can be justified in such case
  24. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Coke oven walls corrected in version 1.22, I also added alternative method of blue dye for those unlucky to found lazurite: now vanilla lazurite is renamed to cobalt blue and can be obtained by processing waste obtained during nickel from limonite recovery. Industrial Coke Oven is working properly, it take all 3 TFC coals. Maybe you have some config/script messed up, delete mods, config and script dirs and replace them with freshly downloaded ones.
  25. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Redstone wire coil is produced in wiremill, coke oven elements in iron workbench - it should be visible in NEI. If not, maybe you didn't upgraded ihl-recipe.cfg ? EDIT: I messed something wrong, there is no TFCEngineer in repo, I will fix it late evening. EDIT2: corrected and pushed to repo, v.1.21. Also some vanilla dyes production is enabled, for example pink tulip+ethanol=liquid pink, evaporated to solid pink. All users, remember always overwrite mods, scripts and config directories. I had this mod in modpack, but there was severe bug with forge pit, therefore I rejected it. There is leather sack instead.