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ciekma

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Everything posted by ciekma

  1. Lit pumpkin is overpowered

    Jack'o'Lantern is overpowered in comparison to extinguishable torches, oil lamps, terramisc candles etc. In my opinion, light level should be much lower - not only because of game balance, but due to believability - torch inside pumpkin should give only little light. In my modpack, I changed light level of pumpkins to 8 and seems that is is optimal value - it still give some ambient light, but torches, lamps etc are much more bright. I removed also retrieving pumpkin by breaking (you know, it is spoiled empty pumpkin). Because it is low chance to have it fixed for TFC itself, I recommend for servers admins to use BlockProperties mod - it is server side mod, where you can change properties of given blocks - durability, light level,drops etc.
  2. Living on the edge

    Indeed, in original TFC coloured steel is necessary only in case of PVP multiplayer, lower grade gear is sufficient for singleplayer against mob only. This modpack have more variety of mobs properties, some are rare but require more advanced weapons and protection. And of course coloured steels are not final product, only a gate necessary for advanced machinery and power generation. Thanks to the survival game described here, I can tweak whole modpack to ensure, that recipes are well balanced and not flawed. Back to the report: I returned again back to my ugly shale south base, to retrieve crops, and dig out remains of rich haematite and graphite, and again take some oil for grease. I discovered, that fence used for keeping chickens is not working properly - now hens are walking inside my base triggering doors floor plates. Meanwhile I dug out some peridotite rocks and achieved some minerals: olivine, serpentinite, garnets and little amount of chromite. During way back I finished bridge above sea bay, now way between bases is shorter and railway link can be established in future (however I need plenty of steel to do that). Once back in the north 'Swallow nest" base, I was able to finish my first modern industrial facility: small steam engine with internal boiler and foundry Metal Caster. Primitive alloy furnace is able to pour tin and other alloys with low melting temperature into Refractory Container, therefore I can make now copper rods and tin gear bushing much easier than tedious forging at the anvil. But making iron and steel parts is still tricky: I need to pour molten metal from ingot mould into Refractory Container, some metal is lost, some remains in mould. Anyway, at least I got steel gears needed for Metal Rolling Machine, which can precisely roll one ingot into metal plate, thinner than these sheets forged from double ingot, but with similar functionality, or even better - together with rivets, rolled metal plates can be used for construction of tank or boiler walls. Because steam engine is heating up very slowly, and wasting energy when heated but no more needed, I went to the north, where galena deposits were spotted, and with use of lead plates and impregnated paper, I constructed energy capacitor. Now steam engine is loading energy bank, which is connected both to the Metal Caster and Metal Rolling Machine, so there is no need to make steam for each rolling or casting process.
  3. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I'm running this modpack with 1GB allocated, but it works acceptably, probably thanks to the Linux operating system (ubuntu 14.04). I tried it with 32-bit Windows XP, and indeed, after few minutes of game framerate start to choke, and finally I got memory heap crash.
  4. Lit pumpkin is overpowered

    Of course lighting torches every day is annoying, therefore you have long lasting olive lamp or never lasting lava lamp. Candles from TFCMisc have also almost 1000 hours of durability. But I see no reasons to make olive oil or blue steel lamp, or even bother with candles, if you have simply pumpkins doing same thing or better. In my opinion, light level 8 is optimal for pumpkins - it give permanent ambient light enough to comfortable walking and orientation (especially if moody brightness or optifine is used), but to get rid of monsters, either oil/lava light sources must to be used, or chunk protection would be active. Permanent alcohol lanterns from Decorations mod are harder to achieve than pumpkins, but still easier than oil/lava lamps, therefore its light should be reduced to about 11. It is not due to realism (however torch in pumpkin or alcohol flame give little light in real life), it is just a gameplay balance.
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Seems that 500 MB ought not to be enough for anybody Try to increase maximal memory assignment to 1 GB using java parameter :-Xmx1G I'm using this parameter for my old laptop with 32-bit java and it works for this modpack, of course 2GB and 64bit java is recommended for smooth gameplay.
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Try to start minecraft again, attach report if failed.
  7. Climbing

    What about climbing skill, which can be increased whenever player is climbing. There is chance to fall down while climbing. The largest climbing skill and health is, the lower probability of fall accident.
  8. Lit pumpkin is overpowered

    But what is a reason to make oil and oil lamp, or candles from TFCMisc mod, if you can have simply pumpkin with a similar bright level. In my proposal, I'm not banning pumpkins, just setting light level lower - it can be still used for convenient indistinguishable light, similar to redstone torches.
  9. Living on the edge

    With help of the semi-automatic blast furnace I started to collect steel sheets and other elements required to build metal caster and rolling machine. I used also brass plates casted with red crucible to make small boiler for first steam engine. With use of bronze tub, I dissolved suet in limewater and achieved some soap. Together with graphite and oil it gives source of grease alternative for slime balls. Meanwhile I finished first floor of small castle and built shed for chickens.
  10. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Yes, it is even less expensive than original one - equivalent of 3 brass ingots, instead of 6, of course require forging and drilling, but this work can be simplified using rolling table and metal caster.
  11. Finding rock salt is driving me insane...

    In medieval times salt was very expensive.
  12. Finding rock salt is driving me insane...

    Yes, under categories there is explanation, where certain rock types are spawned. Because all rock can be spawned on the top layer, and salt rock as sedimentary ones can be only at the top, it is easy to calculate chance of salt rock, because there is 21 rock types total. In case of flux, there is 4/21 of spawning calcite rocks at the top, and additional 1/13 of spawning marble as the middle layer.
  13. Finding rock salt is driving me insane...

    Which information? If you ask about probability of certain rock type, it is explained here: http://wiki.terrafirmacraft.com/Stone BTW, my mistake, not 1/15 but 1/22 of salt rock probability, because all rock types can be spawned as the top layer. In case of calcite rocks, 4/21 i.e. 18%
  14. Try shut down minecraft and run again.
  15. Finding rock salt is driving me insane...

    There is 1/15 chance of rock salt spawned in certain biome, therefore you need travel a lot. Or just install Udary mod, in such case you need travel far to south to use evaporation pan.
  16. Weapons, sheats, and ranged weapons

    Strange, that nobody allow to throw stones, like snow balls, in TFC1. Maybe it can be fixed in TFC2. Of course only minor damage and no knock-out can be taken for sake of game balance.
  17. Living on the edge

    I returned to the south, to pick crops and fruits. I found also underground cave located very deep, under the beach near south base, and acquired some slime, which is useful to make grease for pistons. Unfortunately I forgot to take ladders and when I was climbing up by means of cobblestone pillar, something knocked me down. I tried to recover my belongings making parkour at attached planks, but I hit ground hard again, and again, finally I dug gutter to the sea to provide soft landing. I recovered some items but then was attacked by cave spider, and swam with saltwater. Finally I lost many tools, armour, crops and other precious items. It take me lot of time to make some basic bronze tools, return to the north and restore all needed iron-grade tools. Meanwhile it started to snowing in the north, I finished walls and windows of my factory, but making sloped saw-tooth roof require loot of creozote-treated wood and glass. Initially I covered only one quarter of my industry facility with saw-tooth roof with skylights. I located here iron bloomery, forge with blue steel anvil, standard furnace and pottery furnace, blast furnace expanded to 3 levels with automatic dispenser assembled at the top of it, automatic bellows installed at the bottom, and additional forge for heating crucible for recovery solidified pig iron. Now I can produce steel more effectively. Meanwhile, creozote and charcoal is being produced in coke oven.
  18. Glass works

    Melting temperature of pure silicon dioxide is about 2000K, it means white*** hot in TFC terms, obviously impossible to obtain in fire-pit. You need to add some flux, to lower melting temperature. Therefore, it is theoretically possible to use fire-pit obtain glass from quartz sand mixed with lime, but such glass is not transparent: https://pl.wikipedia.org/wiki/Szk%C5%82o#/media/File:Moldavite.jpg I propose to introduce some glass tiers (I assumed, that crucible will work similar to TFC1): 0. Melting ordinary sand in fire-pit, like in TFC1 - produce block of ugly and almost non-transparent glass (it provide some light trough, but no view). This kind of glass cannot be used for crafting glass panes or bottles, and doesn't replace vanilla glass block. Breaking such glass would give nothing. 1. a. digging up quartzite sand (can be found below soil covering lake beds or below soil in some biomes with pine forests b. sifting quartzite sand trough sieve (made from burlap cloth or something similar) to obtain pure quartzite sand item c. adding 3 pure quartzite sand + 1 flux to crucible heated above orange temp., provide 3B of liquid glass, any dye added would make coloured glass. d. ceramic (one use) or steel mould in crucible output slot would give vanilla cubic glass item/block (but with vanilla methods for glass pane and bottle disabled). e. stick in crucible output slot produce glass globe with cost of 500mB , if it is sufficiently hot, can be crafted with hammer to 8 pieces of so called 'bullseye' flat glass cylinder, or with any tuyere to 1 glass bottle. If glass globe is cold, using hammer would produce glass dust. Glass dust can be thrown back into crucible (due to obvious programming reason, breaking coloured glass should produce no dust). d. Glass bullseye with some lead ingot/wires can be crafted into lattice window frame, which can be placed at inside, outside or at centre of the wall. Not sure what about coloured glass, if it possible to make mosaics (from programmers point of view)? There is already 'tall doors' mod, which offer similar approach: http://i.imgur.com/jj0MnSk.png 2. 1 B of molten glass (metal bucket required) can be poured into pane filled with molten tin. If this pane is heated between dark red and red, you can use diamond cutter to obtain vanilla glass panels, each panel use 100mB of liquid glass and 1mB of tin. Of course, the above method principles were taken from a modern Picklington float glass production, but you can imagine, that Venice maestro was able to invent similar method some centuries before. Additionally, glass panels can be crafted together with 4 planks into window frame, which can be freely aligned to centre or side of the wall, unlike vanilla glass panel. Summary: new blocks: quartzite sand, unclear cube glass, lattice glass, floating tin pane, new items: hot/cold glass globe, pure quartzite sand pile, glass dust (produced by breaking clear not coloured glass block or glass globe), cube glass moulds.
  19. No, put bucket with fresh water into fire pit or forge.
  20. Curious As To How Feasible A TFC Modpack Is

    It depend on how much you need to modify. If you have java programming knowledge, you can make mods supported by TFC environment. In other case (like in my modpack case), you can use minetweaker and minetweaker TFC helper mod for changing recipes, of course you need NEI and TFC NEI port in your modpack to show new recipes. But there are some constrains, for example crucible or pottery kiln recipes cannot be changed, but many of other are fully supported, please refer to:
  21. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Version 0.95 contain newer version of Immersive Engineering mod, new items: insulator sections and molds for IE connectors, and some recipes was tweaked.
  22. Is Flux nothing more than Calcium Carbonate?

    Flux is general name for metal flowing agent, in case of TFC it can be both borax or limestone (the latter is used for smelting only, for soldering you need borax, ammonium chloride, zinc chloride or quick lime - the latter one is just a product of lime calcination is blast furnace during smelting). It is just simplified and generalized. BTW, in real life cryolite is very rare mineral and nowadays is synthesized from fluorite. I provided such option in my modpack.
  23. Living on the edge

    I dismantled steel and blue steel anvil, bloomery doors and whole blast furnace setup, leaving only iron anvil and one crucible, just in case. Forge room is still crowded even with dismantled facilities. Started moving to the north in summer, it took me three journeys back and forth to move most of the equipment and resources. Well, living in a south is not so bad (not counting dying from dehydration and a heat stroke), plants are growing fine, however food is constantly decaying when leaved on the table, I need to focus on technical aspects, not cutting rotten parts of food, therefore I moved far north. But I desperately need horse, iron horse or other mean of transport. I chose strategically located place between ocean and large lake, the north outpost founded last winter is located nearby, in north-east direction. I decided to build small castle for habitat at the top of the hill, and large factory building at flat clearing nearby. I fenced also place for crops, fruit trees and animal husbandry (bunch of cows was already waiting here). It took me 2 weeks to transport belongings to the new place, and 2 months to organize and sort items, search for lost items, collecting materials... I lost industrial barrel with 12 buckets of creosote oil (not sure if it was placed somewhere , and spend another month gathering materials for coke oven. Tree leafs turned brown, and I still doesn't have roof above my factory or floor in my castle (I also lost somewhere in transit my white ceddar logs and can't memorise where these trees grown).
  24. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Thanks for testing, indeed there should be paper instead of wooden support. It is corrected in 0.94 version, I tweaked also grease recipes.
  25. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    OK, now I get your point, I forgot that it is liquidstack and therefore recipe is ambiguous. Same situation with rose gold and electrum. In 0.93 version I changed permalloy recipe to nickel and steel, it is advanced alloy and therefore deserves more advanced resources. Rose gold is removed from alloy mixet, it can be still done by melting TFC ingot.