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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

ciekma

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Everything posted by ciekma

  1. Thatch Placement Bug

    Are you trying to place it in water? BTW, consider update of TFC and Forge.
  2. I would like to present my recent work - TFC Progressive Pack ver. 1.31 - extension of technology, transportation and weaponry beyond TerraFirmaCraft lifespan. Mod pack contents are /mods, /config and /scripts directories, which must to be unpacked into .minecraft directory (I recommend to purge these directories prior to unpacking) The main modpack assumptions are: no ore duplicates, TFC ores and items are a core of the modpack, other mods uses TFC resources extensively. additional tech. mods are fully unlocked on advance of TFC tech. chain (crucial items and blocks of post-TFC mods need end-game TFC materials) most of receipts are altered by Minetweaker scripts, NEI use is strongly recommended some vanilla items are unlocked, but need advance into TFC tech tree (for example vanilla furnace need iron) diverse mob strength and spawn conditions, valuable drops from rare strong mobs ingame manual/diary List of all mods included in modpack (underlined bold are mandatory mods involved in modpack crafting receipts, italics are client side mod): Wiki is hosted here Some images: Known issues: Important notes: Please do not hesitate to point me any bugs or problems. Modpack contain readme file with all mods author credits listed, hope that I met all license stuff correctly. Please note, since ver.0.4, modpack hosted by github. Download link is here: https://github.com/Wahazar/TerraFirmaProgressivePack
  3. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Also check TFPPHelper mod, should be v.04
  4. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Seems that you forgot to update mod folder. Delete tfcprimitive mod v.02 and replace with v.03
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    New version 1.34 is available. Besides of new TFC Primitive Technology mod and some fixes and recipe tweaks, I changed simple Achievements mod to Achivements Books mod - the latter one works properly on SMP, each player can have own diary, not a common one. For those wondering how to make ship block, IHL manual book is not craftable, but is added to zombie engineer and zombie messenger drop list. Such approach is to avoid players making long bridges from cheap tiny ship blocks, which can levitate (not only a cheat, but also would lag a server). No need to wipe worlds, just type /nml confirm on server start.
  6. Primitive Technology TFC add-on mod

    I can consider faster draw or/and higher damage, but I don't want to ruin game balance. I assumed slingshot as simple cheap "hit and run" weapon rather than strong offensive weapon, the main clue is to use it against skeletons, when melee weapon is not accessible (skeleton is in water or deep in a cave/ravine), because skeletons are immune on arrow/javelins. But I'm not asking about ideas, rather how to code it and keep mod simply, without messing with ASM. My idea is to extend firestarter and flint&steel class to force creating custom firepits. Such firepit would explode if water block is detected nearby. Not sure if it is possible (I need to check how often firepit is updating itself). Such approach would help to fix other problems, for example TFC firepit doesn't accept straw or other materials. Also production of ashes would be more natural, just as a side effect of the wood burning, instead of strange "heat up a twig".
  7. I proudly present my first mod for TerraFirmaCraft: Primitive Technology Mod, which is attempt to fill some gaps in TFC recipes thus brings following features: Base potash liquor Alternative processing of the raw hide Ancient method of paper making Ceramic bricks Slingshot throwing stones Wooden club (primitive mace) Improved arrow recipe Source: https://github.com/Wahazar/TFCPrimitiveTech, licence: GPL Download v.1.0.x: https://github.com/Wahazar/TFCPrimitiveTech/tree/master/TFCPrimitiveTechMod/versions Modpack policy: granted. Changelog:
  8. Pit kiln not lighting (solved)

    Press Q key.
  9. Pit kiln not lighting (solved)

    Try harder, there is only a small chance to catch fire from single firestarter action. Or just drop one torch on pile. It is easier.
  10. Living on the edge

    Fortunately I found normal Garnierite vein and was able to prepare more amounts of improved steel. I started preparations to build railway line between my north and south proprietaries. Bridges must to be strong enough, because blocks can fall down. Meanwhile I decided to expand my factory, I underestimated how much place is needed to operate all devices. I decided to left small patio surrounded by buildings, instead of one large square building, which would cause some issues with roof collapsing.
  11. Living on the edge

    I would like to share my adventures during trial run of my TerraFirmaProgresivePack. This game is in pure survival mode, no cheats/creative/peaceful helpers (the only cheat is Reis Minimap with radar enabled, but I need it to control custom spawning of creatures). My creations are rather ugly, because I was focused on their functional purposes (and trying to survive). I chose to play seed 8324927933154456079, with spawn located in subtropical acacia jungle. It was rather hard to survive, especially because spawn was located at the top of a trees - it hurts! There was very thin layer of soil covering basalt or shale solid rock, therefore I was unable to dig trenches. I cut some trees and run along the beach seeking some drinkable water. I found a pond adjacent to hot springs, not fat from the sea and with some lava fissures nearby and spectacular lava fall. Spot was located near the edge of the acacia jungle, wood-less plains and mountains extend in a north direction. There was also clay, but thin layer was exploited quickly and give no possibility to make cover up - therefore I panicked start to throw some logs here and there, creating small, ugly shelter just before dusk. Making temporary shelter from logs was not a good idea - i takes some time (and many stone axes) to disassemble it later (using log heaps and thatch blocks is a batter solution, if you have a little more time), but least I had safe place to make stone tools and pottery. The only animals were pigs and chickens. With fireplace I was able not only to prepare food, but also use ashes to make dirt base liquor, which allow me to prepare leather, unfortunately acacia had no tannin for finishing leather. This wood had also too low temperature to melt sand. I decided to make excursion to the north. I don't have many pictures from the beginning, because I was trying to survive.
  12. Primitive Technology TFC add-on mod

    According to thehttp://terrafirmacraft.com/f/topic/10172-mining-is-difficult/ topic: I already changed rock hardness in my TFPP modpack, because it is strange, that granite or basalt is softer than coal. I like idea with crushing rock with heat, I want to utilise it in my PrimitiveTechnology mod, for example if water is flushing a firepit, small explosion is created. It would help in initial stages of the game, especially in servers, when players are frustrated because all nuggets are exhausted, and they can only look helplessly at exposed ores. I'm not sure how to code such feature. Make special bucket which can be used to flush TFC firepit, or create custom fire starter and custom firepit, which can detect flowing water? Meanwhile I released v.1.00.03 with ceramic bricks and wooden mace added.
  13. Maybe this is your answer:
  14. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    No need to wipe, I'm still using my old worlds in SP and MP.
  15. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    After many days of testing and tweaking, I present new version of TFPP: 1.30. Two new mods are introduced: Hardcore Darkness and Enviromine. Hardcore Darkness make real black darkness during new moon or in caves, no gamma cheating. But thanks to the Dynamic Lights mod, no need to put torches everywhere, you can carry torch as portable light, you can also drop torch to enlighten cave or ravine bed. You can also use Hard Hat as portable light source, very convenient during mining when you cannot keep torch in hand. Enviromine brings some challenges to the game: Sanity decreases, when was hurt or exposed to the monsters in dark caves, it will recover during day if you see open sky, you can also drink alcoholic beverages or lemonade to recover your sanity (remember, don't overdose alcohol). Air quality decreases, when fire sources, lava or engines are located in enclosed room/cave/mine, if depleted, you will suffocate. You can improve air quality using respirator or placing leaves blocks/saplings. Vertical shaft to the open sky also helps a lot. Block physics affect most of blocks, except TFC igneous rocks, glowstone, vanilla logs (made from olive soaked TFC logs), reinforced foam, railcraft metal platform and some multiblock machines. There are following tiers of block endurance, which affect maximal span of bridge, roof or other hanging structure: 1. sand-like (log pile, pumpkins) 2. loose - 2 blocks span (thatch, cobblestone and smooth stone walls, vanilla cobblestone, mud bricks, clay) 3. average - 4 blocks span (ordinary wood planks, road bricks, sedimentary rocks, smooth stones) 4. strong - 8 blocks span (olive or creosote treated wood planks, stone bricks, vanilla bricks and wool, carpenter blocks, TFC logs, metal structures, concrete etc). Rules of thumb is: cheap/easy bocks are weak, expensive are better. Here is an example: f from bottom left to top right: cobblestone, arched cobblestone, wood planks, arched wood planks, logs, olive treated logs, chalk stone, concrete with different configurations. Note, that above spans in tier list are for single lane of blocks, wide/thick structure is stronger. For example, thicker bridge can have larger span between supports, and making arches would save some building material: Of course Enviromine physics is not applied to the block already handled by TFC physics, such gravel, cobblestone, dirt, and ignenous rocks. I tested it both in singleplayer and multiplayer mode and it works fine.
  16. [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.
  17. [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.
  18. 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?
  19. 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.
  20. 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.
  21. 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).
  22. 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...
  23. 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.
  24. 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.
  25. 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.