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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."


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Everything posted by ciekma

  1. Living on the edge

    No, modern facilities also need charcoal (alternatively they run on coke), they are just more efficient and need less attention. Energy is needed for melting metals such iron or steel to press them into moulds. Windmill and waterwheel provide constant flow of energy, which can be stored in power bank and used when needed. PS. next report after my return from trip to USA.
  2. 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.
  3. Living on the edge

    Next brick in my technology wall is the Metal Infuser - it is primarily used to infuse coal dust into liquid iron or weak steel, with liquid pig iron or high carbon black steel as an result. This method is less ore resources hungry than traditional TFC way, however it is power hungry. Therefore I placed next power generator - windmill, and connected second wire to the capacitors farm. Now I have two ready-to-use capacitors which are constantly loaded by water wheel or windmill, if I need more power, I can heat up steam engines.
  4. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Yes, it is rare drop from zombie farmer:
  5. I would like to present my recent work - TFC Progressive Pack ver. 1.11 - 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 this 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) this modpack attend to be relatively small and compact. List of all mods included in modpack (underlined bold are mandatory mods involved in modpack 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:
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Great, please announce it on forum. Unfortunately I will be offline this month, so I cannot participate.
  7. Primitive Technology TFC add-on mod

    I was trying to make jute bag as portable containers, but unfortunately my java knowledge is too bad for such task (and whole minecraft slot system is weird). But I pushed new version with fixed twig heat description.
  8. 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 Slingshot throwing stones Source:, licence: GPL Download v.1.0.0: Modpack policy: granted. Changelog:
  9. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Most of mud is cleaned up, in August I have plans to visit US and watch eclipse, after vacations I would try to run test server. Remove mods which should not be on the server side, as is described in OP.
  10. Living on the edge

    Back with report transmission. Similar to first engine, but much more amplified problems arose with industrial steam engine - it took plenty of time an fuel to heat up, but give much to low energy to melt iron or steel. I installed second energy bank and appropriate switches, now Foundry Induction Furnace can be powered from one or both capacitors, and heated up engine can spare its energy in capacitor, once melting is done. Because winter is coming, I went again to the south to gather some crops and during this trip discovered some salmiac and malachite. Sadly no bauxite yet.
  11. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Version 1.11 was pushed to the github. My newest TFC Primitive Technology Mod is integrated into this modpack. Additionally, I created special mod to handle my modpack. Thanks to this mod, several issued is fixed and some optimization is performed. Better liquid support - wooden buckets for creozote and oil, blue steel buckets for molten steel, black steel alloys and pig iron, red steel bucket for hydrochloric acid and leached uranite, removed buckets for gases. Some liquids and gases are harmful. New Transfer Ladle - easier and safer to use - when placed, will try to skip molten metal vertically, always in direction of player view (not just north, as it was before). If thre is no free space (chimney) below ladle, it will spill metal horizontally. Molten metal can be solidified with water. Transfer Ladle cannot fit into TFC chest and if filled, must to be transported on the back. For sake of existing games compatibility, old empty transfer ladle still exist and can be crafted into new empty transfer ladle. New ore generator - instead of custom items generator for additional rare minerals, I implemented generator for hot spring fissures and lava fissures which can occurs below deep sea bed (in regular TFC there are none fissures for this biome). These additional abyssal vents are relatively rich in stibnite, pyrolusite, fluorite, salmiac and prismarine, according to the wiki page. I hope that it improve speed of new chunks generation (previous generator was blindly seeking for hot water/lava blocks) and bring some additional fun with seabed minig (there are few tools for exploring sea bed: Anchor Heels and Rebreather or Scuba Helmet or water breathing potion). Block properties mod removed - it is no more required as I can fix these thing using my helper mod. If you are updating modpack manually, remove this mod (or its config files) to avoid crashes. Some recipes were fixed, namely all Foundry soft molds recipes should keep prototype.
  12. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Is it possible to fix this bug by re-registering these fluids? (I have created my own mod for handling this modpack) Fortunately it is rather graphical bug (and decrease of tank car capacity), it is not possible to make fraud of liquid quantity even with unloaders. Where is says about limewater? Both previous version and current one was designed to work only with potash liquor. Limewater is too easy and therefore would make modern paper press obsolete.
  13. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    1. I cant reproduce it, it show me proper values: 1000/32000 (the latter one is a total capacity) 2. railcraft crusher is disabled, because it randomly add strange recipes. Use quern or IE crusher to get crushed pitchblende, proceed with barrel or ore washer and further as is shown in the last chart: Ps. I'm finishing helper mod for this modpack, there will be update soon, with improved liquids support and ore generation.
  14. [TFC 0.79.29] Cellars Addon

    There is no need to have light (monsters are not spawning at cellar floor). Additionally, TFC light have usually fire origin, thus should not be used in cellar. I'm using dynamic light mod configured for TFC torches, torch in my hand is sufficient to give temporary light. I prefer to build whole cellar as the second floor above kitchen, for easy access to the ice bunker.
  15. stability parameter?

    How are the rules for stability parameter generation? To be more specific: can be stability==false in case of Deep Ocean? I want to add rare fissure world generators to Deep Ocean, but have no idea if there is any sense to have it stability dependent.
  16. Just Another Spawner

    Check my modpack github.
  17. Kyruxst's Terrafirmacraft Server (reboot)

    I'm playing sometimes, nice server, some time ago I found vein of rich garnierite.
  18. Primitive Technology TFC add-on mod

    Coloured jute clothes are good idea, because currently there is not possible to have coloured leather armour in TFC. Food without decay is overpowered, but I can consider very slow decay of grain or flour stored in jute bags. I have no idea, how to code bags on horses, but currently you can place TFC chest on donkey.
  19. Primitive Technology TFC add-on mod

    Good idea. For example bag which act similar to vessel, have larger number of slots (8?), but accept only small short light items, for sake of game balance (for example rocks, but not blocks). Usually, during long trips, inventory is spammed with various stuff like seeds, crops, nuggets, berries etc, such handy bag would be more convenient than barrel which must to be mounted/dismounted whenever need to be accessed. In case of mining, it would be more convenient to toss rocks directly into bag instead compressing them and putting into vessels.
  20. Primitive Technology TFC add-on mod

    Ups, I uploaded source instead of binary version. EDIT: upload fixed. Newer version have config customization options for disabling some parts of mods.
  21. Improved PVE

    In my modpack, I used MobProperties and Just Another Spawner mods to change mobs behavior: periodic raids with mobs type depending on moon phase (one night with huge amounts of standard zombies, another with heavy armoured creatures, some nights with peaceful zombie pigmans, etc). some precious drops added burning monsters spawn block of dirt/cobble or fire upon death - it can ruin your fence or trench. Unfortunately, there is no easy way to change AI. But if it is possible by means of mod code, it would be much more immersive to provide intelligent hostile mobs which can break blocks, spawned if island is not conquered, instead of plain block placement ban.
  22. Decocraft help

    You need to read minetweaker manual, write appropriate script and put it into the script folder. Tip: use /mt hand command to check name of item while holding it in hand.
  23. Decocraft help

    You mean clay knapping recipes? Use TerraFirmaCraftNEIplugin-1.7.10- mod
  24. item damage in shapeless ore recipe

    Och, here it is. Bunsan, thank you for the answer, I added my handler and it works fine now.
  25. I'm trying to make TFC add-on, but get stuck at problem with recipe which should make tool damage instead of consuming it. My recipe looks as follows: GameRegistry.addRecipe(new ShapelessOreRecipe(new ItemStack(TFCItems.Stick), new Object[] {new ItemStack(ModItems.itemWoodenTwig, 1, 0), "itemKnife"})); unfortunately knife is consumed instead of reused/damaged. I checked TFC code, similar code was used and tools are treated properly, any idea what is wrong with above?