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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. I would like to present my recent work - TFC Progressive Pack ver. 0.8 - 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:
  2. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Permalloy ingot can be achieved from Foundry Metal Caster, or alternatively from IE Arc Furnace. I see no conflict with invar, Permalloy is Nickel with some Iron, invar opposite. Thanks for nailing cutters bug. it is corrected in version 0.92.
  3. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Sorry, we are not supporting pirates here. BTW, new 0.91 version is available, I fixed missing carpenters script file, which I forgot to commit before, and there are some minor tweaks: grease is more scientifically accurate and easier to achieve (from soap, oil and graphite, no more malachite needed), liquid dyes from Decoration mod have alternative recipes, methanol is a byproduct from ethanol distillation.
  4. [0.79.28+] TerraFirmaStuff

    I suppose, that TFC Blue bucket is for lava and red one is for water just for better recognition of empty/full bucket.
  5. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    New version 0.90 is available: I removed Peter mod (because it causes forge problems) and added Carpenters Mod. Carpenters blocks require ,impregnated wood, except slope block which have alternative recipe for those, who want to make simply shed but are not yet advanced to get creosote or olive oil. PS. for those familiar with git-hub, I recommend to stay in touch with my modpack using this system for version control.
  6. Exactly, I poured liquid bronze from vessel into rod mould and get unknown item from udary mod with damage 3, but if you can't reproduce it, it may be interference with other mod, I will check it today evening. EDIT: I deleted all TFC-related add-ons (TerraMisc, AutomatedBellows, TFC-Tweaks etc), but I still have item.Rod Mold.nam with appropriate damage (for example 5 in case of black bronze) when pouring bronzez so the rod mould.
  7. I accidentally poured bronze into rod mold (it looks similar to chisel mold) and got not-existing item texture and name. Is it possible to fix this issue? From my point of view, the best solution is to provide proper images for molds filled by bronzes, because I'm already using other metals for rods.
  8. Smithing takes all the fun out of this mod

    I agree, that smithing can be frustrated for beginners, I was frustrated either, especially when forging meltable copper/bronze tools, but now I can achieve final product faster, even without any calculations, just intuition - it is awesome, that this system demand real experience, not just bonus numbers, to get items quickly. Anyway, button 'accurate with bonus+experience gain/close enough without bonus and experience' would be good idea.
  9. Charcoal Problem

    Dig it with shovel.
  10. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I'm trying to keep number of mods relatively low, because this modpack is intended to use for multiplayer server and should be not so much resource hungry. Therefore chisel 2 is not considered to include, there are already chiseled blocks in TFC. But carpenters blocks mod is worth to consider, because I plan to include Traincraft or Rails of War mod (still both are not stable at this moment, so I need to wait), whenever train mod would be included, both are 'smooth', have diagonal tracks, therefore require less 'cubic' blocks to use with.
  11. Living on the edge

    I discovered giant sinkhole full of dangerous creatures right under my house. I don't feel safe here anymore, time to move away, much to many lava fissures around, lot of ravines, no place to build advanced industry. I explored some neighbourhood, in south direction I found only some scattered islands with kapok trees, in west direction there is deep ocean, which can be dangerous threat during stormy night. In east direction there is another shale rock island, similar to my habitat, I found outflow of brown crude oil - it can be useful in future, but the most wanted direction is a north - with lot of magnetite, and chalk and granite rocks. With rest of iron I constructed musket - I thought it is worth to have modern weapon, but finally I lost both musket, black steel pickaxe and armour, during attempt to collect more spider silk strings for my new bed. Bed luck.
  12. 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.
  13. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    You mean these modpack launchers? My modpack is not supported yet, you need to insert its contents into .minecraft folder manually.
  14. Seems, that pewter metal mod is responsible for mess with forge pit:
  15. [SOVED] items vanishing from forge pit

    Seems that it is not issue related with TerraFirmaCraft itself, rather pewter mod interfere. Everything is all right after removal of this mod.
  16. This post has been automatically generated from a form submission. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?: Yes Topic Title: items vanishing from forge pit TFC Version #: Forge Version #: SSP/SMP: Single Player Have you deleted your config files or are using default configs and are still able to reproduce this bug?: No Changed Config Options: saplingTimerMultiplier=8.0 yearLength=360, additional ores spawning Do you have any mods other than Forge and TFC installed?: Yes Other Mods Installed: TerraFirmaProgressivePack If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: I do not have Optifine or a non-forge server plugin api installed. Crash Report: Description: Items inserted in forge pit (both heating and spare slots) are vanishing after save/load. Additionally, this forge lits itself for a while without any coal inserted. Another forge pit is working properly. Affected forge can be found in following save: (230MB) where is located at position 0, 145, 10355
  17. [SOVED] items vanishing from forge pit

    I found following error in the fml-client-latest.log: [Server thread/ERROR] [FML/]: A TileEntity type com.bioxx.tfc.TileEntities.TEForge has throw an exception trying to write state. It will not persist. Report this to the mod author java.lang.RuntimeException: class com.bioxx.tfc.TileEntities.TEForge is missing a mapping! This is a bug! at net.minecraft.tileentity.TileEntity.func_145841_b( ~[aor.class:?] at com.bioxx.tfc.api.TileEntities.TEFireEntity.func_145841_b( ~[TEFireEntity.class:?] at com.bioxx.tfc.TileEntities.TEForge.func_145841_b( ~[TEForge.class:?] at [aqk.class:?] at [aqk.class:?] at [ms.class:?] at [ms.class:?] at [mt.class:?] at net.minecraft.server.MinecraftServer.func_71267_a( [MinecraftServer.class:?] at net.minecraft.server.integrated.IntegratedServer.func_71217_p( [bsx.class:?] at [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer$ [?:?] Additionally few lines above there was [14:10:21] [Server thread/WARN] [Waila/]: Catched unhandled exception : [class com.bioxx.tfc.TileEntities.TEForge] java.lang.IllegalArgumentException: Empty string not allowed
  18. MT Scripts for potions in TFC

    Harm potion are scaled, regeneration/health potions are not: Therefore one should consider better balance between them, harm potions should be more expensive/harder to obtain. In my TFPP modpack I actually changed it, harm potions need glowstone from pitchblende, which is rare mineral, whereas healing potions need only some berries, beverages and base potion.
  19. Thanks to the recent TFC update and JaWolfe mod for Minetweaker compatibility for TFC I can present Minecraft scripts for crafting potions in TerraFirmaCraft. Instead of brewing stand (which is not craftable due to lack of blaze rod, even if craftable, there is no components for brewing and due to lack of API, there is no minetweaker support for brewing recipes), with use of Minetweaker scripts, you can make potions from berries and beverages (positive effect potions) and mushrooms, spider eyes, rotten flesh macerated in vinegar (negative effect potions). Splash potions can be created by melting bottleneck in firepit. Only first tier of potions can be created this way (the one exception are healing/regenering potions). Extended/improved potions can be created with use of brewing stand, if Blazes are spawned by means of any external mod. They are too powerful to be created only from TFC items. Glowstone can be grinded from pitchblende, fermented spider eye by sealing spider eye in vessel/barrel with water, awkward potion by sealing full stack of brown mushrooms in vinegar. Prerequisites: TFC 0.79.29 (previous versions have very weak negative potions) MineTweaker 3.0.10B for Minecraft 1.7.10 [TFC 0.79.28] TFC Tweaker - Minetweaker compatibility for TFC Now you can create potions.zs into .minecraft/scripts directory: I managed to use items, which are hard to achieve (full stack of berries is required for crafting) or are not renewable (mushrooms) . There are following potions groups: positive effects - healing, needs Rye Whiskey and Wintergreen Berry, regeneration - needs Rum and Bunchberry, these are weak potions and therefore full stack of berries produce 3 potions; Tier 2 potions need additional ingredients. positive effects - fire protection, after macerating full stack of Snowberries in Olive Oil; positive effects: powerups - swiftness, night vision, strength and water breath - needs beverages, berries and additional more or less magical components like redstone or glowstone. negative effects: weakness, slowness, gained from macerating mushrooms or full stack rotten meat, respectively; negative effects: , poison, harming, crafted from awkward potion and other ingredients. Important note - aggressive mobs, except bear, are immune on negative splash potions. EDIT: feel free to use part or whole code in your modpack or other creations, it is public domain.
  20. MT Scripts for potions in TFC

    Yes, it can be issue with TFCcooking, replace mushrooms with flowers or something safe.
  21. MT Scripts for potions in TFC

    It is working fine for me, full stack of mushrooms and at least 1 bucket of vinegar should give bottle of potion after 24 hours. Are you using any modpack? Maybe something interfere?
  22. Living on the edge

    Cherry trees turn to light violet, when I started hammering. They turned red (at least I can balance my diet) when I was ready to make 16 ingots of blue steel - just for first anniversary of founding first settlement here - it took me 360 days from stone age to blue steel, however I spend many of these days exploring other lands. I made blue steel anvil and also blue steel hammer - it was not vise idea - one blue steel ingot left, I should rather make blue bucket. Amounts of bismutine around my house would be enough to make Keifeng Tower from blue steel, If I had another resources - but I run out from iron ore and flux, my magnetite and limonite mines are also almost exhausted, time to shift to another land. I melted black steel anvil and make few red steel sheets for crafting red crucible, I used also black steel to expand my ingots holder, they were also used to create engineering table. Red crucible together with mold case can produce ingots, nuggets and plates directly, without tedious blacksmithing, but need heat source underneath other than forge pit. Without blue steel bucket I had no opportunity to use lava pool, but pottery kiln was enough to heat this crucible and make some nuggets and brass plates - I will use them for steam boilers. Time for some industrialization!
  23. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    It is corrected in latest 0.77 version. Or you can download missing mod from this page: EDIT: version 0.78 is available. gaseous ammonia was removed because was duplicated by new version of ihl mod, new method of filling transfer ladle via metal caster.
  24. Currently there is 10 pieces of salt/fertilizer from each bucket. It would be nice to have number of items per bucket defined in config file.
  25. PvP TFC?!

    Much to many rules. It wont work even if only trusted friends are playing. Simply you need claims for team base. Use either Forge Essentials mod (admin can set groups members and group protected area) or Territorial Dealings mod (it is simply mod, you claim chunk using claim document item, these items are uncraftable in TFC (need vanilla gold) but is good feature - admin can give such paper for each team, and teams can claim their base where they want - but cannot abuse it and claim many chunks around other base. By the way, I always put precious items in well hidden chest. The only risk is that I can forgot where this chest was buried