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gcook725

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Everything posted by gcook725

  1. A public, unlisted Feed the Beast Modpack Pack Code: TFCNewDawn Dawn rises on a new world, a fresh face, a new person. You have awoken in a land of opportunity, awaiting to be molded by your hands as you journey from the Stone Ages to working with steel. Will you be able to bring civilization to the land? New Dawn is a modpack centered around the TerraFirmaCraft mod with several addons and mods included. The goal of the pack is to enhance gameplay while still staying true to the feel of the TerraFirmaCraft world. The two main mods that are featured that are not directly TerraFirmaCraft related are the Ships Mod and Waystones, both of which have Minetweaker scripts included so that they are compatible with TerraFirmaCraft. This pack contains Fastcraft, by Player, enabled by default. Fastcraft enhances Minecraft with increased performance. Bug reports being made directly to Mod Authors should state Fastcraft is enabled. This pack contains the following mods by default: Animal Crate by TaeoG Aroma1997Core by Aroma1997 Automated Bellows Addon by Sladki Better Foliage by OctarineNoise Better Storage by copygirl BiblioCraft by Nuchaz Cellars Addon by Sladki CodeChickenCore by Chickenbones CodeChickenLib by Chickenbones CreativeCore by CreativeMD Decorations Addon for TFC by aleksey_t Dr. Cyano's Lootable Bodies by Dr Cyano Dynamic Lights by AtomicStryker Farseek by delvr FastCraft by Player - Granted Finger in the Wind by Konlii Hardcore Darkness by Lumien ItemPhysic by CreativeMD - Granted Leather Water Sac by Emris_Morath Liteloader by Mumfrey Matmos by Hurricaaane Merchants by aleksey_t MerchantsContainers by aleksey_t MineTweaker by StanH MobiusCore by ProfMobius Not Enough Items by Chickenbones OpenEye by Mikeemoo, boq Presence Footsteps by Hurricaaane Resource Loader by Lumien Ships Mod by Cuchaz - Granted Sound Filters by Tmtravlr Streams by delvr TerraFirmaCraft by bioxx TerraFirmaCraftNEIplugin by Caveman TerraFirmaStuff by Bunsan TerraMisc by Powerman913717 TFC Additions by raymondbh TFC Scales by MiaMia - Granted TFC-Tweaks by dries007 TooMuchTime by dmillerw Udary Mod by Bletch Waila by ProfMobius Waystones by BlayTheNinth
  2. World Gen

    I think the main limitation on world gen is how little overground z-levels there are. TFC has 3 layers of stone, so ocean level is way higher up than in Vanilla Minecraft. This means that many of the elevations are kind of squashed compared to what could be possible in Vanilla or other modded terrain generations. Personally, I would be happy with one less layer of stone so we can have a greater variation of elevations.
  3. Food decay & preservation

    See, I never noticed this because there were always so many crops everywhere anyways.
  4. Food decay & preservation

    I think Bunsan mentioned in another thread experimenting with randomly respawning things such as berry bushes seaweed. Perhaps could be extrapolated to crops to some extent. For example, you can have a very small amount of crops spawn at world generation than usual and have new crops spawn very slowly overtime. That would drastically reduce the amount of crops you find when exploring the world, but would allow you to still find some, and would also give some incentive to hunter-gatherer lifestyles for a bit longer early on since crops are initially more scarce, but will slowly, randomly respawn.
  5. Food decay & preservation

    I'm not sure if I'm remembering this correctly, but wasn't there a config option for TFC which lets crops die out if not harvested in time? They already die in cold weather as well, so not so immortal if you're in a temperate or cold climate. Either way, a config option would be best for that so server owners can determine how unforgiving they want the game to be.
  6. Food decay & preservation

    I like the food expiration concept, but perhaps instead of decaying away, if you eat a food that has "expired" past the given date, you have a chance to make yourself sick (exponentially increasing each day). This would mimic real life more accurately, since I could conceive of eating foodpast its expiration if it "looks fine"in a survival situation if food is scarce, but if I had abundance then I wouldn't risk it. For example, 1 day after is 10%, 2 days after is 25%, 3 days after is 50%, 4 days after is 75%, and 5 days after is 100% chance of sickness. Sickness could be a hunger debuff (similar to vanilla hunger) and mining fatigue debuff over a long period. Possibly with random bouts of the nausea debuff. It would give a sort of risk-reward factor. Additionally, would save on processing power since you would only have to check the expiration of the food item when its eaten, instead of daily. I agree on combining stacks will set the expiration to the earliest expiration, as it would cause rot from one item to spread more easily. I feel expiration dates on unpreserved foods should be relatively short compared to the rot system in 7.10 TFC. 1 week for fruits,meat and dairy;2 weeks for veggies, 1 month for uncut grains; 6 months for cut grains and flour. Different preserved foods have specific expiration dates based on preservation type and independent of food type. Main downside is figuring out how this would work with "basic" preservation methods such as freezing/chilling or putting food in pot. I think making a separate "frozen" item and "thawed item" is best. Frozen has a 6month expiration, thawed is only good for a few days. Unpreserved food becomes frozen when placed on a rack or shelf for 12 hours inan area whose temperature is freezing, and thaws after a day whenever not in a frozen area.
  7. Simple "playability" changes.

    Even beyond clay, there isn't any reason to settle a dry location. Its ugly, there are hardly any trees,fresh water, tall grass to cut into straw, and (I think) there is a lowered chance for crops to spawn. That is on top of the lack of clay. In a historical context, this is also true. Civilizations are built around access to fresh water. If we wanted to give a reason for people to settle in dry lands, there would need to be a good reason to settle there instead of somewhere else (for example, different animals, special plants/herbs, etc.) that can only be found/grown in that locale.
  8. Submit Questions for FAQ

    I'll move my suggestions and discussions to a new thread. Some questionsforyou guys then. 1. How open are you to suggestions? 2. What are some things you may want to improve upon/change in the game after finishing the port? 3. What ideas do you have for using the dual-wield system that is in Vanilla Minecraft now? Hammer and chisel in one hand. Require some tools to be only used with nothing in the offhand (i.e. 2-handed). Etc.
  9. Shield Concept Art and Discussion

    How are you looking for things to be formatted? A new topic for textures, or just post in this thread?
  10. Its something I'm planning on doing once I get some more testing done with the modpack.
  11. I gave a quick test to make sure the recipes worked fine and during that test no wooden blocks fell while creating ships. As Bunsan has already said, wood doesn't fall in TFC, or at least if it did in the past, then it doesn't anymore.
  12. You can download the pack by downloading the FeedTheBeast Launcher and opening it. Once in the application, click on Pack Codes and input the code provided in the OP: TFCNewDawn
  13. I will be using this mod in my New Dawn Modpack which I am working on getting posted as an unlisted public mod on the FTB Launcher.
  14. [TFC 0.79.29.922] TerrafirmaPack

    Share Codes don't seem to be working for some reason. Not sure if this is an ATLauncher issue or not since Share Codes are working for other modpacks. The Share Code is Az8g0bjQ. When this code is used it will select ALL mods even though I deselected the following when installing the instance: Damage Indicators Dynamic Lights Opis MapWriter VoxelMap JourneyMap AutomatedBellowsAddon UdaryMod TFC-Additions TerraMisc TFC Railcraft Compatibility BetterStorage-TFC TerrafirmaStuff TerrafirmaPumpkins TFC Wells Another issues I've found is that the instance doesn't seem to install properly when you attempt to install JourneyMap. I've downloaded installed it manually after the initial installation of the instance by using the Edit Mods feature in the ATLauncher though and it worked fine.