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Found 6 results

  1. [TFC 1] - Food - Crock Pot

    Hi Cavemans. I ll do my best to be clear, i'm not english, i am french. I haven't any skill in coding, so i can't do it by myself, this is why i request your help to make this CrockPot addon possible. Name: Crock Pot, meals creator. Introduction : It's a new block/items, looks like mix between crucible and Foodstation. It releases Wrought Iron tier Meals that resplendish better your hunger bar, restor little life and some effect (depending of complexity and rarity of ingredient) It adds also diversity to the game, i'm french as i said before : I love eat epic meal. Mechanic : You need to make a CrockPot block, by add Wrought Iron2 Pot + Wrought Iron Lid2 in your crafting slot. It's needed to be put on a firepit or a forge. Right click on the crockpot block to open UI Put in liquid (Fresh water, oil, alcohol, milk...), ingredient (30oz slot), epices1 and Storage item like bowl or stick for the meal Launch cooking and wait the time requiered Get the meals Eat and enjoy. Repeat.1 : Only if we implement new wild crops : Thym, ChillyPepper, Pepper, and others. 2 : Make them in a forge with sheet, recipe available below. User interface : 1- Crock pot icon UI (it changes function of open/close) 2- Remaining Liquid 3- Temp ° 4- Ingredients recipe, 1 slot = 30 Oz 5- Food obtained 6- Launch Cooking button 7- Misc Storage (bowl, stick, etc.) 8- Remaining time Crock Pot Block recipe : Crock pot = Wrough iron Pot + Wrough iron Lid Wrought Iron Pot Wrought Iron Lid Meals Recipe : They aren't random combinaison like sandwich, pre-determined food recipe as don't starve with sometime few ingredient possible. I don't give any value for hunger, only heal atm. In progress...
  2. So i'm an avid fan of immersion, and TFC is the best mod for that, with the realistic generation, activities, and enhanced survival compared to almost every mod out there, but recently I've been shown another mod that has another kind of immersion. Although still incomparable to TFC, this other mod, Plant Mega Pack, adds 234 plants spanning every single biome, 47 flowers of all kinds of variety, 50 aquatic plants, and 27 crops, of which 9 crops are aquatic. This level of immersion goes hand in hand with TFC, and if it were to have recipe changes and tweaks that would set it even more in the world of TFC then just there and giving vanilla items, this would make Minecraft feel the way countless people would enjoy. But immersion can go a step further, as there's 2 sides of wildlife, and what would do TFC better than more animals to populate the world? Perhaps a little easier to accommodate, Mo' creatures has a surplus of animals for every corner of the world with all walks of life, from the deep oceans to the highest mountains, and every biome between. what can help a starving survivalist more than 5 additional sources of protein to hunt? Mo' Creatures is the type of mod that has its foot already in the door, as DrZhark's horses have been in Minecraft since 1.6 snapshots as far back as April of 2013!wowThat extra step into realism and variety is enough to almost triple the play time of any session with much more to explore! I personally wouldn't know where to start or what tools to use to connect these ends together for a more unified circle. I'm not a mod developer, and i'm only a beginner at programming, my knowledge is limited compared to the dynamic intelligence and dexterity of the people here improving the mod and feel of the game.
  3. So i did a general search on the forums and came up with nothing other than a brief mention of the mod i made a while back. Most of ProjectRed is not nativley compatible with TFC mainly due to ore gen for things like ruby, peridot, and sapphires. (yes i know that some of the ores themselves are covered by ore dic, but the plants dont gen) as well as most of the recipies require vanilla stone for the circut plates. i would make and addon to fix this myself, but im not good with minetweaker or coding. if any one would like to step up to bat i would be ever so grateful. thanks for taking the time to read this.
  4. lock chest

    Good day. I am 4 years keep server minecraft recently became interested in the mod TFC, before heard about it. My project has a small feature - no privates areas. Always treated plugins logblock and LWC. But, unfortunately, does not write log logblock chests, LWC, can not see the chest.Tell me how I can solve this problem. Maybe there is some kind of an extension to the LWC, or other events to protect the chestsMaybe somehow tablets can be...Sorry for my English
  5. Hello, I bring here this suggestion for edible mushrooms and their cultivation, that i know it has been suggested at least 3 or 4 times in the suggestions forum, but i thought it would be nice to bring it here so someone with the knowledge and productive enough could "outsource" it. Now mushroom cultivation consists in cultivating mushrooms (duh) in a suitable environment (aka a decomposing mulch, very humid environment) and the use of manure, which I won't include amongst my ideas since the developers seem to be grossed out by it. So it begins: My first idea consists in soaking cut logs (with barrels this could create conflicts with tannin, and idea i had to avoid this is soaking the logs for less than 8 hours, anything more than that turns the logs into tannin if they're of the kind used for tannin) and placing them in a moist, low light environment (like a cellar or under a tree). This could be done with a log pile block, place your soggy logs on the ground and when you've placed enough a GUI is unlocked on the block, allowing to drop your mushroom into the pile so it grows by spores like it would in a forest. The progression for this block would be something like this: Darker log pile ---> Same log pile with little mushroom-colored spots on it ---> Log pile with small mushrooms growing ---> Log pile with fully grown mushrooms, the process should be pretty quick, like a month or two since mushrooms are very fast growing. When harvesting, the player opens the log GUI and gathers all the mushrooms and leaving the pile of logs alone again so more mushrooms could grow. Another (and more "modern") idea I had for this is, instead of logs, you use soak straw inside a barrel/vessel, place said soaked straw on the ground like you would with a thatch block (This is, IMO, the most viable option since soaking a log inside a barrel could conflict with tannin, a way of circumventing this could be setting the time for the log to "soak" to something like 4 hours, more than that time and your log either disappears or turns into tannin), and the same process with the soaked logs takes place. Yet another idea I had for this was, instead of using a whole mushroom as a "seeding body", the mod could use spawns, which are, basically, a culture of the mushroom's fruiting body (or mycelium) on grain or straw. The method I thought for this is soaking cereal grain or straw with water inside a barrel/vessel, then using said soaked stuff to fill up a vessel with it, adding a cut up mushroom (could be done with a crafting grid recipe, something like a bowl - mushroom - knife, so it doesn't conflict with decay trimming and the weight dividing mechanics) and sealing it for X amount of time for the mycelium to spread around that mulch. When it's done (in a few days I guess, shouldn’t take too long) you get X quantity of spawn, which could either be used with the soaked logs or the soaked straw blocks. Mushrooms could be classified as vegetables for TFC purposes, I don't see a point on making a new food group for it, and their flavor could be affected by the place they grew in i guess, like the kinds of logs, temperature and environment. Also they could be grown on any season/environment as long as they're underground and are not exposed to snow. So, to finish this: As most things in life, the exact time when mushroom cultivation began is uncertain, the earliest WRITTEN accounts date from around the 16th century, when a French farmer began growing edible mushrooms in the waste stuff his melon farm left, also there are accounts of the Japanese cultivating mushrooms in rotting, water-soaked logs around the 16th-17th century, but mushroom cultivation could be FAR older than that, since many ancient civilizations (Like the Romans, Ancient Chinese, Celts, Germans, Slavs, amongst others) really liked eating and using mushrooms for medicinal purposes, IMO this mod could fit well into TFC. Disclaimer: All these processes have been simplified to a degree, fungiculture is actually a complex activity that requires sanitizing both the mulch and the spawns, but like everything in TFC, this should be more simple than it’s real life counterpart (like metallurgy, tanning and brewing for example).
  6. So, I'm not much of a programmer, nor have I ever made a mod, etc,etc, but I'd like to work on a mod for TFC that will be similar to , and would love to have a bit of help with it. I already have a few ideas for it: Barrels will allow for composting into dirtsomething along the lines of actual composting methodsidea 1) sealing plant material with water [easy to execute]idea 2) having high nitrogen (green stuff) and high carbon (brown stuff) in an open barrel [not sure how to execute][*]addition of SkyloniteSkylonite dirt does not fall (?)Skylonite dirt is made from compostingSkylonite gravel holds all ores + gems[*]Reworking of hammershammers can brake stone into gravel, etc, etc.[*]using barrels of water and dust [*]adding config option for void world there are a few things I'd like to iron out (concept wise that is) How to "sieve" out rocks/etc?how would one start off?what should the starting equipment be? So, yeah, any input/etc would be awesome. Again, new to modding, inexperienced in programming, and mostly full of ideas. Anyway, let me know what you guys think, etc, thanks!