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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."

Search the Community: Showing results for tags 'Trade'.

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  1. This addon allows trade using TFC containers. The main idea is that player can setup warehouse at location and then setup one or more trade stalls that allows to trade goods from this warehouse. The main advantage of this addon comparing to others trading plugins and mods is that it allows trade using TFC native containers (chests, log piles and etc) How to setup warehouse and trade stall: 1) It is required to build warehouse as you usually do this (place chests, log piles and etc) 2) Then place here new block "Warehouse" which marks cube 7x7x7 with center in "warehouse" block as warehouse area 3) Place new "Stall" blocks at the place where you want to trade. "Stall" allows to specify which warehouse is using, allows to specify prices and allows to do trade operations. "Stall" should be placed not far than 10m from "Warehouse" block. 4) "Warehouse Book" is used for linking "Warehouse" and "Stall": a. Make "Book and Quill" item b. Go to "Warehouse" and right click it c. Put "Book and Quill" to the slot d. Click "Sign" button 5) Go to "Stall", right click it and place "Warehouse Book" to the "Warehouse" slot When book is placed here - then "Stall" is considered as privated by player and only this player can change prices in the "Stall" It is allowed to sell/buy items only when "Warehouse Book" is placed in "Stall". At the top of "Stall"'s GUI panel is shown name of the user who put (owns stall) the book. If "Warehouse" block is destroyed - then book(s) signed in this warehouse are considered as non-valid and should be re-signed. 6) If you want to trade heavy/large items (such as anvil, bellows, crucible, large vessel, barrel, wooden doors) which could not be placed in standard TFC container, then Storage Rack block should be used. How to specify prices in the "Stall": 1) Right click it (stall should be non-owned or owned by you) 2) Then put to the appropriate slots "price" items and "goods" items It is working in the same way as with usual containers with exclusion that items which you put to the slot not removed from player's hand. 3) Since food is measured in "oz" but not in items - then "Stall" is working with "oz" as well. "Stall" is working with 10oz as 1 item - i.e. if you right click with food item on the slot - it will add 10oz of the food to the slot. 4) If you put "Warehouse Book" in the "Stall" - then right to the "Goods" slot will be shown sum of all accessible items in the warehouse. For usual items will be shown number of items, for food will be shown total weight (minus decay). 5) If you want to specify limit on how much Stall could accept "Price Items" from player then click "minus" symbol and enter required value. Zero or empty value means that limit is absent. How to trade: 1) Right click on the "Stall" (or Sneak + Right click if you owner of this stall) 2) Click slot under "Goods" to buy specified item(s) 3) "Stall" will check if trade allowed (player has enough pay items, warehouse has enough goods to sell and enough free space for pay items) If trade is allowed - then goods will be moved to the player's hand and pay will be moved from player to one of warehouse containers) Note: "Stall"/"Warehouse" is not adding automatically new containers (log piles or ingot piles), but it could extend existing ingot pile or log pile and remove log pile or ingot pile when all items are sold from the pile. Vessels, Barrels and Food How it works when some small vessels present in warehouse: 1) Small vessels are working as usual container - payment item could be put into the small vessel by the mod 2) Small vessels are the highest priority containers for the food - this will be the first place to where mod will try to put food 3) Small vessel will be visible for Stall if it is stored in Chest, Barrel or Large Vessel How barrels and large veessels are working: 1) Goods stored in barrel or large vessel are visible in Stall only if container is not sealed (exclusion is pickled food) 2) Pickled food is always visible in Stall even if barrel or large vessel is sealed 3) Barrel or large vessel could be used as storage for payments only if these containers are not sealed and there is no liquid in them Money, coinage: Starting from 1.0.22 it is allowed to mint coins. Process of minting is based on Hammered Coinage How to mint coin: 1) Craft Trussel, Anvil Die and Flan(s) 2) Make Trussel as active item and right click, will be opened window that allows to specify currency details: - Name is specifying currency name. - Die matrix is specifying what will be shown on the coin. - Weight is specyfing how much coins can be made from 1 Flan. 3) After all parameters are specified - click Create button (this information cannot be edited later) 4) Place vertical log block in location where you want to have Anvil Die block (block for minting) 5) Take Anvil Die item to the hand and right click it to the top of the log block - will be created Anvil Die block 6) Right click Anvil Die block and mint coins: - Put Hammer at the top slot - Put Trussel at the next slot - Put Flan at the next slot - Click Mint button 7) If you need to look Trussel info or make copy of the currency to another empty Trussel - then take Trussel to the hand and right click Coinage rules: 1) Each currency has unique key - this means that if someone will create Trussel with the same name, die and weight as yourth - coins made using these Trussels are not the same. 2) The only way to make Trussel which could make "the same coins" - is to make copy of this Trussel as described above. 3) Coins made using the same Die but from different metal - are considered as different coins 4) Flan (and thefeore coin) could be made from any metal or alloy of 0 - 5 tiers. 5) Trussel or Anvil Die could be made from any metal or alloy of 1 - 6 tiers. 6) Coin can be minted only if used Trussel and Anvil Die are made from the metal where tier of this metal is larger at least by 1 than Flan's metal. Recipes: Warehouse block could be made from: - 8 Lumbers - 1 Feather Stall block could be made from: - 7 Lumbers - 1 Book and Quill - 1 Wool Cloth or 1 Slik Cloth or 1 Burlap Cloth Storage Rack block could be made from: - 5 Lumbers - 3 Sticks Trussel item could be made from any ingot of 1 - 6 tier: Anvil Die item could be made from any double ingot of 1 - 6 tier: Flan item could be made from any ingot of 0 - 5 tier: Addon supports following containers: - Chest (TFC and vanilla) - Log Pile - Ingot Pile - Barrel - Large Vessel - Small Vessel - Tool Rack - Storage Rack (TFC Merchants Addon) - Cellar Shelf (TFC Cellars Addon) - additionally requires Merchants-Containers addon - Crate (CustomNpcs mod) - additionally requires Merchants-Containers addon Please let me know if you have any suggestions regarding addon. Download: Merchants-1.1.3 Merchants-Containers-1.0.1 Old versions: Merchants-1.1.2 Merchants-1.1.1 Merchants-1.1.0 Merchants-1.0.33 Merchants-1.0.31 Texture Pack: Nyssa's Touch of Realism Changes: 1.1.3 - Updated to support TFC 0.79.23 1.1.2 Bug fixes: - Fixed crash report when rendering Stall item in the hotbar right after user login 1.1.1 Bug fixes: - Fixed recipe for Storage Rack 1.1.0 Bug fixes: - Fixed crash when rendering Stall for Graphics=Fast - Fixed crash when registering anvil recipes and OptiFine is not installed. New features: - Added new block StorageRack for storing/trading anvil, bellows, crucible, large vessel, barrel, wooden doors - Texture for Stall and Warehouse now depends on wood from which it was crafted - Merchants blocks in creative mode now placed on separate tab - Added support for Cellar Shelf (TFC Merchants Addon) and Crate (CustomNpcs mod) via additional addon Merchants-Containers 1.0.33 New features: - Items for sell now are displaying under the Stall - If you have installed Waila - hint for Stall will show owner's name 1.0.31 Bug fixes: - Fixed rendering issue - anvil die, stall and warehouse are invisible when placed at y=144 and chunk haven't solid blocks above 144 1.0.30 Bug fixes: - Fix anvil recipes to support TFC 0.79.18 1.0.29 Bug fixes: - Fix: Duplicate item on the client side when buying 1.0.28 - Updated to support TFC 0.79.17 - Lead now is working as Tier 1 metal (the same as copper) 1.0.26 New features: - Added support for limits in Stall - Stall now determine owner by UUID but not by IGN as previously 1.0.22 New features: - Added money 1.0.15 Some bugs have been fixed. New features: - Added support for: Barrel, Large Vessel, Small Vessel and Tool Rack - Log Pile now auto-extendable like Ingot Pile 1.0.10 Bug fixes: - Fix: Stall incorrectly handles multiples of ingots traded New features: - Added support of Shift+Click for Stall GUI Sources: Merchants sources on GitHub Merchants-Containers sources on GitHub Feel free to include this addon to your modpack. Other my addons: Decorations Addon for TFC
  2. Villages

    My idea is that there are very small and far apart villages. In the villages there are villagers that you can trade with, and each villager has his/her own profession like shepherd or blacksmith. You can choose to steal but then the villagers attack you and you will probably die. Also the village slowly grows in size until after many many ingame years it becomes a town, and gets a militia, more businesses, and villagers. The villagers also grow older and have more trades, and if they like you then you get better prices.
  3. Hello fellow terraFirmacrafters. I think a Great expantion Pack would be the Millanaire mod crossover. what the Millanaire mod is about is basicallykingdoms in minecraft There's Trading, war, politics, army's, and kings I don't know Anything about how to code and I need your help to make it My suggestions are . A Kingdom With MORE than one Village (an actual nation) . technology and research (Something that you have to craft called a Research table where you have to keep the Gui open and put paper in it, its very grindy and the chance to discovera newalloy or the bloomery is very low and you have to gain the knowledge before you can craft it) . believable culture Etc. skin color, building style all based on where they are in the world. . become a King (to conquer a city you need to hire some peasants give them weapons and CHARGE! and after that it becomes almost like Sid Meier's civilization series if any of you know what that is :3) Anyway I hope one of you guys could make it I would reallyappreciate it.
  4. Are you joining/have already joinedHard Coreon the HappyDiggers Serverbuthaven't settled yet/are seeking to move? well, I have the place for you! The Northern Trade Route Supported By Pernix - admin on HappyDiggersSupported By InsaneJ - Server Owner (please seeoriginalpost for the pictures)http://happydiggers.net/showthread.php?1778-Hard-Core-Northern-Trading-Route-The-festivals-continue&p=11855#post11855 If you choose to live around this area, and are active for at least once a week, then you will automatically become part of the Northern Trade Route. Via the NTR towns canconnect by boatand aseries of portswithaccommodation, achest full of boatsandemergency spawn beds. The NTR towns will also be invited to any festivities, including but not limited to:-Executions -Sacrifices -Harvest Festivals -Competitions -Animal vs animal arena battles - Gladiatorial Games Sign up today!Contact me (XxEndergirl7xX) on the forums of HappyDiggers or on the server itself!http://happydiggers.net/forum.php- Server Forumshttp://tfc.happydiggers.net/index.html#- Server Dynmap List of NTR towns: Sparrow Tribe - (democratic) NewLemon - Tarsaf Hawkrest - Versabane Wisemans Cove - Pernix_8D