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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 'food'.

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  1. TFC Scales - divide your food precisely This is a simple mod that allows you to build scales and make weights to use in your kitchen. Remember that time you had exactly 160 oz. of potatoes and you wanted to make four barrels of vodka? But you've forgotten to cut the potatoes with your knife and by the time you placed the barrels and filled them with water, your potatoes decayed slightly and you were able to make only three barrels? Remember that time you had 158 oz of cherries and wanted to turn your barrel of vodka into a barrel of vinegar? And how you huffed and puffed and cut and joined and calculated to get as close to 100 oz. as possible (because you really,reallywanted to just eat the rest of your cherries)? Well, now you can use "advanced technology" - the scales. First, you craft your scales: Next, you need to make weigths. For weights you use anvil (copper will do) and the following materials: one tin ingot for five 1 oz. weights or one 5 oz. weight one silver ingot for five 2 oz. weights or one 10 oz. weight one gold ingot for one 20 oz. weight one platinum ingot for one 50 oz. weight Finally, you can use your new kitchen tool. Click to open the interface. The bottom slots are for storing your weights - the weights stack up to 8 in your inventory and in these slots. The top left 9 slots are the left bowl of your scale - put the weights there. The slots on the right are for food - you put your food in the left one, press Cut (make sure you have a knife to cut with in your inventory!) and the amount equal to the weights in the bowl will be cut and put in the right slot. The scales do not remove decay from your food!That way, youcandivide those 160 oz. of slightly decayed potatoes into 4 equal parts and still enjoy your 4 barrels of vodka. If you want to get rid of decay, do it the old-fashoned way. See how it works: Legal stuff: You may download and use this mod freely. You may include it in modpacks as long as you do two things: first, you need to post information about what modpack will include this mod in this thread,second - please, include informations about authors and the webpage of this mod in the description of your modpack. You may only modify this mod for your own use, but you may NOT redistribute the modified version in any way. This will hold true also if at any point we decide to make the source code available. By downloading the mod you agree to not hold the mod authors responsible for any damages you may suffer as a result of using this mod, including, but not limited to: corruption of minecraft savefiles, corruption of any other minecraft related files and meteors falling down from the sky. And remember the magic word: BACKUP! Finally, what you've been waiting for - download link:Click here to download TFC Scales for TerraFirmaCraft 0.79.23+ Older downloads: Version 1.0.1 for TFC 0.79.23+ Version 1.0.0 for TFC 0.79.18-0.79.22 Brought to you by the team: Acid-Maker&Chogata. Changelog: version 1.0.2 fixed a bug that caused the anvil recipes not to register client side when playing on remote server version 1.0.1 updated to work with TFC 0.79.23 API (NOTE: tested on 0.79.24 due to anvil bug that exists in 0.79.23) version 1.0.0 initial release Mod spotlight by Grimkor - thank you!
  2. I really enjoy animal husbandry and farming in terrafirmacraft, however as was mentioned in the "agriculture" topic, it should be balanced and not take so much time as to prevent the playerfrom doing anything else during summer. On the other hand, I would like more challenge in farming and tending to animals, since currently I'm buried under tons of food in my TFC world. The main problem that I see in making food more difficult to obtain/grow/preserve, and also in promotingprepared meals versus raw food, is for the players in early game. If food is harder to come by and preserve, then it sounds like hell for a player that hasn't set up a base yet and has no metal tools. Thus, I propose a simple idea: the higher the experience level of the player, the faster his hunger decays. That way, new players won't be too handicapped by the lack of processed food and can simply forage for what they need. The more they gain experience, the more they're expected to have progressed in the game and have set up simple farms. Once they reach a high level of experience, they need complete meals to fill their saturation (this would give more reasons to implement cooking recipes). "Experience" could be determined by the sum of the player's level, and maybe of all his different skills: farming, cooking, prospecting, smithing, etc. Some skills might have more influence on the decay of the hunger bar than others. (for example, a player who loves mining and has a high level of prospecting might not get hungry quite as fast as a player that has a high level of farming, since a miner might not be expected to have built tons of fields whereas a farmer would) I think this system could add a nice challenge to the game, since it would increase with the player's progression without hindering it.
  3. Agriculture

    There's been a bit on this topic already so I am gathering the pieces and putting them here. This is strictly about the process of collecting, growing, and harvesting crops. If you have any ideas about cooking or how anything discussed here could be used to that end please post here. This is also not about animal collecting, raising, and butchering animals. Those subjects can be found here and here. The main things I found doing quick searches was two posts of Darmo's which I have combined into one, and one post by me. While bees are mentioned, for a more in-depth discussion on bees go here. Darmo Stuff by me Cliff Notes because not everyone will spend the time to read for 15 minutes. Wild plant spawning decreased by number of plants and animals in the area. Wild seeds only appearing in certain climates Reduced chance to get seeds/can only get seeds from mature plants/can only get seeds from produce. Bad seed that won't grow. Plants that are not harvested in time will die and regrow. Temperature,water, and light effecting the plants. pests and blightsneeding pest/insect/fungicide. Animals messing with your crops both grown animals and birds. Growing different crops together being beneficial. Leaving space between crop fields being beneficial. Crops breeding - various resistances. weeds. fields needing to go fallow without fertilizer. farming equipment - planters, seed silos. needing lattices for berries. needing supports for fruit trees. functional use for scarecrows/ bird deterrent. Having drops tied to farming skill.
  4. Players can stop decay

    Some players told me they can stop decay. When food are storedin dispenser, dropper, large vessel and vanilla chest, food will not decay.I think you don't like this happening, so you setonce foodare took out, they should decay rapidly to avoid people using these container cheating. But now, some players told me when food are took out, they can stop decay by using knife to cut off decayed part immediately. This action will stop food decaying.
  5. Coconut palms

    The coconut tree is one of the most important cultivated plants in the world. It produces harvest year round. It has spread throughout much of the Tropics and can be found on nearly every tiny island in this area. It is known in many cultures as the tree of life due to it's nearly limitless uses: -the outer husk of a ripe coconut, called coir, can be used to make stuffing for mattresses and clothes, and white coir from unripe ones can be spun into string or rope. The dry husk can be crafted with string to make simple sandals that reduce fall damage a tiny bit, and used as firelighter and fuel. -the shell itself is useful as a dish or a container for both food and beverage. An intact coconut shell could be used as a jug. The shells can be piled on each other to create low walls. -the fluid inside is watery in unripe nuts, and can be used to quench your thirst. The milkier substance in ripe nuts is more nutritious but when drunk in too large quantities acts as a diuretic and a laxative. Considering the understandably strict rules on such mechanics, it shouldn't be too disgusting for the player's hunger and/or thirst bar to decrease faster when a certain limit is reached. -coconut meat is high in fat. It helps survival drastically. -the large leaves can be used to make roofing, baskets and sails. Coconuts are found in two varieties: green unripe and brown ripe ones. For clarity, the green ones are found in the trees and the brown ones on the ground. When left alone, both the ripe and unripe nuts slowly regenerate.
  6. Spearfishing

    I had an idea. How about spearfishing as a way to get early protein. The fish and squid that spawn in TFC are honestly more trouble then they're worth. I suggest a lowering of HP to be able to one-shot them with a thrown stone javelin. For a real world example, see this search of youtube.
  7. Granaries

    Grain decays a lot faster than I'd like, even in Vessels. And even then, more structures are always fun-so why not a Granary? Must be constructed of stone, with a minimum capacity of 1 block, and a maximum volume of 5 blocks per Y-level, in the shape of a +. A granary must be built on stone brick or raw stone, and capped-with stone brick, wood, or thatch in reverse order of effectiveness-and made of stone or wood, again in reverse order of effectiveness. Within, grain decays at one tenth speed (wood) or one percent speed (stone brick.) Placing the Granary Hatch creates a context sensitive space behind it akin to the Bloomery, turning Grain dropped from above into Grain Blocks. Grain is removed from the granary by breaking a block at the bottom (resulting in the Grain Blocks within returning to item form) or right-clicking the Granary Hatch to bring up the Granary interface. The total capacity of the Granary and current amounts will be displayed in said interface, and blocks immediately adjacent to the Granary Hatch will be immediately available for removal, represented as a stack in a central interface space like a barrel. Kind of vague and not without issues but I wanted to get the idea down, and out for discussion.
  8. Crayfishing/Crabbing/Lobster Hunting?

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Yes. Crustaceans; They're very tasty, but people have allergies as well to them, and yet they're so attractive for food, pets even and just to look at. Terrafirmacraft can have hunting and trapping for these, and there are at least three varieties to catching them. You'd need to be able to break open their shells, which can also work as decoraitons or jewelry! (Not magical, just something pretty.) Bare-Hand/Weapon Admittedly a sword wouldn't be tremendously useful at catching a crab or crawdad, but a knife wouldn't be so bad. Bare-hand catching would only work with some things like beach and freshwater crabs, or crayfish, especially since they are small to get already. You will have to crack the shells off of them or store them quickly so they won't pinch you! You look for holes in rivers, lakes, ponds or near the coasts and you dig around (Right click) and you can get a little crab or crayfish! Trap Pods/Cages/Other traps can catch a variety of things, not just crustaceans, but let's focus on those for now. Baiting them with other fish would work as something to make them be caught faster, or a more plentiful amount (Up to ten or twenty for small creatures (Weight of 2/160?) and you won't need to kill them since they'd still be in the trap while you carry it home. Crack the shells off one at a time by crafting the knife with the trap. Set them in a lake or oceanic area with a bit of rope and a fence post, come back in half a day or a full day, and check it out. Net Not a trawl, just a small net. Low durability, but if you dive down you can get stuff like lobster, bigger crabs or a bunch of shrimp! If you see them swimming around or crawling in some cases, you can just scoop them up and take them away to the fire and enjoy a lobster roast!
  9. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. What would you think... if you could make crapplesapples dipped in some sort of liquid, or apple pie? This is what my idea suggests. Huge food variety through texture and taste variety and combinations. You can dip foods, well, probably fruits, in any liquid, provided the liquid can't kill you (I wouldn't want a lava coated apple!). And there wouldn't need to be a different texture for each. By using some sort of metadata/NBT/whatever, you could easily keep the same item, but with a different texture (I know it's probably possible! Meat in a campfire slowly changes texture!), and you could have many combinations. --- Oh yeah, pie. You could get dough by mixing flour(which you would grind wheat or something to get) in some sort of water barrel/bucket. You could make pie, cookies, pizza, dumplings, biscuits or whatever. Just use a knife on it, put fruit in it if it's a pie, and shove it in a brick oven and try not to burn it or your house! The dynamic texture could apply to these, too! Wait.... I just had an amazing idea... which will be explained in the next section! --- FRUIT JUICE! Why can't we drink lemonade or apple juice in MC? I've always wanted to! Don't forget dipping apples in cranberry juice, to make crapples, with my dynamic texture suggestion! Put an apple or lemon or something(just not a tomato or you'll get some messy results) on some sort of simple thing, and you get juice! Put it in a bottle or something, and you get that juice! --- Just a bonus - MARSHMALLOWS! Eh... use sugar for this. Dip em in everything! Edit: Caramel.
  10. Food preparation and gathering

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes Answering "no" to the above question will result in your post being deleted. I'm excited for this re-write and understand it will be one hell of a mammoth task, so hurray for taking it on! Now something I always really liked about TFC was the veriety in food, decay on it and preparing it. I love that you have to scout for seeds and food at first and then slowly get a farm going, mix foods to keep yourself healthy and hunger affects your work efficiency. How ever I always felt that the food preparation was woefully limited to sandwiches and salads. I know things will be different, but maybe new food preparation techniques and "tabs" for them can become available as your cooking skill increases? I've always felt a severe lack of stews and pies in game myself, and things like mugs and pans or crockery would also increase our options. The tiered access through skill levels could also make for a more gradual increase in effectiveness of food. Another thing I love is the taste profiles, but I'd like some spices and herbs. Just little things like mint, oregano, thyme, rosemary and other plants that have a strong flavor changing ability that have been around for a long time. These herbs and spices (which are harder to get and won;t be available until you get a higher gameplay tier) should be rare, but could also be used in magic/religion/ritual and or healing. herbs are ofcourse weak in their natural forms but can, with a high enough skill level in agriculture, be cultivated into more potent forms. The drying and smoking mechanic is cool, but not very early game, while as a hunter gatherer the main thing you would do to make things last through winter is attempt to dry the berries and strips of meat or fish in the wind and sun. Especially fishing could use some early game access, maybe with sticks creating a small fish trap in running water. This could extend the stone age/ hunter gatherer experience. Or possibilities of gathering small amounts of protein in the form of slugs, bugs, cockles and mussels on shorelines and from tree stumps, or in caves. Wild birdsnests providing small eggs could be interesting too. Getting a huge food surplus is also quite remarkably easy, especially when you play on your own. Many servers I've seen either remove decay or severely weaken it because of the nature f servers to run all the time, but this means every player has so much food, they can never eat it all. but even on single player, once you have a few small farm plots set up, you're set for life. I'd like to see yields of crops and seeds, even in the wild, to vary with your agriculture level, aided by possible technologies (such as soil enrichment with woodash or compost, irrigation ditches and staking plants) and environmental factors ( riverbeds that get inundated with fertile muds, rain or other soil related things) plus disasters that can ruin yields, like droughts or crop disease (especially with large monoculture farms). Maybe even allow us to cultivate purely cosmetic plants with high agriculture levels, to beautify our builds, ranging from bushes to flowers. This way food will remain a challenge for a long time. Disease or natural death in livestock may also make this more challenging, because now once you have a couple of breeding animals, you're set for plenty. Possibly these factors can increase and decrease with game difficulty, increasing decay, disaster, drought and disease with difficulty, and decreasing yield and the effectiveness of technologies. I hope this wasn't too long or difficult, but I really like the farming and cooking aspect of TFC and feel it can be so much more. And pies, who doesn't love pies? ceramic pie shape, dough, ingredients give you a raw pie, bake it in your firepit or oven, and you have pie! yes, a reference to current tfc, sorry for that. I really hope I didn't break any of the rules, as I went from food prep to early game gathering to agriculture. thanks for reading!
  11. When i kill an animal i only get a small piece whit less than 20 ounces, is that a feature now? when i played in the last patch, the animals that i killed (pig and horse) used to drop like 8 pieces of meat whit 160 ounces each. If it isnt a feature, here`s the bug report. TFCVersion#:0.79.15 ForgeVersion#: SSP/SMP(Single/MultiPlayer): Both Description: When i kill an animal it doesn`t drop too much meat, only one small piece whit 20 ounces. Haveyou deleted your config filesorareusingdefaultconfigsandare still able to reproducethisbug?:No, i didn`t change or delete anything in the mod files. Doyou have any mods other thanForgeandTFC installed?:Yes,Optifine 1.7.10_HD_U_B5, i can reproduce the bug whit the mod uninstalled
  12. TFC Version #: b79.15Forge Version #: (Single/MultiPlayer): SSPSuggested Name: Unsure, bug could be related to the food item or to the vessel item, or to something else entirely.Description: While playing singleplayer survival mode, I randomly encounter food items that cannot be stored inside small vessels. As an example, slaying a deer yielded two haunches of venison. One of them I was able to put into a small vessel for storage, the other would not let itself be placed there. I observed similar things with bunches of seaweed I had harvested, porkchps dropped from pigs, mutton dropped from sheep, and tomatos harvested from wild plants. I did not observe it with garlic harvested from wild plans, yellow peppers harvested from my own farm, or rice grains (from wild plants, but refined). Unfortunately this only serves to underline how random it is, but I'd say that somewhere around two thirds of all the food items I procure are not storable in small vessels. They can be stored in other stroage mediums just fine, but I'd really like to have that decay reduction modifier... Fun bonus: I saved, quit and restarted the game. After doing so, one out of four previously unstorable items became storable all of a sudden, while the other three didn't. I read in the changelog that small vessels are supposed to reject items with incorrect NBT data. If that is the source of this bug, then somehow my game generates faulty NBT data for the majority of food drops it generates. Have you deleted your config files or are using default configs and are still able to reproduce this bug?: YesDo you have any mods other than Forge and TFC installed?: YesIf yes, which mods? - CodeChickenCore 1.7.10- - NotEnoughItems 1.7.10- - TFC NEI Plugin 1.7.10- - FastCraft 1.16If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them?: Neither of them is installed.
  13. Food/Water Poll

    I was playing tfc when i noticed that not eating has no fatal effects... Why is this? Plz post what you think about this. Also I am curious why there is no pumpkin pie in tfc either... Post in the comments if you want pumpkin pie in tfc!!
  14. I need a seed with lots of food

    Hiya guys i need a seed that provides food and surface ores or a cave with ores, that would be enough Thnx
  15. I was following the 'no nonsense' guide on the wiki, but I couldn't find enough food to sustain myself. Most of the berry bushes and fruit trees were not ripe yet, and the few that were just weren't enough. I could only find around 5-7 fruits/ vegetables. I'm using a seed that was on this forum and other people recommended as well, so other people could find enough food.
  16. Configuring Food Decay

    I've been experimenting with setting up a server for myself and my friends, but we've been running into a problem with food decay being simply too rapid for us to be able to manage it.However, I have no idea how to properly scale it from within the config menu. I'm hoping to scale it back quite a bit, would anyone have any recomendations?
  17. I have managed to stockpile a large amount of vegetables in my SSP world but their levels of nourishment are a bit low for the time imputed and I would like to see some way to prepare them for benefits. For example, cooking a potato and putting butter on it (butter from a churn) would satisfy more hunger than the raw potato. Also, will bread making become more realistic, or having to mill the grain in a quern or millstone, make the dough and cook it in some sort of oven (which would be awesome for us builders who think forges and firepits look gross in kitchens). It would also be nice to be able to get seeds (or the baby plant) from the product instead of smashing grass all day. Just an idea, and if this has been said before or if something else is in dev, my bad, I'm fairly new to the forums and TFC.