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Found 10 results

  1. What binds players together

    Goal -This thread is a discussion on what makes players work together. I have come across more than one individual who has wished for players to work together more to varying degrees. Reasons include but are not limitedto create one big city, greater sense of community, create trade, and reducing the load on the physicalserver. My personalexperiences-On most servers I've played on the game experience has been as follows. You log on, there's a protected spawn area, people spread out from spawn and build their own base in different sections of the map usually by themselves or small groups of friends. When someone has accumulated some degree of stuff, depending on the person and how difficult it was to obtain the stuff, are willing to trade or give it away. These servers usually have some sort of grief protection and/or policy regarding griefing from the relaxed to the extreme. The more extreme the policies, and olderthe server, more ghost towns/buildings you seem to come across. They also tend to have limits on the number of crops,animals, and redstone you can have, to reduce stress on the server. What bring people together on these types of servers is usually briefly for trade and sometimes to help tackle a particularly difficult area or mob. When I've specifically looked for it, there has beena few servers I've been on where there has been a small group of individuals from 2 to 8 on the server, where there has been a town collective where everyone lives in the same general area and shares resources and work areas. Generally this has been on more difficult servers. The population of the server in these circumstances, usually is pretty much set shortly after a settlement has been established. From there the server population slowly dies until no one logs on consistently anymore. What brings people together initially on these servers is just the desire to work together in a community. PVP servers have came in two varieties and modes. Free for all and guilds, open world and minigames. Open world, in free for all everyone hides and nolarge bases are usually made unless there is some sort of grief protection. What brings people together on this game style is sometimes briefly for trade but more often than not, conflict.Open world Guilds usually have established grief protected areas and a standard set of gear for all new recruits. Again the main binding force is only one grief protected area and conflict. Minigames are minigames, not much to say there. Take away -What usually brings people together in most these scenarios is trade and that is usually just for the trade. What brings people together the longest is usually a general want to work together as a server, and having only one safeplace that is grief protected. Having the server be very dangerous either from PVPor extremely difficult gameplay also helps. That is why I have a running theory that the more difficult it is to build, survive, and communicate the more people naturally come together in Minecraft without specifically wanting to work together in one big town I'd love to hear other peoples inputas to what brings minecraft players to work together and the reason or reasons why they think that. As always, follow the forum rules, be respectful, and try to stay on topic. Thanks!
  2. [Medieval RPG] The town of Kurmingham

    Greetings Terrafirmacrafters I started a new town on darkagecraft server (IP: 142.4.212.197:25565) It's Kurmingham. We're part of the (Con)Federated Kingdom of the Forged Hammers. It's a whitelisted server and you need to apply, do it here http://darkagecraft.com My goal is to establish a Medieval themed town. I need a minimum of 4 players to achieve my goal. Joining my town lets you: Have your own house, in medieval style, but you can fully customize the interior.The opportunity to live in an island totally ours.You can live inside the main town (will be surrounded by walls) or in the outskirts, which will be right outside the wallsWe are already able to produce steel tools Dark Age Craft server, while being whitelisted, offers lots of possibilities with it's modpack: Merchants addon, which provides a server currency. You can sell cobblestone at spawn and buy from other playersTFC Udary Mod, provides for food preservation methods, among other perksAutomated Bellows, lets you run automatic bellows with the power of steamCustom NPCs, lets you create your own human mobs and customize their behavior in creative modeShips addon, let's you create big vessels to sail the seven seasBibliocraft, which let's you have new furniture and storage solutions. It's TFC compatibility addon is BibliowoodsDecorations, which add metal lanterns, that don't extinguish, unlike torchesCellar addon, helps preserve foodCraftHeraldry, lets you have your own bannersStreams mod, adds rivers with streams Please, join, you'll never regret it! Town screenshots: A nearby sight of the town's castle. It seems small but it actually took a lot of material and time to build. The same castle seen from the town's houses The town seen from the castle's roof The town's farmlands to the south
  3. Hello, I'm looking for a TFC server or group with some elements of lore building/rp in a medieval/renaissancesetting, or any time period before it. Low fantasy is okay; a mix of different time periods is okay if they're all older than the renaissance period (no industrial/steam era and beyond). RP doesn't have to be heavy or widely practiced, but I would like to play in a server that is set on one of the settings I mentioned above. I'm okay with other mods being present.
  4. I just tryed MCA and seems to be loading just fine and you can generate villages with the crystal orb thingy. So I would like it if someone made a compability patch that changes the trade for the villagers to include some balanced trade options for TFC. Would be nice to be able to buy limited amount of seeds and stuff that is not around your area. ( Had to go 8000 blocks for sand once ) Also NPC health and dmg needs to be adjusted. Another neat feature would be a config so you can only spawn a family home on your own for servers so it isnt overpopulated with npc's. Also I seem to get a new crystal ball every time I log in, Not sure why but that can ruin any mp world. EDIT: The more I play around the more incompatibility I see. Nothing major yet but when spawning a village you get a lot of vanila grass/dirt ect. Not realy game breaking, but expect farming wont work altough it would be realy OP if it did unless corps grow the TFC way then I think it could even be a cool addition not having to tend farms if you have a few farmers
  5. Millenaire for Terrafirmacraft finally!!! I am a modder for Minecraft and after talking to Cedric, the owner of the Millenairemod, he has decided to give me access to the source code for 1.7.10. Now I know that the Terrafirmacraft people are hard at work for TFC 2.0, and thank you for that, but I thought that this would be fun to have until they are finished rewriting this extensivemod! In about a month I am going to be posting a Terrafirmacraft conversion for Millenaire 1.7.10! so I hope you guys are as excited as I am to actually have a village in your Terrafirmacraft worlds for the first time in literally years. Also, when I am finishedwriting the conversion for Millenaire I plan to move on to some of the tech mod packs such as FTB Infinity to integrate with Terrafirmacraft. I plan to integrate many mods and mod packswith Terrafirma to get more popularity behind TFC which is, in my opinion, the best mod for Minecraft!
  6. 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.
  7. hosting server max 20 people

    we are looking for new members to join our white list server, you MUST be 16 years of age or older please! Application Name: Ign: Age: Why you want to join: What skills you would bring to the server: How often would you play: Skype: the skype is REQUIRED so we can add you to group and we will send you IP through Skype. Thanks!
  8. We have started a new TFC server that will now be stable to run unlike the last couple of times i have tried. You MUST be 15 years of age to be accepted, also please follow the following sign up requirments. IGN: Age: What are you good at in TFC, or what skill do you wish to focus in? Do you wish to join the main town or be on your own? either is fine, this is just for keeping track of how many towns we will have. Skype(optional) Skype is required if you want server info/updates on what is going on. it also helps better communicate what is going on in the main town when others are offline. Rules: 1. do not steal from the main town or from any other town/community member 2. do not kill others 3. have fun! i will pm you through this forums giving you the IP. sorry version is 79.18 not 78.17
  9. Im looking for a small server whitelisted or not, I just want to play and build with others. Id prefer a newer server but im cool with an older server just as long as I can be a part of the community people playing on the server ign: Coal_Miner69 Skype: same as ign age:16
  10. Jutetown (Darkagecraft Server)

    Jutetown is a quaint little settlement just directly south of Spawn, on the west coast of Jute Lake. To the east along the lake coast you can also find Hermitville, and then a little to the east of that is Swamptown, an outpost of the Roman Republic. Jutetown and Hermitville are currently both independant towns, not part of any nation. Jutetown lies close enough to the waters of Jute Lake to allow for easy farming while being far enough away to avoid seasonal floods. The area surrounding Jutetown is prolific with many natural crops, including rice grain, soybeans, greenbeans, and of course prolific amounts of jute, with more crops not too far away. To the east just south of the lake are many lava pools and basalt plains. Currently Jutetown contains a comfy rest stop, the Andesite Inn, as well as a single home dwelling, bakery/kitchen, a decent farmland, a fantastic smithery and metalworking shop, and basic temple to Dia'mand, god of the rocks. Jutetown also has a nice collection of piggies and sheeps, with wool being one of the main exports. The Jutetown town limits are pretty sizable so we have a good amount of area to build on. Jute town currently has one active resident (me, Kurzninja). We had more, but they apparently have stopped playing. So, I am looking for more recruits to help terraform, do some farming, and building some more residences and town buildings. Things planned for building are a town hall, bigger/better Dia'mand temple, storage barn, better animal pens, stone masonry shop, tailorshop (for wool making), and more. I would also like to work with Swamptown, Hermitville, and Avalon to build some connecting roads. If you'd like to join Jutetown (and you should ), simply come visit, say hi, and let's talk. Moar pictures available here.