Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • 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."
ciekma

Some question from new user

19 posts in this topic

Hello, I'm new TFC user,

albeit I made some forum research, I have still question which maybe are already answered,

therefore I started in off topic section. Please, forgive me my bad English language and possibly duplicated questions.

 

I read about issues with Nether, bu I'm not sure, how is a Nether state of art in the actual TFC version?

I created portal at 110, got exit above bedrock (probably due to large cluster of netherrack below),

but basically everything seems to be work ok, or even better (I can place water from blue steel bucket).

 

[bTW, placing portals above bedrock is a cheating - one can make safe, fast and easy transportation system - is it possible to prevent such abuse?]

 

Why I need to go to Nether?

Two reasons - one is challenge, because over-world mobs are very weak (maybe except spider and bear *), I can survive combat even without any armor, equipped only with bronze sword/mace.

Secondly, I need some nether items **) for some other mods, for example Railcraft, Rotarycraft etc.

 

Of course, I can use MineTweaker (which need to be used otherwise) and make recipients based on TFC resources,

for example crushing Pitchblende to get Glowstone Dust, or heating limonite powder to obtain  Blaze Powder

(it is not possible to use TFC recipes for MineTweaker, but I can reuse standard furnace*** adding iron grate to its recipe).

 

Another idea is to spawn nether mobs in overworld, in deeply located dungeons, I tried Advanced Spawn Control 0.9.1 but it is not compatible (game crashed).

 

Some other questions:

* is bear tameable if fed with fishes, before it ate me?

** are slimeballs obtainable?

*** is it possible to produce bricks from clay, without standard mc furnace?

 

Best regards,

Maciej

0

Share this post


Link to post
Share on other sites

Trying ot answer questions - to the best of my knowledge.

 

Nether is an issue - it is not catered for in standard TFC.

Nether mobs will probably have vanilla hit points and do vanilla damage so they'll be MUCH easier to kill, and MUCH less powerful than the "very weak" overworld mobs.

 

Bears are tameable with fish - but you  cannot breed them.  They are, however *very* quick and hurt a LOT when they bite :)

 

I do not believe that slimeballs are obtainable in the base TFC mod, but there are addon mods that exist that have recipes for some of the things slime balls are used for (e.g. sticky pistons).

 

TFC bricks can be made by using a chisel on a rock, then when you combine them in your crafting grid with mortar they form bricks.

Ithere are mud bricks in the Decorations addon (if I recall correctly) which are made from clay, dirt and straw.

 

I hope this answers some of your questions.

0

Share this post


Link to post
Share on other sites

Thanks for the reply.

Nether mobs will probably have vanilla hit points and do vanilla damage so they'll be MUCH easier to kill, and MUCH less powerful than the "very weak" overworld mobs.

I do not believe that slimeballs are obtainable in the base TFC mod, but there are addon mods that exist that have recipes for some of the things slime balls are used for (e.g. sticky pistons).

There are already TFC Nether monsters - you can check it in creative mode, there are different (duplicated) spawn egs, and those latter have TFC strength.

Unfortunately, portal always lead to the top berock, but thanks to creative mode, I lurked into Nether - there are standard overworld creatures -creppers etc.

Not sure, if those TFC Nether monsters are prepared for Nether, or are intended to spawn deeply underground?

I noticed also TFC Slimeball.

Is there any TFC compatible mod, which allow to define spawn of those monsters?

 

 

TFC bricks can be made by using a chisel on a rock, then when you combine them in your crafting grid with mortar they form bricks.

Ithere are mud bricks in the Decorations addon (if I recall correctly) which are made from clay, dirt and straw.

I know about chisel, but what about red standard minecraft brick (BTW, what is 'vanilla' stand for?).

Assume, that I will enable standard furnace (probably good idea to modify its recipe adding with iron grid, to disable it at the early stages).

Does it disturb TFC gameplay in any terms? I checked quickly, that it is not possible to cook meal or smelt ores or even glass, only red bricks from clay, and coal coke from wood.

0

Share this post


Link to post
Share on other sites
I know about chisel, but what about red standard minecraft brick (BTW, what is 'vanilla' stand for?).

Vanilla refers to either the base minecraft game, or the base TFC game.  In either case without mods (mostly meaning without mods that modify mobs and items and in-game stuff).  You kind of have to watch the context of the conversation to see whether people are talking about 'vanilla minecraft' or 'vanilla tfc'.  This derives basically from the notion that vanilla ice cream is your 'basic' ice cream.  Then you add toppings to it - chocolate, sprinkles caramel.  The vanilla game is the game without anything added to it.

 

The lack of red clay brick is an unfortunate lack of TFC.  Your best simulation is to find chert stone and make red bricks from it.  Unless you find SO much graphite that you want to build a building out of fire brick blocks, that is.

0

Share this post


Link to post
Share on other sites

Any non-overworld dimension including the nether is not supported in TFC. We've made minimal changes for compatibility, but you strongly risk the chance of your game crashing and becoming corrupted if you visit other dimensions.

 

There are slimeballs and slimes in TFC. They use the exact same spawning mechanics as in vanilla Minecraft, in that they are only located in specific chunks, and they only spawn below Y = 40.

0

Share this post


Link to post
Share on other sites

@Darmo, thanks for explaining etymology of vanilla phrase, it reminds me, when my wife drag me to expensive bakery, arguing, that they have above 60-ty ice cream flavours, and finally she ordered vanilla one :)

 

Clay brick are available for TFC, if vanilla furnace is enabled, either by TFC config or Minetweaker. I only wonder, if it is not messing something up.

 

@Kittychanley, thanks for your comprehensive reply. I will stick in overworld with nether components recipies tweaked to use TFC resources and/or try to spawn TFC-nether creatures in low parts of overworld by means of MobProperties mod (any spoilers, what I should put into json files, are appreciated) or command block.

 

Once more question: where to find sedimentary rock to produce flux? I checked some islands, and all rock near ground level are either andesite, basalt or chert,

where are calcium-rich any? Is it just bad spawn/seed of my map?

0

Share this post


Link to post
Share on other sites

Once more question: where to find sedimentary rock to produce flux? I checked some islands, and all rock near ground level are either andesite, basalt or chert,

where are calcium-rich any? Is it just bad spawn/seed of my map?

Sedimentary rocks are *always* the top layer.  They never appear mid or bottom.  3 of the 4 flux rocks are sedimentary, so they're fairly easy to look for, at least.   The fourth flux stone - marble - can appear in the middle layer, so if you see malachite nuggets, but the top layer is not marble, then you know that there is a marble middle layer under you.   The flux ore - borax - generates in rock salt - also sedimentary.  Proximity of flux stone is just random.  World seed RNG.  You'll just have to wander till you find it.

0

Share this post


Link to post
Share on other sites

 Proximity of flux stone is just random.  World seed RNG.  You'll just have to wander till you find it.

Rather swimming. I generated many worlds and still there were islands, maybe it is due to the high sea level.

In currently played world I visited more than 10 islands, and still see only andesite, chert or dacite.

Maybe those sedimentary rock are buried under water? Or covered by solidified magma?

0

Share this post


Link to post
Share on other sites

stone regions are vast - easily spanning 2000 blocks or more.  There's no way an entire region would be covered by magma.  Now, oceans can be even more vast - sometimes 8k blocks and more across.  How many worlds have you generated?  My own experience has been maybe 1 in 8 or so worlds starting me in a mostly water portion of the world - but rng is...well, random.  If you're finding nothing but archipelago, you just need to keep moving, or start a new world.

0

Share this post


Link to post
Share on other sites

I don't understand idea behind 'waterworld style' generation - small archipelago surrounded by huge ocean - travelling across ocean is very tedious, especially due to retarded chunk generation.

If there were map storage purposes behind such approach, why ocean bed is such thick? And how to seek another archipelago (I know about 8000m rule, but in which direction)?

I have idea of another ocean biome - very deep ocean (so called 'abyssal plain'), with thin, single ground layer. In this case, standard 'deep ocean' would be generated around land (continental shelf) and indicate, that there is mainland nearby.

 

Still I did not found any flux source. It is very annoying bottleneck - no leather, no anvils...

At least, these stalagmites should drop some limestone rock.

0

Share this post


Link to post
Share on other sites

I think you're expecting the world generation to be more realistic than it actually is. It's really nothing more than tweaked Minecraft procedural generation. A lot of times you just get unlucky and you spawn in an area of the world that's surrounded by ocean. In that exact same world there's probably large continents too, you just have to explore to find them.

 

The ocean bed is so thick because of the limitations of Minecraft. Because we are using the full 256 world height for generation, the absolute lowest the ocean water can generate is at Y = 128. There's really nothing TFC can do to make the oceans generate deeper, because it is just a Minecraft mod.

0

Share this post


Link to post
Share on other sites
On 9.04.2016, 20:51:26, Kittychanley said:

The ocean bed is so thick because of the limitations of Minecraft. Because we are using the full 256 world height for generation, the absolute lowest the ocean water can generate is at Y = 128. There's really nothing TFC can do to make the oceans generate deeper, because it is just a Minecraft mod.

Thanks for explanation. By the way, such thick layer if rock doesn't seem to provide any qualitatively harder level in exploration, even with bronze pickaxe it is possible to dig hole down to bedrock.

I have no clue, how MC modding works in terms of terrain generation, but if is is technically possible, maybe you would consider (for TFC2 of course), to keep standard ground/ocean level but add some layers of water and lava, between top and medium rock layer? Additionally, sedimentary rock would be soft (easy to dig), metamorphic and extrusive hard, and intrusive very hard to break. Not sure how it is currently, but I didn't observed noticeable difference.

Back to flux theme - finally I discovered chalk island. Now flux bottleneck was uncorked, but I don't need leather armour anymore, when I can make copper one.

Real leather  liming process need any alkaline solvent, ancient methods commonly uses potash from ash instead of modern calcium hydroxide.

To consider for new version: fire pit produce ash in one of its slots, if leafy tree logs are burning, ash can be used for alkali bath for raw hide processing, as an alternative for flux solution. Surplus of ash must to be removed from fire pit, otherwise it would not burn if full stack of ash is collected. Other uses of ash are: fertiliser (only one nutrient) or glass production.

0

Share this post


Link to post
Share on other sites
2 hours ago, ciekma said:

Thanks for explanation. By the way, such thick layer if rock doesn't seem to provide any qualitatively harder level in exploration, even with bronze pickaxe it is possible to dig hole down to bedrock.

The point of the thick rock layer wasn't to make exploration harder, quite the opposite actually. The point was to make it so that you could find a variety of different ores within a single vertical area. Each stone layer is thick enough to accommodate the massive size of the veins. Stacking those three layers on top of each other creates a situation where an area might have sedimentary, metamorphic and igneous stone all within the same chunk, and therefore there is a wide variety of different ores that can spawn at that location at the different depths.

0

Share this post


Link to post
Share on other sites

Evapotranspiration, basically the opposite of rain.

0

Share this post


Link to post
Share on other sites

But it is used for tree/crops growth modifier or something else?

High value means hot and arid climate?

0

Share this post


Link to post
Share on other sites

EVT is just another part of climate, so determining where trees, berry bushes, peat, and animals are placed during world generation. It's also used in determining the current color of leaf blocks on trees. EVT is not used for any active modifiers like tree or crop growth. High value has nothing to do with temperature; you can have cold areas with high EVT values. All it does is counteract the rainfall value to determine the overall wetness of an area.

So say you've got a mild temperature area with high rainfall. If the area has high EVT, then you'll just end up with average moisture because the two cancel each other out. If the area has low EVT, then you've got a swamp-like climate.

0

Share this post


Link to post
Share on other sites
20 hours ago, Kittychanley said:

If the area has high EVT, then you'll just end up with average moisture because the two cancel each other out. If the area has low EVT, then you've got a swamp-like climate.

Thanks for explanation, I tough that high EVT means low air moisture and high temperature and therefore fast water evaporation, but it is working in slightly opposite way - low air moisture is a result of high  EVT, not a reason.

Is there additional variable for air moisture, or just EVT is used for that? I'm asking, because I'm thinking about something like body temperature mod for TFC, I noticed some body temperature related functions already coded, but didn't spotted anything about temperature dissipation, which should be proportional to body hydratation and air moisture.

0

Share this post


Link to post
Share on other sites

That's it. Rain, EVT and Temperature are all there is for anything climate-related. The body temperature code that is there is just what Dunk had started with, and never finished. It's not used anywhere at all.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now