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  • Announcements

    • Dries007

      Server Move   09/13/2018

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.
    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord ( is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.

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  5. Dynamic Trees for TFC

    I think Dynamic Trees would fit nicely with TFC with its aim for realism and I'm surprised no one has added compatibility between the two. Anyone willing to help and get these two mods working together or at least provide information on how to. This is what Dyanmic trees look like:
  6. I've updated the TechNode Firmacraft server to version 3.7.1. It has a bunch of fixes and tweaks which improve quality of life. What it doesn't yet have are up-to-date Fastcraft, Journeymap and OptiFine versions so you'll have to grab those manually. To play on our server you can get TnFC on the ATLauncher and select the following options: 96 Days HQM Quest Line Streams INpureCore Waila Waila Harvestability Damage Indicators Inventory Tweaks ItemPhysic If you wish you can install optional mods (listed in a green font) like Dynamic Lights, Better Foliage, Presence Footsteps. Just whatever you do don't install Prattle. Then manually download these mods and put them in the mods folder of your TnFC instance. It's usually located in the ATLauncher\instances folder in whatever name you gave your TnFC instance. OptiFine 1.7.10 HD U E7 fastcraft-1.25.jar journeymap-1.7.10-5.1.4p2
  7. Earlier
  8. [0.79.?] Fix Shaders for Terrafirmacraft Water

    Is there any way to fix the unusual darkening of chiseled blocks with shaders?
  9. TFC Server Failed to Start

    This isn't vanilla TFC. This is a mod pack. It's full of mods. The pack maker would be the person to ask for help.
  10. Server for Terrafirmaprogressivepack

  11. Alcohol

    Not into drinking actually, but I love it! The more realism the better! And I'd definitely enjoy the process anyway
  12. TFC Server Failed to Start

    This post has been automatically generated from a form submission. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?:Yes Topic Title: TFC Server Failed to Start TFC Version #: Forge Version #: SSP/SMP: Multi Player Have you deleted your config files or are using default configs and are still able to reproduce this bug?: Yes Changed Config Options: Do you have any mods other than Forge and TFC installed?: No Other Mods Installed: If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: I do not have Optifine or a non-forge server plugin api installed. Crash Report: Description: I downloaded and installed TFC Reloaded through the twitch browser and am trying to get a server running. I downloaded the server zip file from here: This same crash report is all I get.
  13. Np. Server is budgeted through the end of the year, so not going anywhere.
  14. I will say that the planned update is a ways away, perhaps in terms of months, lots of changes and improvements. You can see progress via the GitHub link in the OP if interested, just keep in mind that it is all work in progress and may not reflect what actually gets released. I greatly appreciate the offer, perhaps if I can find the time I will pop by sometime. Till then keep the bug reports and suggestions coming!
  15. It's the bottles. Sorry, I should have been more specific. I'll just wait for the update then. Thanks. When it's ready, I'll add it to our server and we can relay any bugs we find to you. We're doing that with the pack, which is what resulted in Bunsan doing the latest update. If you ever want to check it out we're here:
  16. Looking back through the forums posts I see a few issues reported regarding TechNode: -Issues with fluid bottles (TFC Bottles don't exist in TechNode) This should be a simple fix and I will be getting around to restructuring fluids completely in my add-on anyways for an unrelated reason. -Issues with recipes using tools to cause duplication. Are there any other problems that you are having? (@Bunsan any other issues you can foresee based on your rewrites?)
  17. It's the same issue as spoken about by you and Bunsan in this thread. I'll try and get you some data next week. Right now I'm moving server hosts after some major issues and rollbacks, so need to take care of that first. Lost a lot of players because of a crappy host. Anyways, thanks for the mod and I'll get back to you with that info.
  18. Detection option? Like to resolve conflicts with Technodefirmacraft? Nope. Can you elaborate on what the issue is? Provide a bug report and any error logs or crash reports you have and I'll try to resolve the issue. I'm currently working on a major overhaul of TerraMisc so it could be some time until I can resolve this issue and have a new version released.
  19. HI. I was wondering if you had added that detection option for Technodefirmacraft. I'm trying to add TerraMisc to the latest build of TNFC 3.7 and it's not liking it. Thanks.
  20. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Hi! I love this modpack, however I've encountered what may be an issue; zombies spawning inside of my cellar. According to their thread they've made it so mobs shouldn't spawn on cellar blocks, so I don't know if that's an issue on their end or on another end, or if it's intentional. Definitely gave me a fright, though! But it is annoying because I can't place torches to light that area up without the functionalityof the cellar being broken. I'm assuming there is a raid occurring which is why a zombie appeared in my cellar, but even then I have quite a bit of protection for the chunk that it spawned within and I was only gone for the day, a couple of chunks away to work on my farm. I'm not sure if this is something you could/would fix, or if you have any idea how I can fix it for my own world? I don't want to poke around and break something but I would like it so no mobs can spawn on cellar blocks, period. In any case, I appreciate the work you've done to put these mods together into such a great pack!
  21. Automated Message:This topic has been moved from Addons & Applications to Game Spoilers
  22. speaking of keeping up with entries, again so much has happened in playing, it will be hard to describe it all. First, I finally got the pitchblende and processed it to some usable uranium. I build a minimum reactor, after fiddling with the reactor simulator, which yielded 40 EU/t. This would have been 80 EU/t, but in EU mode, reactor output is reduced to half. 40 EU/t is not enough to keep my base going -- which basically means running mining drills for coal, the occasional mining for ore, ore processing, and generating the many various fluids with the IHL machines (chem reactor and the fluidized bed reactor), and occasionally runningthe AR machines. Thus my dream of switching from oil/creosote liquid-fuel boiler power to nuclear power was a bit premature. My initial reactor setups also all made use of reflectors; these are used up rather quickly (10k seconds instead of 20k), and require tin and copper. After tinkering with the reactor simulator some more, I figured out that the best setup involves just overclocked heat vents and component heat vents. The OHVs take 36 heat from the reactor hull and remove 20 heat by themselves, leaving 16 heat that need to be removed otherwise; the CHVs remove 4 heat vents from themselves and from neighboring components, so 4 CHVs around each OHV works out exactly. Arranging them in a checkerboard pattern works, even though I was wondering if that means that some CHVs are doing double duty. But nothing is blowingup, so it works. With this knowledge, I designed a reactor setup with 4 quad elements (16 fuel rods), of which 2 are placed side by side to squeeze out some extra ticks. This yields 280 EU/t, which are again only 140 EU/t effectively. With the AR machines able to cheaply produce heat vents (the basic ingredient in making more advanced components), getting the materials was not so difficult. But even though I got the larger reactor up and running, it's still not enough to power the base; eventually I will have to switch to a fluid reactor setup, which requires housing (lots of lead) and a system for producing power from heat via steam. Looking up some tutorials online, it looks doable, but will have to wait for a bit longer. So in the meantime I went back to getting more oil; my first two runs to filling a drum (256k) were all done with manual labor, drenching the wells bucket by bucket, which required digging down by hand, a lot of work. I too late discovered that the IC miner in connection with an IC pump placed next to it can do all this work by itself. It just needs enough mining pipe, and a fluid ejector upgrade to move the oil into a drum placed next to the pump. (More upgrades work wonders in speeding up the process). Quickly gathering enough oil, I was able to get tons and tons of more gasoline and the various gases. Most crucially, I also finally realized that I had been running my two boilers (one liquid and one solid, intermittently) with a 2x2 setup, which never generated enough steam to maximize the output from the turbine. As soon as I upgraded the liquid fuelbox to 3x3 and added the high pressure boilers on top, my turbine started reaching 100% efficiency, meaning 200 EU/t output. My MSEU was finally filling up to the brim. (When upgrading the fuelboxes and adding more boilers, temperature resets to zero. Getting a large boilerto 100 degrees takes a long time, and a lot of fuel. While running the fuel box on gasoline, I had been collecting the creosote oil from my two coke ovens in a drum; it took almost half ~128k to get the boiler hot.) I also started to produce chlorine in high volume. It is one of those liquids that produce slowly from saltwater and are expensive in terms of energy; it is used in the production of rocket fuel antecedents. After running one or two 16K tanks of saltwater through the AR electrolyser and getting only a few buckets of chlorine, I filled up a drum of saltwater at the sea shore, using a pump. Splitting saltwater also produces tons of sodium hydroxide solution, which is needed for aluminum processing and also for one of the precursors for rocket fuel. The AR electrolyser needs a lot of power -- so much that it shut down parts of my base that were connected in series to it -- thankfully, I had neough stored up, thanks to my newly upgraded boiler. After that, while the drum of saltwater was slowly processing into chlorine and sodium hydroxide solution, I made some ammonium -- nitrogen and hydrogen -- needed for the next step of rocket fuel production. After much running back and forth, also processing the various intermediate petrochemical products in between, building one more IHL FBR to be able to process more ammonium, making co2 to make methanol, the chlorine was ready, 2 16k tanks of it (out of 256k saltwater!) There were 4 more steps combining the various precursors, to [forgotten how to spell that], then chloramine, then hydrazine and dimethylhydrazine, all VERY slow in production, to finally the first bucket of rocket fuel!. Rocket fuel! Space is near! ... but a lot more to do.
  23. Hi Viper, thanks for following! Making a doc is a great idea, perhaps I'll give it a try when I have time -- haven't kept up with diary entries in a while
  24. Flan's mod issues while experimenting

    I have another question: how did you craft a gun box in TFC? It uses vanilla iron, weapons require logs from vanilla minecraft
  25. Alterra - TechnodeFirmaCraft 3.7 server- w/added mods.

    Server has been updated to 3.7 which includes numerous bug and recipe fixes and some new content. Change log per Bunsan. - Lapis block recipe fixed. - Stopped coal being processed into flux in machines. - Fixed Treecapitator making adjacent tax trees drop saplings. - Merchants food crash fix - OpenComputers server rack recipe fix and a few other recipe fixed. - Aluminium can no longer be processed in pit kiln. - Chunkregen (sticks, stones, grass etc) linked to spawn protection configurable. - Added special characteristics to skeletons deep deep down... - Added wither... Oh string from silk wisp recipe fix too. Thanks to Bunsan for pushing this update. We know how busy you are on the 1.12 port.
  26. Seeds

    So it says on the wiki that if the in game year is longer than 360 days than crops will not grow correctly. Is this true? thanks
  27. Hi Saupaolo13 - Im following along with you! I just started the pack and am currently working through stock TFC. Keep up the blog! Ill be using it for help. Have you thought about making a document?
  28. Shaders hot springs particles help

    Title pretty much says it all. When using SEUS v11.0 there are no particles being spawned above hot spring water whether I add their IDs (430, 431) to the gbuffers_water.vsh file or not. When using Continuum-ultra the particles spawn and look fine when viewed against a backdrop but then has some weird alpha problems when viewed against the sky or ground like this. Anyone know how to resolve this by changing the shaders files or is it not possible?
  29. Having solved the rubber crisis -- I also realized that the CESU max output is 128 EU/t, so only regular copper cables are needed -- I wonder what my next priority should be. I noticed that I am running through fuel to burn at a steady pace, so I will either have to burn my reserves of methane -- or go on a new exp[edition to fill up my oil drum. The latter is tedious business, since I have not figured out yet how to built the IE pumpjack. I don't really need the methane anymore, since I can now make hydrogen easily with the AR Electrolyser. It's energy intensive, but also produces Oxygen and can be automated easily. Putting the old way through the refinery setup is also a lengthy process that requires constant switching disconnecting, and reconnecting of pipes and containers. (There is really no way I will figure out an automated setup for refining that can work for all the different fluids at once,.) but even if I burn my two or three tanks of methane (we are talking 16K Magneticraft fluid tanks, which I use for everything), I will sooner or later run out. Thus I resolved to get started with IC nuclear power. Luckily, I already found a source of pitchblende; using the Big Drill made it much easier digging through mountains of granite (the only layer where pitchblende spawns). Making the reactor and other required blocks requires a lot of resources, all of which I have, except lead. There is a lead mine 140m from my main base, where I already found the ore cluster; I need to set up a drill, power line, and rail link to get the led I need. In the meantime, I am thinking of making another MFE. The steam turbine seems to generatemore power when temperature is high, and my current mfe is hovering near full, with several machines running. If I make more energy storage, it presumable will draw down the steam from the boiler quicker, Ithink, but I'm not sure if this also affects fuel consumption. Currently, the temperature of the boiler only seems to be affected by fuel consumed and time spent. In any case, I'd rather store the energy in the form of readily available EU than in the form of steam. I am not so sure how the nuclear setup works. It says in the various guides that using a heat exchanger/steam heater is more efficient than using EU straight from the reactor. But the regular steam generated from my setup for the superheated steam (it generetes reguilar steam below 375 degrees and superheated steam above that temperature) seems not to be accepted by the steam turbine. Do I need the IC kinetic generator?
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