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    • 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.

All Activity

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  1. Today
  2. Yesterday
  3. Last week
  4. 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
  5. 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?
  6. Earlier
  7. 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?
  8. 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?
  9. User Error Or Did Someone Forget?

    So I Built A Mod pack With The Latest Version Of TFC1 As Well As The NEI Addon And Wrought Iron Doesn't Seem To Be In NEI. Is Anyone Aware Of This Issue? Could It Have Been Me In The Way I Have Been Handling Stuff?
  10. none of the recipes for ship blocks beyond the small one work. i also cant craft the ship bed
  11. Serverside Error

    Looks like MobProperties is configured with a reference toTerraMisc, but you do not haveTerraMisc installed. I would say either installTerraMisc or remove the tfcm:item.Chain_Square_Bronze entry frompigZombieTFC.json.
  12. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Emm, sorry for a stupid question, but how why the time in this pack flows MUCH slower than in just TerraFirmaCraft?
  13. Alterra - TechnodeFirmaCraft 3.6 server- w/added mods.

    Thanks J. It's just a small server with 20 whitelisted. 6-8 daily. We're having fun though. I've sent a few your way that we didn't have room for or who didn't like the hard settings. cheers
  14. So much more has happened ... and yet progress is still sooo slow. There is just always some item that needs one piece where it turns out that it needs a whole new production line. Figured out the small problem with the polymerizer, which was no problem at all. It just needs tiny piles of technical silicon for each batch of polycarbonate plastic. With those sheets, I went ahead and made a Big Diamond Drill. It's fantastic as it mines in a 3x3 area; so much faster. Cave-ins are a problem though, so mining this way requires some careful planning and placement of support beams. Also, as soon as I made the Big Drill, I realized that I needed yet another small one, for breaking machines that don't react to the IC wrench. Meanhwile, I am really enjoying the options that the AR machines give. Circuits and advanced circuits are so much cheaper now that I can make them with the Precision assembler. The Electrolyser is great as it makes producing Hydrogen and Oxygen easy. It uses a lot of power, so I need to set up another MFE. For which I will need Lithium, for which I will need Hydrogenchloride ... The last requires chlorine (naturally), which can easily be made in the Electrolyser from saltwater, but production is very slow, only 250mb per batch. Each bucket of HydroCl requires 1000mb chlorine. I am also trying to complete all existing quests in the HQM book; one of them is the Electric compressor. Itwould be really useful to have, as it allows pressure on demand and automatic shutoff above a certain threshold. This turned out to be another Rube-Goldberg-like goose chase.It requires a single advanced pressure tube, which needs the Pneumaticraft full assembly line set up. I made all the pieces already as they are required for the Precision Assembler, but now I will need to make them again. Should have thought about that and used them to make one or two of these advanced tubes before spending them on the AR PrAssembler. In addition to requiring tons of compressed steel (not a problem, since I have stacks and stacks of iron now) the assembly machines also need printed circuitswhich require black and cyan plastic sheets, and a large amount of blue pastic sheets for making pistons; 66 altogether. This means that to make the Electric compressor, I will have to run several tanks (16,000mbeach) of Naptha/Kerosene or LPG through the refinery setup toget enough ethene and liquid plastic. This requires superheated steam. My setup is complete and working, so the steam is cheap and plentiful, but requires the heaters being connected to the two dedicated CESU with gold cables. I have two pieces in reserve, which I use to connect and disconnectthe heaters manually as needed. Now, the superheated steam generates very fast; as long as there is storage room for the steam to go to, everything is fine, but once the drum I am using is filled, explosions happen. Because this pack is TFC-based, explosions do not do any damage to placed blocks (seems the authors of the mod thought it would be too harsh if a single creeper could blow up the results of months of grinding). However, dropped items are destroyed by these otherwise harmless explosions (steam explosions also do not damage the player). So when I was breaking my dedicated gold cable to shut down the heater once my steam drum was full, the explosion destroyed the dropped cable piece. That would normally be a non-event, but it so happened that I had completely run out of rubber, as I had just upgraded the Techborn Industrial Blast Furnace to make it all Reinforced Blocks, This was necessary to be able to process Titanium (2300 degrees), and because inserting lava blocks in the center of the Blast Furnace (as it says in the Techborn wiki) to get an additional 500 degrees doesn't seem to work in this pack. So upgrading the Blast Furnace required tons of circuits, which required cable, which required rubber. I could run my reserves of Butane through the Refinery setup to get rubber (a fastand high-yielding method), but for that I would also need the superheated steam. So I am back to tapping my Hevea Rubber Tree, waiting for the bowl to fill and the Latex to turn into rubber, so I can make the gold cable ....
  15. Much appreciated! I really thought I was the only one left on thisthread.
  16. Serverside Error

    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: Serverside Error TFC Version #: 0.79.29 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?: No Changed Config Options: Do you have any mods other than Forge and TFC installed?: Yes Other Mods Installed: All mods from here 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?: No Crash Report: Description: I start the server on VDS using command "java -Xmx8192M -jar forge-1.7.10-", the server is slightly offloaded and an error appears "[17:35:17] [Server thread/ERROR] [FML]: The following problems were captured during this phase [17:35:17] [Server thread/ERROR] [FML]: Caught exception from MobProperties". After the server shuts down
  17. Created this account just to say I'm enjoying your adventure! I am currently playing through and just about to start electrical production. Your entries are very thorough, keep up the good work!
  18. We have changed the amount of Town plots each resident of a Town gets for bot TFC and TnFC servers. (Although on the TFC server we got a complaint from the biggest town not liking that. We're reviewing this atm.) For now all Town residents bring 64 town plots for the town they are in. These plots offer protection from mobs and players that are not a part of your town. The following is meant for the TnFC server only. We understand that in some situations the amount of plots may not be enough. Perhaps you want to play alone or just with a friend in a town. For those players who need more plots but "can't" get them we've opened a thread on our forum where they can request more plots. Scenario's for this may be a town inside of mountains but you'd like the valley below for cattle. Or perhaps you've settled on a small-ish island but mobs keep spawning on the beach. Or perhaps you'd like to follow natural borders like a river. Things like that. You can find the forum thread here:
  19. Alterra - TechnodeFirmaCraft 3.6 server- w/added mods.

    Awesome to see another TnFC server up and running. Good luck with the server
  20. We're constantly evaluating server performance and try to adapt what we can and can't do with that. We're now increasing the Towny plots per resident to 64 and fruit trees per town to 16.
  21. Simple "playability" changes.

    Clay spawning should be more of a how, not where mechanic. It naturally occurs in areas where silt is regularly deposited. River banks, ponds and flood plains. Having it spawn in these rather than by biome would make more sense to me.
  22. Alterra - TechnodeFirmaCraft 3.6 server- w/added mods.

    Server has been up a week now, with 24 members and an average population of 4-10 online. There are a few whitelist slots still open. Note that we are looking for experienced mature players. Server is old school TNFC with no warps or tp. Go to the Discord channel in the post above and read the #information channel. It will be updated each day.
  23. Made the Polymerizer and polycarbonate! What a mighty stretch this was. HEre's how it went down: first, I had to get the 32+ multiblock chassis; these require filling basic machine frames with nickel, 500mb liquid nickel per frame, 2000 in total (8 chassis per frame, 4 frames.) To get 2000mbs I needed 14 nickleingots (144mb/ingot). This was hard to come by, had to go back to two old mines and scrouge the surface to get some more garnierite. The bulk of my nickel is locked up as sludge and needs the electrolyser to get processed. With the materials, making the blockm took some trial and error; the heater goes in the middle towards the back, the tank is in the center wall piece opposite from the control block. The Polymerizer finally formed. Now I needed the polycarbon material itself; thankfully, I had tons of kerosene and the superheated steam to process it; naphtamix going through the MagCr refinery gives pyrolysis gasoline (pygas) and hot ethene. I also had a lot of propene ready. Now however I discovered that I needed a lot of intermediate chamicals, such as phosgen, which in turn required carbon monoxide, hydrogenchloride, chlorine, oxygen, and chlorine. All of thes e are much easier to get once the electrolyser is up and running, without it, there are many steps, some of which require the lab electrolyzer, or the cryogenic distiller, both of which are very slow. Because I have tons of cracking fluid that can be made into syngas -> carbon monoxide ->phosgen, the only bottlenecks is phosphorus. thankfully, my 7 phosphor yield 28pieces of small phosphor. Another surprise was that the Polymerizer did not start before it was half filled with liquid feedstock, 8000mb, which makes the tank half full. It then uses only 500mb to produce 2 polycarbonate sheets. A bit strange, as it means that the first 7500mbs of polymer feedstock are essentially locked up or lost. I am refraining from reorganizingthe chemical production line just yet, as everything will become much easier with the electrolyser. Already the precision assembler got down the cost of circuits enormously. I can now also make heat exchangers cheaper which will make crafting the IC night vision goggles affordable. Otherwise I would have to go out to get much more tin. The techguns NV goggles, are actually better, but need energy cells,which need a fabricator to make. Not there yet.
  24. Block Heads [0.79]

    I've got a copy from 2016 for anyone still on the hunt for this:
  25. More progress. I got the train to my hematite mine up and running. All it took is a simple setup with two loops and one locking track. The Energy loader charges the CESU cart that drives the electric locomotive while the train is stopped. Using manual switch to get the train going again. This could be automated, but not necessary, as mine production rate is pretty slow. Also figured out that I don't need a chest cart, the two slots of the CESU cart will fill up with ore; that is plenty of room. Rationalized my base a bit; things were all over the place and required a lot of needless walking. I set up a quasi assembly line for making sodium hydroxide using the bronze tub,which is used for smelting purified bauxit into alumina. Aluminum production is really slow though; the recipe in the guide using the electrolytic bath is not implemented. Thus I finally got enough aluminum to make the precision assembler (20+ machine frames = > 40 aluminum). This will cut the cost for eletronic circuits in half. Getting there also required setting up the Pneumaticraft assembly line. Thankfully, they fixed the awful tendency of PC items to despawn. The Etching Acid that is made with spider eyes required some scrambling, because there a so few spiders that spawn. Made a lot of plastic processing all the various liquids and gases from the refinery. The only unsolved bug at this point is that there is no way to select white or orange plastic in the plastic mixer's menu, so I had to use NEI for those. The Industrial Blast Furnace is needed for silicon ingots, which are needed for the boule and silicon wafers. It's very expensive and the heating via internal lava blocks does not seem to work in this pack. So I had to make about 24 reinforced machine casings. I hope I can reuse that housing for the grinder once I get there. But with the precision assembler, the circuits are cheaper; once I make the cutter, I can also make advanced circuits, which will save a lot of lapis lazuli and rare and precious glowstone. There really should be a way to extract glowstone from lava or blaze powder, or to craft it with phosphorus. Still haven't found a cryolite deposit, just plenty of cinnabar.
  26. I guess I'll try the nether again some other time, going to the correct depth, once I run out of quartz. The strange crafting grid bug resolved upon reloading. With the emeralds and the PCB blueprint purchased through the Amadon tablet, I can now begin to build the PnCr infrastructure. I also started getting the materials for the mulit-block Polymerizer. But it will need a lot of nickel, at least 13 ingots for the multiblock chassis. Once It's built, a lot of things become available, such as the Big Drill, various guns, and machine upgrades. Not that I have any use for guns, as there are barely any mobs spawning. Too many cows. The cows, btw, multiply like crazy, but only the first one gives milk. The two sheep eat my grain, but won't let themselves be sheared, and won't breed either. Same with the pigs. I don't really need to the meat or the leather, as rotten flesh can be readily processed in the Techgun Chemical Lab. But the Wool is crucial. Starting the Crystallizer - now that I have the mats for the Quartz furnaces - will hopefully get me going towards the electrolyser. Once that's up and running, my tanks of garnierite sludge can be processed into the liquid nickel I need. If on the other hand I need polycarbonate pastic for the electrolyser ...
  27. So I got the gold and exchanged it for the emeralds. This was totally frustrating, as the TFC gold ingot was not usable. The only way to convert tfc gold into regular minecraft gold in the pack is to melt the gold, either in a crucible or in the wire will, and pourit into a one-time use mold. And that 160 times ... (I admit I cheated on this one.) Whoever came up with that is crazy. Meanwhile, I figured out that the crystallizer, for which I thought I had all the necessary materials, requires 6 quartz crucibles. I have the quartz, which drops randomly while mining, but just barely. This reminded me of the nether, where there should be lots of things that I need, such as glowstone, sulfur, more quartz, and netherwarts for potions. It's impossible at this point to build the Techgun night vision goggles; the IC goggles are possible, but I have run out of copper and tin, as well as iron, and need to stock up again. Night vision potions also need carrots; I have tons and tons of TFC ones, but they don't convert to regular carrots. (Same with the mushrooms, btw, whcih are supposed to convert, but no luck.) The nether without night vision sucks ... ... went there nonetheless to check it out, partially because I can't imagine what a tfc nether would look like. It turned out an flat dimension with absolutely nothing in it and bedrock as the floor. After some research, I found out that this is because of TFS's additional height, the Overworld portal needs to be below y 128 for the nether portal to spawn belowthe bedrock ceiling. After returning from the flat neither,the crafting grid that is normally enabled reverted to 2 x 2, with no way to increase it again. Must be a bug connected to the nether, so I deleted the files. But that means that the nether is officially unplayable in this pack.
  28. Some more progress. First, I figured out that the Drum from Extra Utilities has a very high transfer rate, so putting it on top of the steam boiler sucks up the superheated steam fast enough for it to be worthwhile. It still can't keep up with all the steam generated, so the boiler keeps making loud banging noises. But a full drum of superheated steam can finally begin to convert all the naphta, propane, andbutane that I have amassed. Meanwhile, I made a black steel pickaxe, judging it not worth the effort to make enough blue steel for an anvil to get the top tier tools. Immediately afterwards, I realized that Industrialcraft has powered mining drills. I made a diamond drill an will make a Big Drill a s the next step. I assume it has a greater range, can't find any info on it. 3 x 3 digging would be awesome. When making the second steel drum - the first one is holding my oil supply - I needed 6 Black Steel plates (recipe in this pack). 6 black steel, with maximum mixing, require 1 black bronze, 2 steel, and one nickel ingot for maximum yield, 6 weak steel. That together with 6 more steel gives the Black steel. (Mixing manually in an induction smelter is more efficient than using the IE arc furnace, which yields only 4 weak steel). The problem was, I converted all my garnierite prematurely into sludge, before being able to build the AR Electrolyser (curiously spelled with an s instead of z, the author must be British.)Thus I had to go out and mine one more piece of garnierite (poor), yielding 3 small crushed piles, which together with another pile I had left yields just one ingot. My garnierite mine is running dry, and I haven't found the ore cluster yet. Advancing further then suddenly turned out to be a major challenge. Overlooked by me earlier, some pneumaticraft parts are required for the other AR machines, in contrast to the AR Chemical reactor. Things like the advanced tube require assembly, which requires the assembly line setup, the machines of which require PCBs. This in turn requires a UV light box, which requires ... a PCB blueprint. The ONLY way to get that is through the Amadon Tablet. I've seen this item pop up in recipes before, but never paid any attention to it. Now it turns out it's pneumaticraft device for quasi-village trading, getting items otherwise not available, among them the PCB blueprint. Charging it up via the pressure station was no problem ... but it only accepts emeralds as currency. The blueprint costs 8 emeralds. I have 3, coming from a randomly discovered flawless emerald. Are there deposits somewhere? It is also possible to buy emeralds for ... 32 gold ingots each. That's 160 ingots for the missing 5 emeralds. There is a rich gold mine close by, but processing all that gold will take forever. And that is just the first step to getting setting up PCB production and the assembly line ...
  29. Some more progress. It's all step by step. I finally managed to build the AR Chemical Reactor! This means access to cobalt and other rare materials. I am also finally getting the hang of managing all the different refining steps. Among the benefits is that I get more powerful LNG as fuel, and can produce Rubber from Butane. This is sorely needed, since my one Hevea Tree just died. I think I'll build the AR Crystallizer next. For a boule(which becomes a Silicon wafer), I need Technical Silicon. The AR Electrolyzer, which gives easy access to a lot of chemicals, also seems within reach, It can make Titanium if I'm not mistaken ... Meanwhile, I lack glowstone dust. My only source is Bischofite, which has a 50% chance of dropping glowstone when it's milled. The advanced circuits need glowstone. Too bad that I can't get it from blaze powder, e.g. via the Centrifuge. Building the AR infrastructure should take a while. I checked the recipe for rocket fuel, and it seems very hard to get (=slow). But we'll cross this bridge when we get there. My trusted Black Steel pickaxe also finally broke. I want a Blue/Red Steel one, but do I really need to make a top tier anvil for that? It seems that the foundry metal caster can't make high-tier pickaxes.
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