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Zerren

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  1. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    My finals are over so I can now put attention into the mod again! I can't seem to reproduce the arrowhead bug. It crafts fine for me; are you trying on a server or in singleplayer? It also might be your forge version. Also, the leather bag: there is no recipe, lol. I'm adding it right now. It was like the quiver which I 'added' but didn't actually add yet.
  2. [78.10] Metals cool too fast

    I can confirm this still happens on 78.9. Taking a weldable bronze ingot out of the forge (from ***danger***) only nets you 5~ seconds to weld it. That's not feasible on a slightly laggy server.
  3. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    (tentative) update to 1.6.4 78.9+, use at your own risk. I doubt there are any horrifying bugs, but if you find minor ones let me know and I'll get a fix out. Not much was added, but as you can see there ARE the alchemy blocks in, they just aren't craftable. I still have to flesh out all of them.
  4. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Neat update. I'll try to push out a quick fix here soon for 78. Don't expect too many new features unfortunately, as most of them aren't done. Some things with the new update I'll have to take a look at, maybe even add later. For food spoilage, people used to put their perishables in a container and rope them to a bank on a cold flowing river. I might do some things with all that. I can definitely use the Jute for my ropes now, though.
  5. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Oh my has it been a minute since I've read this thread. Sorry folks. Real life got in the way, I'm getting prepared to move, waning interest, and a few other things. Development has slowed dramatically, but here are some things I can input: • I'll make it a point to update as fast as possible when TFC updates for 1.7 or 1.8. As far as I can tell, it works with the latest version. • Alchemy may or may not be in the version update, time will tell. It IS shaping up to be quite interesting if I might say. Experimentation will play a role in it, just as meals do in stock TFC. A nifty Alchemist's Log will be available for you (a fancy book, similar to the Thaumonomicon from Thaumcraft) that will record your creations. ~~~~~~~ I've recently found time and renewed interest in MC modding, and I've begun working on my older projects.. I've learned a lot through Extrafirma, and I'm applying that knowledge in a breath of new life for my old mods. Currently working on realistic and futuristic nuclear energy for TE3, and will return to Extrafirma afterwards. Don't fear, this mod isn't dead.
  6. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    It's 99% for personal enjoyment. The learning experience is fun and seeing my efforts in action is always a good feeling.
  7. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Drop the extrafirma.jar from the newest download into your mods folder, located in your .minecraft folder. It should be in the same folder as Terrafirmacraft's zip. If you don't know where those are, there are thousands of videos online about installing mods. This one is no different.
  8. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    --------------------------- My other mod (that I've never released) has a block that does the food part. You throw in foodstuff, raw or not, and leave it for a while over a netherrack fire (vanilla). You can come back later with an empty bowl to get a bowl of stew. Implementing it would be trivial as I have the code already, but I'm reluctant to add for some reason.
  9. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    The liquid changes color depending on the potion that's inside.
  10. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Lets just say I'm not against a glass blowing/molding system. 1.7 has stained glass that I want to do stuff with.. and it won't be surrounding glass blocks with a dye. Moddings been slow going but steady. I'll surely have a release out soon after the devs put one out for 1.7, barring any crazy complicated things I have to redo since they've fixed transparency rendering.
  11. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    About the like spam? Hey, I'm just having fun modding and if people like it, +1. Messing with the rendering since I don't like the hard glass outline. One option was to double the texture size on the glass only and have a half as thin border. The option I went with was alpha transparent glassware, like Thaumcraft's jars. Still learning the tesselator. -------------------------------- Making the glassware won't be some glass in a crafting grid by the way. That's all I'll say right now...
  12. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    There will be a number of them, some being more potent when used on different weapons. A bladed weapon would deliver the poison more violently.
  13. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    I could, but it was mainly for balance. 2 maximum if I do change it.. brass isn't exactly the hardest metal to get. I do understand the thought though, as I'm trying to balance..balance and non-tedium. Technically, I think of them as the size of brass dog tags, and would would end up getting over a stack from that recipe. Welding a nametag with a tool on an anvil sounds awesome, really. I'll look into that. ------------------ CURRENT WORK: It's slow going, but I'm working deeper on the medicine (and poison!) system. I want a rudimentary alchemy system with alembics and calcinators. • Retort:A tool to moderately increase the strength of all positiveeffects of the liquid -Use this one to strengthen the concoction's positive effects at the cost of burner fuel (whatever I decide, most likely an alcohol flame) and amount of liquid. Think of having two potions of speed I, and using this tool. You've now got one potion of speed II that lasts just as long. My reason: A flask with an open top suspended over a low flame, the Retort is used to heat the liquid to be intensified. Since most beneficial effects are derived from the plantlife of Minecraftia (not all), one heats the apparatus until just before boiling of the plant phase. The undesired effects, usually of animal origin, are fortunately left untouched and unenriched as their optimal heat point for releasing their essences is usually higher. This has the effect of reducing water content to a degree as well, so you eventually end up with less liquid that you put in. • Alembic: A tool to greatly reduce thenegative effects of the liquid and slightly reduce thebeneficial effects -Use this one when making potions that you want to drink to dampen the negative effect (there will be negative effects on almost all potions, ranging from a quick slowness to a deadly poison (if a poison is what you desire, although you won't want to use this tool for that. You'll almost never make a deadly poison by accident.. possibly.)) My reasoning: A two part glassware apparatus consisting of two 'spherical' flasks connected via narrow tube allows most of the beneficial and little of the harmful phases to be vaporized andre-condensesin the collection flask along the narrow neck via condensation. The beneficial phase boils andevaporatesat a lower temperature, allowing it to be condensed andseparatedfrom the harmful phase. All of the water makes it to the end, nearly all of the beneficial, and little of the harmful. • Calcinator: A tool that greatly increasesboth the negative and the positive effects of the liquid -This one doesn't discriminate; it enriches everything it gets into a more concentrated form by removing water content. The cost will be simply an alcohol flame, but again, like the first tool, it will reduce the drinkable/dippable content in the bottle. My reasoning: A very simple metal stand with a bowl with a high flame placed underneath. The liquid to be calcinated is placed in the hot bowl and allowed to heat; this has the sole purpose here of reducing water content and activating some of the essences contained within. The only loss is the evaporated water. This method is most used when one wants to distill a powerful poison, or ramp up an insanely powerful elixir to then be used in the alembic to remove the deadly toxins contained after this process. Using this over the retort for only beneficial potions has the effect of saving fuel only, as this process is more than three times as effective, but a longer time overall will be spent trying to reduce the harmful levels via alembic, and less overall is gained: 3 potions calcinated might only make 1 strong version. I want a powerful healing potion with weak bad effects, and I've got many resources to burn: pure alcohol for the burner, many reagents for distillation, and a couple of minecraft hours to kill. I begin by grinding the raw ingredients into pastes, extracts, and juices with the Mortar and Pestle. Since I want a healing potion and some of the reagents I've chosen have some...undesirable effects, I'll start out by using the Alembic. I place three bottles worth of the mixture in the alembic and apply a flame for a set amount of time. The liquid condenses through the apparatus, and I'm left with 90% of the liquid I put in, the 10% being some bad gunk I didn't want to imbibe. I now have a little under three bottles of liquid. Two and half, maybe. I repeat the process once more to even further make it safe to drink, and I'm now left with say.. exactly 2. I'll bring that liquid to the retort, and apply a low flame for a long while. This removes some water but activates some of the herb's inner extracts, increasing healing potency for as long as I leave the liquid in the retort. If I leave it in too long, I'll begin to lose too much water, and there won't be much there for me to drink. After leaving it in for a rather long time for the retort, I'm left with only a single bottle of liquid. The combinations will be quite endless, with a little bit of randomization thrown in. After the above process, you're left with a very powerful healing potion with mild effects. Maybe 5 seconds of nausea. This won't be a vanilla minecraft brewing stand, set and forget. You'll have to carefully watch the processes at every step of the way. One elixier left too long in a retort and there's nothing left to drink, just a nasty paste in the bottom of the flask. One poison left too long on the calcinator and you're breathing in toxic fumes from the burning material, gasping for air as you roll along the ground and die. The more powerful the concoction that you're burning, the more deadly the effects, ranging from a puff of noxious smoke, to a rather nasty poison gas explosion that burns and blows your alchemy room right out of your basement leaving a lingering deadly gas cloud.
  14. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    That's... interesting. I've not had that before. I don't know what could be causing that.