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Everything posted by Zerren

  1. Hey everyone, new here, just got to bronze. Still looking for iron; while I look, I thought I'd post what I live in. Post yours as well!
  2. 3/23/2014 I'm not dead! Good day to you all, and welcome to the show.. This is: ExtraFirma, a TerraFirmaCraft addonI'm xChainblade on Minecraft, by the wayWhat is this addon?This addon is designed to add aesthetic and somewhat fantasy items and blocks, including colored tallow candles, an extremely powerful crossbow that fires devestating tool metal bolts, beautiful metal lanterns in precious metal variety, a mortar and pestle with herb grinding and bandage crafting, and much more, here and to come.Why did you make this addon? What does it do?I wanted some more aesthetic choices in my building, but since TFC 'removes' a few choice lighting blocks (glowstone, redstone lamps, etc) I didn't have much option in the way of lighting. Thus, the lanterns were born. I got carried away and starting adding a barrage of new blocks and items, until the creation I've set before you has spawned.A crossbow to one shot a zombie, a candle to mood light a cathedral, a name tag to keep that Creeper, a Lead to guide your herd, or a fence and bookshelf to match your wood planks.This addon does NOT (except maybe the crossbow which has a damage config, or the plant dyes) break the balance, flow, or difficulty of default TerraFirmaCraft. I'm doing everything in my power to make this a purely additive mod, and not bring in or take out any systems that mess with the core gameplay. Any suggestions regarding increasing or lowering difficulty of any system in TerraFirmaCraft will be ignored.Content:Adobe Drying: Early game is very limited in terms of building materials. Thatch, logs, and raw clay blocks are really your only options. You can craft adobe lumps like Place 4 of these on the ground and let the block dry, and collect it. Craft 4 of the bricks you get from breaking the dry adobe in your 2x2 to get 2 solid blocks of adobe brick.Method of obtaining the beautiful 1.6 hardened clay coming soon. Candles: You'll first need some Tallow, which can be obtained by cooking Suet in a firepit or forge (8 tallow per 1 suet). (Gain suet by killing cows). Craft 4 tallow with an empty wooden bowl (shapeless) to get a Bowl of Tallow. Craft a bowl of tallow together and either a Spider String or Wool Yarn along with (optionally) any dye of your choice to receive 1 colored candle. (Bowl has 8 uses) Lanterns: A beautiful lantern that can be turned on and off via a shift right click with an empty hand. Crafted using 2 glass panes, a candle of any color, and 2 metal sheets of precious variety (brass/tin/wrought/sterling silver/gold/rose gold) like Composite Crossbow and Bolts: A vicious weapon that is easy to use and even easier to swiftly slay the most fearsome foes. Crafted using 2 Weathered Horns (gained by killing male sheep or cows), 3 small planks of any wood type, and 2 braided string (crafted like with either string or yarn), making the complete crafting recipe for the Crossbow An alternate recipe uses steel ingots instead of weathered horns.Bolts are somewhat harder, starting out as (the clay molding recipe is the same). The anvil recipe uses a single ingot. This gives you 1 arrowhead, which can be crafted into 4 bolts, first by making fletching to save on your feathers, and then by crafting the full bolts like Metal bolts of higher tier have greatly increased damage of those of lower tiers.Bolts are chosen from the left to the right in the hotbar (and MUST be on the hotbar), and are loaded in that order. Hold right click with an unloaded crossbow to load, and when loaded, right click again to fire. You can tell what bolt is loaded in the crossbow by its special text on hover.Bolts can be recovered at a very high success rate (>95%) if fired on monsters or terrain. Bolts fired onto other players are almost always lost on impact.Finally, crossbow damage can be configured from 50%-150% in the config file. Do note that anything above 100% does severe damage. Melee Weaponry: ExtraFirma currently adds two new melee weapons with a clear use: The Halberd and the Dagger.• The Halberd does more damage than a sword, and has a longer range (+2 blocks), but swings twice as slow. Used for fending off low amounts of enemies at a time safely (1-2), you can easily devastate someone with this vicious weapon.Grid recipe: anvil recipe uses the plan + a Double Ingot of a tool metal. Finished using two sticks, like• The Dagger does less damage than a sword up front, but given enough time and the ability to stick on your target, more damage over time can be acquired. A stab with the dagger applies the Hemorrhage debuff, causing the target to suffer 1-2% of their health in damage every 2 seconds. The dagger's range is actually shorter than your fists or a sword, so be careful.Attacking a hemorrhaging enemy has a second effect: exposing their weakness from the wound, you sometimes jab the same bleeding spot again for a massive damage eviscerate and applying a longer Hemorrhage debuff. There is an internal cooldown on this proc of 3 seconds.Attacking a player asleep in a bed is almost surely an instant death...if the upfront assassination doesn't kill them, the fatal hemorrhaging that is applied will.Hemorrhage can be removed with a Bandage, but doing so makes you not get the Regeneration effect from the bandage.Grid recipe: anvil recipe uses the plan + aSingle Ingotof a tool metal. Finished the same way every other tool is finished. Bookcases: Building an aspen and schist fortress, your library can look a little bright with the oak bookcases. Remedy that by crafting a wooden bookcase of any wood type like, using any books (TFC or vanilla). Medicine: In climates with average rainfall over 1500, you'll find purple Kingsblood plants. These benefecial herbs are key to creating basic medicated bandages, and can be grown by right clicking on one of the plants with a knife in your hand. This turns the plant into a smaller (ungrindable) version, and adds another to your inventory. This smaller clone with eventually grow into another Kingsblood plant.A similar method of growing plants can be done to the vanilla Rose and Dandelion, by crafting 1 of the plants with a knife (which takes 1 damage).You'll also need a ceramic mortar and wooden pestle. The mortar is first crafted like, and fired into the ceramic version in a pit kiln. Right click to place down the ceramic version, which will now accept valid, fully grown Kingsblood plants with a right click. Once the plant is in the mortar, right click again on the mortarwith a valid pestle, crafted like (currently only the wooden pestle exists), and after a certain amount of grinds, will turn the plant in the mortar to paste. Right click again to receive the ground paste. The pestle takes damage in the process, and will eventually break.Lastly, you'll need some leather strips for keeping the whole bandage together, crafted like Take these leather strips, two string or yarn, a wool cloth, and the paste and craft them together like right click with the bandage in your hand (if you aren't at full health) to use. This instantly heals you for a small percentage of your health and applies a 1 minute regeneration buff on you if you're not bleeding, or removing the bleed if you are. This also applies a 3 minute 'Recently Bandaged' debuff on you, which prevents the use of another bandage or healing item for the duration of the debuff. Misc. Items and Extra Crafting Recipes: Many crafted recipes I felt were left out or forgotten from TerraFirmaCraft, so I added a few that I use and thought other people might use as well. These include:• (Brass)Name Tag: (Right click on a sign with text to rename the Name Tag to whatever is written on the first 2 lines of the sign.)• Steel Tracks: Crafted like the Wrought Iron tracks, but with Steel.• (Vanilla)Iron Bars: Crafted like the vanilla iron bars, but with Wrought Iron ingots.• Compass: Four Wrought Iron ingots for a casing surrounds a chunk of Magnetite ore, which follows the magnetic field of Minecraftia.• Redstone Logic Tiles:• Carpets can be re-dyed using 1 dye and 8 carpets. Surround the carpets with the dye.• Red and Yellow Dye: Obtained by grinding a Rose or Dandelion in the mortar.• Brown Dye: Obtained by grinding a Weathered Horn in the mortar.• Green Dye: Obtained by grinding a Cactus in the mortar, or an Olivine ore with a hammer. (green and lime) Ropes and Rope Anchors: Once Iron is obtained, you can craft a sturdy Rope Anchor, which can be placed on a wall and used to lower a rope down to a maximum of 128 blocks. Crafted like with either Wrought Iron or Steel, they can be placed on any sturdy block's side, and when right clicked with a Rope (jute), will lower a rope. When right clicked with an empty hand, it will raise the lowest rope 1 and place the rope item back in your inventory.Ropes can be climbed like ladders, and can only remain when the block above them is either a Rope Anchor or another Rope block.Ropes are non-functional when used in conjunction with Smart Movement and Player API. This is on their side, since I properly implement isLadder().I can't easily fix this. Download Link: DELETE YOUR EXTRAFIRMA CONFIG FILE EVERY NEW UPDATEv1.0.4: Requires 78.9 or higher. Versions:v1.0.3: Requires 77.14 or higher.β: Requires 77.14 or higher. v1.0.2: Requires a build 77.13 and below. Changelog: v1.0.4: 1.6.4 UpdateThis update mostly was just for the 1.6.4 port, and I had to fix quite a few things to my code that were changed in base TFC. Alchemy update will come next.• New:Added the Fish Net, a block that can be placed in water and supplied with any dough or maize seeds to passively trap fish•New:Added Icepetal and Whiproot plants. Icepetal found in cold regions, whiproot found in wet regions. Can be cut/cloned with differing growth times.•New:Added pastes for both of the above, ground in the Mortar•New:Added the Calcinator, used to craft some recipes involving in-air burning and high temperature heating (solids)(uncraftable yet)•New:Added Soda Ash and Quicklime, crafted in the Calcinator using Salt + Flux + heat. Used in some recipes (glass)•New:Added the Retort, used in heating liquids to specific heats(uncraftable yet)•New:Added the Alembic, used in distillation of substances (uncraftable yet)•New:Added the Beaker, used for mixing liquids and solids to be further refined (uncraftable yet)•New:Added Alcohol Burner, used for heating alchemical apparatuses, fueled by Ethanol(uncraftable yet)•New:Added Leather Bag, used for storing (6) items of size small or smaller. Great for an herb or mining bag! Can be placed down similarly to the ceramic vessels not yet•Changed:Rose Red, Dandelion Yellow, Cactus Green, and Horn Dust are all now crafted in the mortar•Changed:Hardness of Adobe Bricks severely reduced to allow punching•Changed:Lamps now recognize Walls as valid post destinations•Changed:Rope hooks now require Rope instead of braided string. Grow that jute!•Removed:All of the fences. The stock TFC fences are better looking anyway•Removed:Some internal items that were no longer used (plans)•Removed:All of the metal plates. You can now place metal sheets on blocks, which is a far more useful system than mine was.•???: probably some other things as well, it's been in the pipe for a few months now so I can't remember it allv1.1.0: The Alchemical Update (A running list and a work in progress)• New: Added Ethanol, crafted by distilling Rum, Vodka, or Sake in the alembic•New: Added the Rain Collector, a block that can be placed on top of a Barrel to passively fill it with water as it rains. Must have an unobstructed view of the sky and be raining•Changed: Enabled the bolt quiver, which can hold 4 stacks of bolts. Crossbow prioritizes the quiver's bolts over your inventoryv1.0.3:• Added Halberds, a long range, slow weapon used for fending off few enemies from a longer range• Added Daggers, a short range, fast weapon used for assassinating a single target at a time, causes a hemorrhage and can strike twice on bleeding targets• Cleaned up more code• Added in framework to easily add new weapons of any type• Added a Steel Pestle, same as a wooden but lasts far longer• Added in copper versions of the redstone logic tiles, can use silver ingots for double outputOld:v1.0.2_β:•Updated to TFCraft 77.14 and above (new API)• Enabled the placing of torches on ExtraFirma fence posts• Updated mappings to MCP 8.05• Fixed OptiFine sillyness with the ropes and anchors• Minor bugfixesv1.0.2:• Added wood fences of all types, crafting with 4 sticks and 2 small planks in the center• Changed mortar to be fired from a clay mortar, recipe• Added Rope Hook, crafted using 2 iron or steel ingots around an iron or steel plate -Right click on the hook with a braided string to lower a rope 1 block• Added halberds, but will soon be craftable and do damage• Fixed some bugs involving arrowhead craftingv1.0.1:• Candles come in all colors. When crafting a candle, add a dye to the recipe. Crafted candles cannot be re-dyed.• Fixed floating candles• Green dye can be created via crushed Olivine and crushed Cactus. Crush these the same way you crush rocks for flux.• Method of crafting tallow now uses suet. Gain suet by killing cows or sheep. Cook suet to get 8 tallow. (Less annoying when cooking beef and mutton)• Cleaned up tons of code• Added some Shift Help tooltips for Adobe and Name Tags• Added decorative blocks for Malachite, Jet and Olivine, crafted using 4 of the ores, reversible• The bow is now a Crossbow with higher damage, but a 3 second draw time (all old recurve bows turn into crossbows, arrows only renamed). (Crossbow does massive damage. A red steel bolt has a chance of killing a spider, skeleton, or player in a single hit.)• The loaded crossbow now shows what bolt is loaded in the tooltip• Crossbow damage can be configured in the config file using a multiplier, 1.0 default• Added two status effects: Recently Bandaged and Adrenaline -Recently Bandaged prevents you from using another bandage until it wears off -Adrenaline greatly increases your run speed, attack damage, crossbow draw speed, and pain suppression for a short time• Added Kingsblood, a flower that generates 4x rarely as a Rose in a climate with more than 1000 rainfall. Can be grown soon, used for herbalism and medicines.• Added Stone Mortar (block), used for grinding herbs and plant matter into pastes. Made with smooth igneous only.• Added Stone Pestle, used with the Mortar. Takes damage each use. Made with smooth igneous only.• Added Minor Healing Bandage, crafted using Kingsblood paste. Heals 12% of your health instantly, and gives 1 minute of regeneration 1. Applies the 'Recently Bandaged' debuff, preventing the player from using another bandage until the 5 minute debuff wears off.• Added leather strips, used for crafting bandages.• Added config options to configure crossbow damage, some crafting recipes, and bandage debuff timerv1.0.0 :• Initial release What I need from You:Any and all bug reports, crashes, instabilities, incompatibilities, good suggestions, and anything you can think of that will better the mod in a constructive manner. Give me a good reason, and I'll give it a good thought.ExtraFirma is also configured to already accept any localization files in the form of .xml. Use the default en_US.xml as a template when submitting other languages.Legal?: This mod is licensed under everything TFC is licensed under and is property of myself and the two main TFC developers, Bioxx and dunkleosteus.I edit, distribute, and reproduce NO files or assets from Terrafirmacraft in this mod. Some art assets are based heavily on assets provided by Terrafirmacraft to keep visual continuity, but none are direct copies.
  3. [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.
  4. [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.
  5. [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.
  6. [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.
  7. [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.
  8. [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.
  9. [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.
  10. [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.
  11. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    The liquid changes color depending on the potion that's inside.
  12. [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.
  13. [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...
  14. [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.
  15. [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.
  16. [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.
  17. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    That's awesome, thanks for the inadvertent help. Many people have been asking me why my ropes don't work with smart movement, and I can only tell them it's not in my power to fix.
  18. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Progress has been done, just not updating. There are a few bugs for me to hammer out (I test against a multiplayer server as well) that are causing some issues but I know how to fix them. Studying for my engineering has made me slow down a few things, this being one of them. Don't worry, things are coming. Weapons, mainly. @gilgamorgh: That's a highly HIGHLY experimental test block that currently does nothing and can't be crafted. That's why it has no name even. My plans for that one was to be able to be placed near farmland on the same level, and could be filled with fertilizing agents (gypsum, bonemeal, charcoal/ashes, straw etc) to refill the farmland's nutrient levels faster than normal. @kotoroshinoto: Those recipes should already be removed, per TFC's modifications. The only way of getting yellow, red, and green dye without my mod is by grinding malachite, limonite, and hematite ores. (which I find is a littttttle overkill. Lapis is okay since it's a 'specialty' dye in my opinion, a royal blue) Also yes. I forgot to add in the respective grid recipe for kingsblood, but that one can also be cloned by right clicking on a fully grown kingsblood with a knife. It places a clone in your inventory and turns the big one into a small one.
  19. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Alright I've got this all sorted out, but I'm at a dillema here: A) Remove blocking from the halberd in favor of a powerful right click charge swing, having the punchy stabby part have a 'knockback' enchant effect B) Keep blocking on the halberd and have the normal swings with the left click. They're still slower than usual, (twice as slow in fact), but they do about 80% more damage than a sword each hit. Overall, less damage than a sword or maceover time, but at a higher range. --------------- In my thoughts, I think B would be preferable, even though A sounds extremely cool and interesting.. I don't know why, but it feels like A is too radical of a change, overpowering the simply hack and slash style. Plus, I've already got B all coded, lol. I can add more weapons now that have even higher swing speeds and lower than average range, or even directional hit detection. (Backstabbing short range daggers that do massive damage in assassination attempts) --------------- I might be splitting the mod up into mini-mods ExtraFirma: Weaponry, ExtraFirma: Decorative..
  20. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Halberd, you are correct. The reach is sword length + 2 blocks, but the damage is only 85% of a sword's. Crafted either by mold pouring, or on the anvil using a double ingot + the plan. Instead of 1 stick, you need 2 sticks, so it can't be finished in your inventory. You need a crafting bench.
  21. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Sure, I can do the whole gem encrusting thing. That was an idea I had a long time ago but got caught up with the crossbow. The code is all there already, with the leather armor.
  22. Magic or.. No magic?

    I've always loved Thaumcraft for its depth and style, having some of the best aesthetic and function of any mod since 1.2.5. Depending on how Thaumcraft 4 feels, I may end up making a straight compatibility addon for TFC with it. A few ideas would be making the Greatwood trees not their own tree, but a variant of existing trees. You might find a Greatwood Hickory, or a Silverwood Chestnut. A tree would randomly spawn these properties as often as Thaumcraft would make the normal ones. Vis ore is debatable. (Anyone care to chime in?) Maybe spawns in clusters like ores, or in caves similar to stalagmites, not actually in ore form. There's a lot to it, but it would be a neat project for those that enjoy both mods, like myself.
  23. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    --------- All of the quern recipes are hardcoded unfortunately. (barrels too). I might get some code together and see if I can talk to dunk or bioxx about changing the quern's recipes into a Furnace-style recipe map via pull request. Additions to the quern from then on would be 1 line of code.