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Posts posted by LordOfWolves

  1. TFC at first started as a mod that took inspiration from Dwarf Fortress, and I indeed went to check and all the TFC ores are present in that game. They were all implemented at the beginning of this mod, when believability and survival maybe wasn't the main focus of development, maybe it was something like bringing DF to minecraft. 


  2. Is it still balanced if I just keep TFC and electrical age? Does it affect progression? Basically I am just interested in those 2 mods and you managed to make them work together, but I'm not sure if something would stop working in your pack if I just keep these 2.


  3. I like that making a bed is a real undertaking now, since being able to sleep the night away is a huge thing.


    You can make a bed from Leather usually much sooner with only 1 piece of large leather (Not sure what drops that - Bears do, anything else?)

    It needs to be refined though, you can now make a mini barrel from clay to do the job.

    That doesn't sleep the night away, but does reset your spawn point at least.


    You can make a temporary bed with 2 blocks of thatch and a large raw hide, not leather, that's different.


  4. what resolution are you bringing it down to? looks like x16, you could try making it 32x or 64x without sacrificing any fps if this is the only texture you want to do. some people surprisingly dont know this, but you can have a mixture of whatever resolutions you want in the same pack.

    edit: you can also trim out some of the background too to save more space for the texture itself, but then the item will seem bigger in your hand as well.

    Hmm, yeah I didn't think about this, thanks. I'll try seeing what I can get with a 64x



    I had the same idea as you a while ago,  the topic is locked, but I still have the image.


    I even created a texture for it:

    Posted Image

    Oh yes, I indeed got the idea from that topic, but I wanted something like a bunch of clumps rather than a single one.



    EDIT: I indeed got a better result with a 64x texture:


    Posted Image


    But the image is too wide and not high enough. I can solve this by simply taking off some charcoal pieces or finding a new picture. Thanks for the help anyway, that helped a lot.


    EDIT 2:


    I finally think I created something I really like. I just took this image


    Posted Image


    showing many pieces of charcoal, then I chose 3 of them and made this


    Posted Image


  5. Hello everyone. Lately I got a bit bored of the charcoal texture. I already changed the coal texture but the charcoal still feels too much vanilla. What I'm trying to do is taking images of real charcoal and try to modify them and get a charcoal texture that I could use in TFC, however so far I didn't have so much success. I don't mean to create a new Texture Pack because I am not that good, I am just trying to make new textures for personal use only.




    Posted Image


    This is the first image that I liked and that I tried changing. First of all I tried simply scaling it down, but it didn't work, because what I got is this:


    Posted Image


    I then tried other different things but not even one worked. So now I am trying to seek for help. If there's anyone that can help me or give me some useful tips that would be nice. Also, I am rather new to these things, so I am not able to draw it from scratch in a smaller scale, I would indeed prefer to get the final texture by working on the pic. I am also using GIMP, but I can use Photoshop too, it just needs to be installed first.


  6. I personally wonder if progressing to the Industrial age is specifically necessary as I have noticed a specific lack of Iron Age tech beyond a few minor things here and there. Iron age man had quite a wide variety of things at his disposal such as water wheel driven machines, wind driven grain mills and much more. I am off to collect a decent list to add here but I think that the individual ages could have their tech fleshed out a bit more before having to jump forward in time at all.


    This is a thing that I think people would enjoy more than an industrial age. I too agree that other tech mods don't completely fit into TFC, because they're too aimed to automation, resource duplication and powerful laser weapons. What I really like of TFC is that all of this doesn't exist. You'll never find yourself sitting and looking at your big automated tree farm or your massive sword production. These are the aspects of the game that make you want to keep playing it. You feel like you could be in danger again if you didn't try to manually craft what you need. 

    Another thing is that I really like the bloomery and blast furnace concepts, because they were historically used and they're rather simple to understand and to use. Same for leather working. The game expanded that by adding all the small process to transform a raw hide into a tanned leather. I find that very funny too. This is another thing I like. TFC doesn't just add a block that transforms raw iron to ingots or hide to leather, but it kinda says "Come here and let me explain you how it used to work" and makes you go through the entire process, which is cool. 


    Basically this is why I agree that if there would ever be something industrial, the iron age tech would fit into the mod so much more than more advanced tech or tech mods. And I also imagine that iron age tech did indeed add a bit of automation, but not so much to make you feel useless in that world you're playing. I guess that automation even allowed people to do new things that they couldn't do before.


  7. There's nothing wrong with that. 800 blocks are just a little number, people often have to travel more than 10000 blocks just to find something, so there's nothing wrong with that world, just keep searching.


  8. I don' think that I would ever use this in TFC. Why would I take longer and use more resources to cook something when I can just use a fire pit or forge? Cooking meat is not very difficult.


    Exactly. There's also a grill now that lets you cook more food and even use the heat of the forge. As of now this suggestion doesn't have a point, because you make the cooking process just longer and tedious, and the benefits aren't worth the waiting, because it's easy to not burn your food. It also takes more resources, so it's difficult that a new player will ever use this method.


  9. Burlap cloth can be made with jute instead of strings or wool yarns in a loom. Anyway don't ask me what we'll do with the bag. Mine was just an idea. Nothing is written in stone for the next version, I was just saying that other food preservation methods are planned and grain could have its own too. I don't know yet how it works, at least until it's in the game.


    EDIT: 12 jute fibers should be required:


  10. I didn't think about this at first, but it's true. One of the targets of this mod is that the player leaves the game knowing something new too. In my case this mod made me curious enough to go look how real bloomeries worked, how iron was processed, and in this case how many ores contain the same metal.


  11. You can try moving small quantities of alcohols with glass bottles. These work, because they're what you use to drink the alcohol. Bucket won't work instead, not sure if for gameplay or other reasons. Every bottle can contain 250mB, so 4 bottles are 1000mB. To make them just heat some sand in the forge and then use the glass in the vanilla recipe for bottles.


  12. Oh, no, I didn't mean this to increase the available metal, but just to enhance diversity. My idea was that what could be a vein of bismuthinite could become bismite instead. There wouldn't be more veins, just more variety in ores. It would increase the immersion and personally I find that when you're prospecting it's funny to find something unusual sometimes.


    Also, for the ores that are already ingame, I think those are there from the start. This mod took inspiration from Dwarf Fortress, and indeed today I checked the DF wiki and all the TFC ores are present there, plus lots of almost useless ores that however in DF have a commercial function, like platinum. Maybe that's why we didn't find a good use for it yet.


    But anyway back in topic. Basically this wouldn't spawn more ores, just more different ones.


  13. Today while reading some articles on minerals and ores I came across this page and I was surprised by the huge number of minerals that exist. In TFC we have some of these, but often we only have a single type of ore, apart in the case of copper, iron and coal. 

    Personally I really like those metals because they have diverse ores ingame and this adds immersion because it looks more believable. It also adds fun to the prospecting and mining. It's better to see a greyish like ore and get confused but excited at first, instead of seeing a yellow ore and already know what it is.


    Anyway, let's come to the suggestion. I spent some time to search for some minerals in that page that would fit into TFC. 



    Bismuth variations:


    -Bismuthinite (Already in the game)

    -Bismite (


    Tin variations:


    -Cassiterite (Already in the game)

    -Stannite (


    Minerals that contain Tin in minor part:


    -Canfieldite (

    -Cylindrite (

    -Franckeite (

    -Teallite (


    Nickel variations:


    -Garnierite (Already in the game)

    -Pentlandite (

    -Nickeline (

    -Millerite (


    There are additional nickel alloys that can be found in meteorites but TFC doesn't have them so it's useless to add them.


    Gold variations:


    -Native gold (Already in game)

    -Calaverite (

    -Krennerite (

    -Sylvanite (

    -Petzite (


    Silver variations:


    -Native silver (Already in the game)

    -Galena (Already in the game but currently can't be used to get silver)

    -Argentite (

    -Chlorargyrite (

    -Pyrargyrite (


    Zinc variations


    -Sphalerite (Already in the game)

    -Smithsonite (

    -Hemimorphite (

    -Wurtzite (

    -Hydrozincite (



    These are the different ores for now. Obviously I don't suggest to implement each one, because it would be crazy. Rather I suggest to implement at least 2-3 variations for each metal. Iron and copper already have 3 variations and they fit perfectly into the game, so why not add them to the rest?


    Edit: Oh, do note that some ores are also made by other metals, but since also tetrahedrite, limonite and other ingame ores are made by other metals but can only be smelted to a single metal, I added them anyway.


  14. I've heard of pipes in some different situations here, too. The first was (if I remember correctly) when Bioxx mentioned them to be a thing in TFC2, before he left the TFC2 project due to too many problems with worldgen, then it was a lot of time ago. 

    Second is when Bioxx showed us in IRC some screenshoots of his other mod and it had something that resembled pipes.

    Third is the fact that pipes were commonly discussed in the forums some time ago.

    Fourth, there was an addon for TFC about pipes and pressure, but it's no longer updated.

    But I'm pretty sure that what you mean is about TFC2 before Bioxx dropped the project due to some problems. Yeah I remember too that there was going to be something more mechanical after the iron age, but since it was a long time ago that he talked about that, and now he started writing a TFC2 from scratch, the plans may be changed.