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Posts posted by LordOfWolves
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I use 4.1.2.260 and it works without issues.
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Maybe sometimes the leaves can drop a flower and you can get a dye from it.
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It would be fantastic if a caribbean type biome is introduced in the game. In that biome you could find blue mahoe trees sometimes. Also some shells near the sea.With the new world gen. and having an equator now, I think this tree type should spawn in more biomes but only from 4000 to -4000
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Mmm...ok, but next time please quote so no one misunderstand.Wasn't talking to you buddy.
EDIT:Don't worry I'm not angry. It's only my post that makes someone think that.
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What? I'm not a prick. What did I do? I never pirated a game. Please inform yourself before saying these things next time.Pirating indie games is shit, and you're a prick.
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Don't blame him for that.
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Yes, it's a known bug. I don't know the causes, but I saw that this happens after the introduction of a gui, for example if you create the firepit, you introduce its gui.I really want to keep the same world for the lets play so I decided to go hunt some clay down and managed to. The only bug I seem to have so far is the animals freezing.
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If you don't know how to install, this is the setting:I've been trying to get this to work for 2 days now, I've tried almost everything.
I'm using Minecraft 1.3.2 (pirated version, but that's never been a problem with other mods), Forge 4.1.1.251, MC 1.3.2 player API and build 49j (i've also tried build 50c).
I've tried installing everything everywhere, with and without MultiMC, but I just can't make a stone anvil, bellows, and possibly other things as well.
When I put all the ingredients together the way I'm supposed to put them together, nothing shows up on the right side of the screen. When I go into creative mode, everything's there in the list, and I can place a bellows on the ground, but when I put a stone anvil on the ground, it's just a translucent block. When I right-click it, the anvil gui opens up and it functions like an anvil, but you can't see it.
I'd really appreciate your help.
in the jar you put forge (the one provided by the link in the downlaod section) and playerapi.
In the mods folder you put the TFC zip (I prefer the latest)
The stone anvil is nota block that you can craft. You need to right click on a stone with a hammer.
The bellows are made so:
P=plank
L=leather
PPP
LLL
PPP
The planks are crafted with a log and an axe in a shapeless recipe.
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The tripwire would be enough, but as of now you can't craft it with the mod. Anyway, let's introduce something new...a bunch of leaves would fit completely with the jungle, but if you're not in the jungle, thin sticks with the false grass on them. a wrong step and you will fall in the trap. This must work also with the player.
I hope that Bioxx looks at this topic, because you guys filled it with a lot of good ideas.
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Probably a trapdoor surrounded by pressure plates?I'd rather have some other special block to use on the tops of pit traps that is placeable in a floating position, so you don't have to dig under it from the side in order to replace the spikes.
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I meant that I use a lot of charcoal because I have a bloomery, lots of clay molds and more than 6 stacks of ores.Heh. Haven't gotten to that point yet. ^..^;
Still waiting on my sluices to dredge up enough copper from the ore sample below it. I suppose I could just dig it out, but hey, I'll happily milk an infinite resource as much as I can.
(My problem is that the sluices are finding iron and nickle, not copper! I may just dig up the copper and let the sluices find the iron XD)
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You make it grow...When it becomes a queen, if it can, it creates a new beehive.Ok? And what would you do with it?
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Ok. What if when you harvest a beehive, it has a small chance of giving you a bee grub?I'd go the Dwarf Fortress route:
Beehives are seeded once at world-gen, but that you can construct artificial hives, and transplant them. Once a hive is "large" enough, you can split it and make two hives.
(DF has a "bee counter" for how many bees are in a hive, you can do a split if you have at least 40,000 bees in the one hive, and a hive maxes out at something like 100,000)
That way you don't have to worry so much about replenishing natural hives, but give the player the ability to create more for their own use.
(DF also destroys a hive in order to collect the honey; modern methods don't kill any bees, due to having removable sections of the hive: knock the bees off, remove the honey comb, stick the frame back into the box)
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Then you are very lucky. Everytime I am near a bloomery and have 6 stacks of ores, clay molds to smelt and 2 stacks of charcoal...wait...where is my charcoal gone.Neat.
I'm using a minimalist design, mainly due to the fact that I don't need a bunch of charcoal, and that huge amounts of wood are hard to come by (especially considering the extra time needed to strip the leaves in order to get saplings).
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I don't think this will work, because I never posted a video, but try writing the link between [ url ] and [/ url ]. It should give you an url in place of the video. Try it and if it doesn't work, I don't know...Of course write it without the spaces.
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Do the beehives generate randomly during while you play, or will they generate with the world, making them finite?
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Make a thing like this:I just want a simple way to defend my roof from spiders
O= block that you want
<-Here's your roof
OO <-Spiders can't climb over this block
O
O
O
O M <-probably a spider
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Did you install rei's minimap in the jar?I didn't lol, because my world is messed now
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It's better that you delete your world and generate a new one. Look at the changelog. Oh and I noticed just a few minutes ago that the adfly link gives you the 50b, not the 50c.Should 50 work with a world generated on 49 and will the terrain generator have changed so I get noticeable terrain gen changes?
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Yes, me too doesn't like technology too much, because there are only wires and other things. I just want to stay in the traps that you currently can understand, but if the popping out spikes are activated by ropes (I don't think this is possible) this doesn't make that a technology trap. The best thing (Still impossible) is that water plays a role in these traps, for example pushing out the spikes with the water pressure. Not better or technological systems. It's simple and easy to understand. Also more creative.I like to keep my ideas on the simple side for the reason that anything technological can be conjectured to be "outside the time period". Though a simple Indiana Jones style step-on-meh-plate-an-firin-mah-spikes could be viable. Would give people a chance to build their own temples of doom under their town halls.
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You must delete the META-INF folder in the minecraft jar, because modloader has issues if that folder is present.HELP ME PLZ, I have installed the latest forge and the latest player api and installed TFCraft-universal-core beta 2 build 50b on a fresh 1.3.2 .minecraft and i open minecraft forge modloader says everything is fine then after the mojang screen i just get a black screen PLZ HELP ME FIX THIS!!!!!!!!!!
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Currently it's quite difficult, because the clay is a bit bugged. That's what another topic says. Then I think this will be pretty difficult.I am really struggling to find clay, any tips for that?
EDIT: Wait a moment...don't consider what I wrote, because this bug is fixed in beta2 build50. Download the latest and you should have no issues.
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Good idea. I had in mind to place wooden spikes below your trap. Also spikes that pop out when you press a button or a plate. This would be awesome.I can't be the only one hoping for pitfall traps.
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Not properly. I found the clay thanks to a clay block with grass on it. So...Well, clay kind of exists in two forms, just as dirt does. There's a version without grass and a version with it.
According to the change log, the version without grass works, the version with grass on the top needed a fix.
I assumed that you placed the version without grass, but I guess the creative inventory would show both versions.
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