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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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LordOfWolves

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Posts posted by LordOfWolves


  1. Since this mod aims to be realistic survival I want to suggest removing zombies, skeletons, endermen, nether + nether mobs and adding a large variety of wild life, something like Mo' Creatures but with less unrealistic mobs

    Not properly. The goal of this mod is not the realistic, but to transform the survival as it shoud've been.
    0

  2. 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

    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.
    0

  3. 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.

    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.
    0

  4. 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.

    If you don't know how to install, this is the setting:

    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.

    0

  5. 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.

    3

  6. 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.

    Probably a trapdoor surrounded by pressure plates?
    0

  7. 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)

    <_< 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.
    0

  8. 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)

    Ok. What if when you harvest a beehive, it has a small chance of giving you a bee grub?
    0

  9. 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).

    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.
    0

  10. I just want a simple way to defend my roof from spiders -_-

    Make a thing like this:

    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

    0

  11. Should 50 work with a world generated on 49 and will the terrain generator have changed so I get noticeable terrain gen changes?

    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.
    0

  12. 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.

    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.
    0

  13. 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!!!!!!!!!!

    You must delete the META-INF folder in the minecraft jar, because modloader has issues if that folder is present.
    0

  14. I am really struggling to find clay, any tips for that?

    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.

    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.

    0

  15. I can't be the only one hoping for pitfall traps.

    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.
    0

  16. 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.

    Not properly. I found the clay thanks to a clay block with grass on it. So...
    0