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VegasGoat

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Everything posted by VegasGoat

  1. Nope, doesn't modify or distribute any TFC code.
  2. Other Mod Compatibility?

    Rei's works fine, never tried Zan's. You just drop the zip file in your mods folder. You shouldn't have to delete the META-INF any more when putting forge into your minecraft.jar.
  3. A flood of noobs

    I wonder if that's what all the 500 errors are about.
  4. 0.77.11 bug and translation mistake

    Are you using the grain? First you have to process the crop with a knife to get the grain. Also, only wheat grain can lure animals, not the other types.
  5. Unlucky or bugged?

    I once found nickel right above the lava level, literally on top of it. That was a pain to extract, I had to fill the lava with cobble all around the block I was trying to mine otherwise the ore would fall into the lava. If it wasn't nickel I wouldn't have bothered. Most of the time I just stay at the level 2/3 border, digging lower I always run into those giant caves and cause a cave in. Maybe the cave generation is happening after ore generation and replacing the ores with air which is why they're so hard to find.
  6. Unlucky or bugged?

    My technique is to just dig really long (500 - 1000 blocks) straight tunnels at the level where layers 2 and 3 meet, and propick every 24 blocks. I find pretty much every type of ore that way (except nickel and gold, unless I'm super lucky). This way you don't waste a lot of time in an area that doesn't even have what you're looking for. The tunnels come in useful later because you can travel pretty far without worrying about monsters. If you add ladders to the surface every few hundred blocks it's almost like a subway system.
  7. [TFC 0.76.X] Terra Bow Mod (Abandoned)

    Awesome, I'm glad it worked!
  8. Some thoughts on how to make this better: 1) If possible, don't change a player's spawn point until they actually die in the prison area. 2) Some kind of warning that you're entering or close to (about to enter) a prison area, so you can avoid griefer traps or losing your current spawn point. "Warning: Prison protected area 16 blocks north". If #1 is implemented, then you can just warn when entering since the spawn won't change until you die. 3) A way for the person who creates the prison to setup a whitelist of people who won't be imprisoned. 4) How do you let someone out of prison?
  9. Bug tracking

    Yeah I agree it would be nice to see bugs added to the tracker. I went and looked at the bug tracker (TFC is on GitHub) and most of the bugs in your list aren't on it so they probably don't even really use it since there's only 2 devs. I think your list is great, keep up the good work.
  10. Bug tracking

    There is a bug tracker, but this is exactly why it is no longer public. When it was public, people posted a lot of not-bugs and it was getting spammed by bots as well. The forum is used as a filter, otherwise there would have been 20 new bugs that "knapping doesn't work" for this last release.
  11. Yeah this is the biggest issue with TFC, stealing sucks because it takes a lot more effort to get things. It's usually what leads to the death of servers when people come back and find their anvil is gone. At least the town plugin will let you set up protections at this point. I don't plan to ever play on a server without it. Now if only there was a secure trading interface.
  12. How about a quick town tutorial, for people to know how to protect their stuff. For example, here's how I created my town. 1) Find a nice spot where you want to live, then use this command: /t new TownNameIt'll either work, or tell you you're too close to another town, in which case go find a new place to live a little further away.2) Once your town is created, you own that one chunk where you did the new command. To get more land, you can use the claim command. I only have a single person town, which apparently lets me claim up to 16 chunks. I'm assuming as more people join a town you can claim more chunks. I claimed a 3x3 area using the claim command like so: /t claim rect 1This basically says claim all chunks in a radius of one from the chunk I'm in, which takes the 3x3 area centered where you are.3) By default, outsiders have the "enter" permission, whereas residents have the "build" permission. I assume this means that people can walk through your town but can't touch anything. However, it seems like some TFC functionality can bypass this, and creeper explosions would still 'open' chests. I couldn't really test this because I don't trust anybody. What I did is tried to give outsiders "none" permission: /t perm town set out noneI think this will prevent anyone from even entering my town chunks, but again I haven't tested it. This seems to be the only way to 100% protect against raiding.All this is from memory so if the commands aren't right let me know.
  13. 1.6 snapshot

    I was just thinking the other day how leashes would be nice instead of having to lure animals with wheat. That's going to be a great feature, I hope it will work in TFC as well.
  14. I did stumble upon FortHeart just about 1000 blocks from where I was trying to set up, I didn't realize you had to be that far away. Guess I have to keep going further to make my own town. I guess because that town is so huge.
  15. What's the deal with the town mod? When I try /t new it always tells me I'm too close to another town, yet I'm over 3000 blocks from spawn and /t map shows all underscores around me. I want to start building above ground so protection would be nice.
  16. This server runs nicely. Even with 14 people on at once I don't notice any block lag. What hosting do you use? Just need to find a way to automatically detect server crashes and restart, or a way to automatically restart every 2 hours or something like that.
  17. Hmm try again and make sure to use a fresh minecraft.jar from http://assets.minecraft.net/1_4_5/minecraft.jar, delete your config directory, then add Forge 395 and Player API in that order. Or maybe just try deleting the configs first, it could be that the old forge doesn't like the config from the new forge.
  18. I think you need to use forge 6.4.0.395, not the latest. That message is coming up because your forge version is too NEW, even though it says the opposite.
  19. [b72] cant make sticks

    There actually is a way to "make" sticks in TFC: using a hammer to break a log block.
  20. Problem with making unshaped steel

    I think there are definitely degrees of brilliant white. For example, when I get my pig iron out of the bloomery it takes several minutes to finally start showing any kind of cooling. Use the bellows on the forge and let the liquid sit for a minute after they all reach brilliant white to absorb some extra heat.
  21. Getting started with mining

    I always dig my first site where I find ore on the surface, so you are in the right place. It usually provides more than 6 ores though, which is why you should probably dig a little further, or at least check about 24 blocks in each direction before giving up on it.
  22. Getting started with mining

    I think there should definitely be more very close, sounds like you found the end of the vein. I would definitely dig a little deeper. You have enough metal to make a second pickaxe.
  23. Ore spawning and Tiers

    In general, I think ore is easier to find where two layers meet. I'm guessing there's some geological reason for this but I'm not sure, and I might even be wrong. So what I usually do is dig down to the third rock layer, and then start branch mining where the 2nd and 3rd layers meet. You may have to go hundreds of blocks to find something, and it may just be something currently useless like gypsum or jet. Also, you can't expect to find every ore in the area you've settled. You will likely need several mines 1000 or more blocks apart. Edit: I like to dig long straight tunnels for 1000 blocks to setup a second branch mine, instead of walking on the surface and digging a new entrance. Sometimes you run straight through ore deposits that way as well.
  24. Encouraging specialization

    The only reason I say to forget solo players is because you don't want to limit yourself in what you can do as far as community based features for fear of breaking the solo game. I'm sure if they stick to believablility, it'll work out fine where the solo player will still be viable anyway, just that it'll take a lot longer.
  25. Encouraging specialization

    Yeah, that was my thought a few pages back: Encourage living together and trading. Paranoia runs deep in minecraft players, we avoid other players for fear of griefing. Create protection and safe trading systems, and you will see people start working together again. Then you can start making each task more difficult and/or time consuming so people will naturally specialize. Also, forget about trying to balance for solo players. You can't do both. If the devs want to make a mod where community is required, they should stick to that plan.