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About Sahji

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  1. More Mobs Mechanics

    Psst! Rule #2 Quick, before the calvary gets here, fix O_O Also, spoiler tags: [spoiler]This is a spoiler tag.[/spoiler]You put the word spoiler in brackets [] at the start and /spoiler at the end in brackets.
  2. TFC Engineer

    Whether or not he can use a socket wrench. I just accidentally 93MB of .rar files” and want to know what I should do. Is it was dangerous?
  3. [Rule #4] Additional Fuels for Lanterns

    Oh! Oh! I have an idea for candles that satisfies believability and evades the mechanic of killing animals indiscriminately! We could add candles with animal fat, clay bowl, and maybe a wick as has been suggested already, but the animal fat must come from an animal with high familiarity! Maybe gold familiarity. This is representative of you feeding the animal, which would develop more fat than a pure wild animal. AND/OR! Animal fat can be dependent on butchery skill. This way candles won't be attained until the player has spent time breeding and feeding an animal and achieved the necessary skill to make it worthwhile.
  4. INTRODUCTION Smart Moving and TFC are pretty compatible already, but one thing that bugged me was the lack of ceiling climb variability. Default Smart Moving ceiling climb is relegated to iron bars and trapdoors. I wanted to extend this function to fences. The following involves efforts to extend the ceiling function to TFC Blocks. For this little experiment I've been using TFC 0.79.15. I. smart_moving_options.txt Within the smart moving options config file (located in your .minecraft folder once you've installed and ran the mod) is the following configuration: # To define which blocks are ceiling climbable (syntax: '<blockId/blockName>(/<metadata>)*' seperator: ',') move.climb.ceiling.configuration:tile.fenceIron,tile.trapdoor/0/1/2/3,tile.trapdoor_iron/0/1/2/3 All of the words starting with .tile are an individual block name. So, to extend this functionality to lumber, add ,tile.WoodConstruct to the already existing list. move.climb.ceiling.configuration:tile.fenceIron,tile.trapdoor/0/1/2/3,tile.trapdoor_iron/0/1/2/3,tile.WoodConstruct And voila, lumber is now climbable. BUT WAIT SAHJI, YOU SAID FENCES, NOT LUMBER. BUT WAIT SAHJI, YOU SAID FENCES, NOT LUMBER. You are correct sir/madam/personofnogender. I wasn't able to get TFC Fences cooperating, and that's what this nifty little discussion is aimed toward. HELP ME HELP YOU. Here's what I've learned so far... II. BLOCK IDs/Names Even though the Smart Moving configuration mentions Block IDs, block IDs alone don't work. Maybe I did something wrong. I bet I did something wrong, but here's what I ended up doing: - Removed "tile.fenceIron", replaced it with "101" -- No success. - Removed "101", replaced it with "tile.101" -- No success - Removed "tile.101", Flipped the table (╯°□°)╯︵ ┻━┻ So I figured it had to be the text version of the block. For iron bars, that's iron_bars. BUT WAIT SAHJI, IRON BARS ARE CALLED "IRONFENCE" IN THE SMART MOVING CONFIG! BUT WAIT SAHJI, IRON BARS ARE CALLED "IRONFENCE" IN THE SMART MOVING CONFIG! How hypothetically observant of you Sir/Madam/WhatHaveYou. That's because Iron_bars are called IronFence in the script. I'm not even joking. SO WAIT, WHAT DOES THAT MEAN I guess it means that smart moving relies on what the block name is in the script?¿?¿?¿? I really have no idea. I'm stabbing things in the dark. You should never stab things in the dark. But anyways!!!¡¡¡ I had my block ID's dumped in a pretty little chart thanks to NEI. Here's what we're looking at in terms of MY Block IDs: NAME ID CLASS SMART MOVING CONFIG NAME minecraft:trapdoor 96 net.minecraft.block.BlockTrapDoor tile.trapdoor minecraft:iron_bars 101 net.minecraft.block.BlockPane tile.fenceIron terrafirmacraft:WoodConstruct 240 com.bioxx.tfc.Blocks.BlockWoodConstruct tile.WoodConstruct terrafirmacraft:Fence 464 com.bioxx.tfc.Blocks.Vanilla.BlockTFCFence ????? (It isn't tile.Fence, tile.464, or tile.TFCFence!) terrafirmacraft:Fence2 465 com.bioxx.tfc.Blocks.Vanilla.BlockTFCFence2 ????? And here's a clue: don't add "terrafirmacraft.fence" to the smart moving ceiling config list. You will crash the moment you try to climb. JUST SO YOU KNOW. Do you have a working smart moving config file for TFC blocks? Have any idea what the TFC fences are called in the config? Know more than me and wish to DISPLAY it? Have a request for a specific TFC block to be made ceiling-climbable? Please post away!
  5. Shellfish

    I really like the idea of adding some more water-bound mobs/resources. If you're going to add crabs my only suggestion is to give them a very small *damaging effect (like berry bushes), because pinching. Not a huge thing but hey, it sure adds flavor.
  6. [0.79.17] TFC Music Resource Pack

    *chews on music resource pack*Mmm, tasty.
  7. Drinking water

    So my post wasn't "anything new, relevent"? It was both new and relevent in that never earlier in any of your posts thus far had you ever discussed its value as a incentive, for or against. This is something that must be addressed to fully argue that your idea is better. Attacking me for bringing it up doesn't help in any way. Ultimately Castiel, my post was to urge you to explain in full while taking into consideration what the process was originally intended for. If you managed to debate it well enough, it would perhaps be changed, which I personally have no problem with.
  8. Drinking water

    Inventory space problems? Your jug is taking up a slot? Why not make clay pots, the newest design for carrying a range of small items--providing up to FOUR WHOLE SLOTS! Fantastic! With our new space-saving design, you can even make three pots in a pit kiln along with one jug. That's 3 inventory slots for the price of 1! And all it costs is a few minutes digging around a small spot of goldenrod--20 units. TRY IT TODAY, or your money back GUARANTEED! Seriously though, an incentive is a bait to tempt players to do things in a certain way. Just like support beams are three tall, an incentive to design mineshafts in a certain way. Durability of metal weapons is an incentive to work toward better metals. And with clay, it's an incentive to explore, an environmental pressure similar to the environmental pressure of looking for animals, or the more obvious environmental pressure to build someplace with a bounty of freshwater. Admittedly, I find starting water drinking droll, and I have to wonder what kind of caveman drinks ever so carefully to take a ridiculous amount of time. But early game it's a simple problem with a simple solution--I find clay, I mine 20 units, and overnight I fire it up. Voila, solution to all my problems until my inventory is clogged with pots. But then by THAT point I'm ready to settle down and get a farm going so it's not a problem. However, your argument that it's not believable is well.... counter-intuitive. It's unrealistic to drink unpurified water at all. An answer to an argument about this could be removal of drinking with hands and the forced purification process or a more hardcore approach to purification. Which would mean you'd have to look for clay, after all. :/
  9. Here's the story. I'm walking around this new plains area, coming up to a big open batch of water. I get down to the beach and I'm wondering if it counts as seawater or not when I noticed something in my corner vision moving. A quick look revealed... Fish. Two Fish had, of their own accord, floated out of the ocean/sea/lake and was climbing the hill next to me. . I snapped this picture and looked for the second fish. I couldn't find it, and when I turned back, my magic floating fish friend had swooshed away to wherever it was intending to go. I guess he zoomed to fishy valhalla. PS: I don't think this was a bug so much as graphical nonsense and also I have lots of mods. If it happens again more seriously and with some justifiable TFC relation I'll bug post. Just getting that out of the way in case someone asks!
  10. Thatch as of Build 79

    The real question is, why use thatch as building material at all? It's decorative. It blocks light and prevents you from being snow/rained on. But as a roofing material... It's not very useful against spiders. What thatch has become to me is a cheap window-holder and a way to store cut grass for pottery. :/ The only reason to put thatch atop an already wood roof is for decoration....unless thatch later comes in handy as insulation, somehow. I do see the problem with thatch as a miracle building block though. I'm just saying I rarely use it at all now.
  11. Adding New Music?

    That would be a-mazing, Menoch. Like I said, I love the base music, so any more additions would be greatly valued. Until then, I have a dirty guide for people who would like to add their own music to TFC! WHAT YOU NEED 1. 7-Zip (Easy) or some other unzipping software. ( 2. TFC.jar (You should know where to find this already) 3. The music you would like to hear in game. (If you'd like an example, I used a skyrim music mod pack ) 4. A .ogg music converter ( 5. Notepad or notepad++ WARNING: Make a backup of your savegame or create a new game for testing. Also, make a copy of your TFC.jar. Spontaneous combustion might occur if you do otherwise. Also, in multiplayer, your TFC may not be compatible with a servers'. I don't know, I haven't tested it. But if you have multimc (or don't mind copy/pasting after every session) that shouldn't be too much an issue to overcome. THE PROCESS 1. Open the TFC.jar. If you have 7-zip as so: If you don't have 7-zip (it's free, by the way), you can also get the necessary files by unpacking the archive. 2. Extract sounds.json (which you can find in "[xxx]TerraFirmaCraft-xx.jarassetsterrafirmacraft") to a new folder, destination of your choice. 3. Pick songs between about 1:30 to 5:30 in length. 4. Convert them to .ogg using any of the free .ogg softwares available. 5. Open the sounds.json file using notepad or notepad++. 6. Navigate to "music.tfc", which is near the bottom as of this writing. 7. At the end of {"name": "music/m4", "stream": true} add a comma! 8. Copy {"name": "music/m4", "stream": true}, and paste it immediately after. Change the m4 to the name of the song you are adding. 9. Repeat 8 for as many songs as you are adding. 10. Delete the final comma on the last song. Your list should look something like this: 11. Copy the new sounds.json file back into "[xxx]TerraFirmaCraft-xx.jarassetsterrafirmacraft"). Overwrite if prompted. 12. Copy the new music.ogg files to "[xxx]TerraFirmaCraft-xx.jarassetsterrafirmacraftsoundsmusic". 13. Test/Profit.
  12. Adding New Music?

    That's awesome. I was planning on using some Celtic-inspired music, or maybe some exploratory music from the Skyrim mod community. Example!
  13. Adding New Music?

    I love the music in Terrafirma Craft. Unfortunately, after so much of my playthrough, I find myself wishing for a larger variety. From what I understand, Terrafirma Craft disables the original music, and plays music from its assetsterrafirmacraftsoundm directory. Additionally, one of the minecraft versions (I can't find with true clarity the version(s)) has allowed a user to add their own music by adding .oggs to their .minecraftresources music folders. If Terrafirma disables the music there, I expect any custom music too will be disabled, though I haven't tested the theory. So, to add a variety of music for the mod to play, I think the mod must be edited itself. I did attempt a test of this, and managed to add a few music files (in .ogg form) to the terrafirma craft .jar list, giving it the name "m5", "m6" and "m7". When I tested it, none of the added music played. What am I missing here? How does Terrafirma interact with the original music? What do you think about adding music variety, and what is the policy on making such edits to the .jar for personal use? Also, I'm not sure if this is the correct forum for this or not. It was here or maybe resource packs. AS OF TFC 79 sounds.json has been added! Check my post here for a music adding guide!