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      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

skyhouse71

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About skyhouse71

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    Caveman
  1. TFC1 1.12+ port

    Oh my word, I was on my way home from a vacation and was thinking about getting into TFC again but new I was going to have to go back to 1.7. Seeing this thread though, I am super excited about the thought of this mod coming to 1.12. I wish I could help but I am not much of a coder... or artist... really I just love playing games, so thanks to Dries and Bunsan for taking this on!! Thanks to anyone else who will make this possible!!
  2. TerraFirmaCraft and IndustrialCraft 2 Compatibility

    Minetweaker is another mod that allows the user to change/remove/add different recipes. Below is arandom example from a script I have for railcraft. This adds a recipe for a railcraft iron tank wallusing terrafirmacraft iron sheets. Minetweaker allows the user to change recipes to fit what other mods have. It takes a bit of getting used to the syntax but the wiki helps a little. My problem was trying to figure out what everything was called and I found out that if you have your minecraft character hold something in his hand and type "/mt hand" then it will print out the name of the object... that was very helpful to me. // Iron Tank Wall recipes.addShaped(<Railcraft:tile.railcraft.machine.beta> * 8, [[<terrafirmacraft:item.Wrought Iron Sheet>, <terrafirmacraft:item.Wrought Iron Sheet>, null], [<terrafirmacraft:item.Wrought Iron Sheet>, <terrafirmacraft:item.Wrought Iron Sheet>, null], [null, null, null]);
  3. [Solved] Railcraft and minetweaker3

    @Bunsan - I was thinking about that but didnt know if I would have the same problem putting water into the tank as the engine but I will give that a shot. @teenspirit - I am not sure if I can do it. I mean, its not like there is a copyright on it or anything but 90% of it I got from the terrafirmapunk guys so I would feel weird putting it up without their permission. Also, its not complete, I just added the recipes for the rolling machine last night since they were missing and I am not very good on balance... which is why I was kind of relying on the terrafirmapunk guys.
  4. [Solved] Railcraft and minetweaker3

    I have incorporated railcraft into my TFC world and used minetweaker to change the recipes... well, I kind of stole the script from terrafirmapunk and changed some things. Anyway, one of the problems I ran into was putting water into the steam engines. The steam engines done recognize the wooden bucket as a viable bucket I guess so you cant use those. The only thing I figured out was to add a formula that allowed me to change the TFC glass bottle into a vanilla minecraft one and do it that way. I was wondering if there is a way, using minetweaker, that you guys know, where I could trick the engines into seeing the wooden bucket as a valid water bucket.
  5. Updating to Java 8

    Ah, thanks guys for the info. I am only playing with 1.7.10 mods right now so Java 8 it is.
  6. Updating to Java 8

    I thought I heard something about java 8 not working well with minecraft mods, is this true? My minecraft launchersays to update to the new launcher that has java built in. Its my understanding that if I update my java to the latest version, 8 point something, then that message will go away. However, will updating to java 8 cause any issues with TFC? Do you guys know any mods that actually have an issue with Java 8?
  7. Simple Improvement to Winter's Appearance

    I can say that Colorado, USA actually has more sunny days then California. So while we may have snow on the ground it is usually sunny here. While it is snowing, yes it is overcast but for the most part, our cold days still have sun. Not saying all the days are like that but we have quite a few cold, sunny days during winter.
  8. Buildcraft in TFC?

    ah, so totally easy then (sorry for the sarcasm) Thanks for the help.
  9. Buildcraft in TFC?

    Thanks again Kitty, that's helpful. Sorry for all the noob questions but is adding things for the pro pick to find more than a configuration change? Is that more of a "unpack code and change it" kind of thing?
  10. Buildcraft in TFC?

    Thanks a bunch Kitty. I had seen that but hadn't checked it out. So, am I to assume that if there is a mod out there that changes world gen (even if it just adds ores) that you cant just use mine tweaker and pair that mod with TFC? You would somehow have to modify the mod to stop their world gen stuff so that it doesn't interfere with TFC?
  11. Buildcraft in TFC?

    I am not sure if this belongs in support or the addon forum but I am sure Kitty will move it if its in the wrong spot I was wondering, with mods like Buildcraft and others, they change the terrain generation to add different ores. I am aware of Mine Tweaker which you can use to change crafting recipes but would adding a mod like buildcraft to TFC cause other issues? Will TFC just ignore the buildcraft world gen stuff?
  12. flux, flux, my kingdom for some flux

    Not a bug report just,looking for some feedback on world generation. I have a couple mods installed (railcraft, bibliocraft, and carpenters blocks) so maybe one of them is causing some funky world generation (railcraft?) or maybe that's just the way things are now. On my world it seems that each "continent" only has one type of stone. The one I am on is made of schist, another one I discovered is made almost entirely of Rhyolite, and still another is Diorite. When I say "made entirely of" I mean that the surface stone is 95% those. I am having a killer time trying to find any flux. I actually found some Gabbro and found Nickel before even finding flux?!?! The swamps that are generating for me are massively HUGE, filled with Acacia trees forever. Anyway, is this the way things are now or issome mod I have (I do have others installed like fastcraft and NEI but I wouldn't think thoseare doinganything with world generation) mucking with the world gen. Just a question, thanks for any feedback. Off to try to find some limestone or something.
  13. getting railcraft to work with TFC?

    cool. So basically just put railcraft in the mod folder and then use MineTweaker (i am sure there is an install with that as well, I am just not familiar with MineTweaker). Thanks much.
  14. getting railcraft to work with TFC?

    I was wondering if anyone knew of a "simple" way to get railcraft to work with TFC? I put 'simple' in quotes because I am not sure how simple it really is. I know there are mod packs out there that include railcraft but really I just want TFC and railcraft. How do I get them to play nice? I know its not as simple as just dropping railcraft in the mod folder since the crafting recipes wont be the same. Thanks in advance for any help here.
  15. Torch Discussion

    I figured I would throw in my 2 cents. First off, I am new to TFC. I have been playing minecraft for years, like many of you I am sure, and this mod breathed new life into minecraft for me. I love it! I have only been playing for a few weeks but I love the tougher climb up the tech tree even though some things can be a little tedious (like learning to use the prospectors pick well). I like what you guyshave done so take thisas the opinion that it is. I am in the "I don't think I like the new torch thing" camp. I think this will end up making things tedious without any joy or reward for the effort. At least with the prospectors pick you know that if you preserver you will find that ore but with the torches it will just be this chore to relight everything with no end in site. I, for one, don't like having everything dark at night. I like coming up over the mountains at night and seeing my house all lite up; all warm and inviting. I have never liked the lighting in Minecraft because you tend to have lots of torches places and they aren't the coolest thing, but it is whatwe have. I have never made a "torch field"I just use them on mybuildings and inthe caves/mineshafts I make so that I can see. I am not the best builder in the world but I like to act like my buildings look cool and part of that is the lighting. Right now I have a storage place under ground since I didn't just want to build a new building but do a sort of basement thing. Having tolight torches just to go down theredoesn't sound like fun to me. And just skipping the night, well, if you cant find sheep that makes it much harder. The first world I played on in TFC I went thousands of blocks in all directions and never found a sheep, I thought the wiki was lying .... my second world I found the sheep within the first 4 TFC days and all I could think of was to yell at them and say "where the heck were you in the first world?" I think that if there was something to look forward too, like a semi-permanent lamp of some sort (one that you have to refill with oil and lasted a couple weeks or so), at least is something to shoot for. The whole time you were dealing with the torches going out, you could at least look forward to the day when you will be able to have lamps and not have to deal with it anymore. This, I think, would add some more fun since you would have to make the oilto go in the lamp and that could be a new process that includes a new caldron type thing to melt the fat or whateverto get the oil. You could even havesomething like the fat providingso much burn time and maybe olive oil (like someone else on this thread suggested)provide a different burn time. Maybe have multiple sources that each burn fordifferent durations or provide differentamounts of light. If we are just going to have the torches that burn-outcould you at least make themhave a wider radius of light? On the other had, releasing the burn-out torches now would at least provide time to test them and tweak them before any permanent or semi-permanent lighting was implemented... maybe even providing time to have the (semi)permanentlighting mean more or be more refined. With all that said, I do like the fact that this will be configurable. I will most likely play with the setting off or play with the extrafirmacraft mod so that I can at least shoot for the lamps.