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About Natesky9

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    Wood Cutter
  1. Boats and Ships

    On my game, I've thought about building decorative ports with ships, and sticking command blocks into them with teleporting coords to a ship on another island. Since vanilla has nether portals, it shouldn't be too alien to the game to have a portal, but I think it would benefit for the player to have to build their own, but having them spawn in the wild would be awesome. Oh, and by the way, an idea for the portals: Having a gem required to make them would balance things out nicely
  2. [TFC 0.79.25+] TFCRailcraft

    Ah, Gotcha. I just thought there was a working version, since Etho's playthrough has the mod. He must be using an older version? If so, is there any downside of using an older version for RC? Also, how much of railcraft is able to be crafted?
  3. ProPick Change

    This is where previous knowledge comes in. You'd see the picture of the ore, and you would know which one it is from your own experience, but the text wouldn't show the name of the ore
  4. Handling your wood, Carpentry and logging.

    Yes, but to fit the theme of the game, there has to be some flexibility to items. Of course, firewood would be a neat mechanic, if it burns better than regular logs. Having early access to lumber would change the pace of the game, but not by much. It would just allow the player access to the 3x3 crafting grid before metal tools, which isn't much of a difference
  5. [TFC 0.79.25+] TFCRailcraft NoSuchFieldError: WoodenBucketEmpty Is there an easy fix for this?
  6. Handling your wood, Carpentry and logging.

    I fully support a change to move crafting from the player's crafting grid. However, I believe that there should be a progression from primitive methods to advanced processes to both give a benefit to advancing through tiers (thus making a ladder to late-game) and adding more content to the game overall. A simple method would be like what is described here, using a saw to split a log into a small number of planks. If mechanical means are added into the game at some point, this could be expanded to allow machines to do this process more efficiently, yielding more planks per log, at the expense of power and resources It would finally be something for players to look forward to, instead of just attaining red/blue steel, and allow for more things to make
  7. Woven Clothes

    I really hope that cloth gets many more uses, but my best suggestion is, even if they don't implement the body heat mechanic, it would still be amazing to have clothing as a cosmetic item anyway. Cotton string (or silk) could be dyed, then woven to create patterns. These patterns would then be the pattern for the clothing. It would be neat to see what people come up with. Also, this is just a thought, but with clothing, there could be minor benefits gained from general skill. For example, since these clothes won't be used for combat, and they're generally mid to late-game items, they would simply give utility, anything from fall damage reduction, faster movement speed, lesser water consumption to any of the vanilla potion effects. These benefits are minor, but add something to the game, if nothing more than something to tinker around with
  8. Drinking from large vessels, barrels, buckets etc.

    Please, add this button, and only display it on the condition that the date is April 1st. Please please PLEASE
  9. ProPick Change

    I hate to bring up an old topic, but I don't want to create a new thread. I also hope that I'm not breaking the rule by suggesting "changes" to the propick. Well, more like... quality of life improvements. Mostly because it's another one of those things that has always been a game feature, but hasn't seen much change What I'm suggesting is to remove the propick chat messages. Having the chat console fill with prospecting results not only disrupts gameplay, but it breaks immersion, obstructs the player's view, and is not very mechanically interesting. In lieu of console spam, there would be: particles from the block clicked on, a swinging animation, the mining sound, and a slight delay. (basicly, emulating tapping the block) After which, there would be a visual indicator on the block that was clicked on, showing the prospecting results. (think thaumcraft UI, floating text/images in world) Possible layout could indicate the ore name (a "?" if skill is too low), the image of the ore, scaled to indicate the sample size, or a quicker prospecting delay depending on the size of the sample. For example, prospecting a very large sample would return a result in much less time than if it were only traces This would achieve several things. One of them is feedback to the player, not only through world interaction, but through pacing, mechanical, and visual feedback. The player would be more engaged in the environment, and it would eliminate the obstructive elements with current prospecting, as well as make an appealing method to display things quicker and easier than in text Remember, this isn't a suggestion to change how prospecting is done, but a way to make it more engaging to the player
  10. Separate Classes for different plant crops.

    Pam's harvest craft has three different crop types. There are normal harvests, where the entire crop is dug up, and must be replanted. These would typically be root veggies, grains, etc There are also regrowth crops. These are different in that the produce can be harvested without destroying the plant. These are usually your stalk and vine variety. The final type is the hanging variety, in which the fruit is actually a block underneath the leaves of the tree Now, that is just Pam's way of doing it. Now for my opinion I feel that different crops should have different mechanics, not only because it would break free of the cookie-cutter approach of treating all crops identical, but also because it would give more variety in gameplay. Now, on that note, I don't think that it should be /required/ to take these extra steps, but there should certainly be an incentive to use the correct tools, say, when harvesting a certain type of crop Oh, and please, please, add sounds to farming actions. Maybe a *plop* to harvesting vine/stalk plants, a *shink* to harvesting grains, and a *rustle* when planting seeds. It really does give feedback on what you're doing
  11. How has this not been touched yet? I can understand that the post is slightly confusing, but in essence, it adds a very useful mechanic to smelting. Given enough feedback, this could be refined into a very well-made metallurgy add-on to make some of the unused resources have a purpose in the game. I like the platinum idea, as I find I always have too much of it, and it doesn't have a use unless you have the lanterns mod. Although, I feel that the process should be streamlined to be more obvious, and polished better. That would made the features more straightforward and easier to understand. I really want to see this mod go somewhere
  12. Leaf Culling

    This. This has nearly always been a problem for me ever since the acacia forests came into the game. Yes. Just Yes. Please, bring this to their attention. It has been one of the largest performance hits for my game, and I have a pretty beefy system, but still not a super high performance rig. The leaf culling feature would make the leaves look less aesthetic, but would significantly improve framerate in forests. It could even be made to only toggle when x # of leaves are present, to balance out performance.If anything else, please at least make it an option. And definitely consider the possibility of having the overlay when walking through leaves. That would be so cool
  13. Better coal

    First, I'd like to mention that coal is not actually very necessary. Do to the nature of this mod, it is too uncommon to rely on as a source of fuel, as charcoal is the preferred, and most interactive of the two. As it is, the only change that oiiwould be wortwhile is to either downright require it for steel, or significantly benefit the processes using it (ie, considerable bonus efficiency when making iron blooms, or steel smelting) At the moment, coal is not actually that useful. Now, it might become staple to the game once some form of automation comes into play.... Who knows? But I doubt that coal will get much love anyway. In vanilla, it's overly abundant, in TFC, not so much
  14. animals breed naturally

    I like this idea not because of the reason you gave, but because it would allow players to utilize hunting as a more reliable method rather than having animals spawn. It would encourage the player to take note of packs of animals. However, unloaded chunks may inhibit animals breeding in the wilderness away from the player.All in all, it would work great if it was a large area that was repopulated over a course of time