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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord ( is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.


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Everything posted by Dries007

  1. TFC-Tweaks Some small bugfixes / balance tweaks This mod was made because I like to mess with some of the stock TFC balance aspects, and I don't want to keep using custom builds. I put this mod online because I think some other people may want to use it. This mod can be added and removed from servers/worlds at will, but must be on both sides (because of recipe modifications). This mod does not change the balance of TFC by default, look at the config for those options. If you use this mod's balance changes in a pack, make itappearanceto your players so they don't gocomplainabout things not matching up with the wiki. Source code here. Preferred download link (Curse) Old download link. Click here to see what version of TFC the latest build uses. Builds for older TFC versions are: TFC .23 -> TFC .22 -> Feature requests and bugs on the github issue tracker please. You MUST include a crash-report and screenshot where possible.. Important (somewhat hidden) option: If you want to disable all ASM this mod does, you can specify this as a JVM argument: -Dnet.dries007.tfctweaks.asm.disable This can help you hunt down bug and strange behavior associated with features using ASM, as listed below. This option should not be used in modpack distributions. Contact me if you are having issues and have to use this! Feature list Always on OreDictionary armor dye recipe (This is a forgebug by the way, it has nothing to do with TFC) Off by default Fuel on firepit despawn prevention (time configurable; including infinite) Combine foods on pickup Disable rotten flesh drops Disable spider eye drops Item despawn prevention (time configurable; including infinite) [ASM] Unify vanilla water/lava and TFC fresh_water/lava. This will allow fresh water to be used in mods. As of 0.79.24TFC fluids will NOT work with most pumps. Kitty got this fixed up and ready for next TFC release.
  2. Automated Message:This topic has been moved from Addon Discussion to Outdated/Abandoned
  3. We now have an official TerraFirmaCraft 1.7.10 server! It's quite active already, so I'm assuming most of you already know about it, but I should really post on the forums shouldn't I? The server is entirely managed via our Discord, so membership there is non optional. Just a quick overview: The server is whitelisted. There is a modpack on Curse/Twitch (You can also install it via MultiMC, in fact, I recommend you do.) The entire world (well, the 10K radius worldborder bit) is pregened. We have 20TPS almost always (due to some modifications/bugfixes I made) We have dynmap & a static map of biomes and stone types. We have block logging, but have yet to need it. Please keep it that way. We have most addons + Railcraft +Immersive Engineering. More information on Discord (#official-server) or the server landing page.
  4. Server move

    Hi everyone! As some of you already know, I've been porting the old TFC beta to 1.12. There's already a post on the forum about this, so I won't go into it anymore here. I suggest you read the README and FAQ here: As part of this I've now taken over administration of the forum and server it runs on. I already rent a dedicated server, and so I'm going to move over all of the TFC things to my machine. The move has now been completed. The forum and wiki are now ad free. If you'd like to show your support, please consider donating or becoming a patreon.Thanks! If you wish to discuss or stay updated, use our discord, as it won't be affected by the server move:
  5. TerraFirmaCraft Discord Server.

    Just to make those aware who google "Discord TFC", we now have an official TFC Discord server:
  6. TerraFirmaCraftNEIplugin Adding NEI support to TFC Note: I'm dyslectic, sometimes I will type FTC by mistake. I'm talking about TFCof course! First, a littlebackstory: I have been playing TFC on and off since I knew of its existence. In fact, it is the first non tech mod I have ever played. Because I knew how much fun it is, I wanted to play with my friends. One small problem: not all of my friends have an extra monitor to keep the wiki open all the time. So, how do you provide wiki like information ingame? Not enough items by Chickenbones! One problem: No support for odd crafting recipes or special blocks. Solution: Custom plugin! So, what does this thing do? In technical terms: It adds custom recipe handlers to NEI to allow it to show TFC recipes. In non-technical terms: aka SCREENSHOTS BABY! IMPORTANT: You can click the arrow to see all of the crafting recipes of the same type. Source code? To the github! Small note: This mod sends anonymous usage statistics to (code is open source, here, here and here) I use these stats to judge interest in my mods, but if you want, you can opt out in thePluginMetrics.cfg file. You can see the results of the data send here. Changelog? Github again v1.1 summary Added alloy mixer Added metrics Fixed bugs v1.2 -> Update for build 0.79.12 v1.3 -> Update for build 0.79.13 v1.4 -> Update for build 0.79.17 v1.5 (may still work with 79.17, no guaranties!) Added heating Hiding some items in NEI to avoid overlap (1.5.3) Modpacks?See license file! Known issues? None. There is an issue with the NEI search bar getting stuck, but that isn't my (or TFC's) fault. This mod is 100% server side save. (or it should be at least....) This mod requires only 2 mods: TFC and NEI (which in turn requires CodeChickenCore!!) Also: Make sure you are starting MC with java 7 + (especially Mac users) Version and up was build with: - NEI - CCCore - CCLib - TFC 0.79.23 This mod can take away some of the mystery of TFC, but it does not show any information you can't find on the wiki. If you want to disable certain parts of this mod, as of version 1.5.1 you can do so in the config (or the ingame config screen, reachable via the modlist) Please download via curse Download for developers / old versions? To the jenkins
  7. [TFC 0.79.23+] TerraFirmaCraft NEI plugin

    Technode modifies the base mod a bit, so it's not really my fault. And I'm really trying to focus on the TFC 1.12+port, so I'm not inclined to put in the work to setup a dev environment (not easy for 1.7.10 these days) and fix the issues with something non-standard, sorry.
  8. TFC1 1.12+ port

    Hi everyone, So, as some of you have noticed, I haven't been very active even after my exams where done. (Like I kinda promised.) But I think you're all owed an update: Some other projects I run (MCLink and CurseMeta, which MultiMC uses to make installing Curse modpacks possible) required immediate attention due to breakages. I've been on holiday after my exam results where better than I expected, then I got a 3 week work contract for a student job. On top of that the heat wave of the past ~2 weeks make it hard to spend any time at my PC at all. Bunsan and AlcatrazEscapee haven't been as lazy/tired/busy as I have been, so some progress has been made. I intend to get back into it, but I have 2nd chance exams later in August, so I'll be once again working on that most of the day for the rest of August. This time I have 3 weeks for 3 exams so I can at least spend _some_ time on something else My next semester starts the last week of September, at which point that'll be my primary occupation again. Hopefully I'll have a nice roster with some time left for TFC and other projects. I hope you're all having a great summer (or I guess winter if you're from down under)
  9. TFC1 1.12+ port

    I'll admit it's going slower than I'd like but some people are helping us along now, so progress is being made. If you want to keep up to date I recommend the discord server:
  10. TFC1 1.12+ port

    That's not how copyright works. And it's also not how the EULA outlines it. In other words, as long as you don't sell access to them, you can put any restriction you want on your mods, because they are yours.
  11. Submit Questions for FAQ

    @DarmoI don't know how to fix the flux situation, but it could be looked into. About mixing metals: I agree, this is something we'll need to fix.
  12. TFC1 1.12+ port

    Yes, I'll try to keep up with Forge where possible, but it looks like 1.13 will be another humongous mod killer, due to updates on Forge's side. We won't know the scale of the "damage" until it comes out though, so that's worries for later. TFC has always been open source (as least as far as I know) but the license is just different now. Before I had permission from Bioxx (who's code I copied) I could not release anything without violating GPL (the old license).
  13. TFC1 1.12+ port

    We have, see the README topic for more info.
  14. TFC1 1.12+ port

    In other news: I'm now an administrator, Bunsan will be an additional moderator! Bioxx has officially approved of our use of the EUPL license, so the project will be made open source ASAP.
  15. TFC1 1.12+ port

    Automated Message:This topic has been moved from Discussion to Discussion
  16. Hi everyone! Info As some of you already know, I've been working on a secret project as of late: Good old TerraFirmaCraft (v1) for 1.12.2! This port is to be considered the official continuation of the TFC beta project, and has been make with Bioxx's blessing. It will try to get as close to the old TFC as possible, minus some quirks (aka bugs). So while suggestions are always welcome, don't expect them to get added (or even properly looked at) for now, especially if they are major redesigns. A few of the old systems will not make the cut (at least for now) due to complexity and technicalities (this includes the chistel mechanic,other mods exist that do this better,and the food system, which will get an overhaul to make it more compatible with other mods) There is now an official TerraFirmaCraft Discord server ( for hanging out and finding out about the latest news. The code for this project will be on Github under it's own organization: you wish to help, read the section below! Builds will be made available for everyone once a level of playable is reached. Roadmap Until end june there won't be much work done (by me) as it's currently deadline and exam season, sorry. TODO: Add roadmap. Contributing Please first read the README on Github. We'd appreciate any willing developers (with experience in Minecraft mods) to join our Discord and give us a poke. Do to the huge size of the mod and the massive number of interconnecting systems, we do need you to have at least some experience with modding or at least be really good at Java and a quick study, sorry. If you don't feel this applies to you, but you'd like to help, we do need people checking our spelling, making textures, and eventually beta-testing of course (and probably some other stuff)! Progress There are a few teaser pictures on the old thread (The old thread started here.)Feel free the discuss the progress in the other topics on this board. More teasers/progress reportswill be added to this thread as we make progress.
  17. TFC1 1.12+ port

    There have been no updates/teasers as of late because it's now officially Deadline/Exam season (will last till end June). Most of the work that did get done since last update hasbeen on various internal systems, some overal setup work (making a GitHuborg etc), and some items and misc blocks. Pottery and tools work, metals are all added, with the range of metal items. In the meantime I have had talks with Bioxx, about licenses & permission(the reason the repo is still private) and about the name. The forum will likely get a separate section for this port (and future versions) because it's easier to work from.
  18. TFC1 1.12+ port

    Not really, there is some, but so far there has been no need for any ASM.
  19. TFC1 1.12+ port

    No ETA yet, work is a lot slower now with school etc. This does not override world types, you have to set it, much like Biomes O Plenty, but it does change the default to be TFC on single player. But I am not going to code in special things to account for the lack of data that TFC needs. So many features may not work. This may change at a later stage. For now it'll be just a straight port (with minimal changes, as previously mentioned). I'm sure over time such things can/will be added.
  20. TFC1 1.12+ port

    Some minor changes will be made during the port, mostly fixing bugs (or what I think is/was unintended behaviour). After that, depending on a host of factors, not the least of which is how much time I have, I'll be adding some features.I think most of my addons will no longer be required as they will probably be integrated. It will be open source, as it ought to be, so the community can contribute. A status update in the meantime: Most of the grunt work (item- & block-wise anyway) is done, but there is still a bit of a road to go still. (Almost) all behaviour is still missing. (GUIs, recipes, machines, ...) I don't think I'll be porting the food system for the time being, I think I'm just going to work with stacks that will decay over time (decreasing the stacksize). This isbecause of both compatibility and because it's a lot to port, for something I've always considered one of the less functional design choices of TFC. But I'm open to changing this in the future, should people want it.
  21. TFC1 1.12+ port

    I'm using python, I'm not crazy There are no recipes yet, but I'm the the vanilla system will do file with some python automagic, plus some customizations for the anvil/knapping/etc stuff.
  22. TFC1 1.12+ port

    Thanks for the confidence, Once school starts again (monday) things will slow down (a lot).So I'm steaming along for now, getting as much of a good framework up as possible, so I can welcome contributions. Some statistics: 1232 blockstate json files 776 item models 1260 textures files (not all used) 2000+ language file entries (and probably some typo's) 30 commits4109 fileschanged, 11377 additions and 2382 deletions (thanks git), since first commit 13 days ago. Another sneak peak:
  23. TFC1 1.12+ port

    Yes, but there will be variances in word decorations. The overall terrain/biomes/rain/... will all be the same.
  24. TFC1 1.12+ port

    Oh look, we are at that point where there is more of TFC than vanilla: Todays work: Along with some more invisible changes, like a stripworld command (I got tired of vanilla's commands.), worldgen tweaks, peat & claygeneration (With flowers, although the flowers are now yellow wool blocks.), and by far the most important thing: Pumpkins & boulders. Oh, and ore gen works.
  25. TFC1 1.12+ port

    Well, thanks. That's one of a couple of reasons I don't want to be too open about involvement at the moment. I don't think multiple code styles mix well, and without any code to set any precedent, there is no guidelines of what/how to contribute. Ore gen is the next (big) step. Wit this being a 1.13 forward looking endeavour, I'mcurrently at 924 blocks.