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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 Bunsan

  1. Automated Message:This topic has been moved from Addons & Applications to Game Spoilers
  2. If you have a forum account, change your password.(Preferably use a random password and a password manager like <>.) It appears there has been a breach somewhere. It's currently not known when the leak happened, or where it came from. I'm trying my best to find out. So far it appears that old passwords are likely to be cracked because they are stored in an old format. If you change it now, it will be stored much more securely. The forum and wiki might have come connection issues while I try and find the leak and change some backend passwords. If you have any information regarding the breach, contact me (dries007).Change password link: password reset emails might be slow to get going! Please be patient For latest information please come by the Discord.
  3. I've spun off the TechNodefirmacraft version of BetterStorage, that AnodeCathode modified, to work with Baseline TFC. This modified version of copygirl's mod. This is a beta version and may contain issues. Please report any problems you have or suggestions here. Source Code Download BetterStorage-1.7.10- Old Downloads BetterStorage-1.7.10- Licensing/Modpacks: This project inherits the MIT licence from the original. As such you are allowed to include it in modpacks and distribute. Changes made: - Recipes are TFC'd and made to respect ore-dictionary - The TEs tick so that ingots cool and food decays in them (change by AnodeCathode) - There are reinforced chests and lockers for all TFC metals and alloys. - Added in Ruby Chests. - I created all additional textures and original textures are from the original mod. - There are some basic limits put on what items can go into the various storage blocks. Tools that can't go in TFC chests will not fit, anvils, barrels, large vessels and crucibles will not fit, but everything else does. Changelog Version 131-tfc: Key recipe fixed.Keyring now crafted in Anvil.Configs fixed.Armor Stand if enabled is crafted with TFC Smooth Stone. Metal Chests Will post more images when I have time.
  4. TechNodeTools-TFC

    This won't be continued. I ended up just forking TFC for my pack as the changes necessary to do what I wanted weren't possible/easy otherwise.
  5. TechNodeTools-TFC

    TechNodeTools-TFC This is an add-on I'm creating that will help integrate other mods into TFC based ModPacks. It is basically the tools I wish I had when I made my pack. To fully use the feature of this addon will require the player/pack maker to configure things and likely use MineTweaker to create recipes. The add on is currently alpha and is not feature complete. This will be focuses on integration, expansion and giving tools to pack makers. I'm putting this up now as I'll soon be back home and able to work further on it and hope a few brave souls will give it a poke. What it does: TFC'd Metal and Mineral Ores. It creates ore blocks that behave like TFC ore. They match the rocktype and can spawn in the 3 qualities. Currently I've added Aluminum (Bauxite), Osmium, Tungsten (Scheelite and Wolframite), Cobalt, Chromium, Titanium, Lithium, Magnesium, Manganese, Molybdenum, Cadmium and Iridium. I've written the code such that more ores can easily be added. The way the normal, poor and rich ore drops are organized you will still see 4placeholder items for each. It can be easily expanded past 16 new ores if for some reason more were needed. There are also Mineral Ores added (Apatite, Scapolite and Strontium). Apatite, Scapolite (glowstone), Strontium (blaze rods),Bauxite, Osmium, Scheelite and Wolframitewill generatespawn info in the TFCOre config by default (can set spawn to false in config). Other ores are disabled by default as I've not set their spawn parameters. They also don't have ore item pieces. All ingots, sheets, etc. have been added and behave the same as TFC items. You can create other Alloys in TFC. Currently added Electrum, Cupronickel (Constantan), Invar, Aluminum Brass, Alumite, Manyullyn and Stainless Steel. More alloys will be added. Dusts and Nuggets for all ores and Alloys. The nuggets are 10 units each. They are crafted with a chisel. They can be melted down in crucible or pit kiln (if melting temp is lower than pit kiln temp). They can be used to make alloys etc. There are dusts for each metal and alloy. The dusts can be mixed in appropriate ratios to make alloy dusts. The dusts are smeltable in furnaces. There are no recipes for creating dusts in the mod itself. Recipes may be automatically generated by some mods or can be created with MineTweaker. The dusts also melt in the crucible/pit kiln. Metal blocks All metals and alloys that can create sheets can create Metal blocks. These blocks are crafted on the anvil. They can be heated/melted. They could be used in anvil recipes as they can be heated in forge. They can be chiseled with slab, stair and detailed mode. As with all blocks once chiseled they can not be harvested so the metal would be lost. What it will do soon Config options to turn off the various modules, i.e. Nuggets, dusts, etc. WAILA support. (should mostly work) What it will hopefully do soon. Allow metal trapdoors to be created with added metals/alloys. Add a "machine" that will produce ore piles of 100 units from normal, poor and rich ores. You would put ores in and when the unit reached 100 it would output an ore pile, which would be registered in Ore dictionary as an ore. What it might do: I'm considering adding gears and rods of each metal/alloy. These would be crafted on the anvil. This is still a WIP, but the master branch is functional, although not fully tested. You can see the code at You should be able to get the jar at Download WARNING: This is not considered stable yet. I'd not recommend using it in a world you care about without a backup. Also, ironically, this will not be compatible with our pack currently.
  6. World Gen

    Most of those type of variables aren't too hard to have set in config. We'll try and offer as much customization as possible.
  7. A call for Artists

    With us now being able to make the project public we can now have folks in the wider TFC community contribute to the project. One big need we have is for art assets. We will have a definite need for textures and sprites as well as logos and other art to update the look for TFC for the 1.12+ port. So if you have some skills to contribute we'd very much appreciate it. The pixel art should remain in the style of TFC so that it fits with the colour palette and style of the other blocks. Also remember that we can layer textures (see the workbenches and bookshelves for example).The other art we are happy to consider any styles, but should invoke the feel of TFC. Also feel free to use TFC in place of Terrafirmacraft. Pixel Art Needed: Doors andtrapdoors. We would love to have different styles for the various wood types. Currently they are just the basic vanilla doors retextured to the the TFC wood. Fruit tree bark textures. I'd like to have unique bark textures for various fruit trees. Shield textures. We've not started programming in TFC'd shields, but would like to have different styles for the various wood types. Art Needed: Logo: Something that can be used for the discord, GitHub account, Twitteretc. Most of these are square logos.The current one is just a placeholder I threw together. Banners: New art that can be used in various places. I will be adding to this list as we other things are needed.
  8. A call for Artists

    That is an invite link
  9. Biomes and Compatibility

    Biome compatibility is something we are well aware of. As with all the other bits we aim to make it compatible as much as possible. The compatibility becomes a lot easier when a forge version for 1.13 comes about since the constraints on biome numbers should be removed.
  10. Submit Questions for FAQ

    One of the things we are putting together to keep the community informed is a FAQ for the project to give an idea of where this project is going and what you can expect. So for that I need to know what you want to know. So please post questions you feel are important and ones you'd like answered. Thing like "Is this a port or are you adding new things?", "How can I contribute?" "Are you allowed to make this port?" etc. Please post your questions here. The FAQs will be posted here on forum andon subreddit.We won’t be answering them in this thread,
  11. Food crafting bug (with Baubles mod installed)

    TFC uses its own crafting manager which only functions in the player inventory. Any other crafting inventory, vanilla workbench or any mod crafting table will cause this.
  12. Food decay & preservation

    Crops always did this. The respawn is spring was less than initial worldgen.
  13. Food decay & preservation

    In minecraft there is no scheduled ticks. Basically everything ticks randomly and you just decide if something should happen based on number of ticks that have passed. So for example tree growth in 1.7.10. When you planted a sapling it got tagged with a time stamp. Then every time it randomly ticked it would check if the appropriate number of ticks had passed using the time stamp. If enough had passed it would roll to grow. In 1.7.10 the chests ticked randomly, which is how things cooled and rotted in them. Vanilla inventories do not tick, which is why things didn’t rot until you removed them and they randomly ticked in your inventory catching up on rot.
  14. Simple "playability" changes.

    This is something for server owners to do if they choose, not something that should be done by default. What Iadded in my 1.7.10 fork was the respawning of resources at a very low rate. This was a config for debris, berry bushes andseaweed. I plan to include this in the 1.12+ version. In addition I’d link respawn to spawn protection so they did not regenerate in player bases.
  15. Submit Questions for FAQ

    1. Yes. See the FAQs for more complete answer. 2. There are thoughts, but nothing definitive. I think mechanical energy system is likely idea we’d like to add. 3. Again nothing definitive. Definitely two tool stuff. Maybe casts poured using mold in one hand vessel in other. The vanilla bow no shield restriction. Don’t know what else. Yes cave in will be included. Yes we want to have more stable caves. Beyond that no firm plans. Generally we want things to be more intuitive and have more in-game info. Not sure how to achieve this yet. The flow of progression will be tweaked. There will be some general rebalancing of things.
  16. Simple "playability" changes.

    I thinkI’d want to partly address the clay in dry biomes issue, by decreasing the amount of the world that is dry. I’d like more variety of decor for wetter biomes and for dry to be less prevalent. Or at least reduce odds of vast dry areas. The bigger issue we need to address is the question of were the challenge will be. You don’t want to have all things everywhere as TFC is an exploration mods as well. TFC very much has a feast and famine issue for a lot of resources, which isn’t inherently a bad thing, but where it is needs to be thought out. I like the game design of struggle to achieve a goal, but achievement also gives you something to reduce that struggle. As we get the basics in place we’ll need to decide how we are making TFC a challenge.
  17. I appreciate the effort being put in here. Just be aware implementing anything like this will be a little later. Just don’t want you discouraged by use not commenting or implemented.
  18. TFC1 1.12+ port

    Beyond what Dries said there is also the concept of not being a dick. I have been involved with this community for years now and have gotten to know the devs, addon authors and pack makers. TFC is opensource, so permission is explicitly given to use the code and assets. ButI have great respect for Bioxx and everyone who has contributed to TFC, so I want the project to move forward with clear permission given. I’m pretty sure most if not all others involved in this project feel the same.
  19. A call for Artists

    It’s fine.
  20. A call for Artists

    Thanks. They look good. I’ll give them a test. We will be giving credit to those who contribute to the project. Definitely on the repo and on wiki when we get one going later. I will be sorting out a submission process so it’s clear you agree to our license and get credited.
  21. Submit Questions for FAQ

    This is a thread to submit questions for the FAQs. If you’d like to make suggestions or debate features please make a new thread. I will leave the off topic posts for a day to allow you to copy them, then I will be cleaning up this thread.
  22. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    TNFC uses a forked and heavily modified version of TFC. Making our stuff work with otherpacks or even extra mods is challenging to say the least.
  23. TFC1 1.12+ port

    The best way to actively participate is by joining the discord. Localisation is likely not going to be done until late alpha. Until then there isn’t much I can say beyond help will be welcome. The current wiki will not be touched by us. Once this project develops further we’ll start building a wiki. Like this project we will administer it and get help from the community.
  24. Submit Questions for FAQ

    Those things haven’t been decided or discussed yet. In general we do not want to have binary situations especially when decided by RNG.
  25. Shield Concept Art and Discussion

    One suggestion might be for the straps you hold being leather instead of metal.