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ATTENTION Forum Database Breach 03/04/2019
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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.
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Everything posted by Draco_X
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TMS proposal, next tier firepit proposal and game time proposal
Draco_X replied to Xardas's topic in Suggestions
Compressed sticks would be kind of nice but then again, i just dispose of any more than a doublechest atm there is no real need for a million sticks. For the cooking, try the new grill which was added in 79, it does require iron to make and can cook 6foods simultaniously idk if they burn though, havn't played with that too much yet. -
Add Flint&Steel, Firestarter and Rope in the ToolRack.
Draco_X replied to lipki's topic in Suggestions
While i agree with storing coils of rope on a toolrack and in a chest, but since ropes stack that would probably mean that you could store only one rope on a wall so meh. Imho. It would be nice to be able to put Firestarters / Flint & Steel on a tool rack, you rarely have/use several of those at one spot anyway. Ropes i feel should stay as they are. I usually do the same as Kitty and either put the firestarter in/next to the thingy or just make one and use it all up so those dosn't clog my inv/storage space. -
Uh thats gonna be cool, we just need some way to name items to lable my single malt Iirc IRL brewing of beers and wines actually works best around 27°C if its to cold the reaction gets slower, wine yeast goes up to about 20% alcohol. For the stronger alcohols there could be a destillery (over a firepit/forge) using the raw e.g. whisky wash to destill the actuall liquer, raising the alcohol percentage to 40%, repeat the destillation to get to 60% and so on, which then should be stored in a cold dark place for aging. edit: Stonger booze could have a higher/better chance of effects or reaching different effects then just the weaker alcohol since its a more work/time intensive procedure with a much purer product.
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So for anyone to take over, assuming he lost interest you need Zerren's permission from what i can tell, He dosn't seems to be active on here or on the minecraftforums anymore, but i guesshttp://www.reddit.com/user/xchainblade is probably him. (Its his Minecraft IGN) That acc seems to be active, if someone is interested you could shoot him a pm.
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Please use the Bug report template in the sticky http://terrafirmacraft.com/f/forum-11/announcement-2-how-to-report-bugs-crashes/or your topic will be closed, maybe you could provide some Data from shift+F3
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[Offline][0.79.10] New World TFC - Nations, Towns, Team PvP, Economy and so much more
Draco_X replied to bruuff's topic in Servers
Welcome vecagon, just whitelisted you Guess your TFC is the latest build 79.10? The server runs on 79.9.357 atm required Modlist: TFC 0.79.357 MineTweaker3-1.7.10-3.0.9 Carpenter's Blocks v3.3.0 I'd personally advice using additionally: FastcraftWEILANot Enough Items (requiringChicken Chunks Core)+ TFC NEI PluginSome Map Mod e.g. Journey Map -
You could add the Carpenter's Blocks Modit needs probably some recipe tweaking to actually work in TFC, and its not natural terrain gen but there's some slopes for you.
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Worst thing with shiftclicking is accidentally putting a finished ingot into almost full crucible (of weak colored steel for extra hurting) turning it all into a unfixable unknown, just happened to me yesterday with a crucible of black bronze.
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As stated, fences are buggy as hell. You are way better off using either solid blocks or just 2 deep pits imho.
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[Offline][0.79.10] New World TFC - Nations, Towns, Team PvP, Economy and so much more
Draco_X replied to bruuff's topic in Servers
I'm supporting bruuff as moderator, just did a bunch of whitelisting: Added manbeast36, VaiN474, HopelessRope, extremeskater00, Macroft97, Nightowl565, meap86, Nuparu00 and Go_Thomas_4, Tobesat, mycrafz66, Nashetovich and JohnGM12! Sorry it took some days. Welcome to the server everyone! If i missed someone please pm me or post your application again -
[TFC 0.79.23+] Inventory Tweaks - Config Compatibility
Draco_X replied to Kittychanley's topic in Addons & Applications
As of 79.10 chests are recognized (they have the [...] button in the top right) but notsorting modes buttons, dunno how to enable them. -
Think thats just how it works. From what i understand one above the horizontal beam/the ceeling is safe the next block above that isn't thus it may collapse, but then just that one block/collum will fall and eventually be catched by the beams as long as you don't dig directly above your beams there should be no bigger caveins. For digging up safely, we gotta do something like this i guess, place the first beam, dig up next to it and place a second one just above the ceeling.
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A rather easy fix would be to place some lumber under the thatch to make neat wooden rafters & spiderproofing them at the same time
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How to build familiarity with animals to allowing breeding??
Draco_X replied to auricorage's topic in Support
That is how apperently how it works already, you need to reach the whitebordered familarity icon, then the familarity won't go away anymore. It is kinda tedious to babysit your livestock for some hours, but i guess you only got to do it once, since animals carry familarity over from their mother it'll get easier in the second and following generations. -
Just tried silver in 79.10, i'm able to melt it into molds and take the ingots out. So not quite sure what you are trying to do, if you can take a ingot out of a mold it solidified so to get it back in a mold you'll need to reheat/melt it, or am i missing something?
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Just right clicking should work.
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Crucible temperature falling a lot on every ore smelted
Draco_X replied to Vlad's topic in Discussion
I see where you are comming from, but as it works atm the crucible spends a fixed amount of stored heat for every piece. While it is annoying for large quantities i don't really see it as an issue since (regular) coal is available in huge quantities, i tend to just use multible forges/crucibles with bellows to speed them up. -
How to build familiarity with animals to allowing breeding??
Draco_X replied to auricorage's topic in Support
Unless that has been changed/fixed you need to feed them once every day untill you fill up the familarization enough otherwise their familarity will go down to 0 if you miss a day. Up to .10 i stopped bothering with animals all together after wasting a bunch of stacks of grain to get like 3 buckets of milk, then i logged off for the night and had to start all over xD -
How to build familiarity with animals to allowing breeding??
Draco_X replied to auricorage's topic in Support
Not really atm, according to the changelog they won't run from the player if famililarized enough but thats it afiak. Guess you can keep them as pets a bit easier i guess. -
How to build familiarity with animals to allowing breeding??
Draco_X replied to auricorage's topic in Support
The familarity indicator seems to be working in 79.10 From what i can tell: Cows/sheeps/pigs/chicken/pheasants and horses needs to be feed grain on 6 consecutive days for the indicator to turn white so you can actually use the animals and so that the familarity won't decay anymore. Using 5oz grain per day so 30oz grain are required per animal.Deer turn white after giving them salt on 4consecutive days.Bears don't seem to gain familarity by giving them fish atm. (?)Best method i found is to just set a alarm every 20min while you are smithing or doing some other tasks at your base. Do that for 2 hours and your animals should be familiar to the breedable;useable point. Seems like you need to feed a (all empty) baby on 11consecutive days to max familarity out, however if the mother has maxed familarity, you need to feed a baby just once to max its familarity out. The fathers familarity dosn't matter. -
Just tested some things, too bad you can't name nor lead them with rope atm, some bat-ballons on a rope would be hillarious
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[Solved][TFC 0.79.9.35] Skeletons behave like baby zombies
Draco_X replied to Terex's topic in Support
Just upgraded to 79.10 Confirming that white skeletons can shoot again, but they still hold the bow as an item. (Don't know if thats worth a own bug-thread since its just a little visual thing) -
Towing chickens (or any animal) home is actually decently easy/quick if you just go by boat. You can ride full speed, dosn't have to worry about mobs and since there is no terrain for them to get stuck on not a single rope broke for me using that method. Took me maybe an hour to move a bunch from 3k to 11k and since they multiply like crazy.. ^^ Btw i'm quite impressed by the roosters, they manage to fertilize eggs from another fenced off area about 5 blocks away.