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      ATTENTION Forum Database Breach   03/04/2019

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About Telpin

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  1. [0.79.29] DarkAgeCraft Off Line

    A general guide to server features and configuration for the main whitelistesd server TFC config Borax (for flux) now spawns in all sedimentary layers. Torches and oil last four times longer. Year length is 420 days. Bloomery and charcoal processing time is roughly 10 times longer. Trees grow more slowly, but regenerate at higher density. Just Another Spawner Mobs only spawn on "natural" blocks, such as raw stone and grass. Homes do not need to be lit up to protect them so long as they have a proper floor. Player Auras Being within 20 blocks of another player grants a boost to mining speed. Minetweaks TFC: Flux can be made from coral. A workbench can be made from 4 logs. This allows the full crafting grid to be available earlier to make boats, ladders etc. Jack-o'-lanterns are more expensive (for balance with decorations addon lanterns). Boats, fences and doors can alternatively be made from logs (at a lower efficiency). Olive press (hopper) can be made from smooth stone. A few extra recipes for dyes. Damaged armour is craftable back into unfinished armour for repairing. Fertilizer can be made from 40, 80 or 160 oz stacks of vegetables. Long term preserve of fruits made from a bucket of water, 10oz of sugar and 80oz of fruit. Grass blocks are craftable. Vanilla: Wool blocks and carpet are cheaper Carts and rails removed Recipes added for: Pistons Horse armour Bricks Vanilla seeds (for carpenters blocks)
  2. Just Another Spawner

    If you check the configs, JAS doesn't even register animal mobs in the spawn list entries. It has no way of determining how TFC spawns these mobs. Try spawning in a mob using a summon command. That's what JAS will give you if you force it to spawn TFC animals. The nbt tags are borked and not worth bothering with. Hostile mobs are fine.
  3. Just Another Spawner

    It's been a while but I assume it is still the case thathaving a Mob Propertiesfile for horses will stop horses from spawning. Delete the horse file and disable file regeneration in the mob properties config after you first run the game. Make sure you do this BEFORE you start pre-gen on a huge world. As for tamable TFC mobs and JAS:spawning ishandled independently through TFC, rather than through the vanilla spawning lists whichare used for TFC hostile mobs and indeed almost all mobs fromany mod. As a result, JAS can't domuch for tamable TFC mob spawning. You CAN add them in yourself if you want them to respawn but the nbt tags will need a lot of configuration and food drops won't work properly. This is alsothe case for bears,wolves, and possiblydeer and pheasants. When you first add JASit doesn't change anything about spawning parameters. It merely copies any existing spawns over and disables the vanilla spawn list (except for the mobs discussed previously, which stay handled by TFC spawning). It's a brilliant little mod. Somany possibilities.
  4. [0.79.29] DarkAgeCraft Off Line

    Whitelisted. Sorry for the delay. Don't forget to check out our forums.
  5. Enitity handlers folder. Here are our slimes: "Slime": { "Type-Enabled": "MONSTER-true", "Spawn Operand": "OR", "Spawn Tag": "!sky()||posY > 143", "Contents": [ "Slime" ] },The spawn tag tells mobs when they can't spawn. This stops slimes from spawning above sea-level OR when not under sky. They end up filling ravines and quarries, but not spawning elsewhere.Change "!sky()" to "sky()" and you should get what you want.
  6. You can, I was just talking about TFC creatures. TFC monsters spawn using the normal spawning system so they do use biomes, albeit at the same weights by default. JAS will work fine for this. Thanks a bunch! Our work around was far less elegant.
  7. He was asking about Special Mobs, but you bring up a very good point I forgot to touch on. TFC doesn't seem to use the normal spawning mechanism for "CREATURE" mobs, because JAS doesn't do anything with them, so you don't have to worry about it. That is to say: Leave the spawn weights for CREATURES in com.cfg as you find them (i.e. zero). I can hope that, if cared to configure it to do so, but this is beyond the scope of the discussion.
  8. Hello. I did most of the JAS and Mob Properties config stuff for Tony's server. JAS will automatically disable any existing spawn lists and import them into its own config files, so once installed, spawns continue to work unchanged. You will still have TFC mobs spawning at the same rate. The way Special Mobs "normally" works is it looks at a vanilla mob being spawned then instantly replaces it with it's own mob. So the easiest way to get it working is to have vanilla mobs spawn in using JAS, then allow Special Mobs to do its own thing. To do this, simply go to the "config\JustAnotherSpawner\WorldSettings\BASIC\DEFAULT\SpawnListEntries"folder, open up Vanilla.cfg andcom.cfg ("com" is TFC), then copy over the spawn rate line from the TFC mobs to the Vanailla mobs. This will get vanilla mobs spawning in at the same rate as TFC mobs. Afterwards you may want to disable TFC mobs from spawning by changing spawn weight to 0 in com.cfg. Here is part of our Vanilla.cfg for our server (I multiplied all the weights by 10 to allow fine tuning for mobs with low spawn rates) also feel free to disable vanilla bats while you are here, since they are spawning at Y<63 and you never see them (change spawn weight to 0). "MONSTER": { "Blaze": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "30-1-0-0" }, "CaveSpider": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Creeper": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "30-4-1-2" }, "EnderDragon": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Enderman": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "10-4-1-2" }, "Ghast": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Giant": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "LavaSlime": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "PigZombie": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Silverfish": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Skeleton": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Slime": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "40-4-0-0" }, "Spider": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "50-2-0-0" }, "Witch": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "WitherBoss": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "Zombie": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "90-4-2-4" } },Note the skeletons are disabled here as well, this explained below. Of course mob properties will be needed to balance stats, add/remove drops etc.. It writes tags onto the vanilla mobs, which is then copied over once it transforms into a Special Mob. This will be fine for stats/tags shared by both the vanilla mob and the Special Mob in question, however Special skeletons has it's own unique arrow damage tag, not present in vanilla skeletons. For this you will have to head over the the SpecialMobs.cfg to manually enter them into the spawnlists so that mob properties can write arrow damage tags to skeletons. (For fun times, I'd also recommend giving the poison skeleton a plague bow instead of a poison bow, otherwise just disable poison skeletons) Example of part of our SpecialMobs.cfg (this is why we multiplied the weights in vanilla.cfg by 10, otherwise we would be overrun my skeletons): "SpecialMobs.NinjaSkeleton": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "3-1-0-1" }, "SpecialMobs.PaleSpider": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "SpecialMobs.PlaguePigZombie": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "SpecialMobs.PlagueZombie": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "3-1-0-0" }, "SpecialMobs.PoisonSilverfish": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "SpecialMobs.PoisonSkeleton": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "3-1-0-1" }, "SpecialMobs.PoisonSpider": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" }, "SpecialMobs.QueenGhast": { "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4" },This is a handy tool for editing JSON: TFC only uses 14 biomes so removing the rest helps with clutter. EDIT: TFC only HAS 14 biomes
  9. TFC Version #: Version #: (Single/MultiPlayer): SSP (for this report, but also reproduced in SMP)Suggested Name: Sulfur generation on stair crashDescription: Lava near a stair block eventually leads to a crash, presumably from sulfur trying to generate on a stair block face. It is probable this affects slabbed and detailed blocks but this has not been tested. Entering the map again causes an instant crash. Crash is localised when on SMP.Have you deleted your config files or are using default configs and are still able to reproduce this bug?: YesDo you have any mods other than Forge and TFC installed? link of the Crash Report:
  10. [0.79.29] DarkAgeCraft Off Line

    Minecraft user name: Telpin Your Age: 22 Your Time Zone: UTC+11 Location Country and State: Australia Tell us a bit about yourself: I've got a lot of time on my hands so I'm looking for a simple server to play regularly on without the headache of griefing and such. How can you help us: Trading and maybe working on public builds
  11. IGN: Telpin Age: 22 Why this server?: I'm interested in a mature, active community without stealing, griefing or general douchebaggery. 2 sentence description of yourself/interests: In TFC I enjoy exploring and helping with other peoples builds (admittedly, my own tend to be somewhat lackluster). I can get a fair bit done without needing to refer to the wiki.
  12. IGN: Telpin Age: 22 I haven't played multiplayer with TFC before and this server looks like it has an interesting community dynamic.
  13. Torch Poll

    I generally like it but I cheat in vanilla minecraft torches for lighting my base.
  14. Where have all the berries gone?

    Well I finally found some after downloading the latest version and flying around a bit, but they are still seem very rare compared to other foods.
  15. A use for Galena

    Unfortunately, most of the historical uses of lead or lead compounds seem to involve direct contact with food, drinking water or skin. Other than that it could be used for decorative objects, pigments and waterproofing. Perhaps we can use it in the recipe for white dye? It makes more sense than using bone.