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CBro

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Everything posted by CBro

  1. You guys asked for it and here we are bringing it to you. That's right, a modpack with TFC as the base mod and many progression options later on, including but not limited to Thaumcraft, Progressive Automation, Automagy, even Hardcore Questing mode directing you all the way through TFC! It doesn't even end there! Continue reading if you are intrigued: Features: Significant increased difficulty in early game thanks to TerraFirmaCraft. 200+ Quests planned (currently 100+, will be updated continually through beta) to help learn new mods and experience known mods in a new light. Mod integration and pack creation by Charles and CBro, rewriting recipes, new oreDict entries and changes to the value of items (Vanilla cobblestone is valuable, what?!). Brings back the fear of darkness from early MC, making shelters 100% absolutely necessary. A complete rebalance of fighting. An absolute overhaul of vanilla systems, including, health, food, hydration, sanity, physics, water mechanics, mining, encumbrance, storage/inventories, you name it. Everything is significantly more satisfying to accomplish, even gathering sticks to make torches (which has another complete overhaul). My only advice going into this pack is you need toforget everything you know about Minecraftand start unbiased. Mobs will act differently, they can hear you through walls and track you from what seems to be forever away. No punching trees anymore! Gravity and cave-ins are possible. Endgame is truly rewarding! No more plugging up a quarry hooked up to an infinite power cycle any more, there is nothing that is infinite, but there are fun loopholes to exploit and feel powerful about. Be the first one to find a new one! This modpack is like NOTHING you have ever seen before, remove all expectation because you will be surprised by everything. This is not Minecraft anymore, this is D.I.E. Currently the creators have over 150 hours into creating this pack and it has been in Alpha for months. It has been tested several times by the community over at MineYourMind.net and we feel as if it is ready for a public release. We are hosting a public server and would love to see you there! You will find us personally on our publicServer IP:delta.mym.li:25550 UPDATE: Released 0.9.1 with several updates, including lots more quests, the TFC lantern addon mod (thanks to grimbug for the suggestion) a lot of recipe balancing and mod updates. It was a focus on SP Stability as top priority and in those efforts made our server a lot more stable as well. Check out the Home Base for the full changlelog! How to Download: Currently the pack is hosted on theMineYourMind Launcher. Please take a look at our changelog, modpack list and credits over at ourHome Base. Sample of mods: TerraFirmaCraft Thaumcraft Automagy Progressive Automation Electrical Age Hardcore Questing Mod (100+ quests and challenges) Invasion Mod Nodal Mechanics SecurityCraft ZombieAwareness
  2. I think you'll find you'll love it without too. It's tough at first since we are so used to it, but given a few hours play time we've all come to appreciate having to mark spots or make notes of coords.
  3. Updated the pack today, one step closer to official release. Won't be long before it's on the FTB launcher with a server build as well.
  4. Including Ships and Boats Mod by cuchaz

    On the Hub: /Deadrik/TFCraft/tree/master/srcis what you are looking for?(Loving the mod btw)
  5. Huge update, 60% of the mods updated including TFC to build 15 (see the home base for the full list/changelog). Unfortunately during this update I had to remove the HQM QB for the time being (the saved quests that is). I'll work on resolving the issue and upload the save as soon as it's fixed. Don't worry I have everyone's quest progression saved and when the QB is fixed I'll upload that back into it.
  6. Yeah got a new addition and release today. Updating to build 15 for TFC adding a new mod and a lot of other updates. Should be out within the next few hours.
  7. I would just like to say, we use the best single core processor (within reason of course) on our TFC server you can get and we still run into the issue of the sequoia crashing the server when chopped down. We do have a restart wrapper so it's definitely back up within 1-2 minutes but is still not too fun to deal with from a players perspective. I did remove all the sequoia leaves in the world which stops it from crashing but the forests look ugly! I'll get my dev to take a look at the code for chopping it down in the near-ish future and post up here what we come up with, if we come up with anything at all. Thank you all for this wonderful information.
  8. In addition to the ones above:Donations plugin would be good.Permissions to handle the nodes and groups would be good. A random teleport module, maybe a part of the essentials plugin utilizing world border too.Something to better control lag causing issues (NoLagg/ClearLag)Open Inventory (ability to see others' inv in game instead of as NBT) An Item Ban Manager (ItemRestrict) A scoreboard module system showing server rankings for stats Vanish (staff invis for investigating) Vault (or currency 'standardizer')
  9. I have to point out that we are not whitelisted on MyM, it's an open/public. On topic: This is a great discussion and something I have been trying to compile as well, a list of forge utilities to help move out of the bukkit era of 1.7. There are several out there, unfortunately it is limited.
  10. Lots of optimizations done on the server yesterday. It's running significantly better and now our focus is being put towards a new update which will include lots more quests to tie in TFC to other mods as well as lots more balancing scripts being added. Feel free to post more suggestions about the pack or issues with the server here! I appreciate all feedback!
  11. Any chance of a legacy compile?

    That's a good thought, I'll double check all the rewards vs build 15 and update here with the findings. Thanks again!
  12. Good day! I love the builds 14 and 15 with the changes in animal husbandry and especially the fixes and would love to use these builds on my server, so much. Unfortunately because TFC is compiled on newer forge builds it's incompatible with the 1236 build I am limited to. Typically, devs say it needs the newest build of forge and really it doesn't because it never utilizes the newest parts of the API. I love to see that you do! On that note though, and I know it's a selfish request, is there any chance I could get a compile on forge build 1236? I think I can get build 14 running on 1236 no problem but I'd love it if you could get build 15 in there. It looks as if it will be all future builds for 1.7 at this point since the whole DRM issue is the limiting factor for us. If it's too much work or you think I am being to selfish, I totally understand! I respect what you do on a level only people like you and me know. I don't expect anything more than what you are doing now and appreciate all of it! We ALL appreciate all of it. Thanks for the time and consideration, again don't feel obligated, or bad when you say no, I promise I don't hold grudges ~CBro Server
  13. Any chance of a legacy compile?

    I would agree with that, except that the only thing I change is putting build 15 in there and it doesn't work. I did that this morning and immediately put back build 13 and had absoutely zero issues again. I am working on optimizing HQM as it is causing a bit of an issue server side, but it runs just fine with build 13.
  14. Any chance of a legacy compile?

    Alright, trying again today to update to Build 15, here is the Crash Report I get going into SSP:http://pastebin.com/16BjR2rL Here are the errors the server throws in console when I attempt to log into it:http://imgur.com/a/C2gBQ Thanks again for both your guys' help
  15. Any chance of a legacy compile?

    If by latest update you mean 1236, then yes, I am running that. All my 1.7 servers are running on the 1236 just fine. I'll probably give it a shot again when I'm not in a rush to get it back up so soon.
  16. Any crafting table from tinkers next to a chest from TFC will crash the server. It's likely that issue will be fixed in a future update, until then, sorry! Thank you for the report though!
  17. Thank you for the feedback sir! I very much appreciate it! As far as the furnace goes, the Questbook directs you the correct direction to making a workable furnace to start, which would be the Infernal Furnace from Thaumcraft, that is the intended first vanilla smelting furnace. Maybe I should rework the quest line to indicate that earlier on to make thaumcraft a higher priority? We have 'mock-ran' through all the other mods with the use of TFC and are satisfied with how they are implemented, we wanted to keep the same idea of TFC throughout the other mods and with the idea of the modpack, insanely difficult, but insanely rewarding upon completing it. Before getting to the infernal furnace, the progressive automation miner is easily reachable making the mining significantly easier. Once you find a Kimberlite deposit and are able to get a few diamonds out of it, a multitude of mods opens up and is really exciting to find your way through it DIE style. The Quests I agree, but I am working hard on making those as smooth as possible, it is by far the number one time consumer and most needy part of this pack. Out of the thousand hours I have into it, I have spent probably half those planning, writing, fixing, taking notes, planning quests. The Wrought Iron quests? First time I have heard of that one being an issue, if you could give me more detail I'd love that! I'll put it in my notes for the next update. I have planned the next QB update to be released in the next couple days mostly being a quest book bug fix, with a few more directional quests added once you get to the iron stage of TFC, which is the point PA and others open up. Honestly, if I were to start fresh, diamonds would be my number one priority after a pick since it is the gateway and bottleneck to everything else. The server has the best single-core CPU for MC possible, I was unaware of the TPS issue. I have spent hours on the server, so so SO many hours, optimizing being one of the things I did on there, if you have any more detail about this I'd be glad to figure out what's going on there? I am not one to let even a slight TPS drop go unresearched. I had it at a continuous 20 TPS for days and thought it was stable, I'll do some looking around to fix this issue. Thank you again for the report, it's truly appreciated! If you have any other things to note, I'd love to hear it, I want it to be perfect and smooth. ~CBro
  18. Any chance of a legacy compile?

    Great, thanks for affirming it works, you are using this with build 15 I assume too right?
  19. Any chance of a legacy compile?

    Indeed, I have cauldron on my server, but in SP only forge loads. I was in a rush before further testing since I was a day behind updating the server. Definitely no optifine installed. I agree, it felt like vanilla and I got lucky even loading the world. I'll probably try again in the near future to confirm, it was just odd to me that the server loaded it just fine but the exact same build client side caused issues and as soon as I reverted back to the previous build (13), it worked great again. I'm sure I deleted the crash reports at this point in time but I'll give my archives a quick look to see if I have any left ( look through hundreds a day, hence not having them readily available[trust me I understand the no crash log no fix frustration]) with that issue. otherwise I'll keep you updated with my testing when trying to update to 15 again. Thank you again for your time! It's much appreciated.
  20. Any chance of a legacy compile?

    I figured as much and it's no problem. Yeah we did load build 15, there is an error upon rendering. Unfortunately the server loads the world just fine but when a client tried to load into the world it completely crashes both ends. I did finally get a SP world up (just now realizing without bukkit at all, but in pure forge 1236) and it was me floating in a void world with sparse random glowstone blocks and tiny lakes which I assume was hotsprings flowing into the void, nothing more.
  21. Thank you, I am sorry I missed that.
  22. Any chance of a legacy compile?

    It's more of an issue with Cauldron and the halt to bukkit builds not having a 1272 version. I'd LOOOOOOOVVVVVVEEEE to avoid bukkit, more than you know, unfortunately the utilities are very limiting when it comes to mods I've never had an issue with world generation, then again, I pre-generate my worlds before opening them up. I know it's a selfish request, and like I said I understand if you'd rather not. Either way thanks a bunch for the reply!
  23. Sure thing, feel free. There is no need for verification anymore, I turned that off so you are able to utilize all it has to offer now. Type /clan to see the commands available to you. Welcome to the server!
  24. Have had lots of people load it no problem from both, are you sure your computer can handle it? It's not just TFC by itself, it does require a bit more RAM than just TFC does. If you could link me your log/crash-report I'd be glad to tell you what the cause is. Also, sidenote, the MyM Launcher version includes a resource pack that takes up even a bit more RAM, you can disable that in game before launching a world or connecting to the server, or you can even remove it from your resource folder before launching to help keep some memory clear. Technic launcher on the other hand doesn't include that resource pack.
  25. The release got pushed off due to you streaming, didn't want you to have to deal with a long downtime! It's all ready to go at this point(including lantern mod), just a matter of rebuilding the server and the several client compiles all around. I agree about healing, we tried searching for a bandage style mod to add into the pack to add another use for the wool cloth making the loom significantly more valuable, but we can't find one. Maybe I'll work on building one for the update after this one, wouldn't be too hard to put together a couple tiers of bandages. I liked the ExtraFirma idea early on, but we wanted to use all active mods/devs as we could so we could update with new stable content as the pack progressed and we did notice the same, seems to be outdated. If there was a way to move hot springs earlier in the game that would be helpful too. Yeah, definitely, I can tweak it, but absolutely everything has value, I would most DEFINITELY suggest keeping everything, there is a way to 'throw it away' later but still retain it's worth.