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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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About Wyrenth

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  1. TFC1 1.12+ port

    It is encouraging to hear this project is looking at a rework for newer versions of Minecraft. It's a little thing, but the main thing keeping me from playing the original TFC right now is having to switch my avatar back and forth between old and new types based on the version of MC that's running. It's also encouraging to hear refinements in the works for systems that were a little unusual (like the taste system) or needing a revamp (like the food decay system). I do hope that worldgen is given a little consideration for solo players with limited free time, though, as the other thing keeping me from playing TFC is that the world can be a little TOO big to get what you need. Config options later down the road would be awesome, but I understand the developers are looking to keep things as close to the original worldgen as possible initially. Either way, looking forward to seeing progress.
  2. The Atlatl (Spearthrower)

    I used to throw atlatl at flintknapper gatherings, before my ability to attend these gatherings became diminished. It's rare to see this -- the only other game I've seen the atlatl play a role was in Mabinogi. It would be neat to have a precursor to the bow, especially for stone-age hunting and protection. The type of projectile used for an atlatl is different than a throwing spear (darts are more flexible, for example, and would need fletching to aid flight), but I wonder if that detail could be glossed over for simplicity's sake. Slightly related, it would be nice to see bow crafting tiered in a manner similar to metal weapon tiers, to give ranged attacks the same stair-step value that melee weapons and armor enjoy. Atlatls would serve as Tier 1 next to Stone Axe/Knife. Not sure where to go beyond Short / Long / Composite / Compound, though.
  3. Food + Taste + Hunger

    This may or not be useful, but an observation I was making as I was snacking one day... Generally, I find that I like snacking on salty crispy foods, like chips. But I can only munch on that for so long before I get in a mood for something else, usually something sweet, like chocolate. I switch to that briefly (it doesn't take much to satiate that 'mood') and then move on to something else. I've noticed I get that way a bit when eating regular meals as well. A trip to a fast food joint, for example, is one of the rare times I will drink soda (I almost always drink water otherwise). The burger (a savory) puts me in the mood for fries (a salt) which then puts me in the mood for the soda (a sweet) and the cycle continues. It made me wonder if perhaps these taste moods were something studied in their labs to emotionally entice customers to eat there, but it also made me think about TerraFirmaCraft. I wonder if, perhaps, one could implement a couple of "sit down" objects (dining table, picnic blanket) where one can open a "Meal UI" to slot a few different foods. The goal of this UI would be to slot a few different foods to create a balanced set of tastes to improve some attribute, say a "Meal Satisfaction" that provides a pool of regeneration for X number of minutes. It struck me as being a bit more logical than TFC1's "sandwich" making, which I always found a bit odd -- A sandwich made of beef, carrot, seaweed, and cherries, for example, which strikes me as a terrible combination IRL, might be considered good to the player's avatar due to RNG. That could easily be my not understanding the TFC1 system well, though. While the core might be similar (you're still combining ingredients), the time spent relaxing over a meal could provide more benefit than just eating on the run. And who knows, maybe if you're feeling fancy, you could expand this into a multiple-course meal. It may not be relevant or useful to the direction for food for TFC2, but it's something that was rolling around in my head all the same. So do with that what you will.
  4. Stuck ground

    A balance must be struck somewhere between what is convenient for the gamer and what is realistic, especially within the constraints of the game engine. It's not like we can ever enter an industrial revolution, build backhoes and the like, and move mountains of dirt in that manner. I, personally, would not like a change to the dirt stack by default.If you would like to configure your own game to run with smaller stacks using the command suggested above, all power to you. But I would protest a global default change, as it would not enhance any "fun" I experience in the game, and I imagine many would feel similarly. Besides, if you really wanted to make it realistic, you'd want 1 block of dirt, stone, or other ground material to use the new "Overencumbered" mechanics: Pick it up, put it on your back, lug it somewhere, place it, repeat ad nauseum.
  5. Skin Tanning (Not Being Racist)

    Not everyone uses the default Steve skin, though. My skin is orcish, for example. Also, without separate skin/clothing in the skin layers (technically possible with 1.8, but TFC beta is not getting those features) there isn't an easy to determine what's skin and what's clothes. I'm also not too sure there's a way to modify the skin on the fly, is there?
  6. Need A Good Seed

    The following seeds I've got have Basalt around start coordinates, but which one suits your needs is going to depend on how far down you want to dig. They may not have anything else you want easily, though I have not fully explored many of them, note these are case-sensitive. LAYER 1 (Surface): Hewn, Iris, Ursa LAYER 2: Eyre, Fris, Ryuk, TIAN, LAYER 3: HEWN, KESH, MOTA, NIOR, Qaid, WEYR, Zein Of the above, I do not recommend Fris, as I experienced chunk loading issues (possibly due to high memory usage). If not for that, it might be a fair starting seed, as it has surface Dolomite to crush into Flux. WEYR and Zein also have surface Dolomite. HEWN has Marble in Layer 2, which can also be crushed into Flux. The reason I bring up the importance of Flux is this: without it, you are basically trapped in the Bronze Age and may find yourself traveling thousands of meters to find some. I'd favor a seed that has it closer at hand than have to tromp all around the world blindly trying to find some. It's also important for making leather. Of the above seeds, I'm using Zein at the moment. I'm not a fan of the spawn area trees (White Elm and Willow -- greenish hues on finished wood), and I've had to strip chunks for panned copper, but there's some easy-to-find Limonite, cows, hot springs, and other useful stuff. Stone Age in that seed is kind of a pain, since Dolomite is so weak, and you will need to range out to find a valid wood to make Tannin for leather tanning (White Elm and Willow are not valid for this process), but if there is a "perfect" seed that has "everything" close at hand, I have yet to find it. Hope that helps.
  7. Alright, thanks. I'll consider this solved, though I'm not sure if there's a lot I can do for memory-consuming seeds like CION other than to avoid using them entirely.
  8. This is the list of arguments I'm using: -Xmn1G -Xms3G -Xmx3G -XX:NewSize=512M -XX:PermSize=128m -XX:MaxPermSize=128m -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:ParallelGCThreads=4 -d64 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+AggressiveOptsMy system has an Intel Q9300 (quad-core, 2.5 GHz, no hyperthreading) and 8 GB of RAM. Look good for that setup?
  9. I thought I had more memory allocated, but I guess not. I tried it on my sister's computer, that worked fine, but I also had a different set of jvm arguments. Matching them allowed me to get CION working on this computer. However, memory usage seems extraordinarily high, and in my case I was only able to load about 5 chunks before Minecraft stopped generating more. While moving around, sound kicked off, and when I tried to move past the loaded chunks, it finally started loading more. Minecraft also took longer than normal to exit to menu. When you speak of GC management, what exactly do you mean? I know you mean garbage collection, but how precisely do you manage it?
  10. Alright, thanks. Everything is a fresh download, too, so kind of odd. I'll kick it some and see if a little percussive maintenance will help it work. Maybe get on reinstalling Windows (I'm way overdue for a fresh OS). At least I know it's a localized issue now.
  11. That took a good long while, but there ya go.
  12. OS Version: Windows Vista (64-bit) Java Version: 1.8.0_31 (64-bit) MC Version: 1.7.10 TFC Version: Forge Version: SSP/SMP: Survival Single Player Name: TFC/Minecraft hangs while attempting to build terrain. Description of issue: While going through a list of alphabetized four-letter world/seed names (Aeos, Brux, Cion, Deis, etc), I ran into a problem where TFC failed to complete/load one of the seeds, and instead would just hang at "building terrain." The seed in question is "CION" (all caps, no quotes). Would like to know if others are experiencing the same issue or can reproduce the hang with that seed (and if not, then my troubleshooting steps will need to shift to look for possible causes outside of TFC/MC). Reproducible with clean configs: YES Other Mods Installed: NONE Crash Report: ---- Minecraft Crash Report ----// Hey, that tickles! Hehehe!Time: 2/1/15 4:31 AMDescription: Rendering screenjava.lang.OutOfMemoryError: Java heap spaceA detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace:at net.minecraft.client.renderer.EntityRenderer.func_78480_b( Screen render details --Details:Screen name: net.minecraft.client.gui.GuiMainMenuMouse location: Scaled: (178, 47). Absolute: (570, 299)Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2Stacktrace:at net.minecraft.client.renderer.EntityRenderer.func_78480_b( net.minecraft.client.Minecraft.func_71411_J( net.minecraft.client.Minecraft.func_99999_d( net.minecraft.client.main.Main.main(SourceFile:148)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)at java.lang.reflect.Method.invoke(Unknown Source)at net.minecraft.launchwrapper.Launch.launch( net.minecraft.launchwrapper.Launch.main( System Details --Details:Minecraft Version: 1.7.10Operating System: Windows Vista (amd64) version 6.0Java Version: 1.8.0_31, Oracle CorporationJava VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle CorporationMemory: 713120 bytes (0 MB) / 1476460544 bytes (1408 MB) up to 1879048192 bytes (1792 MB)JVM Flags: 11 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmn1G -Xms1G -Xmx2G -XX:NewSize=512M -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:ParallelGCThreads=4 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+AggressiveOptsAABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) usedIntCache: cache: 0, tcache: 11, allocated: 0, tallocated: 0FML: MCP v9.05 FML v7.10.85.1272 Minecraft Forge 5 mods loaded, 5 mods activemcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->AvailableFML{} [Forge Mod Loader] (forge-1.7.10- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->AvailableForge{} [Minecraft Forge] (forge-1.7.10- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Availabletfc_coremod{0.79.15} [TFC[coremod]] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Availableterrafirmacraft{0.79.15} [TerraFirmaCraft] (TerraFirmaCraft- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->AvailableLaunched Version: 1.7.10-Forge10.13.2.1272LWJGL: 2.9.1OpenGL: GeForce GTX 750 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA CorporationGL Caps: Using GL 1.3 multitexturing.Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.Anisotropic filtering is supported and maximum anisotropy is 16.Shaders are available because OpenGL 2.1 is supported.Is Modded: Definitely; Client brand changed to 'fml,forge'Type: Client (map_client.txt)Resource Packs: [Wyrenth Sound Tweaks]Current Language: English (US)Profiler Position: N/A (disabled)Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) usedAnisotropic Filtering: Off (1) SOLUTION: Allocate more memory to Minecraft using JVM arguments (see posts below). Use load times and F3 to gauge memory usage and avoid high-consumption seeds.