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Jee-Host{gm}

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Everything posted by Jee-Host{gm}

  1. Saltpeter?

    Tetrahedrite and Gold have no problems spawning in Basalt - that's for sure. There are very annoying rock-ore combinations in terms of seeing (like Gneiss-Sphalerite), but as far as I've seen - ore spawns in one type of rock in one place. Like in my Hematite mine all of the Hematite is in upper Andesite and none in lower Gabbro. As for Copper never spawning in deeps - 'specially for you, my skeptical friend (note the Y): BTW, that shows very large even though I've already excavated around 3 doublechests of ore.
  2. Alloys

    Think of it sort of as of gold rates. 999 is not the same as 585, right?
  3. Ocean Of Sphalerite

    Bituminous coal pockets really do feel like endless. 5k+ blocks easily. Never mined out even a half of such cluster and always seem to get it, no matter the world.
  4. Unbearable Lag on High Power Computer

    In what way? Work fine for me. Also: 354 forge is fine too. Just use Magic Launcher insted of jamming everything into minecraft.jar.
  5. Alloys

    So you agree then that Iron is kinda precious considering how much of it you need to prosper? ))) I think all that requirement is the Bioxx's way at that stage to emulate difficulty and time consumption of actually making some high-grade steel. For instance - there is a certain type of steel called 'bulat' which oftenly and incorrectly being translated into English as 'damaskus steel'. In fact bulat is more like upgraded version of damask. And if damask in some way can be replicated - there is still no tangible knowledge on how to make bulat. One thing is for certain - that required a lot of effort.
  6. Cows, Pigs and Chickens nearly immortal

    Really, man? Javelin throw for the win. Won't take more than 2-3 throws.
  7. B66,.forge355 world load/creation issue

    Try this setup: core - 1.4.2 Magic Launcher order of mods: Forge 354 ! API 1.0 API renderer 1.1 TFC B66
  8. Alloys

    Let's see here. I want 1 Blue Steel Ingot. For that I need: 1 Sterling Silver (3 Silver + 1 Copper) + 1 Bismuth Bronze (1 Bismuth + 1 Tin + 2 Copper) + 1 Steel (4 Iron) + 2 Black Steel (2 Steel (8 Iron) + 1 Nickel + 1 Black Bronze (2 Copper + 1 Gold + 1 Silver) + 2 Iron) + 22 Copper + 14 Bronze (12 Copper + 4 Tin; I don't want to count alternatives) + 62 Iron + 4 Nickel + 4 Gold + 4 Silver. Scratching lefovers we have a grand total of: Silver - 7 Gold - 4 Copper - 25 Tin - 5 Bismuth - 1 Nickel - 4 Iron - 69 And all that just to get 1 single Blue Steel Ingot (just 1, not 4) which you can't do anything with unless you get another 14 of them. Funny math, eh? Admittedly, amount of iron would be considerably less for next ones, unless you lose the most precious craftables - anvils (which are included into a count).
  9. [B66] Graphics/lighting: Disappearing support beam faces

    Yes, that what I meant by (persistent from earlier versions). I know that same thing in a way happens to bellows too. Just don't know if all those should be combined in one topic (caused by he same source).
  10. Self-explanatory. When any block placed against/next to support beam - face appears insible. (persisted from earlier versions). Sorry if it was asked about before. Checked - and it's not Optifine or API renderer
  11. Saltpeter?

    I'm not exactly allergic to math, but in several worlds now I happen to branch mine in deeps (56-60) into a copper vein worth about 200+ ingots (3+ large chests of ore) and you alloy it all away anyways (because bronze pick is just a little tad better than same level alloy. Or tin for that matter). I consider iron more precious because after you've got a taste of steel pickaxe - you can't exactly degrade back to bismuth bronze or rose gold one. In my last endeavour that was set specifically to find freaking Garnierite (which I finally did - and darn - I was dissappointed by spread and quantity), I again got a big copper vein 2,5 half large chests and still mining. Andesite on top of Gabbro is FTW. My advise (though you didn't ask for it) is to take 3 whatever picks and 1 prospector, dig a stepped tunnel to the deeps (60) and branch mine tunnel per 20 blocks, prospect every 5 (reach of the pick while still), torch every 10. Chances are that by the end of those 3 picks you end up at least at one of the 'endless' pockets of Cassiterite, Bismuthinite or Sphalerite (given the rock layers can spawn them). And after you've established a supply of bread&butter material - you're set to not worry about not having enough tools. Sorry for the big post.
  12. Saltpeter?

    Most certainly, if I ever get around to that.
  13. Saltpeter?

    NIce one. My father has professional geological education, so I happen to have access to certain actual materials on the subject. But thanks, regardless.
  14. Saltpeter?

    Really? Maybe you're doing it wrong. Garnierite is the most valuable and rare ore. Copper is everywhere. I can treasure iron, but copper... Native one is common near the surface AND in deeps. There is also Tetrahedrite in deeps. However - Malachite is rare. So while there is a plenty of copper to be found elsewhere - I stand by my point that if any carving/decoration option is available for Malachite - that would be more preferable than to just smelt it.
  15. [B66] Anvils

    Just to be clear - you put liquid unshaped zinc on the anvil? It has to be cooled down to a workable temperature first. Refer to this page.
  16. [B66] Anvils

    I don't have that issue. I maybe wrong, but you probably got unlucky to spawn without igneous stone types at hand. No stone anvil without'em. My first 3 worlds I gave up on just because no igneous stone was in the immedieate (500m+) vicinity.
  17. Saltpeter?

    I expect at least some fashionable decoration value. Though I don't know what to expect of Graphite for instance. It's not like pencils or machine lubes are needed yet ))) Also - just to throw it out there - Malachite actually (in real life) - is a fantasticly beautiful carving/decoration material. Smelting it for copper seems such a waste.
  18. [B66] Fruit tees immediate regrowing back

    Sacrificed my apple tree to test this. And sure enough - confirm the bug is indeed in effect. However, my tree was taller so i lost a bit of a tree doing this. I know the purpose of trees is to have fruits, but I like nature and sad that bit is gone for now.
  19. Bloomery and charcoal...

    Well... I'm sorry for your eyes, my friend. I'm used to reading (and classic pieces are full of huge multi-page paragraphs; bear in mind that I'm in no way English speaker, so my grammar approach in English can't be perfect by definition) and I figured here of all places people would be accustomed to diligent and patient labor.
  20. Bloomery and charcoal...

    Well, If my way of saying things was too complicated, let's just say that I concur with author of this topic and in my previous essay I just told why.
  21. Bloomery and charcoal...

    I am totally onboard of the idea of more complicated production process. I find that "overkill" argument lacks consistency because there are already enough things that are very difficult and for some people nearly unbearable to accomplish. That just sorts out people who are not ready, who don't understand what the mod is about. I heard that for instance ore finding process is intended so that you may _never_ find some, including some bottleneck ones needed for production (like garnierite). And I take it that this means you don't have to find them to fulfill the purpose of the mod. I feel that this purpose lies entirely in the process of gameplay (which is not restricted to just creating mines, although it is MineCraft after all). For that purpose process is being enhanced to simulate crucial conditions of an actual real-life process. The only thing that should allow you to dumb it down is difficulty change, not actual change in the game. The whole entertainment lies in the process of getting what you want. Harder it is - more rewarding it should be. That means we can't just skip things. Why would we care about dehydration if gravity doesn't always work? That's why vanilla cheaty blocks are being phased out.I see no problem whatsoever it deeper more actual simulation of smelting and related processes. Detail adds believability. And since the game is not about let's say graphics, that approach should be used upon the main point of the game. Since this mod was started I thought that this is what should be done effectively. If you know YT guy named pakratt13 he not long ago (prior to his own discovery of TFC) made a video-rant about vanilla MineCraft losing it's purpose since all update, while being cool, are directed to just beautify, not to enhance the gameplay. He proposed 3 very fun ideas (which admittedly he himself believes never will be implemented by Mojang, I guess because, you know, casuals and interns everywhere). First he talked about actual real-life coal-mining as one of the hardest and most dangerous professions. And totally agree. How can you casually get ton of of coal by mining, knowing that in real life it's impossible. That would just inevitably make more distant from actuality, that would dumb you down as a person too. Thinking people don't simulate what that see on TV, right? So there is no such thing as overkill, unless dumbing down is the purpose of your game. Any game should teach something, like a good book. quality over quantity, you know. But back to the point. In regard of coal-mining pakratt13 told about cave-ins. And we know how great this idea is now, don't we? And I'll brand casual with no turning back anyone who would oppose cave-ins. Next, he talked about gas pockets and how easily those could be implemented. No more random running and throwing torches everywhere. Constant attention to just that condition would drastically increase the way you immerse (is that the right word? English is not my native language) in just minecraft and/or caving aspect of the gameplay. Think about it. Lastly - he talked about molten core and how your careless approach to it should punish you greatly (if you wish to know specifics - there's the video code on YT - 9G2ngH_LfAo). What I'm trying to say that there is no bound how much you can simulate real-life minecraft and relevant process while staying in limits of the game's engine. It won't make the game less enjoyable. Would it make you happy if you could with ease hoard countless food items. That's why I think even in current state that agriculture shouldn't be easier in any way, excepts bug technicalities. And for that matter food should totally go bad at some point. I'm not saying that you have to stop players from carrying around literally a ton of ore in their inventory (and that is exactly so since bloomery points that 20 pieces of medium-sized ore is 90kgs), but I won't have any problem with restrictions on how much you can actually carry and how much space you can have. That would just make every piece of anything you have more precious. Anyway, sorry for the long post and for the fact it might a little bit more general than the specific topic.