Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

MiaMia

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  1. World Gen Settings

    Trivial and obvious question: did you re-generate the map AFTER you changed the setting?
  2. Simple "playability" changes.

    These are interesting suggestions, but, apart from better behaving boats, they are extensions, not "simple changes". 1) Roads and carts are a nice idea for a mod. Add a "road" block that characters and animals move quicker on, then add carts and you have a very nice transportation mod. Ships could also be a part of it. 2) We kind of already have progression in armor and weapons, as higher tier metals give more durable items, with higher damage or armor values. I agree that maybe copper isn't durable enough for items like swords, but then copper chisel is even less realistic and we need chisel early on, unless we give up on the requirement of smooth stones for grinding stuff... It could be reworked, the whole dependency tree of items in TFC, but then it's not such a "simple" change. Maybe the port developers could comment on that, how they see it. 3) Nice idea fora mod too. 4) Nice idea fora mod too.
  3. Simple "playability" changes.

    This might be more time consuming for the developers, and I wonder about availability of the resources you named. Bones can be obtained from animals, but that is not good for servers, as it results in quick animal extinction. Where would lime come from?
  4. Simple "playability" changes.

    I would like to propose a topic that would outline possible changes to original TFC that might be introduced in TFC v1.12.2 (if the delevopers like them, that is ). But not just any changes. Nothing that drastically changes the feeling of original TFC. No changes in the mechanics of the game. Just some adjustments that do not make the game significantly easier or less interesting that it was, but make it a little more "fair" and a bit less dependent on RNG (aka "good starting seed"). It's possible that this topic will end up with only my suggestion in it, but I hope not. So, for starters, my suggestion: Clay is absolutely essential inthe game from the early stages, but it only generates in areas above certain rainfall value. On most servers, "dry" areas are mostly unpopulated, because everybody prefers to build their starter base close to a clay source and most people never end up moving. But I think if players were guaranteed a "starter" amount of clay almost anywhere, it would change their settling behaviours and make more spots on map interesting for them. What I would like to propose would be, that, in addition to the "normal" generation of clay clusters in wet areas, some small amount of clay (like 1 to 5 blocks) had a chance to generate next to fresh water blocks. There are lakes in dry areas and that would ensure that sooner or later a player would find some clay next to them and be able to craft a few basics (a jug, a couple of vessels, molds for basic tools). That would help in settling down. Larger amount of clay could then be mined later farther away from home, not unlike other resources (ores), for which we eventually venture outanyway.
  5. Submit Questions for FAQ

    (off the top of my head, might add more later) Will this version be more compatible with other mods (non TFC specific mods) in terms of world generation (water especially)? I heard you say that you won't port the food system as it was in 1.7.10 TFC. What will be changed? I'm a mod author for1.7.10 TFC. When will be a good time for me to start thinking about porting my mod to 1.12.2 TFC? I know of a bug existing still in1.7.10 TFC. Should I report it now, so you can correct it while porting?
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    If you change it to 100, it will behave like "regular" TFC server. The time DOES run, but very slowlywhen nobody is on the server. 0 is not the default, the author of this modpack changed this setting.
  7. TFC1 1.12+ port

    Not really. In Ark, if you have 2 stacks of the same food, let's say one in your inventory, other in your dino's inventory, they have different timers (for example: your stack is at the point when next item will rot in a few seconds, dino's stack has a few minutes to rot still), you could "refresh" your food by joining the stacks in correct way, because the timer of the "bottom" stack would always prevail. In TFC percent decay system, when you join decayed and non-decayed food, the resulting stack gets some kind of average. This (average)can be done in numbered stacks too and I hope that's how it will be done. I was just pointing out that Ark is not the best example to follow in many aspects, not only food behaviour. The game is enjoyable, not two words about it, but even more full of bugs than half of the minecraft mods out there
  8. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Also, another question: why is the advanced miner removed? Just for balance or for any technical reasons?
  9. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Well, I tried, in single creative. I set up an induction furnace and a crusher. I get the same amount of nuggets in furnace no matter the values of ores, so when I switch to 25/50/75, I actually get LESS product for ore value. Same with crusher. So my gain is only when I use metal natively in TFC and I can't really see how I could loop production... Remember, I don't change the default value of native nuggets (10), just of the ores dug out of rock.
  10. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Wow, with Traincraft I might be able to convince hubby to play with me Question - does your modpack rely much on default ore values (15/25/35 for poor/normal/rich)? I would like to change to TFnC defaults (25/50/75).
  11. Can't Load or create worlds or join any servers.

    It's not TFC problem, it's Minecraft problem, looking at your crash log. From what I've found on the net, this could happen if you installed older version of MC over previously played later version. Try removing (or copying to some other place) your .minecraft folder and installing it again from scratch. Or use ATLauncher and add pack ("AddPack" button) with code "Terrafirmacraft". You will be able to install TFC and any add-ons you wish - or no add-ons if you want pure TFC - and will have clean install with every instance, as ATLauncher keeps them in separate folders.
  12. TFC1 1.12+ port

    I suggest patience. From what I've read about the changes, some features of TFC will be extremely hard (or even impossible) to port. Give it some time.
  13. [0.79.29] For desert lovers

    Since it's hard to find a desert starting seed in TFC and I accidentaly stumbled on one today, I thought I'd post it here: -289749588618088428 Starting layer is slate, but going north-north-west one can find dolomite, chalk and limestone, all of that in desert biome.
  14. Good luck with your modpack!
  15. [0.2.4] TFC2 Prerelease

    Add at least one log.