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mayaknife

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Posts posted by mayaknife


  1. If i understand correctly you want to decompile TFC so you can check/edit source code right ? if so i can help you i did it when i made my mods.

    Yes and no. I want to be able to edit the source code (e.g. to add some debugging lines) and rebuild the mod from source. I don't need to decompile TFC, though, because I already have the source files from github. A couple of people have given me some pointers which I need to try out. If that doesn't work for me then I may message you for more help. Thanks.

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  2. If I remember correctly from IRC, you need to follow the tutorial for setting up PlayerAPI and then throw TFC into there, not sure if that's still the same since build 77 no longer relies on playerAPI

    Thanks. I always forget about the IRC channel. I'm still working with build 76 so I'll try giving the playerAPI approach a shot. If that doesn't work then I'll ask on IRC.

    1

  3. The source code is hosted on a publicly readable repository on github, so I don't think Bioxx has a problem with people looking at the code. The prohibition against posting code to the forums is more a matter of not spoiling the mod for others by revealing details that should discover for themselves.

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  4. I want to see if I can track down some of the freezing issues that I'm getting and for that I need to be able to build TFC from source. I've downloaded and installed minecraftforge-src-1.5.1-7.7.2.678.zip and I've downloaded and unzipped TFCraft-Build_76_Hotfix_12.tar.gz from github. Now I need to figure out how to put the two together.

    There's a setup.py file at the top of the TFC tree. It starts out by executing the following:

    forge_dir = os.path.dirname(os.path.abspath(__file__))mcp_dir = os.path.abspath('..')src_dir = os.path.join(mcp_dir, 'src')

    That implies that it's expecting 'setup.py' to reside inside the forge directory and for forge to reside inside the mcp directory. But when I look at my forge installation it's the other way around: mcp resides inside forge. So I'm not sure how to proceed. Any help would be appreciated.

    Thanx.

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  5. Thanks Mayaknife, that's very helpful. A followup: The wiki gives the bloomery weight limits in kg. How can I tell how many kg an object is? In-game objects are just "medium" or "very" heavy. The wiki doesn't seem to list any weights in kg either.

    It seems to be around 3kg per unit of ore or charcoal. I have a bloomery 5 layers high (i.e. initial 3 layers + 2 extensions). The wiki says that the base capacity is 40.5kg and each extension adds about 35kg. So a 5 layer bloomery should hold around 110.5kg. I can put 16 ore and 18 charcoal in mine. Assuming that a unit of charcoal weighs the same as unit of ore, that comes out to 3.25kg per unit.

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  6. - Planting cycles: what are the seasonal dependencies of planting and harvesting? Do crops need to be planted only in the spring and summer? What happens to crops during winter?

    I don't think that there are any seasonal dependencies per se, but temperature does affect crop growth. If you're near the equator where it stays warm during winter then your crops will grow all year round. If you're further north, the crops will pop out of the ground once it gets cold enough.

    - Ingot storage: the wiki says ingots can be stored in stacks like wood. How does one make such a stack? Shift-right click doesn't do anything. And ingots can't be put into chests. Where are they supposed to be stored?

    Ingots can be stored in stacks in the same way as wood. However, since the stack only keeps track internally of the type and number of each ingot, the ingot cannot be unique in any way. That means that you cannot stack an ingot while it is hot or if it has been worked.

    - Bloomery: my bloomery seems erratic. It often stops accepting charcoal or ore for no obvious reason. Sometimes it will take four pieces, sometimes ten. Is there a special system? E.g., all charcoal first, all ore first, a certain number of each...?

    There is a limit to the total amount of ore + charcoal that a bloomery can hold. The limit depends upon how tall the bloomery is. So if you put in too much ore there won't be enough room for the charcoal. In addition, there is a limit on the maximum amount of ore that a bloomery can hold, regardless of size, and the maximum amount of charcoal. You can find all the relevant details on the wiki page for the bloomery.

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  7. I'm looking for copper but on my current world, I haven't found a single piece whilst picking up the rocks on the surface? Should I keep wandering around until I find some or just make a mine near my home and start to mine and look for stuff as I go?

    Note that copper only occurs in andesite, basalt, dacite and rhyolite. So if you pick up a rock and it's not one of those types then there's no need in checking out that area any further, just move on until you get to a new rock type. You'll also find that each type of rock is associated with its own type of dirt. In particular, the dirt sitting on top of a basalt layer is very dark, as is basalt itself. This means that you can often look around at the distant mountains to see if any of them look much darker than the others. If so then there's a good chance that they contain basalt rock so head in that direction.

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  8. Animals need to eat a lot for a long amount of time to produce significant amounts of high energy meat. Whereas a annual or perennial plant requires little input over a comparatively short amount of time to produce. [...] but it doesn't change the essence of my argument that much.

    Right, but keep in mind that that only applies to animals which are kept in pens, in which case the farmer is responsible for providing all of their feed. If animals are allowed to graze freely they feed themselves, which dramatically changes the equation.

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  9. Plants have the highest energy to weight ratio, primary consumers (herbivores)have the second highest, and each tropic level after that has a dwindling energy supply.

    I assume that you're talking about the ratio of total input energy to weight. The ratio of output energy - i.e. what you get out of eating it - goes the other way around, with plants being the worst performers.

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  10. Cows are big so it makes sense that if you kill one you'll be sitting pretty until the meat starts to rot. What doesn't make sense is that the cows just let you walk up and kill them. They should move away as soon as they see you or catch your scent. And if you do manage to get that first javelin into them they should head for the hills like a bat out of hell. None of this running around in circles for five seconds.

    If we had to actually hunt animals to kill them, not only would that make growing crops a more attractive proposition, it would also make for a cool game mechanic in its own right.

    1

  11. I find that food is too easily acquired in TFC. All I have to do is kill a cow and fry up the steaks and I'm good for a couple of weeks. The net result is that there's never been a compelling reason for me to grow crops or create meals.

    To make the food situation a bit dicier I decided to try playing a new seed without ever eating meat. I would still need to kill animals for hide, wool, feathers and ink, but the meat would be tossed.

    Halfway through my first day I had collected half a dozen edible vegetables and over a dozen eggs. Clearly the eggs were going to make things too easy, so I decided to do without them as well. That made it a lot more interesting.

    Over the first week or so I didn't find a lot of seeds, but I did find enough to get a small farm going: three wheat, three maize, four barley, one oat, two garlic, etc. My biggest crop was ten red and yellow bell pepper plants, which was handy since they mature relatively quickly. I also made an awesome find of five mature yellow bell pepper plants growing wild about 100 meters from my spawn point. I'd never found more than three wild fruiting plants together before.They and two mature red bell pepper plants closer to my spawn point were the gift that kept on giving while I waited for my crops to grow.

    One interesting aspect of the game was deciding whether to keep foraged grains and vegetables to eat or convert them to seed for planting. I generally opted for a 50/50 split, but that did lead to a couple of emergency foraging expeditions when food stocks got dangerously low.

    While some crops, such as peppers, can be harvested while leaving the plant intact, most cannot. That meant that in order to keep my food supply up I had to continually increase the range of my foraging. I decided to experiment with meals and quickly found one which, when heated, gave me about three times the food value of its constituent parts. That helped to reduce my foraging needs significantly.

    Since I was finding a fair bit of ripe grain during my foraging, I also, for the first time, built a quern, ground up the grain and made bread. That further reduced my foraging needs.

    By late summer the farm was producing enough that I no longer needed to forage at all. I'm now in the process of setting up a four-field crop rotation system (red, dark orange, pale orange, fallow) to ensure that nutrients don't get depleted. My initial experiments seem to indicate that hoed ground which is left fallow does not recover any of its nutrients, but I haven't yet given it enough time to be sure. If that turns out to be the case then I'll switch to a three-field rotation.

    So far I've only found one fruit tree, which failed to drop any saplings after I lopped off all of its branches. My orchard will have to wait.

    With my food supply now secure, it's back to regular TFC of course, but it greatly expanded the amount of good game play I got out of the mod before hitting the gold/garnierite wall, so I think this is an approach I'll adopt for future seeds.

    4

  12. I'm curious as to why you chose the letter 'F' to represent the water block in the middle of the field.

    EDIT: And note that water will hydrate soil up to 4 blocks away, so you can put a 9x9 field around each water block.

    1

  13. Since making the original post I've played two seeds in hostile (Hard) mode, to see what it would be like. The first time I found that I needed to mine a lot more ore than usual, to have enough for armour and weapons, which make things more interesting. But the second time I mostly slept the nights away so my only encounters with mobs were in underground caverns, which were easy to avoid.

    Having mobs around also forced me to build shelter. In Peaceful I'm often lazy and don't bother to build one since there's no reason to. So the presence of mobs did force me to up my game a bit in that regard, but I'm hoping that the body temperature mechanics that Bioxx and Dunk have talked about will do the same thing without the need for mobs.

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  14. I was watching a TFC video recently and saw someone harvest bell peppers with a right-click, which left the plant intact and capable of producing more. I didn't know you could do that! Had I known during my island experiment I might have been able to harvest more peppers than I did. I doubt that it would have changed the end result, but I might have at least lived a bit longer.

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  15. Can the wiki admin tell say it if our request have been refused. I would like to help but I can not and did not had any news yet.

    It looks like there have been no new approvals since November. I'm guessing that means that the admins have been busy with other stuff.

    Or perhaps the rest of us have simply been deemed unworthy. :-O

    1

  16. So if information isn't going to be handed to me, why is there a wiki?

    I think it would be cool if the wiki wasn't needed at all. That would require that everything be discoverable through some combination of exploration, reasoning and (not too much) luck. Unfortunately, that would be a ton of work, so instead we end up with a large set of things which are difficult-to-impossible to discover for yourself (e.g. that you need plans in order to smith metal tools) and which must therefore be documented in the wiki.

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  17. You're a very lucky person.

    Nickel spawns at about the concentration of Krypton in earth's atmosphere.

    I've never personally found it. Ever, which means many many maps of mine pegged in the Steel era.

    If I haven't found gabbro by the time I've hit steel, then I often don't bother to go any further and just start a new seed. Happens maybe a quarter of the time.

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  18. I have dug for over 1500 blocks in each cardinal direction from my home town at elevation 60, and found [...] one small deposit of Hematite just enough to make two anvils.

    I think in part you've just gotten unlucky. I dig 1,000 meters in each cardinal direction at level 60 (or thereabouts) and have yet to encounter fewer than three separate iron-bearing deposits.

    I note that you only mention hematite. Just to double-check, you know that limonite and magnetite will also give you iron, right?

    How frequently do you check with your propick? I stop every 10 meters and check 8 different blocks with my propick. That's generally sufficient to ensure that I don't miss anything.

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  19. Did you have any hickory nearby? With that and bellows you could've skipped the tier0 ores (tin, zinc, bismuth). Tho you need a lot of copper to do that.

    I considered it. But the idea of smelting that much copper from small ores broke my spirit.

    0

  20. Bug report

    Suggested name: Firestarter texture missing

    Suggested category: Minor

    Description: I have a used firestarter in a chest from 76.14. In 76.15 it shows the "missing texture" texture

    Have you deleted your config file and then still been able to reproduce this bug?: Yes. I deleted TFC.cfg but not TFCOptions.cfg

    2

  21. One other thing I found attractive about using sluices was that you could do other things while they were running: smelt ore, collect firewood, make charcoal, etc, which made for pleasingly effective use of time.

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