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KyanoAng3l0

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Everything posted by KyanoAng3l0

  1. TFC1 1.12+ port

    Seeing your port makes me as excited about TFC again as 1.13 makes me about MC again, but I am much more impressed by the interest and effort in making this port possible. I wish I could contribute, but my (very basic) Java has been rusty as hell so the best I could do is suggest some ideas. I'm looking forward to seeing more progress. I also hope there'll be a version for 1.13—the update I've been waiting (and hoping) for since Alpha. I reckon it would be a ton of work so I understand if it will never happen, but a TFC1-esque Update Aquatic would be interesting to see.
  2. Sometime ago, I stumbled upon Peaceful Nights, Dangerous Caves, a mod made with TFC in mind. I remember reading Kitty's post in Reddit about moving all of the "magical" mobs underground, and replacing them with more believable hostile mobs on the surface. PNDC does the former. I gave the mod a try, and liked the peaceful nights. After a while, though, the game felt too easy. I thought of trying out mods that add hostile mobs like Mo' Creatures, but then I figured they would feel out of place, even if I can tweak their health and drops (and I can, via Mob Properties), as they would lack the features TFC mobs have. Now I'm planning to start from scratch, with a new world and an updated mod pack I made for myself, but I'm currently ambivalent about keeping PNDC. What do you guys think? (Admins/Mods, let me know if this is not the proper forum for this thread. I just realized there is an Addon Discussion subforum.)
  3. Boats and Ships

    I hope you guys will keep the vanilla boats. The PE/1.9 boats are definitely a huge improvement over the old boat. They could serve as an early-game method for traveling until you advance enough technologically and find the required resources for teleportation. Concerning the boats in TFC1, I would suggest checking out the Better Boat mod. It fixed some of the issues, like the desyncing.
  4. Peaceful Nights, Dangerous Caves: Yea or Nay?

    I was actually looking for a mod like Just Another Spawner. Thanks, OneWolfe. Someone named Sarrumkun from Minecraft Forums also pointed me to Mob Properties, which allows you to edit a mob's health and drops. You guys may also want to look that up. For now, I think I'll just stick to TFC1's mobs and wait for TFC2.
  5. What do you listen to while you play?

    For TFC, vanilla MC music. For every other game, in-game music.
  6. Peaceful Nights, Dangerous Caves: Yea or Nay?

    I have thought of it before. Misa's Realistic Texture Pack, which I've always used for vanilla MC, has a moon with a Creeper face on it, a luminous reminder for the player that it's dangerous to go out at night. I still think Dunk's/Kitty's idea is better. I hope it (or something much better) will be implemented in TFC2. As for TFC1, I think I'll just have PNDC disabled. While it's not Peaceful mode, I still feel it has taken away most of the challenge. I miss being stuck inside my makeshift shelter while a bunch of undead swarm around it, genuinely feeling threatened by them which is something I have rarely experienced in vanilla MC. I'm also using Misa's textures again. That Creeper-faced moon is very fitting in TFC1.
  7. I noticed the sleeves of your Black Steel and Steel armor have some kind of brown texture. Is this intentional? PS: I'm also using textures from Misa's Realistic Texture Pack in this screenshot. These two packs really look great together. I have no plans of releasing this "hybrid" pack, though.
  8. Peaceful Nights, Dangerous Caves: Yea or Nay?

    PNDC allows monsters to spawn in any dark underground spaces, so your unlit basement is not safe. Speaking of natural predators, how about TFC's own male animals? Perhaps make them neutral (they become hostile when provoked), so their horns/tusks could serve another purpose? My Java is rusty as heck, but I'll look into it if I could turn this idea into a TFC add-on.
  9. It seems the mod doesn't work with blocks that have been chiseled in Stair/Slab/Detail mode. They remain intact with the ship, but they become invisible while riding the ship. They become visible again after disassembling the ship.
  10. List of Mods that go well with TFCraft

    As I've suggested in the other thread, the Coral Reef mod works with TFC. It goes well with TFC (and by that I mean aesthetically). It makes the oceans look less barren. Just disable the glowing corals via the in-game config menu, and you should be good to go. Download link here.
  11. 1.7.10 mods with TFCb79

    This is unexpected. An unofficial update of Nandonalt's Coral Reef mod works with TFC. Download link here. Screenshots: The glowing corals look out of place. Fortunately, you can disable them in the mod's in-game config menu.
  12. The green tint of our oceans is due to the presence of algae, not the salt. Edit: Never mind. I just did it, with help from MCPatcher. So why was the water green in the first place?
  13. Just noticed this. The color of your water in vanilla Minecraft is blue, while its color in TFC has a tint of green. Is there a way to make the TFC water blue?
  14. 1.7.10 mods with TFCb79

    The Streams mod is both a standalone mod and a TFC addon as it officially supports TFC.
  15. 1.7.10 mods with TFCb79

    I thought of having Somnia as I might come across a good TFC-compatible mod that may require world simulation. I have yet to find one, though. Just tested out the OpenBlocks mod. It has neither the light beacon of Subaraki's mod nor the extra features of NightKosh's mod, i.e. it's a better mod for me.
  16. 1.7.10 mods with TFCb79

    The Smart Moving mod has an issue with mods that add and stick objects on the player, whether it be a backpack mod or TFC placing a large vessel on the player's back. The object doesn't stick on the part of the player where it's supposed to stick. I've tested the Somnia mod, and it works okay. The world fast-forwards just fine with no issues. The only glitch I came across is when you try to sleep on a bed inside a 2-block-high room with a ceiling made up of intangible blocks like leaf blocks and thatch. After waking up, you'll end up walking slow inside such rooms as if you're walking through leaf or thatch blocks, until you restart the game. I have yet to verify if this only happens with TFC or it can also happen with other mods with intangible blocks. The mod also allows you to sleep on straw & hide beds. Apart from that, I use Subaraki's Gravestone mod and the Sound Filters mod. There's another Gravestone mod that also works with TFC, but this one has extra features you may not like, like naturally generated gravestones littering your world. These gravestones contain vanilla items and may spawn mobs like skeleton dogs.
  17. [Solved] Wolf doesn't sit still

    Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes.TFC Version #: 0.79.24.816.Forge Version #: 10.13.4.1448.SSP/SMP (SinglePlayer/MultiPlayer): SSP.Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): Yes.Do you have any mods other than Forge and TFC installed? (Yes/No): Yes.If yes, which mods? LiteLoader, Better Boat, Dynamic Lights, FastCraft, GraveStone, and Smart Moving.If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No): Yes.Description: I'm not sure if this one is a bug. Whenever I tie a tamed wolf to a fence post, it sits but it can still move around and attack animals. This happens with or without the said mods above.
  18. [Solved] Wolf doesn't sit still

    Okay, that makes sense. Thanks for the reply. I have already progressed beyond the Stone Age, but I'm still new to a lot of stuff in this mod. I'm still relying a lot on walkthroughs and the Wiki to play this mod. Loving the mod so far. Makes me wonder what the remake (TFC2) will be like.
  19. [Solved] Wolf doesn't sit still

    Sorry. By "tamed" I mean just given bones. Does it really do that when with low familiarity? It thought it looked peculiar 'cause it can move around while its butt is still on the ground.
  20. Clothing

    Have you guys played the mobile game Blockheads? It has something similar. In the game, your characters start off just wearing undergarments and will require clothing later on to protect themselves from the elements. Having them outside naked while it is raining will impede their ability to perform tasks. If their bodies get cold enough, they'll start to shiver and then eventually lose health. The same can be said for the opposite, if their bodies get too hot. Perhaps we can have something similar in TFC2?
  21. I used to always play Minecraft with Misa's pack, so I couldn't help but see the similarities. When I learned about TFC, I immediately came looking for a texture pack that supports the mod. Yours is one of the best I could find. I'm looking forward to seeing the completion of this pack. It's looking great so far.
  22. Is this pack inspired by Misa's Realistic Texture Pack? I tried looking for a TFC resource pack based from and made to work with Misa's pack, and found yours. Also your texture of the spider resembles Misa's a bit.