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      Server Move   09/13/18

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Kill3rCat

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About Kill3rCat

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    Wood Cutter
  1. [Solved] Another question about world generation

    No, they're enormous saltwater lakes. They would be oceans, but for the fact that they are entirely surrounded by land. And 4000 blocks what? 40002? 40003? 4000 across one axis?
  2. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Answering "no" to the above question will result in your post being deleted. Yes. ------------------------------------------------------------------------ So, it seems strange, but in the current build of TFC almost every single 'sea' I have found has turned out to just be an enormous lake. Simple question: is this normal? In vanilla Minecraft, there seems to be no shortage of enormous empty oceans. Have I just been incredibly unlucky?
  3. Oh, help me... too much Bismuth Bronze!

    Yes, it indeed equals 100.4%. The .4% is the 15 units left over, which is discarded because 15 units is useless. Unfortunately due to a slight lapse in intelligence, I forgot to realise that 20.1 > 20% and 30.3 > 30%. The alloy recipe was therefore incorrect and I had to adjust the recipe, and refire the ceramic vessel full of ore. Oh well. I got it so damn close the first time, I felt kind of proud... *duh*
  4. Oh, help me... too much Bismuth Bronze!

    Well, that sounds wise. Thanks.
  5. Ok, so after a short mining haul I came back with plenty of Bismuthinite, Sphalerite and Malachite (these conveniently happened to be one of several ore veins in my vicinity in my SSP world). I have enough to fill 6 ceramic vessels (with a lot left over, could probably fill another 1 or 2 vessels) like: [14 rich sphalerite] [13 bismuthinite] [16 malachite ] [16 malachite ] This translates to: 800 copper (50%) 325 bismuth (20.1%) 490 zinc (30.3%) ------------------------------------------------------------------------------------------------------------ In total, that is 1615 units per vessel, and 9690 units total. Now, a Bismuth Bronze anvil will take 1400 units, while a bloomery takes 3200. That still leaves me 5000 units spare (discarding the useless 90). What the hell am I to do with 50 ingots of Bismuth Bronze? That is almost enough to make 4 of each tool (most tools I don't even bother using, anyway). And I don't even know how or why I'd want to store 4 of each tool. Not to mention that I'd hate to have to gather 480 clay, and enough wood to burn 24 pit kilns. Fortunately, I probably have enough straw lying around as waste from my grain farms to make straw a non-issue. I've played lots of TFC before, but never ended up with this much of any metal. Any suggestions, folks? (short of mass-dumping half of the metal in the sea)
  6. [Answered] TFC Fire hazard...

    Yeah, I know. I was just wondering if there was a bit of code in the current-build firepit which started a 'real' fire, similar to how it worked in the good old days of firepits in the middle of charpits. @Bunsan - Gotcha. Thanks.
  7. [Answered] TFC Fire hazard...

    Ok, thanks. But then again, that is the floor, not the walls or ceiling. A torch seperated from the wooden floor by a single block would be unlikely to affect it (though I doubt torches are a threat anyway), and a forge surrounded by stone (as is the requirement) would be fine anyway. Ditto with the bloomery. I think the only real threat would be firepits (especially since they set things alight a few patches ago). All of my firepits I light on the upper deck with but the sky above them, and a block of basalt cobble seperating the firepit from the wooden floor. Therefore, I think I am quite safe. Nonetheless, thought I'd make a quick post just to make sure. Wouldn't like my progress on my current SSP world to go up in smoke. Cheers!
  8. Looking for my perfect seed...

    Wow. Good luck with that. Sorry to necropost; on the bright side, maybe someone will see this and will have your one-in-a-million seed.
  9. [Answered] TFC Fire hazard...

    Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Answering "no" to the above question will result in your post being deleted. Yes... ------------------------------------------------------------------------------------ It feels like I may be posting this in the wrong subforum, if so, sorry. It did include 'questions about TFC' in the description. This is not a bug report or anything of the sort. With that said, let's begin: I just wanted to know exactly what the current situation is regarding fires and fire hazards in the latest TFC build. I mean, I know firepits will burn you and any unfortunate mobs, but more of a concern to me, is can torches, firepits, forges, etc. cause wooden buildings to burn down?
  10. Wild Crops = Weeds

    I was wondering, what do the different values in the 'cave-ins' options mean? I was going to decrease the chance of cave-ins, since they seem pretty ridiculous right now. A 1x2 (1-wide, 2-high) corridor of stone, with a few turns and twists in it will almost immediately cave in on itself. It seems also rather strange that a thin wooden support does a better job of holding up stone than... a block of stone. Huh? Edit: You know, nevermind. I think I was just rather unlucky. Cave-ins still happen but they're rather small and don't tend to kill me too often. They don't seem to happen as frequently now, fortunately. In fact, there are times when it feels there should be cave-ins but the game couldn't care less because psuedo-random chance says 'no cave in, matey'.
  11. Wild Crops = Weeds

    Ah, great! My problem was it made ores way too easy to find, I managed to find a bismuth vein, two coal veins, two copper veins and a magnetite vein exposed due to fissures and 'ravines'. Cheers!
  12. Wild Crops = Weeds

    Also, another thing though I don't want to make another thread, but fissures in the landscape, ravines and lava pools seem far too common as well. Is it just that the region of the world I spawned in happens to be extremely volcanic, or is it more a world generation issue? Edit: Ah, sorry. I usually search thread titles, I don't have time to go through every page of every thread looking for something vaguely similar to my post. Sorry.
  13. Wild Crops = Weeds

    'Last little project'? The ambiguity has me excited.
  14. Wild Crops = Weeds

    <3 So, when's .25 rolling out? I miss the days when if you found wild crops, you felt like a god.
  15. Wild Crops = Weeds

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Aye. ------------------------------------------------------------------------ So, they seem a little common, yes? This is less a suggestion, and more me begging on my knees. Decrease the spawn rate of wild crops, please! In the current build, agriculture is pretty much obsolete because nature has handed us a lifetime of green munchies on a plate. Yummy. I am not sure how common they would be in real life, in wild land, but I think in both terms of believability and gameplay, the current figure is way off the mark. That's pretty much all there is to say. Thoughts?