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subarctic_guy

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Everything posted by subarctic_guy

  1. The project is licensed under GPLv3, so I would think so. If you want to check with the mod creator, here is the repository:https://github.com/AntiqueAtlasTeam/AntiqueAtlas And feel free to use the tweaks I listed here.
  2. I like using the Antique Atlas mod, but didn't like cheating in the empty atlas. This simple MineTweaker script removes the default recipe for an empty Antique Atlas (compass + book) and adds a recipe that is more obtainable in early game (any size rawhide + feather + ink markings). DIRECTIONS: Find the "scripts" folder that was created by MineTweaker. It should be in the same folder as "mods" and "configs". Inside the "scripts" folder create a new text file with any name and a .zs extension. Paste the following text into the file: //removes the default recipe for an empty Antique Atlas and adds a more obtainable recipe. recipes.removeShapeless(<antiqueatlas:emptyAntiqueAtlas>); recipes.addShapeless(<antiqueatlas:emptyAntiqueAtlas> * 1, [<terrafirmacraft:item.Hide:*>, <minecraft:feather>, <terrafirmacraft:item.Ink>]); Save the file. If minecraft is already running, press the "/" key and enter "mt reload". Otherwise, it should load next time you start minecraft. Also, I edited the Antique Atlas config to play nice with TFC biomes. Now Deep Ocean won't show as Mesa (among other things)! See the results here: Keep in mind that the tiles are based on the lay of the land, not on the foliage. A plain will be relatively flat, but it could be a grassland or heavily forested. Likewise, the tiles showing forested rolling hills could have no trees at all. Go to: minecraft > config > antiqueatlas > biome_textures.jsonand replace the existing text with the text below. Save and restart your minecraft client for changes to take effect. This change will affect already existing atlases. { "version": 1, "data": { "0": "WATER", "1": "PLAINS", "2": "WATER", "3": "SNOW_HILLS", "4": "FOREST", "5": "PINES", "6": "SWAMP", "7": "WATER", "8": "CAVE_WALLS", "9": "SHORE", "10": "ICE", "11": "ICE", "12": "SNOW", "13": "SNOW_HILLS", "14": "MUSHROOM", "15": "SHORE", "16": "SHORE", "17": "ROCK_SHORE", "18": "FOREST_HILLS", "19": "PINES_HILLS", "20": "SNOW_PINES_HILLS", "21": "JUNGLE", "22": "JUNGLE_HILLS", "23": "JUNGLE_EDGE", "24": "WATER", "25": "ROCK_SHORE", "26": "SHORE", "27": "BIRCH", "28": "BIRCH_HILLS", "29": "DENSE_FOREST", "30": "TALL_BIRCH_HILLS", "31": "MOUNTAINS_SNOW_CAPS", "32": "MOUNTAINS_ALL", "33": "MEGA_TAIGA_HILLS", "34": "MOUNTAINS_ALL", "35": "SAVANNA", "36": "WATER", "37": "MESA", "38": "PLATEAU_MESA_TREES", "39": "PLATEAU_MESA", "129": "SUNFLOWERS", "130": "DESERT", "131": "MOUNTAINS_SNOW_CAPS", "132": "FOREST_FLOWERS", "133": "PINES_HILLS", "134": "SWAMP_HILLS", "140": "ICE_SPIKES", "149": "JUNGLE_CLIFFS", "151": "JUNGLE_EDGE_HILLS", "155": "TALL_BIRCH", "156": "TALL_BIRCH_HILLS", "157": "DENSE_FOREST_HILLS", "158": "SNOW_PINES_HILLS", "160": "MEGA_SPRUCE", "161": "MEGA_SPRUCE_HILLS", "162": "MOUNTAINS_SNOW_CAPS", "163": "SAVANNA_CLIFFS", "164": "PLATEAU_SAVANNA_M", "165": "BRYCE", "166": "PLATEAU_MESA_TREES_LOW", "167": "PLATEAU_MESA_LOW" }}
  3. the problem with sheep!

    привет Никита , Есть два различных биомов , где можно найти овец .Нажмите клавишу F3 на клавиатуре . Это показывает биом и среднюю температуру .Овцы будут жить в горах и высоких холмах биомов , если средняя температура выше -10 иниже25 .Овцы будут жить в любом биоме , если средняя температура выше -20 и ниже 0 .Овцы могут быть очень трудно найти . Но теперь вы знаете, где искать . Удачи !
  4. Crafting Table 2.0

    That is a slick mod. I think the closest thing TFC has is the bellows and the hide scraping.
  5. Crafting Table 2.0

    maybe a good compromise would be to have a mini game that produces different results based on some sort of skill element instead being simply succeed or fail like napping. A simple example is this can be found in the smithing minigame in fable 2. You can plunk along with low skill, or try and get better results by trying to keep up as the game gets harder.
  6. Domestication through Mendelian Inheritance Revisited

    It sounds like the mutation in vanilla horses is way too high. I was thinking it would be a rare event and a way to get traits you probably wont find in the wild. I also like the idea of dominant and recessive genes and maybe even multi-gene traits. Then experiments with line breeding and hybidization would be meaningful.
  7. Animal husbandry

    We can't assume the same will be true in TFC2. This it's why I think there should be two modes. One geared toward single player and the other toward multiplayer. Same content in each, but values tweaked and certain mechanics enabled or disabled to keep a similar degree of challenge across both modes.
  8. End of TFC 1

    Of course.
  9. Tree Schematic Contributions

    Does it matter how many wood blocks are used in a small/normal/large tree? If so, can you offer some acceptable ranges?
  10. End of TFC 1

    It's my understanding that TFC is open source. Doesn't that mean that anyone willing to take the project on could continue developing it? I'm with you in that I appreciate the believability of TFC and would like to see it continue in that direction. To me, things like magic are inherently unbelievable.
  11. Encumberance Inventory system

    Fair enough. Though extensive modification can change the nature/goal of a game. It can turn the original games main mechanic into just one of many cogs in a very different machine. Like the way that Yahtzee is essentially a dice-rolling game, but D&D is a tabletop role-playing game that includes dice-rolling as one of many tools to serve the main goal: story telling.
  12. Animal husbandry

    I'd like at least an option to enable animal death through starvation and old age. Then it becomes a massive achievement to create a sustainable herd. That's the kind of achievement not every player will have the will or ability to accomplish on their own, but is still very worth doing. Putting in the effort to transform a consumable resource into a renewable resource creates opportunities for trading. And trading is only meaningful in a world where one person can't or won'tdo it all.
  13. Slings!

    Newly spawned players would probably have immediate access to tools which deal melee damage: knifes (piercing), axes (slashing), or hammers (crushing). Seems reasonable to have ranged weapons for each damage type be the next step up the tech tree.
  14. Encumberance Inventory system

    I really enjoyed the encumberance system in the S.T.A.L.K.E.R. games. It represented limits on bulk and weight via grid space and stack size. Large items take more space in inventory, heavy or not. Small items only take a small space. Heavy items don't stack, very light items will. So you could have: one grid space for a stack of 20 bandaids2 grids spaces for a stack of 3 bottlesa single weapon or piece of armor that takes up several grid spaces It would obviously require a re-write of the inventory gui. But it makes the bulk and weight mechanics visual and immediately intuitive. An intuitive interface is game gold.
  15. Encumberance Inventory system

    But is TFC primarily a building game?
  16. Slings!

    Maybe craft stones directly to sling-stones. Perhaps at a small loss as not all stones are fit to be used as projectiles. So say, drop 10 stones into the crafting area and get 5 sling-stones.
  17. Animal husbandry

    ... and produce fewer offspring.
  18. Crafting Table 2.0

    Maybe i'm just a glutton for punishment, But I'd very much like to see crafting involve a progress bar. Not just click, BOOM!!! 1,000 arrows. I think the time it takes to craft something should differ based on the complexity of the item, the number being made, and the players skill/familiarity with crafting that particular recipe. I'd also be very okay with skill/familiarity (as well as quality of tools/materials used) having an effect on the durability/quality and chance of successful crafting. I imagine a new player should take a long time to make an inferior arrow with poor durability, accuracy, and damage, and will probably fail at the recipe often. That is compared to a highly skilled arrowsmith using ideal materials and tools who could quickly and reliably crank out a lot of durable, accurate, and very lethal arrows .
  19. Magic!

    I also hope that if magic is included, that it can be disabled in configs and is not required to reach end game. I could handle some herbology/pharmocology and some alchemy. But spells and mana and such? I'd just not use them.
  20. Slings!

    Slings will be even more desirable if javelins/arrows are more difficult to create than a sling is.
  21. Animal husbandry

    Straw is just the dry hollow stalks left over from processing grains. Livestock will eat straw, but it's more of a filler than anything. Pretty lacking in nutrition. Animals fed straw definitely need other foods along with it. Or . . . they could eat hay, which is something like oat, wheat, or alfalfa harvested and dried while it is still leafy, green, and full of nutrients (before the seed head is ripe). Perhaps hay could be obtained by introducing alfalfa as a new crop, or it could be a drop you collect by using a scythe on less than fully mature grain crops.
  22. TFC Myths

    When it comes to crafting/using stone tools, is there any random variable introduced when it comes to durability or will I consistently get the same # of uses from each tool I make of the same stone?
  23. Hey Bletch, Loving this mod. A few questions about how dried foods compare to their normal counterparts: * Does a dried food decay at the same rate as the normal foods? ie: are drying mats a food preservation tools like (salting/pickling)? I understand that drying 10lb of a food will result in 5lb of dried food that has 2x the flavor. But I was wondering: * Does 5lb of a dried food provide the same effect on your nutrition profile as 10lb of the normal food does? * Does 5lb of a dried food provide the same effect on your hunger as 10lb of the normal food does? Thanks!