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ATTENTION Forum Database Breach 03/04/2019
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If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
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Everything posted by ShawnB
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Does height affect heat of firepit/forge/bloomery?
ShawnB replied to stringburka's topic in Discussion
Huh. I stand corrected then, thanks. -
Does height affect heat of firepit/forge/bloomery?
ShawnB replied to stringburka's topic in Discussion
There is a slight buff to heat levels based on height. -
TFC health is 500x (Player has 1000 health instead of 20) that of vanilla. Adjust your weapons accordingly and have fun
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It's a known error in 1.4.6, fixed in 1.4.7. Minecraft runs better on Oracles JRE. You should upgrade to that too if you don't have any issues with non free software.
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When buying an SSD, make sure it is a quality one. The horror stories you hear about SSDs do exist; they're the ones from the bargain vendors.
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Nemo. Similar in concept, just more poignant.
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When a crash like that happens, try removing mods and see if it helps. As TheWolf277 said, it's probably TMI doing it.
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Double check that info - at this time there are no mods of TFC being allowed.
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MagicLauncher is much better than switching folders.. I think the reason metal blocks aren't in the game is because it is trying to have players play more frugally. Instead of carting off with an entire mine's worth tin if you can't use it, why don't you just take what you need?
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It's highly unlikely the mod can do that. TFC uses a lot of custom classes the mod won't be aware of.
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Forges can't handle the volume that is required to smelt ores, their purpose is to reheat metals to working. That's why the bloomery has to be constructed with a massive chimney.
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Has anyone found a pitchblende deposit before? If yes, how big was it? It totally depends on your play style.Personally, I get bored when getting to the top of the metals tier then just end up starting over. Varying the late-end game process could make TFC a lot more fun to play for extended periods of time. However, Thaumcraft could make the whole medieval theme much more immersive and rewarding. I'm going to avoid doing that. Swapping out gold for rose gold already quarters the gold requirement, allowing any T2 metal in would basically defeat having a rare item required.The only instance I have rose gold or gold in so far is when building BC gold gears. Needing four gold per gear seems excessive when deposits are fairly small and rare. What kind of gold deposits have you guys been finding during your play-throughs so far? And shocking, most copper alloys are not nearly as conductive as their parts: http://www.kp44.org/...OfMaterials.php I've only seen aluminum spawn in XyCraft and GregTech. Getting alunmium in XyCraft is pretty easy, it spawns in its elemental form as ore which cooks in a furnace. GregTech does it far more realisitically by having it spawn in gems and in bauxite. Processing aluminum ores either requires elemental sodium/potassium and a vacuum, or an electrolyzer. Since TFC is based on what is believable, I'm going with the later. It'll require GregTech for aluminum, but it has no use except in GregTech. Maybe... But it'll probably be difficult to get it to work as expected Sure! I'm happy that people will play this when done
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Couple of questions for everyone, has anyone ever found a kimberlite deposit before? Lots of mods love to use gold because its fairly plentiful in vanilla, but a lot less so here. How does everyone feel if there are options in some cases to substitute it out for rose gold? In cases where hard gems are required, I'm thinking of requiring anything with a hardness of 9.0+ (diamond, ruby, sapphire), or T6 steel. Sure. They'll inherit TFC classes so that in essence, they "are" TFC ores. Do you mean about aluminum's low melting point compared to iron? I like the idea, but probably won't work on it right away. I'd rather get everything in place first, then tweak the rest of the stuff. You only need mulch to make bog earth in the carpenter. It just requires dirt, sand and water on a crafting table.
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Excellent! I haven't been posting to not drum up support if it couldn't have been released, but have been working on it anyways. Here is a list of current progress: Buildcraft: 80%Railcraft: 90%IC2: 80%Forestry: 0%Themal Expansion: 0%GregTech: 0%Railcraft is pretty much done, it just needs testing. Buildcraft just needs oil spawning in the world; IC2 just needs rubber trees spawning.Thermal Expansion should be rather easy to do, just haven't started it yet. Forestry is going to be a little more difficult. TFC biomes are starkly different than what vanilla uses, so bees will need to check to the weather in TFC instead of just the biome. Also, I'd love some feedback on what you guys think about some of the mods aspects; like making peat in pretty much record time. GregTech is also going to be more difficult. The mod needs aluminum, titanium and tungsten. That means it will also need bauxite, rutile and wolframite. It'll probably be the last thing on the list to do.
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The wiki has that information and lots more. (Hint: Tier 6 metals) http://terrafirmacraft.com/wiki/
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You'll need to make a pickaxe from metal. You'll need to go rock hunting, and find any small pieces of ore on the surface until you have enough to melt down into an ingot (16 small nuggets) and then hammer it into an pickaxe head on a piece of raw igneous rock. The wiki and forums has a lot more detailed information about how to do that.
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aeroc, what did you use for the block count?
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What does a stone's type have to do with where it spawns?
ShawnB replied to Shadeslate's topic in Discussion
They all are. I'm not entirely sure of how it works though. -
You can avoid lots of headaches packing .jars if you switch to Magic launcher. Here is the link for it: http://www.minecraftforum.net/topic/939149-launcher-magic-launcher-100-mods-options-news/ You'll be fine running versions close enough together. Rarely Forge might change some of their API though, and that may cause problems. I'm using Forge 435 with TFC.
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What does a stone's type have to do with where it spawns?
ShawnB replied to Shadeslate's topic in Discussion
The simple way of putting it is that TFC calculates a biome based on the region's rainfall and temperature. -
You really should check out Minecraft Forge. You'll also need to get the Minecraft Coders Pack that corresponds with your version of Minecraft (7.23 for 1.4.5). They have very good documentation on how to get a working dev environment up pretty easily. Also, the code you have up there isn't deobfuscated, you'll want deobfuscated code (MCP generates it) for recompiling.
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Getting Mo's Creatures to work with TFC, has anyone made it?
ShawnB replied to stringburka's topic in Discussion
In an In current, or older versions? I took a peek at the source, and couldn't find any reference to it. I swore it was MoCreatures that did that. -
This is what I'm working on so far, and I'll probably be sticking to this order as well: RailcraftBuildcraftForestryThermalexpansionIC2GregtechI could use some help with balance though. Most mods require the furnace as a base item, how should that be handled? Also, I'm wondering if you should be able to make peat from bog earth. Should the Railcraft blast furnace recipe be changed from nether parts? I really wasn't planning on doing it. Even with the fix for other dimensions in, it still has a number of issues which cause the game to crash upon loading it. Even with those fixes in too, it'll still only spawn 32m deep of rock, which will be minecraft vanilla blocks and the mobs will have vanilla health. Mystcraft looks like its in a similar boat. It is calls the overworld generator most of the time, but crashes due to the way TFC worlds are generated. TFC also seems to interrupt it's packet handler, so using descriptive books does nothing but drop them on the ground. TFC microblocks wouldn't be so easy to do. It is probably possible, but not without editting both TFC base files and RP2 base files. If Eloraam isn't cool with anything it is probably people screwing around with her code instead of building upon it. Odinzzz, a quick little tip about English: objects in English that don't have an explicit gender (like a boy or a girl, versus a book) are considered gender neutral and refereed to as "it" versus "he/she."
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Getting Mo's Creatures to work with TFC, has anyone made it?
ShawnB replied to stringburka's topic in Discussion
Mo' Creatures was cool on the 1.2.5 version of TFC. It was cool to see a weird undead horse deep underground once, or bump into a venomous snake while chopping wood on occasion. The more recent versions are utter pandemonium. Stay in one spot for a couple of minutes and at least 50 of each creature will spawn. Orges and Werewolves are the worst, the first will cause multitudes of environmental damage unless you seek them out and kill them immediately, and the latter are completely immune to damage unless you have golden weapons. And how the hell do you craft raw fire into chainmail anyway? -
Absolutely. Let's keep coordinated so we don;t double up on the work we are doing.