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ciekma

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Everything posted by ciekma

  1. Are you sure, that knapping recipes are working? Even copied example didn't shows any recipies in NEI. BTW, more general knapping recipe would be welcome, with definition of input material and its amount.
  2. [TFC 0.79.29] Cellars Addon

    I propose to edit first post and add these eye-bird pictures of proper entrance. Seems that improper door placement is a common mistake, I seen it also on some YT LPs.
  3. Finding rock for flux

    I had similar bad luck like chezzik, spend more than one game year without flux and therefore no armour, even leather. Of course one can say that it is art of game, but I found it little annoying (which was of course rewarded finally by 'is it diorite again? no, it is chalk!' enthusiasm). Anyway, I decided to put some emergency source of flux in my modpack. The most elegant way would be define calcite drops from breaking stalagmites, but have no idea how to manage this with existing mods only, without coding. But I discovered, that sometimes sculls of cave skeletons, after milling them into light gray powder and heating it, are spare source of CaO.
  4. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    I prepared next, 0.4 version of my modpack. I changed and tested in SMP environment spawn rules of hostile mobs. Aggressive mobs can be found underground, with deep-graded difficulty. At the surface, you can enjoy peaceful nights (not counting rare creepers), there are some neutral monsters such zombie pigmans or endermans, not harmful if unprovoked. Occasionally, after new moon, you can observe hordes of zombie and skeletons attacking, most zombies are weak, but some zombie warriors are dangerous and well equipped. Two night later you can again sleep well or work overnights if you wish. Normal spiders can be spotted at the top of hight trees or in mountains. Cave spiders appear only in deep underground caves. Many creatures are attracted by light. Intense light repulse them, but they will appear at the border of light and darkness. I recommend usage of 'night vision' potion for random exploration of caves, or light every corner of them if you want to work safely for longer time. BTW, I decided to push modpack into github repository, for better tracking of the changes. Link to repo and download is attached in initial post of this threat.
  5. Water update

    I often observe ugly graphical glitches - water cutted by ravine edge, or what is much worse, hoovering above ravine. First is probably caused by creating ravine after creating water, without block update, the latter seems to be caused by falling gravel/cobblestone/dirt blocks, which doesn't update water blocks. Is it possible to fix these bugs? They break reception of this great mod.
  6. Water update

    Ravines are important, they give some help with prospecting, and bring some game thrill due to falling hazard. My question arise from assumption, that there is easy way to fix missing water update. If stream mod fix such issues, I will give it a try, I like idea of flowing water and inland transport, but usually there are small islands generated by TFC, thus I didn't used this mod before for TFC, for vanilla it was crashing with my previous enviromine+cog modpack.
  7. Water update

    Thanks for replies, but does this stream mod resolve problem with above mentioned hanging water glitches?
  8. It is working well now, I just draw it to short. EDIT: I found this crossbow somewhat underpowered - it is about two times weaker than regular bow, and much worse than longbow. Is it possible to tweak these values (the best option is putting it into cfg section).
  9. [TFC 0.79.29] Cellars Addon

    Thanks for clarification, now it works fine, I had larger room between doors, didn't know that they must to be placed face to face.
  10. How to shoot with crossbow? I have iron bolts in my hand equipment, but crossbow doesn't shoot. I'm playing SMP, no cheats.
  11. [TFC 0.79.29] Cellars Addon

    My cellar is not working. Temperature is only few degrees below ambient, and ice is not melting at all. I have intermediate room with 2 doors. It is small cellary, internal size is 3x3, maybe it is a cause?
  12. TFC in Harry Harrison's "Stonehenge"

    Exactly like near-spawn area
  13. Familiarity needed for riding horse?

    Thanks for replies, I didn't found anything on the wiki about teaching horses riding. I had luck of getting seed with huge continent instead of tiny islands, and therefore horses are a nust have.
  14. What is familiarity level needed for riding horse. Horse have orange half-heart with white outline, it have heart-particles if feed, but still no effect of right mouse click with shift or without, in case of saddle in hand, he is kicking.
  15. Need some ideas for a mod I'm making

    Search gravel for flint, make flint stone tools from this.
  16. Decorative/Magical gems

    In case of multiplayer server, gems can be used for trade purposes, as currency. Below is TFC1 stone drop probability spoiler, if anyone want to use it as currency, for example for towny/mytown2 economy. Please note, that using gold pan/sluice would change above balance.
  17. StellarSky (Not Working)

    I'm playing now on server, which have Stellar Sky mod (v.0.1.29) and following strange behaviour was observed - calender is going backward, there was May 1001 yesterday, today morning was March, now is February. Can anyone confirm such issues? Is it possible, that Stellar Sky time settings interfere with TFC calendar system? Or maybe something else is messed up?
  18. Keys and locks

    All modded multiplayer servers encounter same chest security threat, because they run on Forge (not counting abandoned cauldron project) and therefore no bukkit plugins (lockette etc) are available. There is lockette mod for 1.8.9, but anyway, protecting chests and doors by placing sign on them doesn't fit into TFC style. My proposal is to introduce locks and keys, craftable from iron and steel. New key or lock need to be engraved (with use of chisel and hammer) - any of 5x5 field*) can be removed, creating unique combination (one of 2^25), such engraved key or lock can be used as blueprint for creating clones. Crafting chest or door with lock would produce lockable chest or door, with engraved data copied**). Door or chest can be opened (manually or by redstone) only if unlocked. Of course doors can be broken, but it takes much more time, if locked. Locked chest also can be broken, but will not throw its content, instead would overburden its holder without possibility to place it on his back. The only possibility to pick items from locked chest is to unlock it or to blew it with powderkeg. The reasons, why there is possibility to broke doors/chest are obvious - key owner should have ability to retrieve its contents if he lost his keys, or to break doors, which some griefer put in his own house. Additionally, it is convenient to move chests without tedious replacing items, if you need to rearrange your home. Even if items are not 100% safe, thief need to spend lot of time to put his hand on precious items, and what is more important, such attempt will be not unnoticed. The most annoying problem related to non-locked chests on SMP is not stealing items itself, but that you don't know, if some items were lost, or you just displaced them to other chest. It corrupt server society, because players start to suspect anyone. With my proposal, there are clear evidences of robbery ***). Is it even possible to make minecraft mod, which behave as described above? I lack modding experience to judge if it is doable. *) not sure if NBT data can hold dword, if not, 512 combinations of 3x3 crafting grid should be also sufficient **) key data should be hashed or something? to prevent lurking which combination was used. ***) well, somebody can break roof/dig under floor and steal gold ingots, but if some panels/plater-like coatings are used, it is rather impossible to break and sneak out without evidences.
  19. drkoaeg, did you shoot in creative mode? I found, that this mod is crashing, when you try to shoot in creative mode without arrows - probably vanilla arrows are taken.
  20. Keys and locks

    Whoa, I reinvented wheel, it is time to build chariots
  21. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Nice, that you all had enjoy with my modpack, therefore version 3 is available, download at first page. Important changes: Terramisc mod was added with appropriate receipt tweaks, including coils and metal casing used elsewhere, Mob properties + Just Another Spawner provide gradation of monster difficulty depended on depth, and better rewards from drops. For example, cave skeletons have highly calcinated skulls, such skull if dropped, can be used as source for flux (by the way, flux is not a crushed limestone CaCo3, it is CaO, and in case of TFPPv3, must be produced by heating limestone-type rock in firepit or furnace). Beware of burning zombies and skeletons - they can turn into fire or pile of dirt, clay, gravel or cobblestone (pulvis es et in pulverem reverteris). EDIT: Wool can be colored by soaking in decorations mod liquid dye. Unified receipts for bed and ship berth, both need silk and red/blue wool. If talking about Waila or Smart Moving, I recognize these mods as somewhat cheaty, but of course anyone can feel free to use it accordingly. I had plan to include Cart Mod, but unfortunately it is not working with TFC (game crash occurs), does anybody know similar mod with cart attachable to player or horse?
  22. Some Stone Tools Don't Need Wood Handle

    In my opinion, the better idea is just to use flint as a cutting tool: as knife itself, or axe if crafted with stick, or mace if crafted with log. Flint have natural sharp edges and was commonly used for cutting leaves/wood/skulls. It would solve problems with sterile area around spawn, when you can get tools with tossing gravel with bare hands.
  23. Keys and locks

    Well, most of peoples prefer user 'admin' password 'admin'. But in this case, they risk only their own virtual property. I'm not sure, how to handle key information. Assume, that we have specific key, probably we must write some NBT information. Now we must craft lock, but this information cannot be copied directly into lock, because somebody would be able, with some hacking tools, to check this data. Lock crafting procedure should generate random number written to its NBT data plus written to the server-side simple database file, paired with NBT data for key. Now if given key is used to open door, server can check in its database, if this key is paired with lock data.
  24. Just Another Spawner

    In my humble opinion, such approach is somewhat questionable - I feel lack of challenging, if bronze tier weapons/armor is enough to conquer most of entities (not counting endermans, BTW flying with enderman is TFC or vanilla behaviour?), and mobs distribution is very plain. Hopefully I managed to work with JAS and Mob Properties and can fix it for myself. I would try to make horizontally graded difficulty.
  25. In my opinion, in case of lack of map modes, if you can only rely on minecraft maps, you should have possibility to make maps ASAP. Tin casing and 0 tier anvil sound good for me. Imagine, that there is no flux around, try to search flux in another continents without map/compass and any map addons.