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    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.


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Everything posted by drkoaeg

  1. My version (0.3.1) does not have any config file. Did you create one?
  2. Other proposals: - like in 1.13 debarkified wood - like in 1.12 lamas - rendering (if you have the ability) snow on fences and walls, maybe chiseled; water rendering in those blocks (see MC 1.13) - weeds grow on the fields, if not cared, and tilled soil will eventually turn back into soil - making upgrading hoes more worthwhile by tilling soil 1x1 (stone) 3x1 (bronze) 3x3 (steel) as example - by pushing a key you can look into vessels/other container in your inventory - beekeeping with bee swarm mob Not all of it may fit perfectly well, but I wanted you to give you as much inspiration as possible
  3. It might be a too crazy attempt, but I see the foundation already set in your mod: Would you mind incorporate Growthcraft mod or make it compatible or so? The booze stuff is quite lovely made for TFC and an upgrade to your fruit press implementation. Also the mod is open-source (community edition) and was until recently updated. I will brainstorm a little more, maybe I come up with another suitable idea keep up the amazing work, I have a lot fun with your creation!
  4. 1.12 TFC mod pack

    Hi, I got aware that there are mods, imitating pretty much every aspect of TFC 1.7.10 and even more. So what do you think about a TFCish modpack? Do you know one already? drkoaeg
  5. Terrafirmacraft has a long stretched starting time, travelling is almost essential. So, there is repeating action for placing down stuff and break it up again. There comes this great mod in: Nomadic Tents mod. It lets you create different tents that allow building and storing in the tent dimension. The dimension is limited in space but can be taken with you. I think the mod fits very well with the game mechanics of TFC without breaking intended struggle. I have tried out to use it but there are some compatibility issues with the mod it seems, so I wanted to let you know about this mod and maybe somebody would even get into this rather small project. Thank you for reading drkoaeg
  6. Long story short, replace the old nutrition system by this one:
  7. Primitive Technology TFC add-on mod

    It might be sufficient to use burning wood piles for iniating breaking of stone.
  8. TFC comands

    Hello, I can not find any information about TFC's comands (wiki+forum) and src code keeps some questions. So would it be possible to give a short overview about this subject? Thank you drkoaeg
  9. Hey, are you still working on those patches? Especially Mo' Creatures and Ye Gamol Chattels would be interesting to know.
  10. Game Crash after minutes in world

    Could so help, please? ---- Minecraft Crash Report ---- // You should try our sister game, Minceraft! Time: 22.09.17 10:46 Description: Exception ticking world java.lang.NoSuchMethodError: com.bioxx.tfc.WorldGen.Generators.WorldGenLooseRocks.rocksNearby(Lnet/minecraft/world/World;III)Z at com.bioxx.tfc.Blocks.Terrain.BlockGrass.func_149674_a( at at WorldServerOF.func_147456_g( at at WorldServerOF.func_72835_b( at net.minecraft.server.MinecraftServer.func_71190_q( at net.minecraft.server.MinecraftServer.func_71217_p( at net.minecraft.server.integrated.IntegratedServer.func_71217_p( at at net.minecraft.server.MinecraftServer$ A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at com.bioxx.tfc.Blocks.Terrain.BlockGrass.func_149674_a( at at WorldServerOF.func_147456_g( at at WorldServerOF.func_72835_b( at net.minecraft.server.MinecraftServer.func_71190_q( -- Affected level -- Details: Level name: Neue Welt7 All players: 1 total; [EntityPlayerMP['Majorhantines'/405, l='Neue Welt7', x=11809,51, y=150,77, z=-12429,41]] Chunk stats: ServerChunkCache: 279 Drop: 0 Level seed: -5409538002066184989 Level generator: ID 00 - TFCDefault, ver 0. Features enabled: true Level generator options: Level spawn location: World: (11812,151,-12428), Chunk: (at 4,9,4 in 738,-777; contains blocks 11808,0,-12432 to 11823,255,-12417), Region: (23,-25; contains chunks 736,-800 to 767,-769, blocks 11776,0,-12800 to 12287,255,-12289) Level time: 577109 game time, 577109 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 73625 (now: false), thunder time: 154452 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true Stacktrace: at net.minecraft.server.MinecraftServer.func_71217_p( at net.minecraft.server.integrated.IntegratedServer.func_71217_p( at at net.minecraft.server.MinecraftServer$ -- System Details -- Details: Minecraft Version: 1.7.10 Operating System: Windows 8.1 (amd64) version 6.3 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 472461912 bytes (450 MB) / 1271738368 bytes (1212 MB) up to 4697620480 bytes (4480 MB) JVM Flags: 9 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms1G -Xmx5G -XX:NewSize=1280M -XX:MaxNewSize=2560M -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+AggressiveOpts AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 16, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge Optifine OptiFine_1.7.10_HD_U_D7S_pre 110 mods loaded, 110 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) UCHIJAAAA FML{} [Forge Mod Loader] (forge-1.7.10- UCHIJAAAA Forge{} [Minecraft Forge] (forge-1.7.10- UCHIJAAAA tfc_coremod{0.79.29} [TFC[coremod]] (minecraft.jar) UCHIJAAAA CodeChickenCore{} [CodeChicken Core] (minecraft.jar) UCHIJAAAA NotEnoughItems{} [Not Enough Items] (NotEnoughItems-1.7.10- UCHIJAAAA terrafirmacraft{0.79.29} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.29.jar) UCHIJAAAA ForgeMultipart{} [Forge Multipart] (ForgeMultipart-1.7.10- UCHIJAAAA McMultipart{} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10- UCHIJAAAA TerraFirmaCraftNEIplugin{} [TerraFirmaCraftNEIplugin] (TerraFirmaCraftNEIplugin-1.7.10- UCHIJAAAA FMPIntegration{1.0} [FMPIntegration] ([1.7.10]FMPIntegration-1.2.2.jar) UCHIJAAAA ForgeMicroblock{} [Forge Microblocks] (ForgeMultipart-1.7.10- GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['Majorhantines'/405, l='Neue Welt7', x=11809,51, y=150,77, z=-12429,41]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' OptiFine Version: OptiFine_1.7.10_HD_U_D7S_pre Render Distance Chunks: 2 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false OpenGlVersion: 4.5.0 NVIDIA 381.65 OpenGlRenderer: GeForce GT 520M/PCIe/SSE2 OpenGlVendor: NVIDIA Corporation CpuCount: 4
  11. Hello, I wanted to draw attention on a new really exciting mod called Growing Trees by ferreusveritas. Here is the link: Maybe there is somebody willing to help the mod author with TFC support. Even if there is no chance check this one out, it is amazing! By the way here is the permission by the author: And here is the source code: drkoaeg
  12. Growing Trees mod port (?)

    Ferreusveritas will be happy to help looking over the code, if you make a fork in GitHub. But he has no knowledge with TFC, so it would be needed someone who is well experienced there. You can contact him on the link below:
  13. Growing Trees mod port (?)

    In order to revive this thread, I would like to give somebody the chance to get a feeling on how assessable this could be: Adding trees *should be* simple. create a class that extends myGrowingTree class and add whatever it is that differentiates it from other trees. An example(birch tree): /////////////////////////////////////// public class TreeBirch extends GrowingTree { public TreeBirch(int seq) { super("birch", seq); //Birch are tall, skinny, fast growing trees setBasicGrowingParameters(0.1f, 14.0f, 4, 4, 1.25f); retries = 1;//Special fast growing //Vanilla Birch Stuff setPrimitiveLeaves(Blocks.leaves, 2); //Vanilla Birch Leaves Block/Meta setPrimitiveLog(Blocks.log, 2); //Vanilla Birch Log Block/Meta setPrimitiveSapling(Blocks.sapling, 2); //Vanilla Birch Sapling/Meta //How the biome affects the growth rate envFactor(Type.COLD, 0.75f); envFactor(Type.HOT, 0.50f); envFactor(Type.DRY, 0.50f); envFactor(Type.FOREST, 1.05f); } @Override public boolean isBiomePerfect(BiomeGenBase biome) { return isOneOfBiomes(biome, BiomeGenBase.birchForest, BiomeGenBase.birchForestHills); }; } /////////////////////////////////////// Then you register it like so: TreeRegistry.registerTree(new TreeBirch(seq)); Where seq is the sequential tree number for the mod. The mod uses existing textures so you basically will make another mod that depends on growing trees and whatever mod provides the remainder of the 15 trees you are interested in. The source is still at the link at the first post to be forked. Hope to see some interest = )
  14. Sorry, I didn't notice this is for TFC2. I am with you, but as TFC2 is still prerelease I was not prepared for this
  15. Very nice! The gravity and support law feature seems fantastic. May you want to expand it to Vanilla TFC blocks?
  16. TFCshaman mod (WIP)

    Hey Dulakaba, would you mind publishing your shaman mod as far as you got?
  17. [0.2.4] TFC2 Prerelease

    HOT O.O
  18. It might be a venturous idea, but I do want to bring it in that consideration: If your mod detected all holes that were digged by the player, it would create the immersive feeling of an existing water table. So I would not make the refill buffer too high as well as the buffer itself.
  19. Mod Liquids in TFC Containers

    There is a mod called Accidential Circumstance Events which adds the possibility to specify right click actions. I think you could write a script there that if you right clicked on a specific liquid block, the empty bucket item should be replaced by your custom item bucket.
  20. Growing Trees mod port (?)

    It seems as if the author had already built in some hooks, so it would be easier for others to add different tree growth characteristics.
  21. Growing Trees mod port (?)

    sry, my bad actually, I have added the src code link, check it out = )
  22. Growing Trees mod port (?)

    As far as I know there are no ticking entities in this mod
  23. I would not use the water table thing to make some adjustments, it is far more easy and consistent to use the propick to find a water vein. Same mechanic as resource mining, and you do not have to mind what for example will happen with the water table if somebody digs several mines around your well
  24. The water table level is normally as same as the level lakes and rivers occur. However there are some stone layers that have no consistent layer because they are porous like chalk.
  25. realistic seasonal trees

    Magnificent what those guys of the Conquest mod are doing with trees hope to see something like this in TFC2