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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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Posts posted by Sugar_F0x
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Deamn those structures
This is looking great so far, man, keep it up
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So, I've been expanding my town for quite some time now
It has grown so large that it takes forever to get from one side to another
Thus I've started using horses 24/7My base is well lit with lantern on lantern poles
It's very convinient because you can tie your horse to it anywhere you areHowever, there is one downside to it
If you leave the chunk and reenter it - the rope breaks leaving the horse to wander the area and getting itself stuck in some unwanted placesSame goes for wolves
I've caught a couple of them and tamed
Didn't really want them to run around at the time so I tied them up to a pole
They were sitting nicely for some timeBut then I went to the stables to feed the horses
That's when the things got realOne of the dogs broke it's leash and teleported to me
Then that bastard turned feral and killed my mule - the fastest breed I've ever had
That was a bummer
I even got to building a marble monument as a tribute to that mule----
Khm... so... the question is
Is there a way to prevent the ropes from breaking?
Or maybe disabling the rope breaking mechanics at all?Not sure if that would help as I'm not entirelly sure why the ropes break in the first place
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From what I see it would introduce prioritizing of ore viens not only by their distance from your home base, but also by the difficulty of the ore extraction
For instance, I'd prefer to travel 2km south and mine some iron from Rhyolite stone rather than 500m north and extract it from Gabbo
Not sure if iron actually generates in these stones but you get the idea1 -
I've been living in a dry and cold mountainous area with no troubles for almost 5 ingame years (2 real years)
Still expanding, adding structures and assigning each a functionSpoiler0 -
Actually, the forum hasn't been so alive in quite a long time now
With the 1.12+ port comming up and TFC2 in beta development running, the community is slowly starting to grow back to the forum again
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On 02.05.2018 at 1:54 PM, Sugar_F0x said:Is there a way to increase the chunk radius in wich spawn protection accumulates?
I've build quite a big settlement and decided to build a wall around it. To my dissappointment, the spawn protection radius is not enough and mobs keep spawning within the wall perimeterI've looked through the config but couldn't find anything connected to grid radius, only accumulation variables
I do know how the protection accumulates, but the thing is that I'll have to sleep in different beds every now and then, which is kind of annoying
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Is there a way to increase the chunk radius in wich spawn protection accumulates?
I've build quite a big settlement and decided to build a wall around it. To my dissappointment, the spawn protection radius is not enough and mobs keep spawning within the wall perimeterI've looked through the config but couldn't find anything connected to grid radius, only accumulation variables
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6 hours ago, kostice said:hello, I have a problem. I am stuck, glitched may be in bloomery.
I filled bloomery and couldn't light it up. Then i wanted to start again and mine inside of bloomery. I jumped into bloomery chimney and gliched out. I canť do anything. Now I am trying to die. But i am not dying. I closed and opened my game again and I am still on the same place.
Do you have any suggestions? thank you.
press escape and open the world to LAN with cheats enabled
Then, go into gamemode 1 and get yourself out of there
Reset your gamemode back to 0 and reenter your world0 -
This may be a good thing for those into magic, but I personally love TFC for it's believable setting with only the undead mobs as an exception
I have a large modpack of my own, but it's heavily focused on making the game even more immersive and to fortify the medievel style
Not sure if I delivered the idea properly, english is not my first language, but I hope you got it just right
Putting my own preferences aside, as I've already mentioned, this is a nice idea
However, I think it would be extremely difficult to locate these spikes due to the world's height as it is
Hardly ever do I go venturing into caves, as I usually play on hard difficulty and it's not profitable in any way whatsoever
Finding it while mining a mineshaft is yet ever more unlikely, as most of the mineshafts are build on the top or middle level
Rarely (if ever) di I mine to the bottom one0 -
I hop in every 2-3 days just to see if there are any new interesting topics up
I'm also daily thinking of publishing yet another Show Off topic with my latest playthrough, cuz' it's been going much better then I first expected
Here's one of the many latest screenshots, just to see if anybody would have been interested to read the whole hostiry behind the "Village of Chrystal Arch"Spoiler
By the way, it's the same world i've posted a map to not too long ago
Here it is as wellSpoiler0 -
Oh that's what he meant
Didn't quite get that the first time I read it
Sorry, english is not my first languageAnyway, no, I do not import it back at all
The reason being that whenever I visit a chunk that has to have the name I painted over in Photoshop will get refreshed and replaced with a newer version of it thus removing every name i've written0 -
I use JourneyMap and make groups myself via naming
For example, every time a find an ore nugget, i mark the area with a name: [Ore] Ore_name
When I get my hands on digging a mine, i rename it to be: [Mine] Ore_name - ore_richness
And when the mineshaft gets depleated, i makr it as such: [Depleated] Ore_name - ore_richnessThen I siply sort all the waypoints by their name and get a list sorted out
All the ores of the same type are listed one after anotherAll the mineshafts are also groupped
So are depleated minesThe usual waypoints have no prefix, but the important ones I usually start with and underscore __
Thus it always stays at the top of the waypoint list0 -
15 hours ago, Iwitrag said:sounds good, did you manage somehow to export resulting image to the mod itself, replacing map's data?
Journey Map mod lets you export the final image of the Whole map into a png file saved in your screenshots folder
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3 hours ago, Iwitrag said:I wonder if there is any map mod which allows adding these titles directly into map, that would be awesome
it really would have been cool, but personally I don't know any of the kind
I just have a project in photoshop with 2 layers: top layer with names and the bottom layer with the map
Whenever we explore some more terrain, i just replace the old map with a new one and all the names remain in their places0 -
The only valid option i see here is travelling
My friends and I spend whole late-spring upto early autumn exploring
Last weekend we even ended up naming our map2
Rails of War coupling problems
in Support
Posted
So, I've been messing around with Dires007 latet server modpack for quite a while now, tweaking things here and there so that all my needs were satisfied, but then I though, why not replace Ralicraft with Rails of War?
And there I was, messing around with those huge tracks and trains
And everything was pretty good up until the moment when I tried to couple two wagons together - no luck with that
Every time I hit a wagon with a crowbar so as to couple, it activates coupling but then instantly releases the wagon, so that i can not couple it with the other one
Tried testing it with and without all the mods one by one - TFC is the one causing it to happen, works fine in vanilla and with all the otehr vanilla mods like OptiFine or BetterFoliage
So, does anybody have any couappenning and if there is anything I could do about it? Really with i could use it on my very old but loved save