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aliceingame

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Everything posted by aliceingame

  1. 0.77.11 bug and translation mistake

    As we are now at hotfix 14, I'll test the issues and add what I can confirm is still buggy. Ironside and Holy_Shield, the hotfix 12 to 14 improved the shift-click behavior. You can shift click hammer. You can also shift-click from you hotbar. I think that they tried to improve it for 12, but made a mistake that they fixed in 13 an 14. Ironside, I can confirm the firepit issue, I will add it to my list. Will have to slay mod to check for the unknown item. ----- It's now updated for hotfix 14. Anobody know hot to change a post title?
  2. Problem with first anvil

    do you use the newest hotfix. They sait it would correct the bug where some of the TFC gui are super sensitive about the position you put the items and also fix some anvil issue.
  3. Unable to craft Tool Heads

    You need at least two of the same type, and right click as you would do to place a block in the world. You need to right click on a block, if you do it in the air it won't work.
  4. [B76H11] Lazuli, ingot stacks, and bloomeries

    I'll test it a bit more to see what I get. In my survival world I only have tier 0 and copper. I am mostly building / planing my town right now and I have enough base metal to do it. Might mine more next week. fallonskym did you shift + right click to place the ingot? it should work.
  5. 1.6 snapshot

    Like I said, I never used simply horses, but it's mostly because the recipes are not TFC friendly, the horse do not spawn naturally and some taming food are not the TFC version. I know there is a setting to change their health to TFC system, but you can not use the mod if you want to play it 100% legit. If we will have simply horse's horses, then, is there any chance to see donkey and mules in TFC?
  6. [B76H11] Lazuli, ingot stacks, and bloomeries

    I was not able to reproduce the issue with the information you gave I am able to stack ingots in my inventory up to 32 when cold, and able to stack them on the ground (when cold too). What do you mean by "unusable" ? Of course, you will need to heat them back to work on an anvil. I was able to properly smelt magnetite. Magnetite is iron and platinum. Did you took the platinum too? if you don't, the bloomery will not accept any other kind of ore as it is loaded with magnetite. The name of the ore loaded in the bloomery is written in the gui. It will disappear when there is no more ore and output. It's the same for the other double metal ore (galena and tetrahedrite). You can still put more ore of the same type even if you don't take the second metal. The Lapis issue look like a but, I can not confirm as you can not spawn ore/mineral blocks in creative.
  7. Fishing

    Hard to chew.... then eat it raw... or dried... or just cut it in pieces before cooking.
  8. Can't craft wool yarn :(

    You must use a spindle, not clay spindle. See instruction here.
  9. Fishing

    want squid to be edible.. squid is tasty.
  10. 1.6 snapshot

    I never played a snapshot, but it's nice to see what is coming.
  11. 1.6 snapshot

    Never really used simply horses. I know it exist but I found it after TFC so never tried it properly. I only hope the horses will spawn in TFC...
  12. My Build 77 Wishlist

    the rope for animals will be a new vanilla feature for 1.6
  13. [B76] Latest version bugs & FAQ.

    It would be nice to have update to know the status of the bugfix. Is there any plan for hotfix 12 or will we get build 77? Bug report: Forge laging the game Suggested category: Annoying Description: When a forge is cooling down, just when it get cold, it seems to go on/off quickly (it's flashing) and when it's flashing, the game start to lag. After some time, maybe one minute or less, the flashing stop. Have you deleted your config file and then still been able to reproduce this bug?: Yes (I used to have a bug with a door and It was fixed by deleting the config file, so I assume it's ok). Bug report: Suggested category: Minor Description: The wheat and wheat grain texture is the same. It's just a texture to change, so for users of texture pack, it doesn't matter, but you should fix it. Only affect the people who don't use texture pack. Bug report: Suggested category: Minor Description: The anvil textures are mixed, #8 should be Bis bronze, #9 black bronze and #10 rose gold, right now, bis bronze have #8, Rose gold #9 and Black bronze #10. I can fix it myself by renaming the texture, but most people might not notice or know how to do.
  14. Building Fences out of Planks

    what will you do with the overflow of stick? get a scythe and you will see how fast you get ass ton of sticks, no joke.
  15. Question

    you can "steal" the log pile when you play on a server, so the fact that it can burn is irrelevant.
  16. SUGGEST: Mod Section....

    There is also the log processing mod If there is a section in the forum, it could also be used to post about mods that work well with TFC or the way do adapt them (like adding custom recipes) On a topic I opened about mod (here), someone said the rules to make mods for TFC are something like - No altering of TFC source code in any way. - No rewriting or blocking of any TFC features or Recipes. There is no real "don't mod" rule, but I think the dev don't like it that much. That's just my feeling, but I might be wrong as 2 mod feature will be implemented in future TFC release (medical mod and leather water sac), but the log processing idea was rejected by Dunk. If you make a mod, there is many possible scenario. You will do something that is already planed (that would be almost useless), you will do something that the dev will like and implement in the game, you will make something that the dev don't want to add in the game. Still I think that add-on are good and bad. Good as they add more features that are not yet developed in the game, but bad as they might not be updated at the same time as TFC. If you have 50 mods, you have to wait for all of them to be at the right version. Would be happy to see more original content added, maybe it will be implemented. I would be ready to help in the development of mods, but I know nothing about coding so I can only be a researcher and tester.
  17. Already....

    first not related but... stone anvil is made of stone, not cobblestone.
  18. Trouble installing mods

    if you use the launcher, I don't think you should need modloader, as TFC use forge. and medical mod is only for build 75, not updated for 1.5.1 yet. And I don't know what it the right procedure to add mod with the launcher, so I can not say if you did the right thing.
  19. [B76] Latest version bugs & FAQ.

    puxapuak, the cave in cobblestone will drop cobblestone instead of stone. It's a fix to avoid the cobble to drop the wrong type of stone. If you want to get stone, just craft the cobble back to stone.
  20. Getting Memory Leaks

    where was a bug with barrel and clay before, use hotfix 11 and start a new world and see if you still have the lag.
  21. [B76] Latest version bugs & FAQ.

    tenterro, that should be a config file bug. Delete the config file and try again.
  22. Question

    wool?
  23. Quickly, I see two options 1. More than one player for each job. 2. You can have more than one job. Still the question is, what kind of dynamic do you want? Do you want to have a big city or many small villages. Do you want to have individual workers, or groups of workers. Just with these two factor, you can end up with 4 scenario. 1. Small communist village (everything is shared in the village) who trade with other small villages. 2. Small village where everybody do it's own job (the busy players would be much of a problem as a whole aspect of the community's economy would fall) 3. Big town with "company" (group of players) competing in a field of the industry. 4. Big town with all player doing their own job.
  24. Wool, Cloth Products, Looms

    I would make the gui a 8x8 grit where you put different color of strig to get carpet with a pattern. And of course I would re-introduce more dye color and use the barrel to dye the string. Right now i make pattern with wood plank and it's long to do. But I know that don't really want to make carpet (as you can not put them under anvil as the carpet would take the space).
  25. I played for some weeks on TT's server and I would say that economy is a hard thing to establish. I do not agree about the idea that you should have job specific town, like fighter/miner/farmer, but instead town where everybody have it's own speciality. As far as I know, most people had a bloomery in their house and lot of people had a charcoal pit in their basement. Of course, newbies where willing to buy ore to get first tools, or ready to buy rare metal. I think that there is 3 main problem about establishing a good economy in game. 1. Lack of specialization I think that the economy would be dynamic if there was jobs. As you join a town, you select the job you want to do. If you want to be a blacksmith, you can build a bloomery and make tools. If you are a miner, you can dig and look for ore. If you are a farmer, you can build a farm and sell food. In TT's server, there is a lot of people who spend their time sluicing, because you can sell gems. Then you end up with floating dirt island (because people took all the sand). I would rather make the gems almost useless and give a starter kit for every job as you join a profession (like you get a pick and propick if you are a miner). 2. lack of market organisation The second thing i noticed, it that it's hard to sell and buy items. The main reason is that everybody sell/buy anything (partly because nobody is specialized) and if the shop area is not well organised, it's hard to find who sell what. So if people are organized in job, they could also have their shop one next to the other, so it's easier to shop for a specific kind of item. 3. lack of price calculation/regulation Yow much do you buy/sell items ? I think that is a rather hard question. Do you want to have a controlled economy with fix buy/sell price? or a free economy where people will have to set their own price. And in any case, how do you set the price ? By the time needed to gather or produce an item, by it's rarity ? The other option is to create kind of communist economy where you don't have price, you just take what you need and give what you produce. The way I would see the "perfect" town is to have specific buildings or zone dedicated to the production, transformation, and storage (selling) of every kind of item. For example, you have the tree farm to produce wood, the sawmill who store the log and transform it, it can send the log to the charcoal pit, and the log or construction material to the architect warehouse. I guess it would be nice as a player would have is house, and workplace, and the workplace could even be shared by many workers.