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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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About Omicron

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    Copper Miner

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  1. Tried that. Unfortunately none of the tools or commands managed to interact with the corrupted block in any way.
  2. Well, seeing as MCEdit won't help, and nobody seems to know anything about this issue, we've decided to just restore a backup instead. Lost about 8 hours of gameplay time. To everyone else, I can only strongly recommend: don't use Protection Meters. Or if you absolutely must, then back up your world before you plop them down.
  3. Small update: I have attempted to use MCEdit 2.0 to remove the offending block. Unfortunately the program doesn't like TFC's custom blocks at all. As amusing as it is at first, it makes finding stuff much more difficult... After a long search I finally found where I had placed down that Protection Meter, but I could not remove it. In fact, I could not interact with it, or any other TFC blocks, in any way. Did I do something wrong with MCEdit perhaps? It's my first time using it.
  4. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes TFC Version #: Forge Version #: 1.7.10- SSP/SMP (SinglePlayer/MultiPlayer): SMP Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): No, crash is unrelated to config files Do you have any mods other than Forge and TFC installed? (Yes/No): Yes Clientside: - [1.7.10]LeatherWaterSac-3.9.B79 - [1.7.10]TerraMisc-0.9.1 - [1.7.10]TFCScales-1.0.2 - [1.7.10]TFCUdaryMod-0.2.30 - antiqueatlas-1.7.10-4.2.10 - betterfoliage-mc1.7-1.0.15 - CodeChickenCore-1.7.10- - Damage-Indicators-Mod-1.7.10 - Farseek-1.0.10 - fastcraft-1.21 - ItemPhysic Lite 1.1.5 mc1.7.10 - MineTweaker3-1.7.10-3.0.10B - NotEnoughItems-1.7.10- - SoundFilters-0.8_for_1.7.X - Streams-0.1.6 - TerraFirmaCraftNEIplugin-1.7.10- - TFC-Tweaks-1.7.10- - Waila-1.5.10_1.7.10 If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No): Neither of them is installed link of the Crash Report: Description: I'm running a local server on my PC. My friend and I play on this server together. We've already played a lot on it; nearly two ingame years have passed, and that is with a 120 day year, I might add. So there's certainly nothing wrong with the way the game or the mods are set up. Today, I went and crafted - for the first time - two Protection Meters. one of them, I set down right by our house. It worked flawlessly. Then I walked 4-5 chunks away, and set down the second one, in the area where we do our wood harvesting and large charcoal pits. The very moment the block hit the ground: kaboom! Both me and my friend instantly crashed with the same error message: "already tesselating". The server survived this just fine. Only our clients are crashing. What's worse, though: neither of us can log in anymore. The attempt results in the same crash right as the world loads in. So now we're stuck with a server that runs fine, but cannot be played on. I've searched a bit across the support forums, and read that this error is often related to Optifine. However, neither of us is using Optifine.
  5. Wiki Edits/Suggestions

    Suggestion/Request: Please update info on gold panning. On the Gold Pan page, it states that you can receive copper, gold or platinum from panning. Also, the History table's most recent entry reports a change from 78.14 that says "Silver removed from panning to slow the progression straight to bronze." Meanwhile, the Skills page reports that "A minimum prospecting skill level of Adept is required in order for the gold pan to give Native Silver (...)". This is consistent with the Changelog for 79.0, which states "Example: Reaching Adept level unlocks silver to be found from panning" for the prospecting skill. This leads me to believe that the info on the Gold Pan page is outdated, and needs to a.) mention the prospecting skill and b.) acknowledge that getting silver is once again possible. Thanks!
  6. the problem with sheep!

    Well "cold" is relative. As long as you look in mountains, anything up to average temperature of 25 degrees is valid. That happens around z -6500, which is really quite far south. I've only once ever spawned that far south. The bigger problem is that TFC simply only generates animal spawns once every thousand chunks or so. Like, in those five RL evenings of searching? I found one set of pigs, and those two sets of sheep. That was the entirety of all animal spawns I encountered throughout my travels. Compared to animals (any animals), ores are extremely common. I found and marked at least 60 ore deposits on my map during that time, and I wasn't even looking to find any. It's kind of odd, really. within an about 500 block radius around the spawn point, my current world is positively teeming with animals. Dozens of chickens and pigs, and even that one set of sheep that was hiding behind a mountain cliff at the seashore a few hundred blocks away, where the temperature is *just* low enough. But once you leave that area, it's basically plant life only (and monsters at night). Square kilometer upon square kilometer of absolutely zero fauna. No bears, no deer, no pheasants, no pigs, no cows, no chickens, no sheep, not even squid I've seen. When I finally do encounter that super-rare animal spawn, it feels like completely out of the ordinary. Not sure if the climates are just really weird in this seed, but for some reason it does that regardless of which cardinal direction I pick for exploring.
  7. the problem with sheep!

    I searched for five real-life days to find sheep, walking thousands of blocks. Then I walked home with the sheep I found. On the way, I found more sheep, only a few hundred blocks from home. Some say Terrafirmacraft likes to troll players...
  8. Tips on fighting bears?

    I don't know a bear's piercing resistance, but considering the just about quad-digit base damage when fully drawn and that it costs practically nothing to make, a bow should be definitely be on your shortlist. At worst, it'll mean you'll enter combat with a bear that's already lost a good chunk of health; at best, it'll be dead before reaching you. The bow also trivializes most other combat in the mod, so if you're not big on the whole fighting thing, let it work for you. Endermen will tele-dodge projectiles, and Skeletons are immune to piercing damage, but everything else? Well, let me put it like this: the only two mobs that don't die in a single shot are spiders and bears. And a second arrow should generally take care of those, too. (Though I've not tango'ed with the newest bear variant yet.)
  9. I've always shied away from shader packs due to how much inconsistency they introduce. I think I've tried them in 1.5, in 1.6 and in 1.7, and every time I saw the exact same issues: sunlight appearing in caves deep underground, landscape shadows disappearing when the player breaks line of sight with the sun, water becoming all but invisible when placed out of sunlight, and a lot of other small irksome things that nobody ever shows you in screenshot and promo videos but that you come across during actual gameplay all the time... Yes, 90% of the game looks better, but the remaining 10% is problematic and, to humor a certain phrase, breaks my immersion. Minecraft's default look my be low-fi, but at least it doesn't remind me every minute that I'm playing a videogame with a not fully working mod. I mean, perhaps you can fix those things. But I've tentatively toyed with some of the settings, and nothing I did made a difference. And every single one of the 10+ premade shader config packs I downloaded showed those exact same issues, too... persistently across many different mod and Minecraft versions. So it's certainly not giving me the impression that it's fixable.
  10. Quick question - roughly what kinds of damage scaling can I expect from the longbow? You say in the opening post that with stone arrows, it is "slightly stronger" than the normal bow. And the normal bow does about 1000 damage on an unarmored, non-piercing-resistant target when fully drawn, in my experience. So how high does it scale with metal arrows? Around 1800 to 2000 for the highest tier? (I am assuming that the crossbow does the same damage, just crushing instead of piercing.) I tried to test, but you know how crash-happy the longbow is... even with manually built bow and manually built arrows, just being in creative mode when trying to fire a metal arrow is enough for Minecraft to spontaneously combust And I do not currently have a survival world where I am far enough in for meaningful tests.
  11. Efficient tree farms

    Shears are definitely on my must-have list for the iron age now.
  12. Some config questions

    Thank you for the detailed answer!
  13. Some config questions

    I've looked around using the search function, but I've not been able to find answers to these, so here goes 1.) Ore density In TFCOre.cfg, I can modify the density of spawning ore veins, with higher numbers resulting in more compact veins (less stone blocks between ore blocks). But: how is that density achieved? I can imagine two variants. Either the physical dimensions of the ore vein changes while keeping the average amount of ore blocks constant; a less dense vein will simply sprawl over a bigger area than a more dense one. Or, the physical dimensions of the vein is held constant, and the density decides how many blocks in that constant area are ore blocks and how many are stone blocks. A less dense vein will have less ore in total than a more dense one. Which of the two is it? If it's case 2, I may want to offset my changes to density with changes to rarity and/or vein size, so I don't change the actual amount of ore too far from the default. 2.) Crop growth speed One thing that has always annoyed me a little bit about TFC crops is the fact that crops with a growth time of "very long" (usually grains) are unable to complete a single growth cycle before depleting all available nutrients in the ground. The very last stage on those crops can take as much time as all other stages combined because of this. So I thought, maybe I can tweak crop growth speed just a little to reduce the frequency of this happening. However, again, I can imagine two possible scenarios. Either a crop is set to require a fixed amount of nutrient to mature, and modifying the growth speed simply changes the rate at which fertilizer is consumed in lockstep with the rate the plant grows at. In this case, slightly lengthening the crop growth time will result in a more smooth growth for the slowest crops, as the ground will produce more nutrients during that time. Or, a crop always consumes the same amount of nutrient over a given time period, independent of growth speed. In this case, slightly shortening the crop growth time will result in a more smooth growth for the slowest crops, as they will be able to reach maturity before running the ground completely dry. Which of the two is it? Bonus question: how does ingame year length play into this? I seem to recall reading that lengthening the year will increase some timers, such as the gestation and growth periods of animals, which are always a number of months, not days. Does lengthening the year also slow crop growth? And if it does, and the answer to the above question is case 2, does that mean that progressively lengthening the year more and more will cause more and more crop types to run out of nutrients before they finish growing?
  14. TFC Myths

    "Repeatedly fishing in the same spot will deplete the chunk in a similar way as gold panning does, eventually resulting in no more fish biting." Less of a myth I have heard elsewhere, and more one I seem to observe myself. I can stand somewhere and rack up fish at a brisk pace, until at some point, there's just no more bites. I can wait for minutes without seeing the bobber dipping. If I then move elsewhere, I can pretty reliably get bites again. I always thought to myself, well, this is TFC, maybe the team thought it made sense. Overfishing is a thing that happens IRL. But on the other hand, I may just be getting a very unusual string of randomness. So, is it true?
  15. @Kittychanley: Considering how extremely noticable it is on my system, I'm not fully convinced that the streaming interface would hide all of it so reliably... but well, I don't exactly have proof to the contrary, either. @Busan: I looked up and tried the Java arguments, which made no noticable difference whatsoever. Still, thanks for trying to help. It's a crying shame, but I'll be giving this mod the boot The more I look at it, the more I consider it flat-out unplayable (and this is coming from someone who will accept 30FPS without complaint). Back to tweaking configs I go...