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Omicron

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Everything posted by Omicron

  1. 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 #: 0.79.28.908 Forge Version #: 1.7.10-10.13.4.1558 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-1.7.10-1.0.7.47-universal - 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-1.7.10-1.0.5.120-universal - SoundFilters-0.8_for_1.7.X - Streams-0.1.6 - TerraFirmaCraftNEIplugin-1.7.10-1.5.3.24 - TFC-Tweaks-1.7.10-0.4.0.17 - 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 Pastebin.com link of the Crash Report: http://pastebin.com/sVJQ8Wu8 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.
  2. Tried that. Unfortunately none of the tools or commands managed to interact with the corrupted block in any way.
  3. 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.
  4. 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.
  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 see multiple TFC modpacks having this mod in their recommended list. I have also seen streamers (both TFC and regular modded Minecraft) use this mod, and it always looks so cool. However, whenever I install it, my performance simply disintegrates. There's really no other word for it than that. The thing is: my computer isn't exactly weak. I have a desktop Haswell i5, overclocked to 4x4.20 GHz. There's 16 GB RAM available for the taking. And my videocard can run games like FF XIV at maximum settings just fine, so I doubt Minecraft is going to struggle on it... In fact, when I boot up a new Terrafirmacraft world, and let all the chunks load, my framerate will sit snugly pressed against the 120 FPS cap defined in the video options, even with maximum view distance. I didn't check how high it would go uncapped. (Yes, I do have Fastcraft installed.) But as soon as I select a torch in my hotbar, boom, I'm down to 40 FPS. Okay, I have played Minecraft on weaker systems in the past, capped to 30 FPS, so I could deal with it. But it's not just the framerate. My game stutters in the rhythm of Dynamic Lighting's update interval. Each cycle, defaulting to once per second, the screen will freeze for a tiny fraction of the blink of an eye and then jump forwards to catch up. It's utterly, gruesomely jarring. This really surprises me, because apparently the mod must run more smoothly like that for someone, right? Nobody in their right mind would play like that, much less think it a good idea to distribute it in a modpack to random people with god knows what hardware. And none of the streamers I have watched seemed to have that microstutter issue either. Is that something only I am experiencing, for some arcane reason? o_O;
  10. 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.
  11. 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.
  12. Efficient tree farms

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

    Thank you for the detailed answer!
  14. 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?
  15. 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?
  16. @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...
  17. Efficient tree farms

    Wait, shears don't drop leaf blocks? o.O; Since when is that a thing? (I don't think I have ever made shears in any TFC playthrough, since knives are good enough for sheep...)
  18. Too many sticks!

    I'm very much with kittychanley here. Sticks is my #1 required resource. The majority of my playtime goes into obtaining sticks. I can never have enough sticks. If you don't want them, can I have them?
  19. Efficient tree farms

    How do you guys obtain large amounts of sticks? Because that's generally the stuff I need the most of out of a tree farm, due to the immense amounts of sticks needed for ladders when I'm out prospecting and checking the lower rock layers. I always feel compelled to manually break every single leaf block before cutting down the wood, to maximize my stick yield. And it's probably my least favorite part of TFC as a whole, since I spend more playtime on it than on any other activity. Making myself a scythe is something I've tried once, but... while it made harvesting faster, I got way too few sticks for my needs to make it worthwhile. I ended up having to spend more time, not less, due to having to wait for the next growth cycle of my tree farm. As far as I'm concerned, the scythe is a downgrade from bare hands leaf harvesting, not an upgrade. So, what would you recommend?
  20. As I'm playing, I'm continually getting more and more frustrated with the revised cave-in system in b79 Particularly when it comes to natural caves. Previously, I was always excited when I found ore in the walls of a cave. Nowadays, however, I groan and think "well that's one vein to scratch off my list" and turn around to go look elsewhere. I've tried in many, many different ways to prop up cave walls and ceilings with support beams, but since vertical beams don't do anything whatsoever, I regularly encounter cases where it's simply not possible to place a horizontal beam under a part of a concave, slanted wall. At least not without digging a block, which generally causes an instant cave-in. And in the rare case where I do manage to put down the 30-40 beam pieces I need to secure a spot, then the rest of the cave 20 blocks away starts caving in violently whenever I dig a block. I myself remain safe, but the rest of the beautiful cave is ruined beyond repair, and I quite possibly need to spend serious time digging my way back towards the exit. Not to mention that the average cave I encounter by digging a mineshaft forward (or straight down) already has had multiple cave-ins by the time I actually discover it, filling the ground 1-2 blocks high with cobblestone as far as I can see in every direction. It does this even when I carefully support my mining shaft to be impervious to cave-ins. b79 has been out for a while, so I'm wondering if some of you more veteran players can share with me some tips and tricks as to how I can preserve the stability of natural caves? I'm not looking for some kind of exploit to circumvent the cave-in mechanic entirely, I'm simply looking for ways to do it better than I currently do it. As it stands, I don't feel like I as a player have the tools necessary to properly do anything whatsoever inside a natural cave.
  21. How are you guys dealing with caves?

    Giving the player better tools to stabilize rock would be a good stopgap measure. Like, say... make all support beams that touch rock above them have the same supporting effect that horizontal beams currently have? That'll let the player prop up complex wall and ceiling shapes without having to get "inventive" with gravity-less blocks. But yeah, in the meantime I'm probably just going to ignore ore veins that intersect caves. That, or fudge with the cave-in settings in the config file. You can't really change the behavior, but you can make it less likely...
  22. How are you guys dealing with caves?

    I'm really struggling with that part, though. I often find walls or corners that are shaped in such a way that I cannot get the horizontal part of a support beam under it. If the vertical part at least held up whatever was directly above it, it would be fine, but unfortunately they don't. Vertical beams are completely irrelevant. I tried to take a screenshot of the latest cave that annoyed me, but well, that's after 3-5 caveins already, and it looks a whole lot different than it did when I initially chanced upon it. Originally it was all a diagonal plane of single unsupported blocks jutting out. Now most of them have fallen already. Which brings another problem though, which is that the ceiling is now a.) too high up to reach with support beams, and b.) full of holes that I cannot possibly support. As you have stated, one hole is already enough to bring everything down again (and it usually smashes all of the support beams I spent 10 minutes painstakingly setting up). I suppose I could fetch a few armloads full of smooth blocks and build up pillars on the floor to put support beams under the ceiling and to patch up the holes, set things up so that everything is supported, and then always mine 1 ore block and instantly replace it with another smooth block so that the overall shape of the cave never changes. But that still honestly feels like I'm not doing it as it was designed to be done. If I have to abuse gravity-unaffected blocks in order to make support beams work, why am I bothering with support beams in the first place?
  23. Updating to Java 8

    And not even that... only the later versions of Java 8 (update 20 and higher) started this incompatibility with pre-1.7 mods. I played a long and successful 1.6 world on Java 8 update 5 Of course, if you're just downloading the latest Java version today, you're definitely getting one that is very incompatible with old Forge versions.
  24. Crop growth with increased year length

    Okay, interesting results, and many thanks for the bugfix and reducing nutrient usage a bit... I've actually been wondering: what exactly happens when crops try to grow without nutrients? I'm currently observing a patch of 4 blocks of wheat in my current world, which I planted 4 ingame months ago. One of them is stuck at the last stage before ripening, the other three are stuck at the second-to-last stage before ripening. They have not shown any activity whatsoever in the last 2 ingame months and will likely die in the coming winter without ever finishing. Also, a little nitpick: "players should be checking nutrient values with their hoes to make sure they are full anyways." <--- not happening until lategame anymore, due to skill changes in b79. I already have a metal hoe and had it for two ingame months, but my agriculture skill doesn't look like it'll even complete Novice before the first ingame year ends. As such, I probably won't be checking nutrient levels for a long, long while yet.
  25. Looking good! Too bad I already started a new world only a few days ago... but I'll keep this earmarked for the future.