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cevkiv

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About cevkiv

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  1. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. This is a slightly different suggestion than it might appear to be. An in-game wiki for the purposes of gameplay would be a nice thing, as, at the very least, it could contain patently up-to-date recipe information, and remove the need for Not Enough Items, or similar add-ons, thus reducing the problems that can arise with multiple mods interacting. That is not the gist of my suggestion, however. Without quibbling over definitions, this mod hopefully will contain a great deal of content, much of which may be entirely alien and unfamiliar to the modern player. Some of it may be counter-intuitive, while some of it, to someone unfamiliar with such low-tech means of survival, may be unbelievable. I would propose an in-game wiki whose primary purpose is to offer brief (or possibly not so brief) explanation and/or information about the item, block, process, or concept. As I think back to my childhood, and certain games, such as Age of Empires, which included manuals that contained a great deal of information about the civilizations involved, I recall that said games were something my father (my mother was largely uninterested in anything to do with the computer) highly approved of, even if the educational aspect was not very deep or developed. Such a thing could also have benefits beyond education. Aside from such non-gameplay related information, instead of revealing exact mechanics, brief descriptions could be given of the benefits of a given technological upgrade compared to previous methods. If one were upgrading from, say, a pit-kiln to an actual oven-style kiln, it could be explained that such a thing allows more control over the firing process, and allows higher temperatures, which would allow both higher-quality (if a quality system existed) and different materials to be fired. Such a thing could also allow a bit of record keeping, based on what the player has discovered/unlocked within the Wiki, allowing some sort of gauging of the player's technological advancement in different areas, such as metallurgy or farming, which in turn could lead to information on historic societies at those levels of development. Someone who has recently achieved the ability to work Iron could have information given about the rise of ironworking, the reasons for it in different areas, and the times at which various regions or societies developed it. I understand such a thing is unlikely to be added and even were it to be added would likely be a very low priority. I do think it would open up gameplay options for certain players and servers in terms of roleplaying, where being able to emulate a given society or culture in terms of what they did and did not have, especially on servers where active trading between communities is a thing. Such a thing, for multiplayer, would help add some depth and atmosphere, I think.
  2. Apiculture ...* And more soon *...

    Basically, how it works, is you create an artificial structure wherein the bees will make their hive. However, harvesting the hive to get the honey out completely destroys the beehive. So you need to keep lots of them, and 'split' some of the mature ones, and harvest others.
  3. Apiculture ...* And more soon *...

    The problem with adding any sort of beekeeping is that modern beekeeping didn't come into existence until about 150 years ago. Before that, it was much, much harder to create an artificial hive structure that didn't get completely destroyed when harvesting the honey. The moveable frame style of beehive that we use today is a very recent invention.
  4. Kingdoms Brainstorming

    It is quite an old thread.
  5. Agriculture: Reap or Reap(lant)

    How about having seeds simply be a byproduct of the meal creation system? If you put in, say, venison, potato, carrot, and bread, you'd get back potato and carrot seeds in addition to the meal?
  6. This is incorrect. The reason we did not go from Bronze to Iron immediately is because Bronze is actually a superior tool material compared to most Irons. It takes far more skill and finesse to make an iron that is as good or better than bronze than it does to mix copper and tin (and other metals) together to make various bronzes. The reason bronze fell out of favor and we went to Iron is because at the end of the Bronze Age some serious shit went down in Europe and the trade routes that supplied the tin to most areas in the Mediterranean and Mesopotamia broke down. Not because Iron is better. [edit]If you actually wanted 'realistic', then you would have bronze be better than Iron. And you'd include soft and hard irons. And cast iron. And pattern welding, etc. But most people don't actually know anything about real metallurgy, and the Stone -> Copper -> Bronze -> Iron age progression is parroted by people who don't have Classics majors for fathers. [edit the second]Also, I recall at some point long ago cast iron was nixxed, and more 'realistic' metallurgy, firstly, is much more complicated than I think you'd like, and secondly, not very believable to your average person, because, again, they know nothing about it and refuse to believe them when you tell them bronze is a better tool material than iron.
  7. Not entirely sure if this is an actual bug, or the result of bad luck. Version #: 78.7 Suggested Name: Worldgen/Biome Rarity Problem Suggested Category:Annoying Description: I've genned 11 worlds now in build 78.7, and gone from the equater to the poles in all of them, both directions, and not found a single Forest Biome. I have seen TFC Plains, TFC High Plains, Mountains, Rolling Hills, High Hills, River, Ocean, and Swamp. I have not seen a single Forest biome. I've explored tens of thousands of chunks doing this, and I've also noticed there seem to be very few trees anywhere outside of Rainforests near to the tropics. Crops are also exceedingly rare, and I've only encountered maybe two dozen fruit trees in all of those worlds. I'm not sure if this is bad luck on my part with seeds, or if there's some actual error (as I would expect to actually see a 'Forest' biome in the F3 information at some point.) You can go hundreds of chunks north-south without ever encountering a single tree, let alone crops or fruit trees. I'm not sure if this is 'as intended' or not. Have you deleted your config files and are still able to reproduce this bug?: Yes
  8. Meals Not Disappearing When Eaten

    Okay, eventually, after many attempts at eating without gaining any hunger or anything else from it, the no weight meal that was left after eating the meal disappeared.
  9. Version #: 78.6 Suggested Name: Meals Not Disappearing When Eaten Suggested Category: Minor Description: Meals do not disappear when you eat them all. They remain in your inventory, and the 'eating' animation can still be played when you use them, but they give no hunger. Have you deleted your config files and are still able to reproduce this bug?: Yes
  10. I included 4 links to 4 pastebins of 4 different crash reports when I submitted the post. I don't know why they're not there.
  11. Hotfix #: 78.5 Suggested Name: Decayed Food in Container Crash Suggested Category: Severe Description: When attempting to a ceramic vessel that contains a meal that has decayed completely, the vessel is said to contain "0x Meal" on the mouseover tooltip, and when you attempt to open the vessel, the game crashes. Reproduced 3 times. Does not seem to happen if you have the vessel open when the food decays completely, just when you open a vessel containing a completely decayed meal. Have you deleted your config files and are still able to reproduce this bug?:Yes Pastebin.com link of the Crash Report:http://pastebin.com/rud9TaAK%C2'>
  12. [Solved] Severe Memory Leak in build 78.0 & 78.1

    Awesome! Thank you very much!
  13. [Solved] Severe Memory Leak in build 78.0 & 78.1

    Is it seed-related? Because when I first started the vanilla launcher, I got put in the middle of a huge ocean and was not having this problem. When I retried with the seed from my MultiMC install, I had the exact same problem (which sucks 'cause it's an awesome seed.) The seed I'm getting the error on is850369642 I'll try other seeds and see if it's seed related. Testing other seeds. Hopefully I don't screw the numbers up copying them. Memory leak seeds: 850369642-9005276861257820150Unbugged Seeds:1309544743104517082
  14. [Solved] Severe Memory Leak in build 78.0 & 78.1

    I'm using MultiMC, I'll try it with the vanilla launcher. For what it's worth, I'm using Java Standard Edition Version 7 Update 45 (build 1.7.0_45-b18). x64. I've retried it with a clean install of the vanilla launcher, with nothing but Forge and TFC. I'm having the exact same issue. So it doesn't seem to be MultiMC doing it. I'll try updating my video drivers, and see if that helps. If it doesn't, I'll look up exactly what versions of what libraries Minecraft is using in the vanilla and MultiMC versions. I'd try a 32bit version of java, but I need the 64 bit version for other software.
  15. [Solved] Severe Memory Leak in build 78.0 & 78.1

    Thank you. For what it's worth, I've played with all the visual settings, and nothing seems to help.