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Everything posted by Peffern

  1. A "first draft" of the wells addon is available on my mod post in the main Addon Forum! I probably won't work on this until after midterm exams are over, so consider this a finished draft unless there are major bugs.
  2. I'm designing an addon that allows you to create a well so you can draw water out of the ground. I have some basic stuff working but I'm looking to make it balanced and believable, so I'm asking for help with this from anyone who knows anything about earth science or hydrology, or is good at this kind of game balancing. My plan as it is now, is to have the well be a multi block that is assembled on top of a large hole, consisting of rope and wood and whatever else. You'll be able to attach a bucket to the well, lower it into the ground, and retrieve water. I'm thinking the well will have an internal storage of how much water it contains, which will refresh at a specific rate (get to this in a bit) and when you take water out, it reduces by a specific amount, and then replenishes. It also has a cap so it doesn't just fill up indefinitely. I'm also considering having an environmental depletion wherein theres an amount of water in the aquifer, and the wells replenish by draining from that, and if you exhaust the aquifer with too many wells in the same area, then they will start to dry up. I haven't run the numbers to see if this is something that could feasibly occur in TFC's time scale. Which means there are basically two (three) numbers to define: how much water can the well hold, and how fast does it replenish (and how big is the aquifer). Presumably, the capacity of the well is going to be determined by its depth. If a value for the water table can be computed, then the depth of the lowest point of the well below the water table corresponds to the number of buckets the well can hold (1 bucket per block). Which now leaves us with the question of where the water table is. Presumably this should be defined in terms of the y-level (relative to sea level), as well as the rock type, and the ground level. (I.e. areas with higher elevation should have a higher ground level). It also probably relates to the EVT value for the chunk, since dryer areas have a lower water table, right? So something like water-table-level = sea-level + (ground-level – sea-level) * rock-type-mod - EVT-offset. where rock-type-mod is a value between 0 and 1 corresponding to how water-permeable the rock type is, and EVT-offset is a straight offset that just depresses the water table for low EVT values, so you have to dig deeper to get water in dryer areas. And then, as for how fast the well replenishes, that's solely a function of the rock type, right? EDIT: and well depth. If anyone knows anything about how this subject works in real life, has ideas for how this should be balanced in game, or anything else they want to be contribute, please do so in the comments! I'm currently working on getting the multiblock to work, so I'll post the addon as soon at it's ready. Thanks!
  3. This is not planned at the moment, but I might add it later. I'm concerned about balance.
  4. I am going to be asking the world gen. And I got an earth scientist friend to give me porosity data. However, the numbers are going to be fudged a bit for balance purposes – since taking the numbers as I currently have them creates a 6000x difference between the most effective and least effective wells, so I'll be shrinking that gap.
  5. Okay, I'm pretty sure it's going to work like this: The well is a small multiblock with a hole in it. There aren't real water blocks in it, although I might make it look like there is. The well has an internal buffer that fills up with water. You can put a bucket in it to fill the bucket and drain the buffer by 1000 mB. The buffer fills at a constant rate over time. Therefore, I need answers to the following question: how big should the buffer be? how quickly should the buffer refill? based on the depth of the well, rock type, and environmental factors. Ideas welcome.
  6. It's not that the aquifer runs dry its that the well takes some time to refill.
  7. I think this is similar to what I had in mind. A simple multi block, where you but a bucket in and get a water bucket out, once every x time frame. At this point, I want to to determine x from the environment - i.e. rock type, EVT, etc. Any ideas?
  8. Holes in the Ground & Water

    Why not just force a one-time update on the water when the ravine generates? Should be relatively easy to do with ASM.
  9. Yeah, go ahead! This is so exciting. Should I publish the source first? I'm not trying to keep it closed source, I just don't know how to use GitHub. Also can you credit me?
  10. Cooking with TFC (WIP)

    Good luck on college apps! We all know that can be stressful.
  11. Cooking with TFC (WIP)

    I'd be willing to add compatibility on my end if that's necessary.
  12. The goal of this is to allow players to not necessarily build adjacent to a body of water. I'm on a server right now and we found a great valley to build a base in, but there isn't water for a decent distance, and it occurred to me that this should exist.
  13. I don't know how cooking with TFC works, sorry. I do know that in terms of normal TFC meal creation, Raw Pumpkins cannot be used in meals, they have to be cooked first, whereas mushrooms can be used in meals and cannot be cooked. It's possible Cooking with TFC is using the same variables. Adding food items is pretty easy. I don't want to get into specifics of how MC/TFC is coded (PM me if you want to know), but it's just a matter of extending a specific food item class. However, changing the behavior of existing mechanics is quite a bit harder. For example, getting my crops to generate as TFC crops, allowing the crafting recipes of pumpkin food to pumpkin blocks (TFC crafting doesn't support food -> nonfood), these kinds of things require modifying the way TFC works, which is not as simple. When I get some free time later, I'll put my source code up so you can see it.
  14. They don't break each other. You can run them together and both will work fine. I don't know if you can use Cooking with TFC with the TerraFirmaPumpkins food. My inclination says yes, but I'll have to check. If you want to try it out, let me know what happens!
  15. Oh great you found it. Yeah, I was optimizing for the "fine metal," as evidence by the 99% in the alloy recipe. Of course, I made the minimum 85% for balance purposes, since making it 1% is a huge pain.
  16. [TNFC 0.79.29]Automation Inc {WHITELIST} [18+]

    When you say "play as a group," do you mean like cooperatively or just coexisting?
  17. This was originally the plan, but I looked it up and the Royal Society of Pewterers stated that Pewter doesn't actually have to contain lead. So I took it out of the recipe.
  18. Oh, I think I know what happened, give me a second. EDIT: Should be fixed now.
  19. What binds players together

    Hardcore/ Extreme difficulty brings players together if they are already part of a group and pushes them apart if they are not. If you are playing with friends who you know already, making the game impossibly difficult brings you together, kind of like those corporate team building exercises. If you are playing with strangers, then trying to cooperate with them on difficult tasks is just going to make you resent them and quit the server.
  20. New version of TerraFirmaPumpkins: swapped the direction of production (plants now produce food directly, which can be crafted into blocks) and added mushrooms. You can't eat them, but you can make them into meals. Right click to replant.
  21. Thank you

    That's why it's the tagline Good luck and have fun!
  22. Best immersion mods?

    Oh man, TFC with shaders isbeautifulif you computer can take it. I'd say TFC Decorations is really nice. I like the lanterns and the mud bricks.
  23. Whoops, I forgot to change the name of the mod. I'll be putting out a fix soon for that. EDIT: Edited the link in the OP to point to 1.1, which fixes this issue. Works partially in technode, still missing anvil recipes. EDIT2: Edited the link to point to point to 1.2, which now works in TechNode.
  24. Huh, I thought I fixed those bugs. I'll check it out. Also, can I have the world seed and coordinates of the pumpkins? EDTI: Okay I just did a fresh install with only Forge, TFC, and TerraFirmaPumpkins, and it worked fine, so I'm guessing it's a conflict with CookingWithTFC. I'll debug now. EDIT2: I just installed CookingWithTFC and it still works fine. Those all sound like ASM issues to me. The 0oz of Pickled Salted Dried Pumpkin means it's not calling my CustomFoodCraftingHandler, and the texture glitch means it's not calling RenderCustomCrop, and the pumpkins spawning means it's now calling WorldGenDummyPumpkin. All of those are ASM modifications, so it sounds like something else's ASM must be messing with mine. Are those the only two mods you used, or were there others? EDIT3: Screenshotproof that the two mods work together: EDIT4: Rebuilt and uploaded my newest build, in case I fixed something but forgot about it. Link in the OP has been updated.
  25. As of right now I won't be able to implement something like this using the current system, but I could definitely work on something like this as a longer-term project. It's definitely possible and feasible, and I would be absolutely be down for something like this. I'm probably not going to work on it immediately, but don't count it out entirely!