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Everything posted by Peffern

  1. Maple syrup

    I really don't like making it a one-use only thing. I think it should be farmable if you do it right. But maybe if you over tap it then you can't use it any more, like in industrialcraft.
  2. Apiculture ...* And more soon *...

    But ... Muh bee boxes!
  3. [Rule #4] Additional Fuels for Lanterns

    I like the brazier/candle idea as a mid-game longer-lasting light source.
  4. Day Night cycle length

    Sorry, let me be clearer. Would it be possible to change the light cycle while maintaining a 34 he day? I.e. Instead of having the sun rise at 5am and set at 7 (I made up numbers), make it rise at 6 and set at 6. Even if it still showed the "sunrises" animation , could you restrict the light levels so monsters didn't start burning, etc.And could you have the perceived light value be based in latitude?
  5. Day Night cycle length

    Would it be possible to leave the game's internal clock alone and just change the light levels coming from the sky (and maybe the sky image itself)
  6. Ships

    I just want to be able to row upstream. Anything else is just bonus.
  7. Shellfish

    I've been clamming. Repeatedly. They don't sit up on the shore. You have to dig for the suckers. However, it would be hard to implement that I suppose so here's a simulated alternative: You can right-click on a dirt/sand/gravel block below saltwater. Sometimes it will bubble if you do this. If it makes a bubble and you break it immediately after the bubble, you have a chance of getting a clam. If you wait too long or you get unlucky, you get nothing. Then you can cook and eat the clams and you can get the shells. As people have said, the shells could be used as a tool for digging, or maybe a small dish for drinking faster without a jug, or grinding them down for wampum dyes. Alternatively, there could be oysters, which wouldn't burrow away but would be rarer, and would work the same once you found them. And sometimes you'd get a pearl. It occurred to me that my clamming idea is basically the same as fishing but whatever, it's more easily available.
  8. Maple syrup

    Honey! If we had bees that is. This is actually very much like the bees in that it is a cool idea that probably requires too much effort to implement. Maybe if we could tap other kinds of trees for dyes or something.
  9. [Rule #4] Additional Fuels for Lanterns

    I do think that there need to be more options for fueling lamps. Lava is such a ridiculous end-game (It takes me and 2 others multiple months to reach the Blue Steel tier) and olives are very hit-or-miss. What if animal fat was an option but it had to processed in a way that require wrought iron or even steel? Suppose it had to be cleaned or refined idk I'm just thinking out loud. EDIT: more thoughts. The metal wall for me is not nearly as big a deal as the exploration wall. The way I like to play I like to explore for a while and then settle down, and I don't like having to find specific crops because it is too binary. Either you find jute and can carry a donkey full of items, or you can't. The olive-oil wall is much more restrictive than the wrought-iron wall. That's why I think an alternative fuel source is needed. Not because it's too dark in the stone age.
  10. Whales and Whaling

    I do think that this seems far too complex for what is essentially an ancillary feature. Like Bees, I think whales are a good idea that probably requires too much work to be implemented. That said, here is my take: There really only needs to be 1 type of whale. Mayyyybe two, one to live in the frozen arctic wasteland so there'ssomething there. I don't think there needs to be a special whaling boat. The way Minecraft currently is, you wouldn't need it and if ships are ever added they will be sufficient.About the ocean depths... suppose whales were the size of Vanilla Ghasts (4x4x4), but not square. Maybe 3x3x7, I don't know. Suppose they always stayed below a certain depth*. Wouldn't that negate them flying into the sky. *Just remembered whales are mammals so this doesn't really make sense. What if they had a very carefully scripted behavior where they would go up the serves, blow, then go down again. As long as it was very carefully controlled so that they went back down after, this would be super cool to experience, be very flavorful, and make spotting whales actually feasible. If they're going to be deep-water, large, and rare, it only makes sense they should have a big payoff to killing them. I don't know if people eat whales but I'm guessing you could get a lot of food from one. Plus you could get whale blubber and use it for lamps.
  11. Apiculture ...* And more soon *...

    Honestly, I think people are overthinking the mechanics. I would compare bees in importance to Hot Springs: beneficial, definitely flavorful, but not that impactful to the gameplay. I think the core features people care about are -bee boxes/artificial hives -natural hives to get started -combs, wax, and honey I think at the very least the process should be break hive to get stuff, or do [special circumstances] to get your own bees in a bee box. The special circumstances could be using a special tool, or using the hive chain method shown above, or something else. Obviously bees need to produce honey in some way. I think it makes sense to have them produce a comb, which can be turned into wax and/or honey. And then we could make mead with the honey, or preserve fruit. Also, if possible, the type of flowers nearby should determine the flavor of the honey. Kind of like how using different types of wood changes how smoking tastes.
  12. Crafting Table 2.0

    I think some things should require the table to be crafted. Like, if there were more complex mechanisms (I know this isn't in the TFC timeframe but just for argument's sake) like water wheels/mechanical power, then you'd need to craft them in the table, but the standard doors/barrels/etc. you could do on the move.
  13. Attracting Deer/Fishing suggestion

    It's kind of like the whole "Which weighs more: a pound of feathers or a pound of lead?" Obviously lead weighs more than feathers, but once you have an equal amount they are the same. Yes, in vanilla meat restores more than bread, because you don't get very much meat from killing things, compared to wheat. Whereas in TFC, with a high butchering skill, you can get upwards of 1500 oz of food (that's 300 eatings-worth) from killing a large animal. That's going to feed you longer than a loaf of bread. Also, you start with only a small amount of meat/fish, with only a fraction of an ounce. On our server, we have a designated butcher who did a lot of fishing and got up to Master in only a couple IRL days by doing a lot of fishing, and now he gets 20+ oz per fish.
  14. Sorry for Double Post. Some Pictures of the Base: The base is still under construction, so there are scaffoldings and half-built houses but you get the general idea. I'll post better pics when it's finished.
  15. [TFC 0.79.29] Cellars Addon

    What's the minimum (interior) volume? I mean the volume of space and shelves inside, not the size of the structure itself. I currently have 3*3*2 interior and I'm not sure it's working.
  16. Okay, I'll do some pictures; it's still under construction though.
  17. Just want to say this mod continues to be great; I love everything about it. My servermates and I are currently digging an extensive tunnel and bridge system in and around a river canyon and it is amazingly beautiful. I love it. I'll be checking out Repose soon too.
  18. How did you find out about TFC?

    As people have said, Direwolf20's spotlight was the first I heard of it, I joined the forums when they were pretty barren and have been here ever since. EDIT: Formatting
  19. Wow this is really cool, and it's a great approach to higher technology in TFC. Are you planning to expand on this to add other higher technology too?
  20. Oh, is there no way to add TFC anvil recipes?
  21. Can you *disable* recipes with MineTweaker as well?
  22. Can you explain in detail how you got Cogs of the Machine to work with TFC? I'm very interested in using it my mod pack but there seems to be duplicate functionality and compatibility issues.
  23. TFC++ Modpack

    Right,right. Never mind. BTW, I don't MineTweaker, but if you or someone does, I suggest changing some of the recipes for Weather (specifically, wind vane and maybe anemometer) to be craftable with early game TFC ingredients. Because iron gold and redstone is a super restrictive cost.
  24. Ohhhhhhh thanks. I have never done anything with resourcepacks before.
  25. I don't think I installed it right. I put the script in the script folder, the custom items cfg in the right place, and i put the contents of the resource pack zip in the resourcepacks folder. But the blocks don't have textures. What did I mess up? I tried putting the .zip in correctly, I tried putting the contents of the zip in, I tried extracting it, and I tried using MultiMC to load it in. No result. Textures are still empty.