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About oldmanmike

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    Wood Cutter

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  1. Patreon

    This is really interesting because I've wondered for a long time whether a voluntary subscription model like Patreon is a viable way to sustain an open source software project like TFC in the same way it does for Youtube personalities. This is probably the highest profile example I can think of right now, so I'm eager to see how this turns out.I think the rewards are pretty good as they currently are. Maybe branded T-shirts would be good too, though TFC doesn't have that much in it that is visually memetic enough to warrant a T-shirt design (maybe a textual reference to the mod?)
  2. By the time you're tapping out armor for yourself on an anvil, you've already overcome most of the things "keeping this mod from really taking off". I got frustrated with that stage of the game myself the first time I experienced it, but the fact was it took comparably little time in relation to how long it took me to find the copper to make a suit of armor in the first place. At that point, a little frustration couldn't break the game for me anymore. I was invested in my progress through the mod and was willing to grind a bit. And the above comments are accurate in that you do get used to it after a couple times.
  3. [Solved] Dry Grass Rendering Odd?

    Wow, that fixed it...I guess that's all, folks. Let's pack up and call it a day.
  4. [Solved] Dry Grass Rendering Odd?

    So, whenever I'm in an area with dry grass, I get this rendering effect. I first started experiencing it when I checked out the latest 1.7 build on Github back before b79 was released. I dismissed it as a WIP bug and didn't give it a second thought, but I'm still experiencing it to this day since b79. It's consistently occurred with dry grass and dry grass only.
  5. A few things that bother me

    I'd just like to see ravines get worked into the overall world gen in a way that feels more natural rather than just inserting the vanilla ones. Ravines are often the product of erosion from running water, but you'd never know that from playing TFC. It doesn't make sense to have 1 block separating the edge of a ravine from the edge of an ocean or lake.
  6. Torch Poll

    Currently using the mechanic as is and I more or less like it. I think it's a big step in the right direction of making light a resource like everything else. But while the basic mechanic is implemented, its current context doesn't give it much place. Torches are easier to make than ever via spam clicking a placed torch with a stack of sticks.The protection mechanic makes light's long-term protective feature redundant.The temporary lifetime of torches makes said redundant protection unreliable.This leaves me with just using torches for visibility purposes, and for that reason relighting one's torches regularly is just a grindy chore that doesn't add nearly as much as it should. My personal suggestion will sound crazy, but it might be worth a try. Introduce a tiered set of semi-permanent lanterns that require you to reach a certain level of sophistication first - you need a reliable source of fuel. Then, scale back torches dramatically by making them much harder to craft in bulk, provide temporary light, be unstackable, and make your avatar an in-game source of light (dynamic light/unlit torches) while a torch is still active and in your hotbar or 'equipped'. This way torches provide their function of player visibility without requiring that you place a ton of them all over the place and constantly relight them. It would also help the survival aspect by making light a resource you have to plan and ration, you can't just charge to the bottom of a cave with one dimming torch for the same reason you can't go wandering off from your shelter as the sun is getting ready to set. Also, from a multiplayer perspective, this would make bunkering down in a cave a much harder lifestyle during the early game, encouraging players to value the sun as a light source early on and keeping pvp matches from dissolving into a bunch of Batcave bases that nobody can or really wants to find. Also, from a believability standpoint, torches aren't very useful in real life. It's temporary light for your person, and they're not just a stick that caught on fire. Given the time period/level of sophistication that TFC seems to be setting itself in, I don't think there should be a medieval-styled permalight available. Light that doesn't come from the sun must come from some fuel of which the player has a limited amount. Anyone whose used Dynamic Lights or Unlit Torches knows the downfalls of having a light source move with your person in game, it's not easy to render and will lower FPS. But this is my opinion for what it's worth right now.
  7. Ridiculous Suggestions

    Mosquitoes and Loons - Ontario style. Your move, Dunk.
  8. Any guide on how to code my own TFC addon?

    Bump, now that b78 has been released and this post is now quite relevant.
  9. Advancing???

    It's never a good idea to make your first post on a forum complaint-based.
  10. Plate Tectonics WorldGen (co-programmer needed!)

    I'm in a similar position as TowerOfGlass as I've been interested in a very similar project as well. The goals I was personally aiming for were the following:- Basically a "world manager" daemon that runs alongside the Minecraft server and handles the heavy lifting behind world gen and chunk updates separately.- Designed to scale and take advantage of parallel and distributed systems via MPI. It should be able to utilize clusters.- Ideally a modular hot-pluggable architecture that would allow for new environment features to be added and removed without having to regenerate the world or even restart the server for that matter.- Not just geological systems, but support for a dynamic biosphere as well.- GPGPU support???- Written in some combo of C or C++ with possibilities for Python and/or Haskell on the high-level stuff.- Would target Linux and server environments primarily.- Free and Open source.As you said yourself, this all a ton of work much of which lays far out in the future, but one needs to start somewhere. If you'd like another hand, I'm familiar with C/C++ (not C#) too. I don't know what direction you're aiming on taking this ultimately beyond the description you've already given, but the rough list of goals I've given above should hopefully represent where my priorities are. If you see an overlap of interests, I would LOVE to help! And even if you don't, I'd be happy to contribute code anyways. :)tl;dr - I'm a programmer.
  11. TFC Build 79

    The game mechanics behind light and hostile surface mobs should get revamped in addition to food preservation techniques.Maybe I'm crazy, but I don't feel comfortable (or maybe I'm too comfortable) with the ability to make more than enough torches at the start of the game. I was playing around with the unlit torches mod with b78 and felt that using the decay system on torches as well as making torches/lanterns much more of an expensive resource would help make things more challenging on the "safety" side of the mod. The firepit should be your only source of light at the start of the game and keeping it burning all night long should be much more of a priority than it currently is. I know this sounds like a pain, but TFC has always been about scarcity and believability to me and there is nothing scarce or believable about torches as they currently exist. Besides, the original usage for torches was to keep hostile mobs from spawning in your base. But we've got the protection zone, which made me forget about how well lit my base was.As for hostile surface mobs, there should be more of them and they shouldn't *just* be hostile. What's interesting and dangerous about wild animals is their unpredictability/complexity sometimes. Lots of animals can inflict serious harm on humans, but will only do so if they feel threatened in some way. Otherwise, most animals respect that humans are at the top of the food chain and will avoid you. If a bear approaches you at your base, it should be doing so because it smells your food, not just because you're The Player and you need enemies to fight. Honestly, most mobs should be dangerous in some way if you're naive with them. Pigs have tusks, bull cows could charge you, as could sheep. There shouldn't really be such a thing as a "neutral" mob or a "hostile" mob.
  12. Does anyone else ignore the fact that clay floats?

    Yeah, that makes sense. I just wish it didn't always defeat the purpose of thatch, cobblestone, and logs. I'm primarily viewing this from a PvP server perspective where everyone would gravitate to making hiddy holes in clay in order to hide their base from theft and trapping while they hoarded up initial resources, whereas otherwise they'd be restricted to building an exposed shelter on the surface 'til they get a pick.
  13. Being kind of picky here, but it always struck me as a cop out to just dig a hole into a clay deposit and not have to worry about shelter again for a while. I did it so much for a while that I now pretend clay doesn't float just so that my early game has more variance and challenge. As long as you can locate a clay deposit, your first night shelter is pretty much handed to you.
  14. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Is anyone else having an issue with adobe clay drying? I placed them on the ground with a thatch roof to protect them from rain, but they never ended up updating to anything other than wet adobe clay.
  15. Single player config option

    I'm also wanting more out of the configs, but in my case the issue is the inability to tweak the challenge of the mod in the opposite direction. I would like to be able to change the rate at which various activities lower your hunger or the base rate that your health regenerates so that basic survival and staying alive remains a challenge longer than it currently does. Then there's the fact that I can't opt out of TFC's original soundtrack and just stick with Vanilla's.