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PaoloEmilio

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Posts posted by PaoloEmilio


  1. Here it is, for a full barrel you need 80 oz (max food weight) of grain, fruit or potato, I mean, of it's weight. Lower than that will only result in no barrel sealing.

     

    If more than 80 oz of beer are used, the grain is subtracted 80 oz of beer, and if the barrel is not full, less than 80 oz may be used.

     

    And by the way, some yeast could be useful in here and baking.

     

    Please solve this issue fast. I feel like the game is not the same without my golden beer :(

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  2. This idea isnt worth it. The only constant use of Straw is to fire kilns. Thatch isnt constant because you only build a house once. If Straw remains useless, each time you harvest wheat you will have Straw in shittons with no use. And btw, even civilized people use Straw.

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  3. Ah yes thanks to correcting me. I appreciate both that and your support for my idea, yes a staff could be cool. IRL I play clarinet, and have a love for folk music as well as classical and ancient/medieval music so I would love this in the game.

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  4. Or... calmed them...

     

    Play the flute well and the zombies actually enjoy it?

     

    I know that in terms of survival it is useless, but it is enjoyable, and in SMP you could make your own "bands"

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  5. Ok, so you are hiding for the night, completed TFC, or overall nothing to do?

     

    Problem solved! I got a solution.

     

    If you get bored in the game or wanna do something to entretain yourself, play music!

     

    Maybe 3 instruments, related to early times, like flutes, drums and lyres. Somehow a pentagram could be represented when playing the instrument (or in the case of drums just tap two keys and two percussion sounds will be heard, but I think there are notes for drums not sure). Pentagrams can be shown when right clicking an instrument and structured where to place the notes. As well the number keys 1 to 9 can represent the notes, like C, D, E, F, G, A, B, high C, high D.

     

    To play flats and sharps keys like T and Y could be used or other ones. With practice it could be rather funny I think. What do you guys think?

     

    Later when paper, ink and feathers are avaliable, pentagrams could be written to be read and played.

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  6. Malt is a good idea. Or what about the more food weight the food item has (Barley, Wheat, Apple...) The more "tasty" the booze is? That is believable, but please hurry... I cant live with my booze.... :(

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  7. What about grains can be crafted into malt? And by the way. Id rather have alcohol with 1 oz or 160 oz even if it is the same rather than living without my daily beer. Its just depressing to me. Bring alcohol back and I will be happy, really happy.

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  8. I noticed that due to food weight, and grain being considered a food item, beer cannot be brewed. I am sad of this and would like it fixed as soon as possible (Ye olde adventurers love their beer). Luckily, I didnt come only to ask for a solution: I also brought it with me. Stop considering grain an edible food item to players, (only food item for animals, breeding). Neither dough if possible. Grind the grains normally, and mass the dough, bake it and then you got a bread as food item.

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  9. The title says it all. Break ice with a knife or pick to get crushed ice cubes, which can be used to cool water in a water jug (once done in the crafting slot it says Water Jug Cooled *** in light blue, and it can go down depending on ambient temperature. Ice can also be placed in vessels to help preserve foodstuff inside it, but ice cubes can melt.

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  10. If the bibliocraft developper make his own addon, I would offer to organize a better translation system for his mod (using what we do here), and maybe some of our translators could translate his mod. That would be a win-win situation.

    --

    Spanish is my mother tongue, I can do the spanish translation, not only for this, but for TFC itself and every addon.

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  11. Hi, I decided to tell you about something I dislike of the new build:

     

    I noticed you now need skills to get more than one seed, but the problem is that I took my skill to 50 yet I didn't get more than 1 seed. I decided to suggest this engine to be changed. I know this was done to increase the hardcore of the game, but I don't like it that hard. What about if:

     

    -From skill 0 - 10, the chances are to get from 1 seed only

    -From skill 11 - 30, the chances are to get from 1 to 2 seeds

    -From skill 31 - 50, the chances are to get from 2 to 4 seeds

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  12. A greenhouse is demanding to manage, people will have to use a big amount of wood to maintain their temperature to a value good to farming.. a solution to that could be including a lava pool (with proper ventilation windows to cool down temperature a bit) or a hot spring to the greenhouse so one could use earth thermal power to keep the greenhouse warm enough :D

    --

    Maybe use torches/firepits/forges?

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  13. What about filling a bowl/vessel of salt, then place it by the sun, wait one day or two, and it gives one small clump of salt that, if 4 combined gives the normal lump of salt we know?

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  14. Anyways, I personally don't care about the tiers and ages and etc... The only reason our ancestors didn't leave from stone to copper age in an instant is because they didn't know copper was useful for tools. Same with the people of the bronze age. They didn't know iron, or it was too hard to work that they preferred bronze. But not necesarry, for example, if some pioneers settle in the Great Plains, will have to go all way to the bronze age. (If I can explain myself). They went directly to the iron working. So what about, bronze and copper tools could be made, for example, if you run out of iron for some reason, or you are in a hurry. So yes, make bloomeries of 8 brick blocks (Considering you must still be in the copper age to get them :) for mining the stone and sculpting it with a chisel). And make blast furnaces with firebricks and a crucible. (Even if you can still mine kaolinite and graphite with copper, the amount of mining it will require will make you get bronze tools in the middle, so there it goes, the two damned ages before steel age).

     

    The reasons this works:

    -You need copper tools at least to get the stone for the brickblocks of the bloomery

    -If, when mining for the kaolinite and graphite you find cassiterite, bismuthinite, or sphalerite, you can make bronze tools, as common sense says bronze tools work better than copper ones. (And believe me, on my way to find kaolinite and graphite I have found atiborrant amounts of tin and zinc.

    -Getting bronze for new other bloomeries is very annoying.

    -The ages happened because people knew only to work certain metals

     

    So, please, start changing the recipes of the bloomery and the blast furnace

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  15. Distilling is way out of the time frame of early game stone-age. You would also need to evaporate an extreme amount of salt water to get the same amount of salt from a single piece of salt rock.. making the coding to implement such a system more hassle than its worth.

    --

    Kitty, distillation is out of the timeframe of the stone age... But not of the iron age. Also, to make salt you only need a jar with saltwater, let it to dry in the sun and ready. It isn't that difficult.

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  16. Well it actually gave me a crash report now:

     

    ---- Minecraft Crash Report ----// You're mean.Time: 04/14/14 03:08 PMDescription: Exception generating new chunkjava.lang.NullPointerException  at TFC.WorldGen.TFCChunkProviderGenerate.replaceBlocksForBiomeHigh(TFCChunkProviderGenerate.java:527)  at TFC.WorldGen.TFCChunkProviderGenerate.func_73154_d(TFCChunkProviderGenerate.java:151)  at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:131)  at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:43)  at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:208)  at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:337)  at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:282)  at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:405)  at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)  at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)  at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)  at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)  at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)  at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)  at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)  at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)  at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)  at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace:  at TFC.WorldGen.TFCChunkProviderGenerate.replaceBlocksForBiomeHigh(TFCChunkProviderGenerate.java:527)  at TFC.WorldGen.TFCChunkProviderGenerate.func_73154_d(TFCChunkProviderGenerate.java:151)-- Chunk to be generated --Details:  Location: -14,-457  Position hash: -1958505086990  Generator: RandomLevelSourceStacktrace:  at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:131)  at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:43)  at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:208)  at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:337)  at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:282)  at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:405)  at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)  at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)  at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)-- Ticking connection --Details:  Connection: net.minecraft.network.NetServerHandler@cd7f45Stacktrace:  at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)  at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)  at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)  at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)  at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)  at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)  at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)-- System Details --Details:  Minecraft Version: 1.6.4  Operating System: Linux (i386) version 3.8.0-33-lowlatency  Java Version: 1.7.0_51, Oracle Corporation  Java VM Version: OpenJDK Server VM (mixed mode), Oracle Corporation  Memory: 125850696 bytes (120 MB) / 477364224 bytes (455 MB) up to 477364224 bytes (455 MB)  JVM Flags: 1 total; -Xmx512M  AABB Pool Size: 2678 (149968 bytes; 0 MB) allocated, 1384 (77504 bytes; 0 MB) used  Suspicious classes: FML and Forge are installed  IntCache: cache: 0, tcache: 28, allocated: 1, tallocated: 31  FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 9 mods loaded, 9 mods active  mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  tfc_coremod{0.78.3} [TFC[coremod]] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  DamageIndicatorsMod{2.9.2.2} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  terrafirmacraft{0.78.3} [TerraFirmaCraft] (TFC-0.78.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available  Profiler Position: N/A (disabled)  Vec3 Pool Size: 1824 (102144 bytes; 0 MB) allocated, 1467 (82152 bytes; 0 MB) used  Player Count: 1 / 8; [EntityPlayerMP['PaoloEmilio'/174, l='B78', x=-231.23, y=154.17, z=-7138.07]]  Type: Integrated Server (map_client.txt)  Is Modded: Definitely; Client brand changed to 'fml,forge'

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