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About JDCollie

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  1. Username: JDCollie Age: 28 Location: USA What are your plans on the server? I generally like to focus on food production, making a decent side farms, tree farms, and orchards, along with some animal husbandry. Why do you like to play TFC? TFC brings back the danger. Proper preparation has real value, because youwilldie without it. Why do you want to join? I much prefer playing with others to playing alone. What will you add to the server? Well, obviously food, since I usually produce vastly more than I can use myself. I also enjoy helping people with mining and construction when they need it.
  2. Wiki Update Request Thread

    Some time ago I made a thread dedicated to updating the wiki. That thread is dead and gone, but I'm back, and the wiki is still in shambles While not necessarily an expert in TFC, I'm certainly a veteran, and it is difficult for me to recognize which parts are most important to fix first. To rectify this, let me introduce. . . The Wiki Update Request Thread How this works You, as concerned and/or confused TFC players, post questions that are not currently (or accurately) answered on the wiki. I will do my best to fix the offending pages, correct inaccurate information, and create those pages that don't currently exist. What to ask and how to ask it There are a number of things you can do that can help make this process faster: Post clear and specific questions - asking "i don get howtrees work" not only makes my eyes bleed, but it is maddeningly obscure. Asking "What is the maturation time for fruit trees, specifically Red Apple?" is much better.Be patient - It might take me some time to find the answer to your question.Before you ask, CHECK THE WIKI - Seriously, I'm making this thread to update the wiki so that you don't have to ask in the first place. If you ask something that is already provided on the wiki, you're just wasting both of our time.Feel free to provide constructive criticismIf I make a mistake on the wiki, or if you find something that needs changing, let me know. There are plenty of you who know more about TFC than I do, and your (polite) help would be greatly appreciated. I will keep a list of answered questions and links to their respective pages here in the original post.
  3. Post your TFcraft Pictures

    Holy shit. I am renovating my house today.
  4. Encounters, a fresh look at spawn mechanics

    Agreed. If the optimization could be done however, I really like this idea. The current mob system is extremely dated, and though the increased health and such do add some tension in TFC, this promises to make mobs actually interesting, rather than just a nuisance. I especially like the idea that a player's actions can influence a 'region'. The concept that deforesting an area could change the mobs I encounter is just cool. A like for you, good sir!
  5. Keep posting those pictures guys It really helps people see that the server is alive and interesting, and that there are things to do.
  6. Colonial Technology

    When considering techology limits, remember that what is technically possible given the materials we are given in TFC doesn't necessarily represent what is possible for a single individual or small group with those materials. The industrial progress of the Western world was the product of millions, not of a couple of dudes with stone picks stranded in the wilderness. I'm all for higher technology, but only with the intermediate infrastructure included. I.E., building a steam engine is going to require a lot more than some ingots, an anvil, and a overabundance of enthusiasm.
  7. Fertilizer

    Nice idea (I too would love a way to improve my soil quality) As for the guidelines for submitting suggestions, don't let us trollish forumgoers put you off. We actually really love to see well thought out ideas, but without some of the suggestions dukejuke mentioned, it become difficult to tell the genuinenely compelling suggestions from the "oh hai guys, I just had a idea!" So yeah, welcome to the TFC forums! May you have many ideas to share in the future
  8. Picture time! Just some stuff I built since joining the server; it's been a lot of fun so far. :D/>/>/> The front of my WIP house (with Bob the Spider) Second story: My tree farm (sucks that it was raining, but oh well). My sluice house. There's a copper vein near my house, but I'm too busy building to be bothered with mining it at the moment, so I built this place with four sluices in it to 'mine' the copper for me while I'm working :P/>/>/> My wood shed I got tired of stacking wood in my house, so I built a woodshed to store it instead.<p></p> Inside: It's a lot more full now, but this was right after I had built it.<p></p> The Cave There is a massive, terrifying cave system under my house. I found this copper (separate vein from the one the sluice is tapping) while I was splunking. I got about ten full stacks total. :)/>/>/>
  9. No Durability / Weapon Sharpening

    Hmmm, very split feeling. On the one hand, the idea that your use of a tool could actively improve its abilities is neat. On the other, it encourages grinding, which isn't really the point of the weapons in my eyes.
  10. Research as indication of progress

    I'm with Eternal on this. Research really fits in well in some mods, but TFC limits your capabilities through material accessibility, not knowledge accessibility (You can know everything about crafting Bluesteel, but a damned lot of good it will do you when all you've got is a javalin, a loincloth, and your masculine pride.) In Thaumcraft you are unraveling the mysteries of the eldrich and arcane. That isn't the kind of shit you learn on the Discovery channel, and it totally makes sense that Steve can't pull a Thaumic Condenser out of his ass without a bit of research first. In TFC however, any idiot who finds a tomato knows how to stick a seed in the ground; it isn't rocket science ( or mystic science, for that matter ). Now granted, if TFC included the kind of steam-power systems that have been at least casually suggested for TFC2, then research may have more of a place, but in normal TFC there really isn't any reason to include such a system, or at least not in my opinion
  11. No Durability / Weapon Sharpening

    To be honest, I agree with you; the problem is in the nature of suggestions: nest too many together in one post and faces start to melt. (moderately simple suggestions are a lot less likely to be rejected wholesale than those that package together several ideas) I'd love an upgrade system where the player was able to improve their weapons and/or armor over time, and that would obviously improve a player's pragmatic and emotional attachment to their weapons -- permanent weaponry is the cornerstone to such an idea; however, such a system would also contain enough content to constitute an entirely new suggestion, and isn't within the scope of this topic. (Though I might make a new one )* *And yes, I know there are already tons of similar topics
  12. Metallurgy Mechanics

    While your post is obviously lacking in content, I very much agree with the core motivation: TFC's metallurgy system is a techmod in disguise. This is frustrating because so many of the other features (prospecting, proper mining, smithy construction, fuel production, and the metalworking itself) all feel so interesting and unique, but the movement from different tiers of metal is basically the same concept of vanilla minecraft's. (Moving from iron tools to successively better tiers of diamond) Rather than simply being incremental improvements on previous tiers of metal, it would be nice if higher metals allowed for production of new items that were impossible with lower tier metals. (essentially the same idea as moving from the stone age into the iron; a wealth of new possibilities and activities open before you. It would be cool if that widening of possibilities continued later into the game.) Note: I'm not suggesting that we restrict existing abilities to specific metals, that's limiting and frustrating. Rather, I'd like to see new technologies and pursuits made possible through the higher metals. (I recognize this is a pretty tall order; I'll have to think about it for awhile.)
  13. Better Bottles

    This would work nicely with some of the proposed brewing ideas as well, and it makes a lot more sense than walking around with glass bottles too. (At least in my mind)
  14. No Durability / Weapon Sharpening

    Thanks! I'm still in your signature too This is why I wanted some weapon permanence; in vanilla, you weapon and armor can be replaced so easily that they essentially have no relevance."Oh dear, I fell lava and lost my full set of diamond armor and tools, woe is me! I guess I better go craft some more from my double chest of diamond. *sigh*" Hell, in vanilla, you can pummel the enderdragon to death with snowballs. Seriously, you can kill an ancient extra-dimensional wyrm of doom with a item that cannot even hurt the player. In truth, you never actually need weapons/armor in vanilla, though they are nice to have. In TFC, your weapons and armor are expensive, difficult to acquire, and difficult to manufacture (especially if you're solo), and they make a difference. Even leather armor can often spell the difference between some annoying health loss and a smoking crater with a long walk from spawn. Sure, maybe you can survive on the surface without armor and weapons, but you'll spend a lot of time running and hiding. And Bioxx help you if you should ever wander into a cave like that... Still, regardless of the difficulties imposed by TFC, there comes a point where you have the resources where replacing a weapon is inconvenient, nothing more. Once you have a decent stock of ore, your weapon loses that 'special' quality it once had when it was all that was standing between you and becoming spider-food. After that point, metallurgy in TFC is a tech mod with a complicated crafting system. This suggestion aims to rectify that. With these changes, I could easily see a guy in redsteel armor who still has the zinc sword he made because he killed fifty spiders with it back in the day, named it Sting, and now has it framed above his mantle in his four story fortress. That is a sword that would not be easily replaced; that is a sword he cares about. And come-on, how cool would it be to make a sword you only use for livestock slaughter just so you can name it 'Pigsticker'? TLDR: Weapons really are important in TFC, but their current implementation doesn't reflect that importance any better than your average tech mod. I would like to see that changed.
  15. No Durability / Weapon Sharpening

    That is kinda the idea right there. As I am envisioning this, a red/blue steel mace would not be significantly more effective than a bismuth one. (Yes, it would be more effective, but the return on the material improvement would be much much less than the difference between a bismuth sword and one made from red/blue steel.) So yes, this suggestion does essentially constitute a nerf to high-end maces.Additionally, if people are really in love with maces, flanged maces could bridge the gap nicely. They would still require maintenance, (as they are edged) but they would retain the look and feel of a mace. I didn't include them in the original suggestion because I felt the post was complicated enough as it was, but I still like the idea of them.