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erian_7

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Everything posted by erian_7

  1. Alrighty testers, abdyman has been doing a lot of work on the custom recipes, and we're shifting toMineTweaker(MineTweaker3-1.6.4-3.0.6.jar) andModTweaker(ModTweaker-1.7.X-0.5.jar)to accommodate his work. It's a shuffle on mods, but we can now fully use the rolling machine to craft using TFC materials. We're also discussing a possible approach for how spawn will advance with player help, and how that will tie into player towns. The overall thought is to have certain sites (listed below) that once built will allow players to buy things at spawn. Once players start a town and build one of these at the town, spawn upgrades to the next level (so better trains, boats, etc.). I'll elaborate more later, but wanted to get the general concept out for folks to consider. This will, we hope, give players reasons to work together on projects and towns. The other part of this plan consists of switching towns to a "charter" so once a player earns a charter he can go out and start a town (vs. just raising enough money). We're looking to increase the number of plots per resident to allow for larger, more developed towns. Current thought is 16 chunks per resident. As always, open to folks' thoughts on this. Workshop (needed to construct and sell BC machines, Rolling Machine, etc.)Marketplace (needed for trading goods; gain ability to craft Trade Booths)Train Depot (needed to construct and sell trains; gain access to Assembly Table and train parts in 3 tiers)Shipyard (needed to construct and sell ships; gain access to Small Boats in 3 tiers)Air Dock (needed to construct and sell aircraft; gain ability to craft aircraft)
  2. Thanks to Joriom for testing so far--found that the Towny config changes we had in place got reset, so those are now fixed. I think it's set now to auto-add folks into the town of New Melinia, so if new folks get on please let me know if that's not working. I've got a good start on getting the trade booths set up so players can trade in resources for coins (set to emeralds now by default, tweaking that later today), which we'll then be able to trade in for cash to start/expand towns. My intention is to trade for most valuable/useable things in this fashion. We can also set up direct trades for items/blocks that won't be craftable. I'm open to feedback on what those should be. For instance, right now you can trade in ingots for rails in the spawn machine shop. We can also make it so players can craft rails directly. The former makes up for the RailCraft need of a rolling machine (still working to get that functional), so it's more "realistic" than players just taking 6 ingots and squeezing out some rails. But it means folks have to plan and come back to spawn for rails (could be a good thing, to encourage co-op). Thoughts on this test case? We'd have similar questions for various parts, all the way up to the trains. For the coke oven, I was only noting that the bucket function itself wouldn't work since we don't have Vanilla buckets. Everything else seems good to go so far on the test unit I've got built at spawn. I also added version info in the top post to help folks in setting up the mods on the client.
  3. Hi all. I was checking out the MC Jobs plug-in, but it looks like it got unstable and crashed. It's been pulled for now.
  4. ShopKeepers is not working as I'd like, so we're switched over to Trade Booths and Custom NPCs. We were already considering the latter as it allows for some greater dialogue text to players during interaction.
  5. Server is up and accepting players. I see one player attempting log-in now. If you run into errors, obviously report those here so we can work out any issues. I've tested with a few accounts, but of course they are all running using my client set up.
  6. abdyman has been looking into several options. He's actually investigating one now that is a plug-in that will actually allow us to modify the rolling machine, etc. as well. He's the man to talk to on all the recipe switching I must say. And, I'm about to open up the server for folks. Just keep in mind it's still a bit of testing until we settle down on the Rail/Train approach. I'll post the IP in the opening post shortly.
  7. That's a good example of our present approach actually. For the coke oven, it's a simple matter of using CustomRecipes to make a new crafting recipe for the coke oven blocks to build the structure, then it functions as normal. We don't have Vanilla buckets of course to get the creosote out for further use, but BC pipes can extract it to a tank, then glass bottles can be filled for crafting (again changing recipes as needed with CustomRecipes). The rolling machine is harder, as we can't make custom rolling recipes at present. The ideal solution would be for some talented person to make a cross-over add-on for RailCraft to address this, but until that time we can make "machine shops" decorated with rolling machine blocks and staffed by Shopkeepers. These NPCs will trade in steel/wrought iron/copper for the normal rolling machine outputs of rails, metal posts, etc. which we can then use in recipes. This is one thing that will tie folks back into the spawn city actually. Eventually as a town gets advanced enough, we could build another machine shop there so they can also produce rolling machines items.
  8. Very good. I just did a "final" reset on the map with our current settings, so I'm hoping we're good to go with it. I need to get a few more things in place first, and will shoot you the IP address tomorrow (if not later tonight). As a note for all, my intention is to have this be the real map for the server, so early testers will indeed have more direct hand in building spawn. If something happens that requires a map reset (possible given that we're still tweaking settings), I'd move over the appropriate chunks to the new map. This is, as stated above, subject to change if the overall Player group decides a different direction will better suit the middle and end-game use of the trains and such.
  9. Town Infrastructure/Technology Tiers Upon Completion of Requirements, Town and Players gain access to craft higher tier items. Some accomplishments also grant machines that are not otherwise craftable such as the rolling machine (game goal: keeping spawn a relevant part of the game so travel is required). Later, towns that advance high enough will be able to provide these machines themselves. In addition, the Spawn town is following this same progression and is constrained in how high it can advance based on other towns (game goal: encourage advancement in other towns). Spawn cannot unlock the next Tier of an advancement until at least one town per previous Tier # has completed the Tier below. So, for instance, Grandia just completed BC Tier I. As such, Spawn is now unlocked to expand to BC Tier II. Spawn cannot expand to BC Tier III until at least 2 towns complete BC Tier II. Through this I hope to ensure folks actually leave spawn and found their own towns to keep growth moving. Finally, the hard work required for the accomplishments also results in bonus Chunks(1 Chunk per Tier level) to claim by the town and a cash award (32 Bronze Coins per Tier level). Note that automation for this process is not fully in place at present, e.g. some items are craftable by anyone, others can't be crafted. Until this can be fully automated, town Mayors should post here upon completion of Requirements (screen shots would be great). This is a light-RP approach, intended to give players a challenge with suitable awards afterward, rather than an attempt to limit player options. Feedback is always welcome. Completion of Requirements also grants the Town bonus chunks equal to the Tier as well as a cash award equal to the value of those chunks. ExtraFirma Tier I[*]Requirements:None (if you can find the raw materials, you can make it…) [*]TownAccess:None [*]ResidentAccess:May craft all ExtraFirma items Legal From mod author Zerren: “This mod is licensed under everything TFC is licensed under and is property of myself and the two main TFC developers, Bioxx and dunkleosteus.” “I edit, distribute, and reproduce NO files or assets from Terrafirmacraft in this mod. Some art assets are based heavily on assets provided by Terrafirmacraft to keep visual continuity, but none are direct copies.” Trade Booths Tier I[*]Requirements:Town must have a Market Place (minimum 4 chunks, may contain warehouses, open market squares, shops, etc.) [*]TownAccess:Town may establish Trade Booths to trade surplus suppliesstocked in the trade chest. Mayor is granted access to buy Trade Booths at Spawn. [*]ResidentAccess:May acquire Trade Booths from the Market Place to establish player-owned shops Legal From mod author aeroc under Distribution and Modpacks: “Anyone may freely host and distribute the Trade Booth mod without restriction, whether it be a part of a modpack or all by itself (don't even ask me). As you can read below, under the Source Code heading, you may modify the Trade Booth mod and distribute it freely as well. I certainly appreciate being given credit, but I will fault no one for omitting it.” Small Boats Tier I[*]Requirements:None [*]TownAccess:None [*]ResidentAccess:May craft the Punt Tier II [*]Requirements:Town must have a Marina, with pier infrastructure (2 chunks, water minimum 3 blocks deep), Dry Dock (1 chunk), and Boat House (1 chunk) [*]TownAccess:Town is granted a Trade Booth to trade Whitehalls (available for purchase at Spawn)stocked in the trade chest. The Trade Both starts with 9 Whitehalls in stock Tier III [*]Requirements:Town must have a Port, with pier infrastructure (4 chunks, water minimum 6 blocks deep), Dry Dock (2 chunks), Warehouse (1 chunk), and Dock Office for the Harbormaster (1 chunk) [*]TownAccess:Town Trade Booth is upgraded to trade Hoys (available for purchase at Spawn)stocked in the trade chest. The Trade Both starts with 4 Hoys in stock Legal From mod author Awger under License on themod page: “Permission to include the Small Boats mod in your mod pack is granted, as long you're not selling it or otherwise charging for distribution.” BuildCraft(town requirements will likely integrate Railcraft and/or Traincraft machines in final verison) Tier I[*]Requirements:Town must have a Smithy (1 chunk, with at least 2 forges and an anvil) [*]TownAccess:Town is granted a Trade Booth to trade Tier 0-2 metal gears and pipes, automatic crafting tables, and mechanical engines stocked in the trade chest [*]ResidentAccess:Players may craft Tier0-2 metal gears and pipes, automatic crafting tables, and mechanical engines Tier II [*]Requirements:Town must have a Machine Shop (1 chunk, with automatic crafting table and mechanical engine routing items to a chest) and Advanced Smithy (1 chunk, with bloomery and wrought iron anvil). Smithy and Machine Shop may be in the same chunk. [*]TownAccess:Town Trade Booth is upgraded to trade Tier 3 metal gears and pipes, chutes, and steam engines stocked in the trade chest [*]ResidentAccess:Players may craft Tier3 metal gears and pipes, chutes, and steam engines Tier III [*]Requirements:Town must have an Advanced Machine Shop (1 chunk, with 2 automatic crafting tables, 2 mechanical engines routing items to chests, chutes, and a steam engine) and Advanced Smithy (1 chunk, with bloomery, blast furnace, and steel anvil) [*]TownAccess:Town Trade Booth is upgraded to trade Tier4 metal gears and pipes, mining wells, pumps, floodgates, and combustion enginesstocked in the trade chest [*]ResidentAccess:Players may craft Tier 4 metal gears and pipes, mining wells, pumps, floodgates, and combustion engines Tier IV [*]Requirements:Town must have a Factory (2 chunks, with 2 automatic crafting tables, 2 mechanical engines routing items to chests, chutes, and steam engine powering a pump, mining well, or floodgate) and Advanced Smithy (1 chunk, with bloomery, blast furnace, 2 crucibles, and black steel anvil) [*]TownAccess:Town Trade Booth is upgraded to trade Tier5 metal gears and pipes, as well as fillersstocked in the trade chest [*]ResidentAccess:Players may craft Tier 5 metal gears and pipes, as well as fillers Tier V [*]Requirements:Town must have a Advanced Factory (2 chunks, with 2 automatic crafting tables, 2 mechanical engines routing items to chests, chutes, and steam engine powering a pump, mining well, or floodgate) and Advanced Smithy (1 chunk, with 2 bloomeries, blast furnace, 2 crucibles, and blue or red steel anvil) [*]TownAccess:Town Trade Booth is upgraded to tradeTier 6 metal gears and pipes, quarries*, refineries, and filtered buffersstocked in the trade chest [*]ResidentAccess:Players may craft Tier 6 metal gears and pipes, quarries*, refineries, and filtered buffers *Quarries are configured to work as single-use items--plan and prep placement well! Legal FromBuildCraft FAQ: “As of November 1st, 2011, the answer is YES. But that comes with constraints and restrictions. BuildCraft is released through an Open-Source license, the Minecraft Mod Public License. It does allow redistribution of the mod in its various forms (sources, binaries) in certain cases. Make sure that you do understand the license before distributing a mod including BuildCraft!” “The main restriction is that sources must be accessible. If you are only redistributing the unmodified binaries, or class files, adding a link tohttp://www.mod-buildcraft.comis enough – sources can be retrieved from there. Otherwise, make sure that you clearly understand the implications, and asks questions in the forum if needed.” Railcraft(WIP) Tier I[*]Requirements:Carpentery Building, Masonry Building [*]Town Access: Town is granted a Trade Booth to tradeCoke Oven, Water Tanks, Wooden Railsstocked in the trade chest [*]Resident Access:Players may craftCoke Oven, Water Tanks, Wooden Rails Tier II [*]Requirements:BC Tier II + Coke Oven and Water Tank in Machine Shop [*]TownAccess: Town is granted a Rolling Machine, and Mayor my purchase additional Rolling Machines at Spawn.Town Trade Booth is upgraded to tradeSteam Boiler, Steam Oven, Hobbyist and Commercial Steam Enginesstocked in the trade chest [*]ResidentAccess:Players may craft Standard Rails (at Rolling Machine)Steam Boiler, Steam Oven, Hobbyist and Commerical Steam Engines Tier III [*]Requirements:BC Tier III + Steam Boiler, Iron Tank,Commercial Steam Engine, Rolling Machine in AdvancedMachine Shop [*]TownAccess:Town is granted a Rock Crusher, and Mayor my purchase additional Rock Crushersat Spawn.Town Trade Booth is upgraded to tradeIndustrial Steam Enginestocked in the trade chest [*]ResidentAccess:Players may craft Advanced Rails (at Rolling Machine)and IndustrialSteam Engines Tier IV [*]Requirements:BC Tier IV + Industrial Steam Engine, Steel Tank,Rock Crusher in Factory [*]TownAccess:Town is granted a (Industrial) Blast Furnace (if technically possible--will output steel faster than TFC blast furnace) and Tunnel Bore, and Mayor my purchase additional Tunnel Boresat Spawn.Town Trade Booth is upgraded to tradeTop-Tier Rails, Steam Turbine (maybe, if early electricity tech is included)stocked in the trade chest [*]ResidentAccess:Players may craft Top-Tier Rails (at Rolling Machine), Steam Turbine (maybe, if early electricity tech is included), Tunnel Bore Legal From the RailcraftMod Licensepage: “Private client bundles are permitted without requiring permission or meeting the restrictions on Public ModPacks, but must be protected via password or white-list in such a way that only server users are allowed to access it.” Traincraft(WIP) Tier I[*]Requirements:Railcraft Tier II, Train Station (2 chunks, with ticketing area and loading area, plus a water tank), Train Workbench, Assembly Table I in Machine Shop [*]TownAccess:Town is granted aSteam Locomotive and a Trade Booth to tradeSteam Locomotives (Mayor may purchase at Spawn). [*]ResidentAccess:N/A Tier II [*]Requirements:Railcraft Tier III, Train Switch Yard (1 chunk, with at least 4 lines coming in and depot to house trains), Train Assembly Table IIin Advanced Machine Shop [*]TownAccess:Town is granted an Advanced Steam or Diesel Locomotive. Trade Booth is upgraded to tradeAdvanced Steam Locomotives(Mayor may purchase at Spawn), Diesel Locomotives(Mayor may purchase at Spawn),Distillation Tower,Diesel Generator. [*]ResidentAccess:Players may craftDistillation Tower,Diesel Generator. Tier III [*]Requirements:Railcraft Tier IV,Assembly Table III, Diesel Generator,Distillation Tower in Factory [*]TownAccess:Town is granted anAdvanced Diesel Locomotive. Trade Booth is upgraded to tradeAdvanced DieselLocomotives(Mayor may purchase at Spawn), Wind Mill, Water Mill [*]ResidentAccess:Players may craftWind Mill, Water Mill. Tier IV [*]Requirements:Air Dock (2 chunks, with landing area and control/watch tower), Wind Mill, Water Mill in Advanced Factory [*]TownAccess:Town is granted an Air Ship.Trade Booth is upgraded to trade Air Ships, Zeppelins(Mayor may purchase at Spawn.Possibly limited electric trains like cart hauler, tram, and BR E69--still undecided on moving into early electricity tech) [*]ResidentAccess:You can fly! Legal From the TraincraftTerms and Conditionsby mod authors Spitfire4466 and Mrbrutal: “A "private server pack" is allowed (also with the permission of at least one of the above mentioned authors) under these circumstances: - A "private server pack" refers to a modpack intended to be used by a closed membership Minecraft server and distributed only to those members. - The said pack team may not post any links of this mod or any packs containing this mod publicly. - Proper credit to the authors mentioned above should be provided on a clear spot for everyone to see. - A link to either this site (Thread) or the wiki should be provided. - Non-commercial, non-profit mod packs only. If you are going to include the mod in a pack or "bundle" adf.ly or similar monetization services are not to be used to gain profit.”
  10. Interest is either low, or folks aren't seeing this at the end of a long thread. I'll start a new one for a (possibly) new server to see if we get any better response.
  11. Ah, thanks Delta. Can I get a post from interested folks to see who's still around? Also, would folks favor a restart using RailCraft and TrainCraft? abdyman, marrdock and I have been testing out things to integrate these and have some solid gameplay. However, some parts would probably only be available at a spawn city, so folks that are spread all over right now might want to be closer to spawn. With the train system as an option, all teleports would be turned off. One thought I have is perhaps taking inventory of what folks have on the server right now, then they carry that over as a "starting bonus" with a reset. I know I have no interest in starting back at Stone Age after getting all the way up to blue steel (and enough to make 11 quarries...).
  12. So, I think this one is dead since I've not seen anyone on in a while and we've heard nothing from Delta in a few weeks. For anyone interested in continuing a TFC server with BuildCraft (and RailCraft, and TrainCraft), shoot me a PM as I wouldn't want to recruit in Delta's thread. A few of us have been working on compatibility and it's looking good. I've also fully worked out using both LWC and Towny with TFC blocks so the perms/access control levels properly work.
  13. TFC and Towny Configuration

    Thanks Dano. But in the event that a server is using Towny, any ideas on how the blocks for TFC would properly be identified?
  14. Melinia officially passed the "end game" threshold today with acquisition of our enchanting table. Enchanting services are offered to other players/towns in exchange for finished metals...'cause smithing drives me nuts.
  15. Should be "can't" on getting that red steel pipe interface to open...For these, I tested in a map where I could use the standard pipes, for instance the diamond in place of blue steel, and the diamond sorted but blue steel didn't. I set it up with a quarry block harvesting marble (turning into rock salt). Tin pipe on the quarry for extraction, sending to a blue steel pipe to sort rocks from dirt, with a chest on either side (the red and blue output sides). With blue steel in that configuration, the material just went randomly to either chest regardless of filters set in the interface. When replaced with diamond, the filters worked properly. If you need me to test out any specific stuff, I'm happy to. For the craftable standard pipes, I actually discovered that on the TFC Forever server. After finding some obsidian, I was flipping through NEI to see what all it could craft and was surprised to see the pipes. I tried it, and it worked. Then I dug around and found that wood and lapis worked as well. I believe there was one more I found, but can't recall it right now.
  16. The pipes don't seem to actually work properly in a lot of cases from what I can tell. Are they still WIP? For instance, the blue steel pipe doesn't seem to actually filter anything and I can get an interface to open for the red steel pipes. Also, should we still be able to craft/use the wood, obsidian, and lazuli pipes?
  17. Can you give some more details about what you are putting in the vessel and how you are firing it? If you place the wrong mix of metals in a vessel, it won't fire for instance. If you see me on at some point when you're on, feel free to remind me of the problem and I'll see if I can help.
  18. Hey all, I thought I should note I figured out the disappearing bucket mystery...it has to do with using the buckets to milk cows, then placing the milk in a barrel. That bucket will then disappear after a time for some reason, perhaps because it's then associated with the spoilage mechanics for the milk. Using the bucket to get something else, like water or vinegar, fixes the bucket back so it won't disappear. Also, a list of "conversions" I've noted so far from the BC mining well/quarry: I'll update as I find more. Original-->Becomes Marble-->Rock Salt Basalt-->Diorite Gneiss-->Claystone Also, Bituminous Coal and Lignite both return as the actual item by that name rather than "Coal" which as far as I can tell means they become useless? This all does bring up a thought for another store at spawn--a "Quarry Exchange" that deals specifically in items transmuted by the BC machines. So, I could bring in a stack of rock salt and get back marble, trade lignite for coal, etc.
  19. RailCraft could have some fun aspects, especially since it already takes the multi-block approach to major machines favored by TFC. The modular approach RailCraft uses would allow easier separation of what things are utilized. It would obviously require some work to balance out the steam engines, crusher, etc. with the TFC ores and minerals, but I would absolutely love to have some end-game functions to replace the stone age quern since nobody's modded up a windmill yet...although I suppose the rock crusher might be overkill for pounding out flour!
  20. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Heh, sorry, been working with the BC compatibility mod and had Emris's name stuck in my head...I certainly meant Zerren!
  21. I've PM'd the coordinates marrdock provided to Delta to see if they can figure out what's going on. It's almost certainly a corrupt chunk loading error of some sort near that spot given that the same thing happens to both of you. For teleportation, travel is certainly one of the challenge aspects of the game that can make TFC such fun. I've personally covered tens of thousands of blocks on this server with my wandering explorations to find animals and crops. My latest exploit (last night) was getting a white mare home that I found over 9,000 blocks from town. And I found more horses on the trip back that I want to get...Teleporting would have missed all that, and also made the unique benefit of having that white mare less relevant. I'd very much like it if towns could work toward having an intra-town travel plan. For instance, I think it would be really cool to build a "0 line" tunnel on both axes, then run track down it and make a train system. Towns could then connect to the 0 line to reach other towns. We could also build roads, bridges, ports, etc.
  22. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Emris, a suggestion for the future--could you perhaps add a thermometer block or item? It might look a bit like the protection meter, and would be a nice visual reminder of the changes in temp without using F3. Also, any chance you can make the adobe "chisel-able" as a block, or perhaps at least add recipes for stairs/slabs? It would make a nice roofing material, but I'd like a bit more versatility for the overall look. It would be great if some of the other decoration blocks, like jet and lapis, could be worked by a chisel as well but not sure that's in your overall scope for this mod.
  23. Found another conversion error to watch for--bituminous coal mined by a quarry comes at as...bituminous coal. Not sure it can actually be used for anything, since it's not "coal" as standard. I'll be trying it on a lignite vein probably tomorrow to see what happens; I'm guessing it will also return lignite as an item rather than coal.
  24. Heh, yep it's definitely marrdock. Delta and mogspawn were on for this crash, so can analyze the issue better.
  25. Aaand we're back up. I was on with Kimbblesrath and Maxames, so 3 people isn't the problem. marrdock, if you get on and see a crash post here, as it may be something local to your active chunks.