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erian_7

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Everything posted by erian_7

  1. Kimbblesrath and I got on, then when marrdock logged on it crashed again. Working to narrow down possible issues. marrdock, have you noticed anything specific at your site? Trying to eliminate if it's something at a particular user location, or it could be player volume related (although 3 players shouldn't be any volume strain at all).
  2. As a note for all, the server is crashing right now. It'll come up and stay for a few minutes, then fail again.
  3. Another oddity...my wooden buckets seem to sometimes disappear. I thought at first maybe a town member was just borrowing them, but I tested by creating a private chest and placing some buckets inside. After a day or so, one of the buckets was gone.
  4. Yeah, I just lost 3 fish traps in the crafting grid to that yesterday actually, and a steel ingot the night before. Definitely need a "server closing imminent, stow your gear" message of some sort.
  5. Fruit at the Equator

    Hopefully simple question--do berry brushes bear fruit near the equator? I've got a place set up near 0,0 and none of the bushes I've found and replanted ever seem to bear fruit. On a similar note, my fruit trees flower, but never actually show any fruit. I have found that the fruit sometimes is actually there and falls when clicked.
  6. Kitty noted on the support thread that it might be related to using MCPC+ on the server, which I'm guessing we probably are since we've got plugins and mods at the same time.
  7. Fruit at the Equator

    Could be. I'll check with the owners/admins.
  8. Noting a possible server issue. As reported over in the Support forum Fruit at the Equator thread, for some reason my fruit trees bloom but never show fruit, although right clicking them at times does drop fruit. My berry bushes aren't bearing any fruit at all, despite having almost all the types and so spanning numerous seasons. dunk has confirmed temperature shouldn't be impacting fruit production, so something else is going on. I don't know that there's anything we can do about this, just want folks to have a heads up.
  9. Fruit at the Equator

    Thanks dunk. I've got almost all of the berry bush types and never see anything on any of them oddly enough. I'm just north of the equator at present (the corner of the base is literally at 0,0). It seems a few other folks on the server are experiencing the same thing with fruit trees, i.e. they bloom but don't show any fruit, and right-clicking drops fruit sometimes. Perhaps it's something on the server (noted in my signature); we're running the BC compatibility mod but I wouldn't think that would impact fruit.
  10. Fruit at the Equator

    I'll try planting at a higher elevation as there's a mountain ridge right beside the town.
  11. Hey all, I wanted to let folks know that with Towny now fully operational the town of Melinia is open for residents. This town will be built as a new player friendly place for folks to learn how TFC works. Any new resident gets one plot for free and can buy other plots. New residents are free to head out into the wilderness and found new towns whenever they feel ready. I've left the landscape largely unchanged since the refresh so folks can get a feel for prospecting, hunt for crops, etc. I'm also happy to help folks that want to go it alone but need help with Towny. I'm also looking for several long-term residents to hold major posts: farmer/cook for maintaining crops and seed supplies as well as finding new recipes, forester for maintaining the tree farm and sapling supplies (plus firing charcoal for the community), prospector/miner to find and manage bringing in ore and minerals, and finally smith, for advancing tech levels and providing for community needs. These are listed in ascending difficulty, i.e. the person taking on the smith role has to be really skilled at this job, whereas the farmer takes less skill (but no less responsibility). We are currently at Steel level, working toward Black Steel. I'm also looking for folks interested in doing major community projects, e.g. I'd like a road built all the way to the north coast (where someone will hopefully found a port city). I am a bit picky on terrain/building, e.g. don't go leveling all the hills, digging vast pits, building 1-block towers, etc. but you'll have general freedom on your own plots outside this. Finally, I'll pay massive sums for anyone that can successfully relocate deer and/or bears here, just for fun... Melinia is located at almost exactly 0,0.
  12. Delta, looks like Tombstone may be buggy. When I logged back in I died immediately due to unknown cause. I was in my town, so figured I'd just go back and get my stuff (death sent me to a really tall mountain north of the old spawn, BTW). However, on returning there was no tombstone. EDIT: dinowiz34 reports he had the same problem earlier, after I checked on why there was a big hole dug in my backyard...
  13. Are you thinking town spawns should be turned off, or should have a cost? I'd favor the latter to help with trade between towns and such. If it could be set to require Ender Pearls that would have a thematic connection.
  14. Hmm, I'm not getting InventoryTweaks working fully for some reason then. I get no option buttons for chest sorting, etc. I thought I recalled that being caused by the server side not recognizing the mod, but perhaps its a config issue.* For LWC, it might have use as a means of allowing multiple players to have personally locked blocks in the same chunk. For that use, it should likely be set such that blocks are not locked by default. This would be neat, for instance, in a Town Hall where you have some sections public, some sections open to the town members, and some sections restricted to the mayor. *EDIT: And trying it in Single Player I see I also don't get chest buttons, even though the config has it turned on. Perhaps more TFC conflicts there. All I really get out of it right now is pressing R to resort the player inventory.
  15. Working on the Economy and Towny plugins now, it seems, so you'll likley find things fairly locked down until the config settings are all set.
  16. For the PVP aspect, I haven't seen that as an issue thus far on the server. Everyone is far too focused on surviving/advancing to go after others. I'm not a huge PVP fan either--I'd say if folks want to fight it out we could build an arena. For the ID issue, as noted in my post on page 2: Check the main.conf file under Buildcraft in the Config folder (should be under your user ID in AppDataRoaming.minecraftconfigbuildcraft). It looks like the Oil ID is mismatched, so set the following line then restart your client I:oil.id=1530 It's under the section like this: ##################### block####################You can, alternatively, delete the .CONF file entirely and when you restart the client it should rebuild the Oil ID correctly.
  17. Delta, some thoughts on mods/plugins. I used Tradebooth noted above a while back and it worked fairly well. However, that was on a pure Forge server. I assume for this one to work here you'd have to use Cauldron. Have you looked at SimpleTowns Economy (http://dev.bukkit.org/bukkit-plugins/simpletownseconomy/) to enable player's buying their own plots? I would certainly like InventoryTweaks (http://inventory-tweaks.readthedocs.org/en/latest/) if you can work it in, as it greatly enhances inventory management. Finally, I'd like to plug LWC (http://dev.bukkit.org/bukkit-plugins/lwc/) as a a lock option. I'd like to invite new folks into Melinia so they can learn the mod in a settled town, but at the same time would be bummed out if they blew through all the town's ore fiddling with the crucible and ending up with unknown ingots. It seems like this might be a good compromise instead of implementing Towny in full if you have performance concerns. It's been nice seeing many new folks on the server. If any new folks are online and need some help, I'm happy to assist.
  18. Delta's using SimpleTown at present rather than MyTown. As there's no cost for claiming, he's got player claims turned off. PM him the coordinates and he'll get it claimed for you.
  19. I had great fun on an IC Experimental server using Archimedes for those mobile oil platforms. Works like a charm once you figure out how to not break it, and I had the Ender IO and Ender tanks for easy transport back home. But that is indeed the trick and so all the new folks coming in using Archimedes inevitably get stuck inside mountains, decompile at 200 blocks high, build some 1000+ block mega ship that glitches like crazy, etc. Now, what I'd really like to see is a multi-block approach to shipbuilding in TFC, requiring a dry-dock structure first, then multiple parts to create the ship (which you then can't carry around in inventory of course). But that's outside the scope for this particular discussion...
  20. Logged on and didn't die. Check. All my settlement seems to be intact. Check. Did a little exploring and found my first oil seepage. Check. Emris logged on and I said Howdy! Sweet...and Check. Looking good so far.
  21. Having specific ship models means we're less likely to run into weird ship compile/de-compile issues that pop up with Archimedes. It also takes out the air-ship options, which I found to make TFC far too easy.
  22. That's pretty cool, actually. Means we can have a reason to go out into the world and build canals, deep-water docks, etc.
  23. If he's going to be finished within 24 hours, my guess is the poll would take longer than the work to move folks over. I just got a blast furnace going so losing that would be sub-optimal, but I'd go with the majority if that's favored. I know there are a few others that have some fairly developed settlements and large ore stacks processed so I appreciate the sensitivity delta has toward running folks off by rebooting all their work.
  24. It can if people did significant terraforming, like carving into a mountain for stone or some such. The places I've seen thus far wouldn't have significant variance from the town vs. new chunks, but I haven't seen everyone's work of course.