Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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About jackd23

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  • Birthday 01/11/1982

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  • Gender Male
  • Location Neuwied, Germany
  1. Version 0.1.3 for TFC build 77 update 15 has been released. There was a change where the Localisation features were moved from the TFC API into the main project, and that change needed to be reflected in our code. A very minor fix for us, but absolutely mandatory. Unless one had just the right imports on somethingsomething.* (wildcard), I guess. That means that 0.1.3b77u15 will not work with TFC versions 77 update 14 and older. So if you're still using TFC pre-77u15, do not get this new version. There was no other change really, so it wouldn't be necessary anyway. Keep on splittin' o/
  2. Thank you for the ideas, but I don't want to make the mod bigger as of now. Adding more things means more things can break, which needs more time to fix and update. I'm afraid I can't commit to it at this time. I had a discussion on IRC a couple of days earlier about this, but I'm not really convinced that changing the pattern as of now is necessary. The current one feels acceptable to me, and due to its somewhat "weird" shape might even lower the chances of duplicate recipes for things that might be added by Terra Firma or another addon later. I'll be looking into it first thing in the morning. It would be nice to know what to look out for, if you have any more information on the issue.
  3. Now that the pottery discussion has subsided *cough*, it's time to push a small update. The mod worked fine as is with 77.12, but I had a recent request for consideration. Initially I had my gf create both, 32x32 and properly resized 16x16 texture for both the head and the wedge. I decided to go with the 32x version, but I was (kind of) asked to consider that if someone was using default textures, this would be their only "pretty" item among all the 16x textures. You will now be able to change this in the config file (splittingwedge.cfg), changing the "textureSize=" option from 32, or 16 (run the game with the mod once, for the option to be created properly). If you supply an invalid value, it falls back to 32. You can safely ignore the ID mismatch for (default) ID 19396. I suspect this is because I moved the splitting wedge head to its own java class to realise the texture thing. It should not crash the client or cause existing wedge heads to disappear. Also, the german localisation file wasn't registered. It is now. I hope you keep enjoying this little addon. Of course everything is reflected in the OP now! I will probably put the source code up on github with a proper open source license, too.
  4. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Ever since you showed a picture of the lamps on chat while it was WiP, I was somewhat excited for this. All the ways you have to craft these things, they seem to fit in well. I'll definitely put it on my server, and it gives me a good incentive to play more
  5. Pushed a small update (0.1.2b77u11) which should fix some things. The u11 is really just... not so very important, it's more like a chronic indicator when it was done, I guess. Most importantly, I overlooked to actually *use* the item ID that is read from the config file, instead of the default I had previously defined. Oops. This could potentially cause a crash if you've changed the item IDs in the config files. To circumvent that, make sure to destroy all wedge heads and wedges from your world and inventories (chests e.g.) :X Luckily they're not expensive items to make. It should also now properly display the name of the wedge and head in english (EN_US) and german. If you want to translate these two item names, have a look in the zip file's assetsjackd23lang*.properties files. Even though I'm not a fan of localisation, but other people might appreciate it, I would include the files in a future update. I know I could use a translator, but I'd like to refrain from such a hideous deed, and rather have someone who considers carrying the meaning of the word into their language. As I'm becoming more familiar with Minecraft's codebase, I also did some refactoring in the code, that effectively changes nothing and things work like before. Isn't that great? Unfortunately I was unable to get any real insights, because I can't find anybody to explain why people do things the way they do. I'm trying to avoid copy&paste things, and keep using it "because it works", even though in a way that looks illogical. Also, crafting planks in creative should not damage the wedge or hammer anymore. Why do I need to use this many words? Cripes...
  6. For this crafting recipe specifically, because it needs additional handling (to damage the tools) when single planks are crafted, it would theoretically be possible to advance the world's time, which is a continuously rising number.As much as it would make sense to "spend time" crafting, I'm unsure of whether or not that would be wise after they removed configurable day length in 77.3, because it was causing problems. And also because no other crafting recipe does currently progress time when crafted.It could, in theory, be limited to singleplayer only. Because otherwise a server would advance its time for everyone, every time someone was crafting this recipe.So I would rather not want to add it in that form.What could be done instead is a UI, that has this little progress arrow, like when smelting things in a furnace in vanilla. But I'm still not sure if that would really fit in, in terms of consistency, since almost no other crafting recipe of this kind is using this.And again, I'd like to thank everyone for their input. Everyone in favour has pretty much put a lot of thought and consideration into their replies
  7. A Place to Lay Your Head

    I like the idea as well. TFC changes a lot of the vanilla mechanics, but some things remain unchanged or inadequately changed. To balance gameplay a bit, beds can be used to "skip" nights if you so choose to. Nights are dark, and they're dangerous, sleeping gives you a choice and add to the immersion. Frankly, I would feel immersed more if days were longer than 5 minutes, but it was removed from TFC because, if I understood it correctly, introduced conflicts with the vanilla codebase especially (see 77.3 patch notes). Yet you can currently not sleep anywhere but in a bed. Though I too believe that you could fashion yourself a place to sleep with basic materials. I would even go as far as making it a one-time use, because.. I don't know, the straw would just get uncomfortable. Laying on it a whole night, getting compressed, soaking up all the humidity from yourbody. I guess it wouldn't be so bad if you wouldn't run into 5 hostile mobs that pop out at night from under every single stone. Personally I tried the game with a greatly reduced number of hostile mobs, it felt (and was) still dangerous, but I didn't feel compelled having to sleep, or to hide, to survive. Yet, if I wanted to raise my level or acquire resources, it was life threatening. I actually still died killing a javelin skeleton and normal skeleton near my base, wearing leather armour and looted copper boots >.<
  8. This fixed Rei's Minimap flickering when hovering a stone anvil but the fps drop near the barrels remains.I've also removed InvTweaks, since it doesn't work on chests anymore, but that doesn't seem to be the source.Of course I can acknowledge that it's not a TF bug, but having pointers in this forum since it happens using TF would probably be nice for everyone encountering it
  9. Has been fixed in the 0.77.8 update!From the patch notes: I've just put up barrels for the first time in b77 and my FPS drop whenever I'm getting as close as within 5 blocks to a barrel with an item in it.Also something minor, one side on the inside/top is not rendering and instead is transparent.
  10. I will have to agree with other people who do not think that it makes much sense to put off planks for this long. Wood should be able to be worked before inventing metal, if progression is the issue here. It's an extremely arduous time until you can build most simple items, just because they require a 3x3 crafting grid for example, and is off-putting for me.I've watched a video recently where they said that at some point in time, people burnt charcoal in a cave to heat and crack the stone, make it fragile, and make it possible to mine without a tool like a metal pickaxe. Our only choice is to turn rocks :)And the drop chance for ore in a sluice isn't exactly high either, so I don't believe that it is an issue having planks early. Buckets aren't really used that much, it's not a powerful item, and you don't need metal to create beverages of the size of a bucket.I can't quite follow the intentions of this change without proper and expansive compensation. But as I said, use it if you like it, or don't. I can't find much sense in questioning this mod either, constructive criticism and suggestions is a different thing that I will always consider
  11. Wow, replies really kicked off after a few days :)Thanks for everyone's input on this, I shall consider your thoughts and as such, I have updated the mod. It will now create and use the /config/SplittingWedge.cfg (which it should have done so in the first place), where you can choose how many planks you get from a log.The default value will be one, instead of three./edit: Oh, please don't set it to something bogus like a negative number or anything above 64 if you don't want to break something. It didn't come to my mind that someone would try something unreasonable like this. I will normalise the value to 1-64 in the next update. I have explained my reasons for creating this mod in the foot notes. It is a bit lengthy but if you really want to know, I'm afraid you have to read it. I don't feel comfortable trying to condense it into one line.After all, using this mod is completely optional for everyone.
  12. 77.5 Server Crash BlockLogNatural

    I get the CallableLvl1 not found exception on my server consistently when I harvest leaves from Sequoia trees with a scythe in b77u3 through b77u5. Crash report: ---- Minecraft Crash Report ---- // Why did you do that? Time: 8/23/13 11:06 AM Description: Exception in server tick loop java.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl1 at at at at at at TFC.Blocks.Vanilla.BlockCustomLeaves.func_72132_l( at TFC.Blocks.Vanilla.BlockCustomLeaves.func_71893_a( at net.minecraft.item.ItemInWorldManager.func_73084_b( at net.minecraft.item.ItemInWorldManager.func_73074_a( at at at at at at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30) at net.minecraft.server.MinecraftServer.func_71190_q( at net.minecraft.server.dedicated.DedicatedServer.func_71190_q( at net.minecraft.server.MinecraftServer.func_71217_p( at at A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.6.2 Operating System: Linux (amd64) version 2.6.32-5-amd64 Java Version: 1.6.0_27, Sun Microsystems Inc. Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Sun Microsystems Inc. Memory: 4075783816 bytes (3886 MB) / 4286251008 bytes (4087 MB) up to 4286251008 bytes (4087 MB) JVM Flags: 6 total; -Xms4G -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:ParallelGCThreads=4 -XX:+AggressiveOpts AABB Pool Size: 936 (52416 bytes; 0 MB) allocated, 822 (46032 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 2789, allocated: 1, tallocated: 31 FML: MCP v8.04 FML v6.2.52.837 Minecraft Forge 11 mods loaded, 11 mods active mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available CodeChickenCore{} [codeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available NotEnoughItems{} [Not Enough Items] (NotEnoughItems Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available leatherwatersac{1.5.b77} [Leather Water Sac] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ChickenChunks{} [ChickenChunks] (ChickenChunks Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available terrafirmacraft{0.77.5} [TerraFirmaCraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available LoginMessage{v0.4} [LoginMessage] ([forge_universal] Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available splittingwedge{0.1.0} [splitting Wedge] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available strawbed{0.1.0} [straw bed] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 820 (45920 bytes; 0 MB) allocated, 765 (42840 bytes; 0 MB) used Player Count: 1 / 20; [EntityPlayerMP['Zarrab'/2, l='Lost', x=506.70, y=150.00, z=-4374.53]] Is Modded: Definitely; Server brand changed to 'fml,forge' Type: Dedicated Server (map_server.txt)
  13. Thirst saturation and filling

    It's still somewhat early into b77 and things are still being tweaked, but I'd like to get these ideas off my mind while they're fresh, I just know I'll forget things otherwise. I'd like to suggest adding thirst saturation and filling that works similar to Terra Firma food. I expect nobody to add a whole bunch of new things on a whim, but maybe make it possible for modders to implement something for optional use. That is, preparing the base classes for drinks, and the food system for thirst filling, saturation, and perhaps potion effects similar to prepared meals. There's only two things we can drink as of now, milk and water. Besides, we could have a cheese drill to make cheese, or drill the milk to butter for our bread. We could have tools to crudely blend carrots for example, and a fruit press to get juice out of that, and various other vegetables and fruits. Perhaps a still to build upon the concept of alcoholic beverages that were recently added. This could also make farming more attractive to acquire different kinds of drinks that could give you benefits unavailable from prepared meals. Perhaps even something you could pour as a repellant that adds to spawn protection? And it also opens up possibilities for new domesticated plants, like everyone's favourite brew for example, tea coffee! (exhaustion/tiredness hint hint) Some drinks could be more effective when hot, some when cooled. If it's actually possible to have negative temperature, there could be a benefit to living in a cold climate and construct a multi-block structure out of ice (crude refridgerator). I wonder what everyone else may come up with.
  14. Build 77

    I think that thirst is still too fast, even with the doubled thirst pool. The first thing I do in the morning after the short days (used to play on 48000 day length) is downing at least 5+ jugs of water because I have to, and they're rather fragile. And, not sure, but I doubt there's a drink that works similar to food, and adds a thirst saturation. But maybe that's something to be considered when introducing thirst, too?
  15. Description This mod allows you to craft a splitting wedge (<- inspirational image for the icon of how I know this tool) to split wooden logs and craft single planks using the wedge and a hammer. This is no longer possible using an axe and log since TFC build 77. The default is 1 plank per log, but you can change that in the configuration file to anything from 1 to 64 if you wish (e.g. set it back to 3 per log as per pre-77). As to why I created this, you can read in the foot notes at the end of the post if you're interested. Download Download 0.1.3.b77u15 from Mediafire or DropBox. Changelog: 0.1.3.b77u15 * Adapted to the Localisation features being moved from the TFC API into the main project. Thus, older versions will not work with TFC post-77u14, and vice versa. * Updated the file. 0.1.3.b77u12 * Fixed the german localisation not registering. * The config file now offers an option to either load the 16 or 32 pixels texture for the items. Both were initially available. * I think you can safely ignore the (default) ID 19396 mismatch due to the texture change. * Added a file. 0.1.2.b77u11 * Fixed a bug where the item IDs in the configs were not actually used. Oops. * Fixed the item name localisation, it should now properly display english (ENU) and german names. * Wedge and hammers will take no damage when crafting in creative mode anymore. * Refactored some code in the crafting handler. * Normalised the planks amount value read from the config to range from 1 to 64. 0.1.1.b77u7 + Added config file /config/SplittingWedge.cfg + Added item ID config entries for both the head and wedge. + Made the number of planks per log configurable (default: 1). 0.1.0.b77u4 Initial release. Old versions: Download 0.1.3.b77u12 from Mediafire or DropBox. Download 0.1.2.b77u11 from Mediafire or DropBox. Download 0.1.1.b77u7 from Mediafire or DropBox. Download 0.1.0.b77u4 from Dropbox or Mediafire Installation Put the ZIP file into the .mods directory, alongside with the Terra Firma ZIP file. How to use You need stoneknapping to create a stone splitting wedge head like this: Mirror, in case Imgur is down or "over capacity" Currently there is only a stone splitting wedge, there is no metal version of it. Personally, I don't require it, but if you feel you really would want metal versions of this, I'm confident I could add those. Then combine it like most other tools with a stick below the head: Mirror, in case Imgur is down or "over capacity" It doesn't really make sense, does it? :S To craft planks from 1 log, you need to put the wedge, a hammer of any material, and logs as shapeless recipe into a crafting grid: Mirror, in case Imgur is down or "over capacity" Both, the hammer and wedge will take normal damage. The wedge has the exact same durability as a stone hammer, which is that of one made of igneous intrusive stone, regardless what type of stone it's actually made out of. Credits Frustration and disappointment about the b77 removal of plank crafting with axes: me Programming: me Artwork: my girlfriend (my try at drawing a wedge, her comment: "what's wrong with yours?", she's too kind.. c'mon, I mean just zoom in on it) Kittychanley, for listening to my confusion with some code stuffs and wanting to help, and actually did Foot notes Hello, how nice of you that you opened this spoiler tag. Let me tell you something about myself and why I created the splitting wedge mod, my very first mod for Minecraft, without having a whole lot of experience or sympathy with Java, or Minecraft modding. The latter is mostly because Mojang failed to deliver the modding API, that Notch wanted to have in beta 1.8. And without the countless man hours put into the MCP project, among few others, there wouldn't be anywhere near as many mods as we have now. And I highly admire everyone who continuously puts up with the barrier of Minecraft's obfuscated source code, to deliver outstanding content like Terra Firma and many other mods. I don't usually want things in games the easy way these days, I tend to wanting to play on the hardest difficulty, but the build77 made me feel frustrated instead of challenged. I think this is a very thin line but as thin as it is, it's also very important not to cross. If I spawn 12k or 13k blocks in some direction, with only smaller islands around. Not enough to gather enough small ore pieces from the rocks to make a saw, I'm stuck with swimming through an ocean for maybe hours. And you just can't craft a LOT of things without a 3x3 crafting grid either (workbench requiring planks). That's not the kind of difficulty I want a game to impose on me. And I don't feel it's fun to play. It's game breaking for me. I'm a programmer, I've been meddling in computer instructions since I was... well, actually I don't remember when my godfather gave me that Commodore 64 with a thick manual for my birthday long ago. I've used my skills and knowledge before, to "tweak" small things that I strongly disliked, and I mean strongly. I don't just spend hours on changing something if it's just a minor thing. You know... setting everything up for the first time, getting familiar with stuff, before getting actual work done I read through the java assembler code of classes, tweaked the sapling drop rate from leaves with and without a scythe, fruit trees, the drop rate of seeds from tall grass, and changed the ore drop rate of gravel in a sluice, even creating new recipes from scratch. Sometimes just fabricating new byte code instructions into a class file with a hex editor. This might sound like jibberish, cheating, or malevolent hacking to you, but I felt that it also held great educational value, and it's a lot of fun. And this experience alone made me never regret the time I spent on delving into modifying the very byte code for the JVM. Even though the data looks all like random bytes in a hex editor, you'd be surprised how very unique a short sequence of only 3 bytes can be, that you can use as a pattern and replace, and how much sense all these byte values actually make if you understand them. As Mr. Spock would say, "Fascinating! Ô_o". I never really meddled with assembler before Minecraft, but yet I felt it was the easiest way to change little things with the **least amount of effort. Of course there's limits, especially to Java's class file format. Some things make the work required explode. Otherwise, anything I would like to change for myself, so I can enjoy playing the game again, I can have patched in a matter of split seconds with a program later. ** has yet to be proven. So, to sum it up, I just can't seem to live with some of the changes that have been introduced in b77. I won't go berserk and change everything that bugs me in the slightest, just the things that I feel are really game breaking for me. Aaaaannnd that's why I made this mod, and I hope that the devs aren't too much offended by it. Have fun to be able to play a game the way you like it more, without giving yourself actual free stuff.