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Everything posted by Terex
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I would like to know what is the best way to set up a tree farm now and which type of tree to use. I currently use pine trees. Their leaves have broad base so they can be planted in a staggered grid pattern with 5 spaces in between. xoooooxoooooxooooox ooooooooooooooooooo ooooooooooooooooooo oooxoooooxoooooxooo ooooooooooooooooooo ooooooooooooooooooo xoooooxoooooxooooox ooooooooooooooooooo ooooooooooooooooooo oooxoooooxoooooxooo When they all grow, the leaves are touching and one chop will take down the whole field. But of course to get a surplus of saplings, plenty leaves need to be harvested. Several other tree types (e.g. white cedar) do not provide enough saplings to break even due to their low number of leaves blocks. The one chop method doesn't work when no more leaves are touching. Previously, I used Douglas Fir trees for their height, with high wood yield. I currently do not know the best spacing for these trees for all of them to grow and still have leaves touching. I also used Willow tree farms but now their unpredictable shapes leaves many saplings unable to grow. Also, Willow trees take longer to grow as shown on wiki.
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Does Dynamic Lighting run well for anyone at all...?
Terex replied to Omicron's topic in Addon Discussion
I see same performance issues with this mod. Best rely on the same effect provided by some shader packs like SEUS. -
After checking the poll results, doesn't look like the majority of people want to donate. Anyway, i don't really see any benefits to this mod or what its selling point is. Having cubic chunks and sky high worlds just for posterity isnt something exciting. The amplified terrain in the new MC versions is quite tall enough.
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After messing around with many tree types in different wood farm configurations (see other thread), i collected several double chests containing stacks of sticks. To me, they are mostly useful as ladders and torches. EDIT: Yes, the compulsive torching up of everything cannot be stopped
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In conclusion then, a white cedar tree farm may be one of the most compact and easy to farm, but does not yield the most wood. I haven't found Douglas fir in my world yet but i suspect this is still the best candidate tree for a productive farm. I also tested a willow tree farm with 9 spaces between the saplings, therefore needs much space. They all grow but each tree must be chopped individually and does not give much wood at all in some cases. This tree is not a good candidate. My pine tree farm in a staggered grid pattern in the OP is not too bad and some trees do connect for a single chop. However, chances are no surplus of saplings can be obtained since some pine trees generate nearly bald with a little crown of leaves on top. Lastly, i also placed many other kind of trees in a 5 grid pattern for guaranteed growth but these trees all look like the vanilla oak tree and are not especially interesting. For tons of easy wood, best option is to simply destroy an acacia jungle. They are huge anyway so basically infinite wood.
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I see, there is a 1 block buffer zone around the tree leaf blocks that may or may not be occupied by another tree. Then all my observations are explained.
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White cedar trees are a peculiar case because they are slim trees and only have 1 block radius of leaves. Therefore, there should be 100% room for trees in a grid where saplings are spaced 2 blocks apart like so: x o o x o o x o o o o o o o o o o o o o o x o o x o o x Yet, some saplings wont grow like this. I'm still waiting on other grid configurations. EDIT: I should mention that I'm not necessarily expecting any changes made to the code that will enable me to gather all the wood by chopping only one tree. This cheat was nerfed for that obvious reason, i suspect. As in the OP, I'm merely curious how other players set up their farms to gather renewable wood for charcoal.
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Kitty, what you say is logical and makes sense. Yet, i feel something is off when placing saplings in a grid that is "too" closely spaced. Even if there is a skyblock above the sapling, it wont necessarily turn into a tree. Maybe more testing is required. I'm trying differently spaced grid patterns.
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Depends on how you implement it http://www.curse.com/mc-mods/minecraft/231095-chisels-bits
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I just played a bit and it's true. I saw the timer go from zero days (day of growth) back to 7 days on some saplings with direct access to sky and no other obstacles within 1 block radius or more. I don't think my world is corrupted but if there is a way to check, let me know.
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Thanks Kitty, I had WAILA hidden by choice. Those saplings that didnt grow into trees say 5-6 days remaining. Interesting since i planted all saplings at once, including those that are already trees.
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Right now only some white cedar saplings spawned trees. For some reason, other saplings in the grid, with line of sight to the sky, wont grow into trees. I don't understand what is holding them back.
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I'm revisiting white cedar at the moment. I noticed these trees have consistent shapes - can be tall and surrounded by 1 block of leaves in radial direction. In the wild i gathered on average 2 saplings from one tree, this could work! At my base i planted a grid of 32 of them spaced 2 blocks apart. There should not be any overlap and the leaves should touch in all directions. Granted they produce less wood but a large enough farm should do the trick!
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I'm not sad at all. This only means (hopefully) faster development of TFC2. Furthermore, TFC1 feels quite feature-complete with the add-ons available.
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Thanks Crowen. I had such a farm in my last world (see below) but I thought it wasn't convenient anymore when the nerf came that stops the growth of a wall of trees. I'm now thinking of setting up an enhanced portals 3 gate to create a wormhole between my base in the north and a huge acacia jungle in the south. Right now, i chop down 3 acacia trees and my inventory is filled with wood. That is pretty insane
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After growing my first patch of pine trees, I found out they have all sorts of shapes, some with long trunks and a tiny bush of leaves. Doesn't look like a suitable choice so far.
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I would like to know what is the best way to set up a tree farm now and which type of tree to use. I figured having pine trees, they can be planted in a staggered grid pattern with 5 spaces in between. When they all grow, the leaves are touching and one chop will take down the whole field. But of course to get more saplings, the leaves need to be harvested so the 1 chop method no longer works.
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I had a look and followed instructions in this video: However, particles still don't show up after making changes. I managed to get them to show up before but apparently not with the latest version of SEUS/TFC. There are other "bugs" with the shader you can correct for. I made a post describing the changes here: http://terrafirmacraft.com/f/topic/8928-7926-seed-with-good-treespretty/?p=115809
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Sounds good, but take care not to "dumb down" mechanics from TFC 1 too much. Also, the taste system in TFC 1 is barely interesting to me. I never find much variety of food to be able to micromanage the perfect taste recipe for a meal. I also still miss the "potion effects" from eating salads that were in the earlier TFC builds...
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More screenshots in this thread (taken at a later date):http://terrafirmacraft.com/f/topic/8879-single-player-world-gallery/ I use the latest SEUS 10.2 preview 1 shaders. I tweaked the water IDs to render properly (use NEI add on to find out the IDs). In gbuffers_water.vsh: if (mc_Entity.x == 8 || mc_Entity.x == 9 || mc_Entity.x == 700 || mc_Entity.x == 701 || mc_Entity.x == 702 || mc_Entity.x == 703 || mc_Entity.x == 704 || mc_Entity.x == 705 || mc_Entity.x == 706 || mc_Entity.x == 707 || mc_Entity.x == 708 || mc_Entity.x == 709 || mc_Entity.x == 710 || mc_Entity.x == 711 || mc_Entity.x == 712 || mc_Entity.x == 713 || mc_Entity.x == 714 || mc_Entity.x == 715 || mc_Entity.x == 716 || mc_Entity.x == 426 || mc_Entity.x == 427 || mc_Entity.x == 428 || mc_Entity.x == 429 || mc_Entity.x == 430 || mc_Entity.x == 431) {iswater = 1.0f;}Also, i tweaked the shadows to render properly because they flicker a lot by default. To remove the flicker, you must edit the gbuffers_terrain.vsh file and reduce the amount of waviness of the tree leaves by the wind. First remove all lines with reference to Biomes o plenty to avoid ID conflicts: //Leaves if ( mc_Entity.x == 18.0 || mc_Entity.x == 1962.0f //Biomes O Plenty: Leaves || mc_Entity.x == 1924.0f //Biomes O Plenty: Leaves || mc_Entity.x == 1923.0f //Biomes O Plenty: Leaves || mc_Entity.x == 1926.0f //Biomes O Plenty: Leaves || mc_Entity.x == 1936.0f //Biomes O Plenty: Giant Flower Leaves || mc_Entity.x == 161.0f //Biomes O Plenty: Giant Flower Leaves ) { materialIDs = max(materialIDs, 3.0f); } Then edit float speed of leaf waviness to 0.05: #ifdef WAVING_LEAVES//Leaves// if (materialIDs == 3.0f && texcoord.t < 1.90 && texcoord.t > -1.0) { float speed = 0.05;I also edited composite1.fsh to reduce the sun's brightness during the day. It is really bright by default. Edit the value 0.9f to 0.45f for good result (second line below): //Apply lightmaps to albedo and generate final shaded surface vec3 finalComposite = final.sunlight * 0.45f * 1.5f * sunlightMult //Add direct sunlight + final.skylight * 0.045f //Add ambient skylight + final.nolight * 0.0002f //Add base ambient light //+ final.bouncedSunlight * 0.005f * sunlightMult //Add fake bounced sunlight //+ final.scatteredSunlight * 0.02f * (1.0f - sunlightMult) //Add fake scattered sunlight //+ final.scatteredUpLight * 0.0015f * sunlightMult + final.torchlight * 5.0f //Add light coming from emissive blocks + final.glow.lava * 2.6f + final.glow.glowstone * 5.1f + final.glow.fire * 0.025f + final.glow.torch * 1.15f + final.heldLight * 0.05f ;I think that's all i did. GL!
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Take my seed then. I find nothing lacking. In the northern forest there is pine and maple. More tree types further south. Makes for good journeys. http://terrafirmacraft.com/f/topic/8831-tall-mountains-rivers-and-lake/
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More Survival Bars! Yay (Idea's From The Enviromine Mod)
Terex replied to TheHighestKite's topic in Suggestions
Necro'd. The ideas in this thread are outdated and TFC2 will likely be something else. The body temperature feature will probably be a low priority for Bioxx for the time being (if he would be so kind to confirm this). -
Been working on this for a month on and off. This is the first winter and progress is looking good. Link to galley Using this seed:http://terrafirmacraft.com/f/topic/8831-tall-mountains-rivers-and-lake/
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Oh i see. Thanks for the information.
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Well, it's simple. I start the AT launcher, go to instances and check my Terrafirmapack instance. Previously, when you pushed an update it would show. Now it doesn't. The latest version i see is version 5.1_0.79.26.881. This is different from the last update you posted here.