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About Jyro117

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  1. An Apology

    First of all, some people on the internet are jerks. Kittychanley, you have done a wonderful job with both running the forums and the wiki. The effort you put into this is very much appreciated by many. Sure, everyone has there bad moments, but I do not think you deserve to be attacked for it and you deserve to be respected. I think anyone who has played this mod appreciates the work you do with the wiki. It is the only way you can really play this mod without going insane over not being able to figure out how things work. Don't let the handful of a rotten apples ruin your batch! I hope you are doing okay and have a virtual hug!
  2. mobs yes or no

    The challenge of the mod mostly comes from the amount of things you need to learn. Most of the things you do in vanilla do not apply to TFC, like punching wood, mining with stone tools, enchanting, etc. Health regen is slower, so taking damage is a bit harder and it is typically best to just avoid damage in general. Night time at the beginning is mostly sitting around crafting things and avoiding monsters, monsters are stronger than you in this mod. However, once you get a pickaxe night time just turns into a dig session. If you have the luck to find and shear some sheep then you can make a bed and not worry about night. Once you have learnt how the systems work and established yourself (bronze age and beyond) there isn't much of a difference between TFC and Vanilla. The difference is really more daily routines, the game has a larger sense of progression, and everything takes more time to do.
  3. Missing Snow Texture

    Ah, well that makes sense! Derp, I even forgot to mention it!
  4. Missing Snow Texture

    Version #: 78.17 SSP/SMP (Single/MultiPlayer): Single Suggested Name: Missing Snow Texture Suggested Category: Minor Description: When it snows on tall grass, the snow displays inside the tall grass but has a missing texture. (See screenshot) Have you deleted your config files and are still able to reproduce this bug?: Yes Do you have any mods other than Forge and TFC installed?: Yes If yes, which mods? Damage Indicators, Zan's Minimap, Journey Map
  5. [TFC 0.77.22] Strongcraft (v0.1.4)

    I am glad to hear you enjoyed the changes. Unfortunately I currently have a few issues which is why I am unlikely to update in the near future: First and mostly, I simply don't have the time at the moment to continue working on this addon. Second, b78 does cause a number of changes to how my addon interacts with TFC, that it would be a bit of effort to update. Third, I currently unsure of which direction the developers are going, example: a move to 1.7+ will mean I have to rewrite most parts (I already don't have time). Forth, a number of things I would like to do still have limitations from the Minecraft 1.6.x code and the TFC code (without writing a huge amount of code that would get thrown away with updates). If someone approaches me with an interest to update the project, then I have no issues providing them with b77 source code.
  6. [TFC 0.77.22] Strongcraft (v0.1.4)

    Well to be fair buttons vs gui was a design choice I made early on. I ended up sticking to the button method as opposed to doing a gui, no pun intended. I didn't like the gui for logs originally but I have also come to realize the inconvenience of my approach. Unfortunately it is a decently large amount of work to redo the logic and hence you still see the system as it is today. Originally stick piles were only supposed to hold 128, but I doubled that as it didn't feel large enough. Additionally, I'm sure you can imagine any decent collection of sticks would take up a lot of space if it was that low. With 256 sticks the average radius of the stick would be 6.25cm, which I have to admit now that you pointed it out is fairly huge value for a stick. I did consider things like sticks being curved/uneven and such so their thickness wouldn't actually be 6.25cm but maybe something closer to 3-4cm with the deformations. There isn't any reason I couldn't increase the value higher but doing so would mean a gui would make more sense. If I do increase the size of the pile it will come to a point where clicking on the piles would have to be more complicated to reduce the difficulties of manipulating piles with a large number of items. Short-term wise I have very little time to do any work on this add-on so I wouldn't expect any changes in the near future. Additionally, I'm waiting for the main mod to update as I know a ton of things are changing and most of this add-on will need to be rewritten to make the code compatible with the updates. For example, there will be more than 16 types of wood which means all my logic with wood is going to get significantly more complicated. (Has to do with Minecraft storing types with only 16 values).
  7. [TFC 0.77.22] Strongcraft (v0.1.4)

    Those instructions has to do with older versions, the files will automatically generate using the latest version. From the looks of it (and considering your mod list) I would suspect there is a conflict with an ID from another mod. I would suggest trying with terrafirmacraft and terrafirmacraft addons only, and then slow introducing mods to figure out which one is having a conflict.
  8. [TFC 0.77.22] Strongcraft (v0.1.4)

    From my play experience, bows and arrows are rarer compared to vanilla. When it comes to pre-metal bows, spears are really the best option for the time.
  9. [TFC 0.77.22] Strongcraft (v0.1.4)

    Bows and arrows still drop from skeletons, which can be converted into the ones used by this addon. That is your best option if you need a bow prior to a crafting table.
  10. [TFC 0.77.22] Strongcraft (v0.1.4)

    Doesn't sound overly complicated, I will keep track of it for when I start adding new content again.
  11. [TFC 0.77.22] Strongcraft (v0.1.4)

    Feel free to use this in mod packs, as long as you ensure it works correctly with the other mods and provide attribution. Pedestals... hmm could you elaborate more on what exactly you mean? I.e. do you mean have a single tool floating on top of it?
  12. [TFC 0.77.22] Strongcraft (v0.1.4)

    I'm not completely certain what you mean. If you mean 3-4 types of ore per search, I had thought about it, but I wasn't sure how to 'inform' the person who is searching what type they found. If I provide no information on the ore it found, then you would go digging only to find copper when really you wanted iron. That would be a bit frustrating, so instead if I told you which ore it found then there were more questions... Do I stop when I hit the first ore? Do I do a full scan at all times and add a huge performance hit to the game? Which ores should I group, if I make a bad choice then people will value some gems more than others (which I'm sure exists currently)? Etc. It was easier to keep it simple and less resource intense to make a staff search for one type of ore. I personally hate the random nature of finding gems, so it can be fairly frustrating... but if you play with a large arrays of sluices for a few hours you will find tons of gems of all sorts of them. I don't want to 'reveal' too much on how the staff works as I prefer to leave a little bit of discovery, but I will mention a minor note about when searching lower and middle layers. The staff will search the area based on you being the center point, because of this your vertical location will affect where it searches. If you are on the surface it will search mostly the upper layer, but if you go halfway down to bedrock it will mostly search the middle layer. I had originally designed it this way but then removed the direction component. My reasoning for removing it was adding a direction adds a huge amount of information, much like how the propick doesn't tell you which direction the ore is. I realize by being a single use it makes it fairly costly to find ore since if you want to use the 'propick' method you will probably need to use two (or more) staffs to narrow in on the ore. If you think about it, you can combine multiple staffs made with either high quality gems/rods and low quality gems/rods to help you find ore. The high quality staff can tell you if the ore is even in an area near you, then you can narrow in on the ore using low quality staffs. I found that the strength of the wind can give you enough information to infer direction. If you had wind blow 'strongly' then the ore is fairly close to your current location. By going underground and finding the rock type the ore exists in, then all you really need to do is start digging out the area in a grid like way with a propick and it would be shocking if it took more than half an hour to find the ore. If i give the staff multiple uses it takes away from the value of a propick. If I make the staff also tell you direction, it makes finding ore incredibly easy, since you would use the staff once and can very rapidly narrow down on the ore's location. It will tell you the ore is somewhere in a cone shape volume in a certain direction at a relative distance from you. The overall goal of the ore staff is to inform you of the existence of ore in an area around you, thus preventing you from wasting time digging in an area where the ore doesn't even exist. However, finding ore is still mostly left to the player's knowledge of the game and effective use of a propick.
  13. [TFC 0.77.22] Strongcraft (v0.1.4)

    The ore search staff is a one time use. This is intended and will not change, otherwise it makes finding ore too easy and defeats the point of the game (finding ore). The purpose of the ore staff is to help give you a hint if ore might be near you. It is to make it so you aren't mining aimlessly hoping to find ore. If i made it so you can reuse the staff over and over, finding ore would be incredibly easy and the main challenge provided by terrafirmacraft would be removed.
  14. [TFC 0.77.22] Strongcraft (v0.1.4)

    Alright updated to fix the issue for arrows... seems at some point I deleted the recipe to actually craft them.. doh! I updated arrow damage to be more inline with sword damage after I carefully evaluated it. A sword will do more dps (if you get close enough), but arrow dps is now closer to sword damage.
  15. [TFC 0.77.22] Strongcraft (v0.1.4)

    I like your suggestion as it does improve the functionality for picking up/placing large numbers of sticks. I will keep this in mind when I update again.