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abandoned mines

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Everything posted by abandoned mines

  1. ore grades (nerfing large ore bodies)

    ok its been awhile and i may have missed this so call me out if this was already suggested basically we add a meta data layer to ore. ore will now fallow a scale of "purity" on a 1 - 10 scale. the ore deposit could be massive, but the grade of the ore could be low, making it a little harder to smelt and you would likely gain a lower amount of the intended metal. other metals like copper, lead, zinc and bismuth would randomly be by products of this. the higher the grade of the ore the fewer the impurities. a possible means of determining the "grade" of an ore body could be by 1. integrating a measurement system into the pro pick or by adding something called a blow pipe. blow pipes are used on small pieces of ore that are than mixed with charcoal and placed in the end of the pipe. the pipe is blown into and colors created in the fire from the burning ore are used to find out the amount of impurities within. this was just an idea that could use a little work, thanks any ways
  2. ok couple questions 1. how do i install this incredible work ? 2. does this work for the latest version of tfc ? 3. does oil spawn ?
  3. hello when tfc is installed in the mods folder it creates a black screen i have both prerequisites installed (recomended forge and up to date player api) its tfc not the other two mods, they run fine. crash report *** MagicMinecraftLauncher 1.1.4 *** LCP: ;C:UsersIan DouglasAppDataRoaming.minecraftbinminecraft.jar;bin/jinput.jar;bin/lwjgl.jar;bin/lwjgl_util.jar ShowLog: true MainClass: net.minecraft.client.Minecraft Restoring disabled mods: mods Disable inactive mods: mods Restoring disabled mods: coremods Disable inactive mods: coremods 2013-06-02 11:04:52 [iNFO] [ForgeModLoader] Forge Mod Loader version 5.2.2.684 for Minecraft 1.5.2 loading 2013-06-02 11:04:52 [iNFO] [ForgeModLoader] Java is Java HotSpot™ 64-Bit Server VM, version 1.7.0_07, running on Windows 7:amd64:6.1, installed at C:Program FilesJavajre7 2013-06-02 11:04:52 [sEVERE] [ForgeModLoader] FML appears to be missing any signature data. This is not a good thing 2013-06-02 11:04:54 [iNFO] [sTDOUT] 229 recipes 2013-06-02 11:04:54 [iNFO] [sTDOUT] 27 achievements 2013-06-02 11:04:54 [iNFO] [Minecraft-Client] Setting user: infinus5 2013-06-02 11:04:54 [iNFO] [sTDOUT] (Session ID is 199958478) 2013-06-02 11:04:54 [iNFO] [sTDERR] Client asked for parameter: server 2013-06-02 11:04:54 [iNFO] [sTDOUT] *** Main class main() finished *** 2013-06-02 11:04:54 [iNFO] [Minecraft-Client] LWJGL Version: 2.4.2 2013-06-02 11:04:54 [iNFO] [MinecraftForge] Attempting early MinecraftForge initialization 2013-06-02 11:04:54 [iNFO] [sTDOUT] MinecraftForge v7.8.0.684 Initialized 2013-06-02 11:04:54 [iNFO] [ForgeModLoader] MinecraftForge v7.8.0.684 Initialized 2013-06-02 11:04:54 [iNFO] [sTDOUT] Replaced 85 ore recipies 2013-06-02 11:04:55 [iNFO] [MinecraftForge] Completed early MinecraftForge initialization 2013-06-02 11:04:55 [iNFO] [ForgeModLoader] Reading custom logging properties from C:UsersIan DouglasAppDataRoaming.minecraftconfiglogging.properties 2013-06-02 11:04:55 [OFF] [ForgeModLoader] Logging level for ForgeModLoader logging is set to ALL 2013-06-02 11:04:55 [iNFO] [ForgeModLoader] Searching C:UsersIan DouglasAppDataRoaming.minecraftmods for mods 2013-06-02 11:04:55 [iNFO] [ForgeModLoader] Forge Mod Loader has identified 4 mods to load 2013-06-02 11:04:55 [iNFO] [mcp] Activating mod mcp 2013-06-02 11:04:55 [iNFO] [FML] Activating mod FML 2013-06-02 11:04:55 [iNFO] [Forge] Activating mod Forge 2013-06-02 11:04:55 [iNFO] [TerraFirmaCraft] Activating mod TerraFirmaCraft 2013-06-02 11:04:55 [iNFO] [sTDERR] Exception in thread "Minecraft main thread" java.lang.VerifyError: (class: TFC/ClientProxy, method: getCurrentWorld signature: ()Lnet/minecraft/world/World;) Wrong return type in function 2013-06-02 11:04:55 [iNFO] [sTDERR] at java.lang.Class.forName0(Native Method) 2013-06-02 11:04:55 [iNFO] [sTDERR] at java.lang.Class.forName(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:50) 2013-06-02 11:04:55 [iNFO] [sTDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:471) 2013-06-02 11:04:55 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2013-06-02 11:04:55 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at java.lang.reflect.Method.invoke(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267) 2013-06-02 11:04:55 [iNFO] [sTDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165) 2013-06-02 11:04:55 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2013-06-02 11:04:55 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at java.lang.reflect.Method.invoke(Unknown Source) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) 2013-06-02 11:04:55 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267) 2013-06-02 11:04:55 [iNFO] [sTDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98) 2013-06-02 11:04:55 [iNFO] [sTDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:503) 2013-06-02 11:04:55 [iNFO] [sTDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160) 2013-06-02 11:04:55 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410) 2013-06-02 11:04:55 [iNFO] [sTDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) 2013-06-02 11:04:55 [iNFO] [sTDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:732) 2013-06-02 11:04:55 [iNFO] [sTDERR] at java.lang.Thread.run(Unknown Source) magic launcher was the only launcher i could use to get a crash report. the others just shut down before i can do anything edit: the version of buildcraft that likes working with terrafirma craft is in 1.5.2 and tf c is 1.5.1 should have guest >.<
  4. ore grades (nerfing large ore bodies)

    one of the other simple ideas i had was to perhaps have ore veins spawn vertically underground instead of strange bulky blobs that you currently find. just does not seem right from a geologic stand point as ores often form along faults
  5. strange crash bug after installing tfc Beta Build 76 Hotfix 18 For MC v1.5.1

    thats strange i had this working on 1.5.2 yesterday and i was using forge 7.7.2.679 but got no where with it after my game stopped working i ll try again and see if i can make it work
  6. ore grades (nerfing large ore bodies)

    its just an idea, could use some work but i do think that a blow pipe would be an interesting feature
  7. ore grades (nerfing large ore bodies)

    yea that was my idea as well have the impurities that would cause some sort of minor inconvenience but not break the way metals are extracted
  8. Another Idea... Aesthetic Cave Crystals

    wow its taken me a while to get back to this to bad we can t actually have crytals and gem stones jutting from the walls of caves, that would rule perhaps we could have a "pocket" block that drops a gem of a random grade as many gems and crystals do form in this manner
  9. Another Idea... Aesthetic Cave Crystals

    had the exact same idea ages ago but most thought it would be to diffacult to code ...
  10. Ores blending in?

    i agree that sphalerite needs a texture change, though perhaps just a minor tweek so its easier to view the other ores on the other hand i think are fine
  11. Has anyone ever legititetly found Kimberlite?

    its vain structure is rather odd instead of the regular clumps and long veins, kimberlite ore spawns in long shaft like structures (i guess similar to how real diamond mines form)
  12. Has anyone ever legititetly found Kimberlite?

    while working in my nickel mine some friends of mine found a proper kimberlite "pipe" we got several large gems and lots of the regular and borring ones. the best ones hanging inmy livingroom in a frame
  13. Ores blending in?

    i am not all that ssupportive of this idea, as ores are actually easy to see againt its host rock if you know whaat your looking for.
  14. Excess Metallic Ore

    perhaps we could have metal sheeting? i know it sounds abit modern, but areas of britian and france had lead roofing. metal also has alot of decorative perpouses but thats not the point of the mod, perhaps we could incorperate metal foints and struts to the wooden support system. rivets could be used to combine larger peices of metal together as welding didn't apear til the 20th century
  15. Infinus5™s guide to modern mining technics From heavy industry to small scale placer operations Hello all As many of you have asked I have taken it upon myself to create a modern mining tutorial guide for terrafirma craft. This thread deals with several other mods including railcraft, Buildcraft, RedPower2, and the Trains and Zeppelins mod and rei's mini map. To start off I must state that many of the modded items within this thread can only be created by the means of TMI or similar as vanilla Minecraft items no longer exist thanks to TerraFirma craft. To counter this I suggest the following. When you start your new world with the afore mentioned mods installed follow the following steps: Open TMI and place 2 chests in your inventoryFill the double chest you now have with items (note that you do not add TFcraft items, only add items that you believe will help you create modded items that require vanilla items such as iron and regular wood planks or items that may come in handy while constructing your mine infrastructure).Next delete any remaining items in your inventory and turn off TMI, you won’t be needing itThe above is only a suggestion on how to get modded items into your game. Happily ignore this and play freely with TMI as its your game.Ok, to start off I am going to assume you know the basics of how to make your first equipment and shelter in TFcraft. This is not a tutorial for beginners of the mod. Now lets move on to the first part of my series of topics Prospecting Geology in TFcraft is very different from that of regular Minecraft and that of the real world, though contains elements of both. The first step I usually take after setting up my first dirt home is to construct several sluice boxes and gold pans. I am going to assume you all know how to create the afore mentioned items (though links to the required wiki pages will be found at the bottom of this post). please note that i use the traditional technics for prospecting new worlds, most of these are the same as anyone elces though i seem to get luckier than most people. First I will look for either a large flat area. As you search for prime land pick up rocks. One of the interesting things I have noted over the hours of prospecting in TFcraft is that areas with larger rock clusters often contain rocks that turn out to be small ores. Of course as you walk along your small wooded landscape keep an eye out for large rock out crops. I have found that areas containing diorite and granite will often contain useful starter metals like sphalerite (zinc) and sometimes native copper or silver. I realise this is common knowledge though many say that ores no longer spawn in hill sides. this mountain rage on the seed "easy" contains heavy amounts of gold, silver, galena, hematite and redstone In real life while prospecting I will quite often see a speck of rust or bacterial growth along rock faces. These are formed as mineral eating bacteria take thousands of years to dissolve sulfur and iron from the local host rock as food. As a byproduct of this process (which has a massive long scientific name I am not going to write out) large conglomerates and growths of calcium will form. This is a strong indication of heavy natural sulfide minerals such as iron pyrite, sphalerite, lead galena, chalcopyrite, hyalite and tetrahedrite may be present within the area. These minerals are often associated with pollutants from abandoned mine sites. The materials made by the bacteria look toxic but are actually quite clean. The heavy metals that the bacteria don’t ingest such as arsenic and cadmium are very toxic and are left to freely flow through the water as there is nothing binding them in mineral form after there sulfide minerals are consumed. the water draining from this site is alive with metal eating bacteria. the chemicals left behind often are harmful to the environment Now this might not be able to help you in TFcraft but its still useful to know exactly what that chemically smelling mass growing next to your favorite hiking path is. the lazy sluice mining method After you have discovered an area that contained stones of useful metals I will usually set up a sluice system. This is my own system and is defiantly not perfect and feel free to add on to it or remake it to suit your needs. Find a body of water (preferably one of the many above water table ponds that dot the landscape) and construct 5 sluice channels off of it. Next gather some buildcraft pipe and attempt to construct a system similar to the below picture. this was my quick mockup system for people in a hurry to find ores This will act as your auto feeder for the sluice system. My own systems are not very efficient and often yield very little though they are an excellent source of small ore nuggets if you’re willing to give some time. Every so often (perhaps between fire wood runs) go and switch on your feeder. The gravels loaded and dumped into the sluices will work there way through until you have a fairly large pile of metals. Mine usually produce large amounts of sphalerite or tin which will help you create your starter metal tools. Gold pans are not all that helpful from past experiences Personally I don’t use the gold pan all that often as in real life I have only found it useful in detecting three metals (gold, magnetite, and platinum) most other metals are to lite and are often lost in the panning process. A device I often use (though wouldn’t be part of TF craft) is known as a “high banker†High bankers are a combination sluice box, grizzly grate and wash plant all squished into one box. The high banker works better than a sluice in a stream as it can be placed on an adjustable angle and is fed by a water pump which washes gravels through a grate before entering the sluice. This removes large rocks and plant matter which can harm your set up, and allows for faster clean out. Here’s a medium sized high banker in action. http-~~-//www.youtube.com/watch?v=AuVqw-CbSCM Marking out your resource This part may be tedious and there are many other ways of detecting ore bodies though this system has worked well for myself in the past. this is the same system used by IRL prospectors when mapping out a large areas resource potential. After determining your area contains metals (example: native copper) mark out a 41 x 41 block area with torches, creating a square. I am assuming you already now have a pro – pick (as the next part will need one) Mark the center of the cube with a torch, test the ground every 2 blocks. If you detect an ore body mark it with a torch. Next start at the center and walk in a different direction and again mark any detected ore bodies. After awhile of this form of testing you now have a general direction to which way the ore body is. Surface resources If you are lucky and discover a surface ore body I recommend you mark its location and mine what you can on the surface for processing as you may now have a “site†to deal with. Underground mining and infrastructure This section outlines several different methods of extracting underground resources with modern mining systems. In the previous topic we discussed how to detect ore deposits. Now that you know where your ore body is we can determine whether or not it will require a mill and infrastructure. How large is the ore body? How far is it from your base? What sort of geography are you in? These are all things to take into consideration when building your mine. There are several practical and simple ways to mine that I use. The three best are the open horizontal portal system, the deep shaft system and the inclined portal system. The portal system No, this does not mean we get to mine with an Aperture Portal Gun (though that would be fun hmmm). Portal is a term used in the mining industry when talking about a tunnel driven into a hillside that does not have a direct exit on the other side. These tunnels are the entrance to your underground workings and are often only used in small scale mining operations. A tunnel is driven into the hillside where ore is present. This tunnel is constructed to follow the side of the ore body, so that drifts and shaft work can be constructed to remove the ore. This main tunnel is the main haulage for your mine and should have several turn off stations within the underground potion. If track work is in use, several structures are recommended that will help keep your mine running. At the entrance of the mine construct a section of track work that will split into three lines. The first line will lead into a work building with construction materials, chests and spare parts or equipment. The second track will lead to a load out for waste rock and ores. The load out consists of two railcraft cart unloaders placed below your track. When the ore train moves over these unloaders the contanse of the ore carts will be transferred to the nearest chest space. I suggest you place them below your unloaders and construct a buildcraft pumping system that will move the materials to storage chests. The thread track will act as storage for extra ore carts and machinery. These forms of underground mine usually don’t require a mill (unless you get lucky and have a massive pile of ore on your hands). Heres a picture of an early portal mine from a while ago. go to link to veiw pic >.> http://i.imgur.com/UG6Jw.png The deep shaft system The deep shaft system sounds just like what it actually is. These mines consist of your standard Minecraft 3x3 or 2x3 shaft that stretches down to about 5 -10 blocks below the actual ore body. Note: This will act as the haulage for ores (but not yourself). A second shaft is sunk fairly close to the first shaft. This will be fitted with a hoist system to move you up and down your mine. go to link to view image >.> http://i.imgur.com/8gG0Q.png Note: that I build my mines a fair distance from the ore body and not directly above it. I prefer to have a large margin of error for my mines in case I screw up along the line. At the bottom of the first shaft construct some form of unloading system for your ore carts. This will pump ores to the ore lift. here we see several buildcraft pumps, a railcraft unloader, and a double chest acting as the "unloader mechanisum" My system is relatively rushed. Plan out your own systems that could work better. At the top of the shaft you should build a “head frameâ€. This will act as the haulage and loading system for your mine. go to link to view picture >.> http://i.imgur.com/PJAbE.png Construct a system to load carts to supply a mill or train station. This form of mine is constructed on flat land where a tunnel might not be practical. This is the Silvan silver mine which does not have a mill on site as there is a much larger nearby mine with an active mill. The inclined portal system This style of mine is built on hilled locations with limited space. The mine below in the picture is one such site called sulfide bay In this style of mine, a tunnel is driven into a hillside in the same style as a portal mine. At the end of the short portal the tunnel sloops down into the earth until it reaches a train track change room. Ore is mined from a long haulage tunnel that leads to the ore body. Ore is taken down the haulage tunnel and brought to the change room where one ore cart train has already waiting. go to link to view image >.> http://i.imgur.com/chHh4.png Ore from one train is loaded onto the waiting cart train and the haulage cart train is sent back down to the ore body. The newly loaded cart train is driven up the incline back to the surface and is than loaded into a storage building or mill. Any of these systems will work well on servers with more than one person working alone. Mills and mine buildings In my opinion, only large scale mines should have a mill, as otherwise it’s a waste of energy and resources on your part to build a structure which will only last a couple days. Your small hole in the ground won’t need a mill for example For small scale operations, I suggest building a rail line to a larger site for ore processing or even another (larger) mine. A terrafirma craft mine mill acts as your sorting and processing building. These buildings take the tedium of moving and sorting ores for you while you work deep underground. For servers, people could gain employment at larger mines that have mills as technicians and servicemen. A standard mill consists of an unloading bay, a sorting room, a “meltdown†room and a “cooler†storage room. Ore carts will drive over unloaders, which will dump there materials into chests. The chests are pumped out and the contance is sorted. The sorted materials are sent to different bloomaries or a haul train for offsite transport. Materials removed from the bloomeries are moved to another storage room for cooling. Waste rock and gem stones should be stored in a train for later use or disposal. Along with a mill it is recommended that you construct a bunk house and head office. As a mine expands so will the small village around it creating a town for servers Here are some pictures of modern mine mills and some from the last century. google "mine mills" and you will get alot of interesting ideas Economies in Terra Firma craft Industries that coexist with mining (mostly for servers) Hello all Sorry for the long wait for this one my work took a lot out of my spare time (including Minecraft) This section will give you some basic ideas on how to base your server world’s economy, though this could be useful in other areas. Single Industry camps Small towns that rely on other towns to bring in food and equipment and produce a single (or several) base resources like lumber and ores. These towns thrive as long as there resource continues to exist. Logging camps could thrive off of timber and charcoal production. Mining camps would flourish so long as minerals were being mined close by. These towns will die out over time as there resources dwindle and new villages and camps will take their place in new locations. Industrial heartlands All countries on a server should have an industrial center where the raw goods produced from towns and villages are converted into consumer goods. Massive amounts of charcoal and lignite would be needed to run smelter operations, metals would need to be alloyed and tools would need to be mass produced. Specific guilds of workers would form and would require housing and lands along with the regular work force. Homes and accommodation would need to be constructed along with adequate entertainment. Your economic preference I really can not describe the perfect economic system, though in my opinion a socialist democracy with a figure head monarchy would be my best bet. You will need to figure out your own system of government because I am not an authority on this. Sustainable growth Make sure you do not over extend the resources of your particular territory otherwise you may find yourself in an unwanted war. To prevent this, create free trade with other counties or make ultra-low taxes on goods coming from allied nations. The world of TF craft is not infinite, use your lands wisely. Noes on ore generation in more resent builds of TFcraft While I have some spare time I must note that mineral generation has changed to something more attune to “seams” rather than veins of ore. Many of the mining technics that I wrote about before can still be used though hi would suggest making open pit mining more your option for some of the utterly massive bituminous coal seams that I have found. Seams vs veins Veins tend to follow faulted or fractured rock layers. This is due to their formation, as super-heated water shots up through the rock and follows the path of least resistance. Seams of minerals (such as salt peter, rock salts and coals formed over many millions of years, usually in water or marshy environments as the minerals built up in layers on top of each other. I would note that I rather miss the old ore generation, as it was very similar to that of faulted veins. a useful note for those who are having trouble detecting ore. search at the margins between bedrock layers, large ore deposits seem to like to spawn there, especially at the mid to deep rock layer. I will post the next part of my thread in the first post when I have finished it. what should the next part of this guide be? also please contact me on more ideas to add to the economic section as i wanted to get a rough version out for everyone. Please post feedback to this thread as it is continuingly evolving
  16. hello all while exploring the depths of reddit i found this incredable set of trees created by this guy lentebriesje (planetminecraft name) i found them first on reddit here http://www.reddit.com/r/Minecraft/comments/15mi2e/a_wide_varieties_of_cool_trees_created/ go have a look these are awesome also tell him i sent you
  17. Excess Metallic Ore

    i ve always wanted some form of hopper also i would really really really like ore piles as i could finally build a ore dump out side my mines
  18. these trees should be addedd to the TFC terrain gen now !

    i did think of this but thought if the creator used the branches from firut trees than perhaps some of the afore mentaioned issues could be removed also sorry for my horrid spelling i am autistic and sort of have a hard time keeping spelling right
  19. the top layer ores can be tricky to mine, i suggest building you operation as such step 1. build a portal into a hill side step 2. build a standard minecraft strip mine 3x3 tunnels bysecting one another at the level where you think the ore is located heres a good layout for a mine this is your tipical incline mill. your mine enterence is inside the little hut, carts containing ore go up the incline and are sorted. these make good homes as well as mill buildings i suggest also building some sort of power plant on site (if other mods are in use) hope this helps
  20. these trees should be addedd to the TFC terrain gen now !

    sorry didn't realise where i poste, thought it was suggestions
  21. these trees should be addedd to the TFC terrain gen now !

    nothing really exept i alwasys had a pet peve with how trees in minecraft spwan all this would bring is a little bit of randomness to forests
  22. Mining explosives and powder bombs?

    abit off topic but what if we had naturally explosive elements within the ground ? a cave below a swamp could fill with methane or anouther gas and leach to the surface on its own in nature you might see a "bog fire" naturally burning not sure what uses natural gas could be but i know it would be rather interesting to see what a tourch would do with a cave full of the stuff
  23. suggestion for geothermal vents

    any other uses ? any other uses for boiling hot mineral filled water? salts perhaps ?
  24. suggestion for geothermal vents

    hello everyone its been awhile since i could get on to the TFC forums and add my ideas idea mineral block coloured water from minerals vents spawn in a similar fashion as buildcraft oil super heated water first geothermal vents spwan with a small formation of "mineral blocks" in a random shape or pattern "mineral blocks" when mined will have a chance of dropping a random ore nugget minerals like sulfur spawn around the edges of the mineral water pool the water taht is emmited fro m the pool would be super heated (ie it would do damage to the player if the player made contact) the pool that spawns at the surface would have a "source" found deep beneath the surface near lava level i am open to more suggestions also if this has been already suggested than sorry
  25. suggestion for geothermal vents

    the above ideas were ment to help Bioxx if he does ever implament these sorts of vents / geysours