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Teagan75

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Posts posted by Teagan75


  1. I agree that temperature and clothing should factor in to tfc2. I have wanted this for a while now. It would definitely change the way players play the game then. Shelter and food are always #1 on survival trips and should be in this game. We shouldn't be able or at least strongly discouraged to run around dodging mobs the first few nights. With the island tiers being mentioned, I guess clothing would need to be tiered.

     

    Otherwise, I was going to suggest that the type of clothing you make should be determined by the climate and what is available and not progression based. Cattails as it is in game already, would be everywhere so everyone would have access to it just like grass so you might as well get fibers from the grass and not add in an extra purpose for cattails. Jute for burlap clothing would last longer than straw.

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  2. I am one of those who hate Forestry. It is too grindy and takes too long to be useful. If there were to be bees in tfc2 let it just be for making an alternative to sugarcane and nothing more.

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  3. I like the idea of human NPCs replacing the MC fantasy mobs. I agree that they shouldn't do tasks for you because that would make playing multiplayer needless. I always liked that this game encouraged communities rather than solo play. I think a familiarity mechanic with them that leads to trade would strike a balance between those who play on servers with a large player base and those who do like the challenge of solo play. When I play solo, I end up having too much food and other resources after a while and would like to be able to trade with NPCs for new stuff I may not have yet or something I can't get myself. The latter suggestion would make the NPCs beneficial to multiplayer if it is something no one can get themselves and something desirable.

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  4. Well, I forgot I was messing around with that one. I installed a fresh instance and didn't do anything to it except changed the config for TFC Tweaks which is what I need to do in order to use TFC fluids in Railcraft correct?

    That is when it crashes before the main menu. I can play the game fine with TFC fluid hacks set to false but not when it is true.

     

    http://pastebin.com/SnwxHQb8

     

    Edit: I use MultiMC so I tried doing the same thing on the AT Launcher and it still crashed. I can't give any more info than I already have since that is all I have done.

     

    Edit: Here is the same crash from the ATLauncher http://pastebin.com/r26JT0yD

     

    Edit: I removed all mods except for TFC, TFC Tweaks, Railcraft and TFC Railcraft and everything loaded without a crash. Fluid hacks were set to true. So it is an issue with another mod.

     

    Edit: So with more testing, I was able to load in every mod except for liteloader. I get the above crash when fluid hacks are true and liteloader is in the mod folder. I took it out and everything loads in.

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  5. I feel that the idea of a portal or fast travel would not fit the theme of TFC. I know that TFC2 is suppose to be a rewrite, but I would assume the basic theme would remain the same. What about giving us more transportation options such as horse and buggy/carriage or ship mechanics like http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1444787-ships-mod-build-sailable-ships-out-of-blocks

     

    Either way, jumping from stone age/metal age to portals seems a far stretch. 

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  6. Injury is a very interesting concept but perhaps too complicated. However, there have been disease mods for MC out there. I would definitely love to see bandages just for on the go healing. I think medicine in general is something that would enhance TFC. Loved the bandages from the old Extrafirmacraft addon.

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  7.  

    Build 7.0-0.79.28.908

     
    Important: If you are installing TFC-Railcraft and TFC-Tweaks you need to go into TFC-Tweaks config and set the fluidhacks to "true".
     

     

    oh no and this can't be done retro....game crashes if I change it now...oh well

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  8. no problem...I have all the addons available from your pack on the launcher. Just wanted to find out here first before I made a bug report. Thanks :)

     

    edit: It was a resourcepack issue...derp. There was an "invisible" spot I had to scrape.

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  9. yeah i am not missing any spots....been playing TFC for a couple years now and this has only started now. Tried right clicking each spot with knife....tried dragging knife across until all spots are scraped. The only thing that could be different is that I updated to version 79.28 which is different than the version on the AT launcher.

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  10. has anyone been having issues when scraping hide on the leather rack? I scrape it like I have always done in the past, but when I pick it up it stays as soaked hide. I am using this modpack so I don't know if the issue is TFC or a conflict with this modpack.

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  11. They should already be disabled. If you activate cheat mode (either at world creation or by opening the world to lan), and you can write "/enviroquake stop" without the quotes to remove that earthquake.

    FYI in the config earthquakes are not disabled. I had to disable them myself. modpack version 2.10.1

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  12. Is anyone else having an issue with electrical age machines, wires, etc. suddenly disappearing from their game with a huge lag spike? They aren't blowing up, even the machines in a chest disappear.

     

    Edit: they aren't missing but are invisible, however they are no longer working and right clicking them doesn't bring them back and neither does picking them up and trying to replace. It shows EA block of generalities when i hover over them. I have to restore from a backup each time and I can't figure out why this is happening.

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  13. I will admit that the idea of picking up a cow or horse in a bag seems impossible and also to carry it by yourself. I did consider the whole weight and size thing, but then immediately thought of a few items that exist in TFC that are carried on your back that you would NEVER be able to carry by yourself namely - Full Barrels and Anvils. These are things I consider not believable to carry around.

     

    I like the tucker bag, it has a few uses then is destroyed. It transports one animal at a time, which means multiple trips must be taken to get a few animals. I mainly wrote this mod to gather sheep as every world I seem to play sheep are rarer than hen's teeth.

     

    I did consider a metal cage instead, but that would also be impossible to carry in real life with larger animals. The cart system is also another good option, but unless you have tracks all throughout the country side, how would you get the animal back?

     

    I agree anvils and full barrels would never be able to be transported on your back. I haven't actually updated your mod to use the tucker bag. A few uses and then is destroyed is at least a step toward balance. I wasn't thinking of rail carts all over the place but a push cart, but that is probably just as unrealistic as the tucker bag and full barrels on the back. I was just making a comment and it in no way stops me from using your addon at all :) I have used and continue to use the golden lasso from the Extra Utilities mod so I actually have no issues with this at all :)

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  14. I like the idea of the bag for chickens and pheasants. For bigger animals all I wanted was a unbreakable rope. Or maybe a cage and cart system. even if I have to push it it would be preferable then what we have now.

    The mod author has made so many contributions that is hard to criticize. I just have to agree that is not believable that we will go around with a cow in a bag.

    Maybe a compromise would be a config option to choose what animals can be carried in the bag? This way people can choose for themselves what level of believably  they are comfortable with.

    One way or another, thank you for this mod, you are adding to this community and your efforts are appreciated.

    Yeah I agree, sorry, didn't mean to sound critical :) I do like what this mod has added

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  15. kickinit233,

     

    Just an update for you. I finished my animal transport addon a few days ago and have been working on a way for you to extract salt from saltwater. I have completed the addon and am just finishing off some testing, then I will release it for downloading.

     

    I hope you like what I have done!

    ok I like that you are thinking outside the box with the Tucker Bag (I have been wanting backpacks for a while that aren't an exploit for TFC), but is it believable that you could carry a cow or a horse in a tucker bag by yourself? I mean even if you put it on your back would it be realistic? Have you considered weight with this addon?  I was hoping for a cage and cart transport of sorts but maybe that doesn't work with Minecraft very well. I don't know.

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