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      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

Lithimis

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About Lithimis

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  1. Why does sluicing work that way?

    I have not read all the topics on sluicing, but I hope you do consider some changes. Right now, sluices are an awesome tool that I do not want to go through the trouble to use and dig channels everywhere to have it run for 5 mins for 3 pieces of ore. I see a sluce as a larger tool that I setup to run large amounts of sand or gravel through, maybe even dirt. I kind of feel if like it is backwards with sluicing and panning. I do understand that small sluices exist and have been used for prospecting, but we have gold pans for that. I would much rather travel around the with my gold pan testing out areas to find what ores are available, and then gathering up gravel or sand to bring back to my mining operation to run it through the sluice. Typically a structure would be built, and the dirt would be brought to the sluice to be ran which would result in the small particles being found. I think having the 1 unit drop slowly within the sluice would be fine. Having the gold pan to prospect with, returning nuggets (10 units) or flakes (1 unit) of the ore that is in the area, and then sluices return flakes .. maybe an extremely rare nugget that match the gravel or sand type to cooraspond with surrounding stone. Also, I believe 1 unit of gravel is worth 20 in the sluice, I think that could be reduced to 5, which requires more gravel to be ran through, and then create the 1 unit flakes of ore. I still have to travel around to find the different gravel types with the stone, so that still happens and it makes sluices fun and purposeful.
  2. Unlit Torches Mod

    Hopefully someone can help. Having some issues getting this to work on a server. I can light torches with lit torches, I can light torches with flint and steel, but can not light torches with the firestarter. I have added the item ids+256 to the lines as stated and plusa few extras as I as trying anything to make it work. It all works fine in singleplayer for me, but on the server I am having trouble making it work. Any ideas? Below is my config: # Configuration file##################### general####################general { # Set to true to disable LANTERNS aging, dying out, etc. B:SimpleLantern=false # Set to true to disable TORCHES aging, dying out, etc. B:SimpleTorch=false}##################### igniters/tinder####################"igniters/tinder" { # Block/Item IDs of lantern igniters. Items are separated by commas. IDs and metadata by colons. Example: 2,33:2,33:4,5 S:Igniters-Lantern=50,259,327,4102,16663,16962 # Block/Item IDs of HELD torch igniters. Items are separated by commas. IDs and metadata by colons. Note that block and itemstack metadata are DIFFERENT. Example: 2,33:2,33:4,5 S:Igniters-TorchHeld=50,259,16663,16962 # Block/Item IDs of SET torch igniters. Items are separated by commas. IDs and metadata by colons. Example: 2,33:2,33:4,5 S:Igniters-TorchSet=50,318,259,327,289,4102,16663,16962 # Block/Item IDs of tinder. Items are separated by commas. IDs and metadata by colons. Example: 2,33:2,33:4,5 S:Tinder=18,35,170,296,339}##################### lantern####################lantern { # Interval between burn damage in ticks while holding a LIT LANTERN WITHOUT A HANDLE I:BurnInterval=60 # Amount of fuel FAT gives to a lantern (Bottled fat will give 3x this). 1060 = 1/15 Minecraft day I:FuelFat=1060 # Amount of fuel OIL gives to a lantern. 8000 = 1 Minecraft day I:FuelOil=8000 # Block and item IDs for the lantern-related stuff I:IdBlockLanternHook=500 I:IdBlockLanternLit=501 I:IdBlockLanternUnlit=502 I:IdItemLanternFuel=4100 I:IdItemTinderbox=4101 I:IdItemTinderboxFS=4102 # MAXIMUM lifespan of a lantern (16000 = 2 Minecraft days). Maximum of 32000 I:MaximumAge=16000}##################### lighting####################lighting { B:EnableItems=true B:EnableMobs=true B:EnablePlayerMP=true I:Others=20 I:Player=0 I:StrengthLantern=15 I:StrengthTorch=13}##################### modify mobs####################"modify mobs" { # List of mobs that can drop animal fat and x/100 CHANCE the mob will drop animal fat on death. CAPITALIZATION is important. Leave empty to disable mobs dropping fat S:FatMobs=Pig:35,Cow:20 # 1 in x skeletons will kill torches when in range. Set to 0 to disable I:Skeleton=8 # True if villager priests and librarians should spawn with lanterns B:VillagerLantern=true # True if villagers should kill torches during day and light them up at night B:VillagerTorch=true # 1 in x zombies will kill torches when close. Set to 0 to disable I:Zombie=5}##################### recipe####################recipe { # If the recipe for the empty tinderbox is overriding another mod's recipe, set this to true B:DisableEmptyTinderboxRecipe=false # If the recipe for the lantern handle is overriding another mod's recipe, set this to true B:DisableLanternHandleRecipe=false # True if the torch recipe should yield unlit torches B:OverrideTorchRecipe=true}##################### torch lit####################"torch lit" { # x/100 chance for a torch to burn out. Set to 0 to disable random dying out of torches I:ChanceToBurnOut=25 # True if lit torches should drop as UNLIT torches B:DropsUnlit=true # MAXIMUM lifespan of a torch (12000 = 1 1/2 Minecraft day). Maximum of 32000 I:MaximumAge=12000 # MINIMUM lifespan of a torch (8000 = 1 Minecraft day). Maximum of 32000 I:MinimumAge=8000 # True if torches should break when their lifespan is over B:SingleUse=true}##################### torch unlit####################"torch unlit" { # True if unlit torches should drop as UNLIT torches B:DropsUnlit=true}