Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Jasnatdic

Members
  • Content count

    226
  • Joined

  • Last visited

Everything posted by Jasnatdic

  1. Butchering

    I've seen several suggestions about mutton on sheep, calamari on squid, and so on. How about when you kill an animal it drops a carcass, for instance you kill a cow, instead of getting 3-4 steaks you loot a carcass. You then take said carcass to your butcher apparatus and can then break down the animal into sections, this would allow and of course require a more diverse meat selection. From various steak types, ribs, hamburger, organ meats, and so on. This could also allow you to have scrap cuts for feeding your dogs, give you bones you can clean and dry and grind to bone meal for various uses. Bacon you could combine with eggs, and toasted sliced bread for a nice hearty breakfast. Squid would drop a dead squid you have to process to extract the ink, and can trim off squid steak, and calamari rings, and so on. Fish that you can crudely cook like vanilla, or process and make hearty meals by combining with other things. Maybe remove vanilla fish and add different breeds of fish depending on the biome, and benefits to seeking out certain fish. If doable even maybe certain health buffs from certain fish, or dishes made from those fish, or it could even just be something like salmon from the ocean could increase food by a lot. Obviously nothing bloody or anything, but it could require forged tools. Another note, slaughtering a sheep will drop NO usable wool, or at the very least dirty wool that would need to be cleaned and then combed to remove bits of dirt, sticks, shrubs and all the other goodies a sheep gets in their wool. To go with this make it so sheared sheep wool also needs to be combed. Change the bead recipe to bags of feathers on planks, this would keep beds accessible early without needing tools to clean wool, as you can pluck feathers off chickens and wash them quite easily. So to expand on the op and better describe the system as I see it I am imputing an edit here. This will explain the process from "you killed a cow/sheep/pig/bear(yes you can eat bear)/other large animal" to how you get a 750 pound carcass across the field to the table, to "now were eating filet." So basically in a realistic not hormone fed fashion, a cow would weigh in at around 750 lb, pig like 450, sheep like 100ish, brown bear like 500, and that's about it for now for the large animals. This basically means that there is ZERO way to actually carry around all but a sheep. Chickens are like 7-8 lb max, fish like 50 max for large fish, unless were talking about adding King Salmon, Sturgeon, Shark, Swordfish, and so on. So, i will just explain the process as a cow, being the current largest animal present in the game with TFCraft. Before all this though you need a knife to chop up your cow, a crude knife will work for now but you will need to refine this later. Step 1) You have just killed a cow. That animal weighs a random weight of approx 750lb + or - 20%. This means that that cow you just killed is 600-900lb, and unless you are on steroids and meth your not moving it. So what do you do, you have no cart, you have no way to move it, its a carcass in a field. Well, the carcass just lays there, you have one option and that is to carve off some meat and carry it home. This fallen carcass will be harvest-able for 2 minecraft days. However a dead cow in a field also has the tendency to attract hungry beast of the meat eating persuasion. This means that bears or wolves in range will eventually smell this carcass and come looking for a meal, and if your there possibly challenge you to get it. Also carrying around these sections of carcass back to your house can also attract predators. So this means carcass in field is bad but a necessity as you have no other choice and are hungry and needing meat. The meat from this Carcass is crudely cut and inefficient leaving you with only a percentage of the real amount of meat and resources available, say 40% of the actual meat which i will explain in real detail later on. Step 2) You now have some crudely carved meat that is carried back this meat is nourishment but nothing special. This means basic steaks or maybe ground into hamburger on your butchers table. Congratulations, you now have some meat, you cook it up and are satisfied at the tasty reward for your hard work. Step 3) You soon come to the conclusion that all of this carrying of heavy sections of cow across the land and being chased by wolves and bears is totally the wrong way to do it. Why don't we raise our own cattle on our homestead, in the safety of a nice fence, or even better a stone wall. Great idea, but how do we go about this. The first thing we do is build a cattle yard and lure the unsuspecting walking feast in, but you cant bread just one cow so you lure in a few more. So now you start to feel satisfied as you breed your cattle and the young calves grow into young adults and are getting close to an age that they can be used as food. As your cattle grow you start to thing, and your going to need something to process these huge heavy animals on, your also going to need some place cool to keep them from rotting in the hot sun. So we get to the next thing, all the different structures and apparatus you need. A) A cool place to store meat. This is likely to be a nice hole in the ground deep enough to escape the hot sun. 5+ meters under the surface across most the the world the ground temperature is around 50-55F year round. So we dig a pit, frame it up with timbers to support all the lovely insulating earth above and close and cover it up. So let us say for rule sake that these cool storage areas have to have at least 5 blocks of earth over top of them and can be a room that is up to 7 by 7 blocks and 3 blocks high, and would allow for a chute or cart system to get the meat down, as this hung carcass is still way to heavy to lift. (more on this later) Carcasses stored in here will decay and become unusable and require disposal after a month game time. A hanging rack. Can me made of anything strong really, so either hardwood such as ash, or oak, or hickory, or maple, or it can be made of metal, but being metal would delay its construction. So, for ease sake lets have it made of hardwood, so certain types of wood, and rope, and bolts or nails. This apparatus has a couple of uses pertaining to the hanging of a carcass. It keeps the meat off the ground of course, but more than that it has a gui that allows for the basic breakdown of your meat. This is where you store and section off cuts of meat. If you have a hanging rack within 5 blocks of the slain animal you have an option to hang the carcass and then process it properly. It is also what you put into your cold storage area to hold the meat there too. This is where you place the entire animal, skin it, cut off waste, clean out all those nasty bits inside. You can also extract organs for making food items, liver and onions maybe, or kidney pie, or maybe intestine for sausage skins in the case of pigs, haggis maybe with sheep stomach. C) Butchers Table. This is obviously where you cut up your meat, and if upgraded can also grind the meat to hamburger, or what have you. This is for sectioned off meat from your hanging rack, or early on the cuts of meat you bring back from that oh so dangerous carcass in the field that you have to defend from bears. The final stage of meat refinement take place here, steaks, ribs, hamburger, and whatever else you feel like cutting. D) A cool place is fine, 50 degrees is ok, its not going to prevent bacteria or decay forever so what do we do now. We make an ice pit, what is this, well this is basically your storage room deep underground, but with blocks of ice in it. This ice will cool the room way down to around 32 degrees, but first you need to find ice, and then harvest it, and then get it back to your pit and THEN get enough of it to keep the room cool for a year until winter comes again and you can get more. A carcass stored in this area will remain usable for 3 months before it needs to be disposed of. Step 4) So now we have a all we need to hang and cut and store our meat. Except that we only have a crude knife, you cant cut through bone with this, you cant really process your finished cuts of meat very well. so we make a knife set, a small knife for the finer work, a butcher knife for the bulk work, and a cleaver for the heavy hitting. Other than this knife set we also need a bone saw for cutting through bone and cutting our sections off of our carcass properly. This saw can either be a new item from smiting, or just a regular saw that already exists, but I don't think I would want to use the same saw to process meat/bone and trees. So now for the finer points. A carcass of a cow, uncut, unprocessed, you punch it and it lays there dead. This weighs 750lb +/- 20% so 600-900lb, but this isn't all meat. You have hides, bones, gristle, tendons, cartilage, and waste from the organ cavity. in reality a 750 lb cow would only yield 450lb of usable meat, or a hung weight of 500lb. This means a weight loss of 1/3, or 33% from carcass to hanging, and then there are still a percentage of bones left on the cow. Ribs, 7 bone chuck roast and such. This brings us to how you calculate the meat on the carcass. Cow dies, it is assigned a random value 750+/-20%, if the carcass is harvested on the ground in the field it automatically reduces the meat value from 66% to 30%, this means you would receive no more than 220lb of meat from a 750lb carcass. If this carcass is hung properly and processed you would get 66% of the total weight in hung meat or approx 500lb. As mentioned above carcass on ground in field is more crudely cut so simple steaks, or hamburger. However a hung and processed carcass you cut all the tasty bits, rib steak, new york steak, flank steak, skirt steak, chuck steak/roast, kabobs, stir-fry, imagine the possibilities. Each of these cut sections would have a weight. for instance the rib section, say 20 lb for a rack. This rack of ribs would then break down into 4 rib sections to be used in meals. A Rib-eye (or rib-steak) section would weigh 40lb and break down into 4 rib-steaks and so on. Each carcass would have 2 of each section but you can only process a certain amount. So this is basically the process, start to finish, leaving you with various cuts of meat. Obviously certain animals have certain benefits, bacon for instance, and ham on a pig. So the cuts on a cow would be different from a sheep, or pig, or bear. All these new meat options would of course require a total food and cooking system to support it and more well thought benefits for specific dishes and so on. Becides meat on the carcass there are also useful items in the "waste" portion. Leather hides to be cleaned and tanned, bones to be cleaned for bone-meal, wool to be cleaned and processed, or maybe throw a nice meaty bone to your hound as a treat. Lots of room for possibility here. Then we have things such as chicken, or fish, or squid. a chicken could stay as it is, you kill it and get a whole chicken, and some feathers. However maybe you get a whole carcass and have to pluck dress and process it. and your skill in plucking and dressing it could result in more feathers. perhaps the normal large feathers in vanilla for use for pens or such for use in other mods, and then down feathers to be used to make pillows and mattress, and armor padding for quilted armor. Fish as mentioned above can remain the same, you fish, you cook it, or you cut fillets off it and make a meal. But, maybe you don't catch vanilla fish, maybe you catch any of a number of breeds of fish with different properties. Squid, you bring in the whole squid and have to process it for ink and various cuts of delicious food stuffs. None of these would require hanging to process but to properly pluck a chicken you dip it in scalding water to loosen the pores to pluck the feathers, and then process them on the butchers table. After all of this you have many byproducts such as bone, leather, wool, scrap cuts, and so on for all kinds of dependent skills. Cooking, tailoring, farming, feeding your dogs, bear traps with meat bait... Anyhow that's about it for now.
  2. Torches burn out!

    So, all of this has been talked to death several times over the last year or so. Basically there are things that Bioxx wanted to add to tfc, like temps and enviornmental hazards related to exposure to extreme heat and cold. But was running into trouble because of all the codeing sidetracks he has taken causeing great difficulty sorting through and adding new things such as this. Not sure if he still has a desire to go on wish the thermal stuff but if so id look for it to show up in tfc2. Burning out lights, also suggested and fought over several times. The "realistic immersion" seems cool, but in the end its just more annoying stuff to micromanage imo.
  3. Friendly Mobs Are Gone!

    There is your problem. The servers world file is looking for specific ids that it then links to specific files. If your keeping the world you can't delete the config, even if blocks and items are added. Best bet if you hopefully have a backup, if not there's pretty much no going back, is to backup the config on your client. Then you delete the confg on the client. Then load and produce a new config with the new version. After that you have to cross reference the new config with the old one and make sure all the old block and item ids match the old config, and that any new ones don't conflict with older already used ids. Basically the server is looking for id #such and such to be in that particular spot. So if block id it was useing for the block was 213, but now the id for that block is 235 and now id 213 is used by another block then it will show the new block with that id and not the old. Same with items, same with entities (like sheep,cows,chickens and so on). The reason your animals poof but monsters still appear is because animals are persistant, and monsters respawn constantly if their spawn conditions are met. Edit: reason I say generate new config for cross reference on client is if you do it on the server then the dammage is done ad soon as the world loads, animals that possibly have a new entity id are then deleted cause the old animals were not linked to an id on the world files. Once the new config is varified you can then either add it to the server, or cross reference it with the server config.
  4. feed the beast mod launcher?

    Yes, I know the quote, and it is still an assumption to presume how Bioxx would feel toward FTB as a launcher platform, and since you apparently didn't read the last part of my post I'll reiterate It is likely based upon past posts by Bioxx that he would be apposed to TFC being in a launcher. Sitting here screaming at other people in text raging that they don't see it your way is kinda silly. Bioxx has been known to change his mind on things several times based upon feedback from his community, and as I said above; It would be both beneficial to TFC however premature for it to be in any kind of pack on the FTB launcher in its current state of development. Also, as Renadi stated just above me here, there aren't more than a few mods that would even fit with TFC so it wouldn't be as much of a mod-pack as it would be a launcher option.
  5. feed the beast mod launcher?

    While all of the assumptions as to how Bioxx Would feel toward the Ftb launcher, and all of the "if people can't figure out how to install TFC they need to die and they suck to much to figure out TFC anyway" is great and all that... I do not think that a TFC modpack on the launcher would be a bad thing with some assumptions, like the pack is maintained by someone who very closly colaborates with Bioxx, if not by Bioxx himself. Mostly to the end that the very spirit of TFC is maintained. I also think that it would currently be premature to put TFC in a pack with the current state of development, that being massive changes every couple weeks. If Bioxx declines the addition of TFC then that needs to be respected, firstly its his mod, and secondly slowpoke won't let any mods into. FTB modpack that done have express permission. Past posts indicate that Bioxx would in general be apposed to any pack of sorts, especially technic which this isnt. Technic = stolen and poorly slapped togather mods, FTB= almost a collaboration between the mod devs for a superior experience.
  6. [B66] Possible problem cooling in chests?

    Essentially it makes a separate instance folder for each instance of minecraft you play, multimc is actually easier to use than just modding yourself because it deletes all the right stuff and so on. In answer to the issue at hand, forge goes in the jar not core mods. This is quite simple in multimc as it has a direct link in the edit mods gui under jar mods which you can directly download the correct forge build.
  7. Several hour game suddenly crashing.

    Alpha comes before Beta. Also, the best way to troubleshoot this since you are useing other mods is to make a backup of the world and start deleting other mods one by one until you can connect in that location. If you get down to just tfc and the correct forge build and the correct player api and it still crashes then it is a tfc issue. Even if its throwing a tfc error its not necicarily a tfc error. For instance I was useing the teleport mod with tfc an d it would throw a fruit tree tile entity error randomly while teleporting and such, whis would even take down the server. It showed a problem with a tfc function, but was caused by the other mod.
  8. Meals?

    Do you basically disagreed with what I said, and then typed a bunch of information that supported what I said... /clap
  9. Fishing

    Would be cool to have a "These items are already set for development so don't suggest them" thread. But, on the other hand we wouldn't want a bunch of you promised this where is it posts.
  10. Meals?

    People living thousands of years ago had much stronger immune systems than we do nowadays, antibiotics have allowed us to keep more troubling diseases under control, but most people get way to many of them. Also, aside from shellfish, there aren't really any foodborn illness that come from the average fish. Bottom feeders such as catfish might have parasites in the meat, but other than that you could pretty much eat a large variety of fish raw with no ill effect. Of course things have kinda changed with polutants and such but I don't see any factories spewing green goop in tfc. In fact you would probably be more likly to get a harmful bacteria from "cooked" pork that wasn't really cooked totally thuroughly than from freshish raw fish.
  11. Why are we only spawning south?

    JAG, that photo has been the source of much ROFLs...
  12. Winter in TFC

    The snow piles and stacking and such is built into vanilla and was to be the initial snow mechanism, but it made slow comps soil themselves so it was tonned down to a single layer. Really it isn't a forced choice that snow doesn't work. Forge is open to pull and push the hooks required, all someone has to do is properly implement the hooks and throw it up. Well, its not quite that simple, but that the basics. If I knew the hooks needed and spent more than 20 hours codeing java in the last 6 years id do it. As far as I know forge hasn't said they won't allow hooks for snow and weather, unless I missed something.
  13. Official b60 bugs list

    Tamed wolves dieing of hunger is a feature not a bug, your suppose to be required to keep them fed.
  14. Cubic Chunks in TFC

    Really there are a few options. 1 is dismiss cubic chunks in tfc to maintain compatability with everything the simple way. 2 is write the cubic chunks extensions and changes on top of forge with a specific forge build required every time you update the mod this would have to be done. This would make tfc a jar mod again and maintain an average compatability level with forge mod folder based mods. 3 is sepperate tfc from minecraft and write a new engine for it makeing it its own entity. This would honestly take a solid team a year or more to do right. 4 is when spout is complete write tfc to exsist on spout, in much the same manner as 3 except for spout is the engine and will have cubic chunks already in it. This option is the best way to include cubic chunks in tfc, it would however make it incompatable with all mods not written with spouts api. Spout is probable several months from being a viable working platform however. So anyhow there may be other options available but those are the ones I can think up.
  15. Stone Redux

    We use to pick up cobble stone, it wouldn't even make sense to add a mechanic to turn the new item obtained from digging stone and now picking up rocks into the old item we use to pick up. Use to mine cobblestone from stone, and get flint from the rocks spread about. The entire point of making it so you pick up these stones was a precursor to the construction system, where you would take these stones, plus mortar or what have you and build a stone wall, rather than placing cubic meters of stone at a time. It remains to be seen how construction will be implemented but I will be honestly disappointed if it is cheapened by some silly recipe of 4 stones in a crafting grid rather than this complex building process that has been mentioned to be in thought. Quite honestly it doesn't even matter that it doesn't make sense that a half implemented mechanic is there. We place stones and they become cobblestone because it isn't complete yet.
  16. Stone Redux

    I skipped most of everything here to mention that the op would be counter productive to the indicated direction of the mod. The only reason we pick up stones instead of cobblestone is because it was a step to bringing generation in line with the building system to be implemented in the future. Rocks being throw-able as weapons I agree with, them disappearing I don't (ever thrown a rock? It lands and you can pick it up and throw it again.) The crafting of 4 rocks into cobblestone and whatever else as I mentioned would be counter productive to even think of coding.
  17. Easier way of making charcoal?

    Honestly, I would love to rather than see new charcoal makeing mechanics have it so the coal types from the ground would be useable in bloomeries and such. Can already use all of them in the forge I think.
  18. placing logs gets .... logs, what happened to piles?

    More specifically sneak + click, which is defaulted to shift.
  19. Animals don't move SMP

    Long known bug related to them trying to eat grass to stay alive per their hunger code. It is I'm sure a source of much frustration to Dunk who has been looking into it. Prevent them from eating by pinning them up on dirt bordered by stone or something to prevent grass spread and they won't freeze. Might starve though, I duno if they are coded to die when out of hunger or not.
  20. Spawn Problem

    Never once had a spawn underground, id say its probably a problem with the server machine and its communication with the client. Honestly, the real problem with spawn is that the server owner can not set the spawn location to try to fix any problem like this. Even if you use an editor to change the spawn point it gets changed back on the next restart by some hard-coded value.
  21. mobs excessively difficult to kill

    I feel redundant in saying this, but this is the BETA phase. Getting all mad and raging because an incomplete element isn't exactly the way you want it to be is silly. I do however agree that being able to throw stones would be quite beneficial, and I'm pretty certain that the first item that "Steve" could possibly come up with just plunking down in the world would be to throw a rock at something. Combat changes are in their early stages, and character interaction with the world needs to be completed before combat can be really, by this i mean health and hunger and food and such. After all that is basically rounded the combat can be finished up, but again this is not a complete mod. Bioxx didn't just release these changes and say "there it is, I'm done coding so this is what you get." Really this is more of an alpha stage of the mod with open testing, the amount of changes that take place on a week to week basis are far beyond what a real beta would be considered. Also the, "your suppose to fear the night" stuff is just dumb honestly. We already know from many statements that it is very likely that spiders, zombies, skeletons, creepers will move to crypts/depths environments and no longer spawn on the surface of the world. This doesn't mean there wont be dangers from mobs, just the mobs will be packs of wolves and bears and maybe panthers or whatever other predatory mobs get included into the mod. I mean really, if playing the beta annoys you to much just play minecraft on some other mods and check back in a few months, because there are a lot of change and "progress" going on, id hate to see progress take a back seat just to be sure that each and every build of the mod is playable on a level that everyone would demand.
  22. Dirt Images?

    Or you could just open up the mod zip and go into the bioxx folder and print off the texture sheets.
  23. Randomization near border of arctic regions?

    Most of this will be unnoticable when snowfall and accumulation is fixed id think, but a little randomization couldn't hurt.
  24. Loose Rock Placement

    Except that one of two things would need to take place. Either boulders are all over the place allowing for plenty of loose rocks for the player to get started with, or this increases the starting difficulty of the game by several magnitudes. Well, third possibility is that rocks spawn in piles around the boulders allowing for many more rocks and ore chances, but again if there aren't many many boulders and piles all over you would have a way harder time finding them in range of ore to throw out small ores to get started with. On the other hand this would increase the possibility of finding random rocks sticking out suitible for a starter anvil
  25. Meals?

    I used cooked eggs on 57, cooked steak chicken and eggs. Did you start with a fresh config?