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About Commiellama

  • Rank
    Wood Cutter

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  • Gender Not Telling
  • Location A field
  • Interests Carrots, Furz, gathering more wheat for The Motherland

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  1. Let your life be red and fluffy! And your Factorio factories efficient and clean!

  2. Efficient tree farms

    You're right, I failed to notice that it applied to other tools. I edited the knife thing out of my post so people don't get misinformed
  3. Efficient tree farms

    I could break leaves faster with a knife than by hand, could it be the smithing skill efficiency that is a factor? Noticeably faster with a steel knife @ 65% skill nothing to see here
  4. Efficient tree farms

    I found that multi-tree-felling works when there's a gap of 2 or less between trees, which is what you have (diagonally). Scythes are a quick, early tool for getting saplings but at a reduced rate. Iron shears seem to have better drop rates, and are also fast at trimming leaves. I plant 49 trees in a 7x7 grid, cutting the middle one fells all 49 trees. If I don't have that many saplings I plant strips of 1x7 trees so I have more leaves to trim without having to go and cut every tree down. My system yields more wood than yours, but yours yields more saplings. I can still profit on saplings if I use shears, scythes are a bit of a gamble though. I find that shears are the best tool for getting saplings, so I shear the trees first and then cut the centre tree: x o o x o o x o o x o o x o o x o o x ​o o o o o o o o o o o o o o o o o o o ​o o o o o o o o o o o o o o o o o o o x o o x o o x o o x o o x o o x o o x ​o o o o o o o o o o o o o o o o o o o ​o o o o o o o o o o o o o o o o o o o ​x o o x o o x o o x o o x o o x o o x ​o o o o o o o o o o o o o o o o o o o ​o o o o o o o o o o o o o o o o o o o ​x o o x o o x o o X o o x o o x o o x ​o o o o o o o o o o o o o o o o o o o ​o o o o o o o o o o o o o o o o o o o ​x o o x o o x o o x o o x o o x o o x ​o o o o o o o o o o o o o o o o o o o ​o o o o o o o o o o o o o o o o o o o ​x o o x o o x o o x o o x o o x o o x ​o o o o o o o o o o o o o o o o o o o ​o o o o o o o o o o o o o o o o o o o ​x o o x o o x o o x o o x o o x o o x Pine and fir are sometimes too bushy for all saplings to grow but other trees are fine. White cedar has no overlapping leaves so there's no wastage there. I might try your system for pine
  5. [Solved][] Crash on world load

    I also had 1 crash generating a new world, so I'll include my crash report in case it gives you any more clues. I do not require assistance as it seems to have been a 1-off crash and hasn't happened since, I was able to load that world and generate another 5 without problems. In my case I have vanilla launcher, Optifine C1 and fastcraft 1.21 installed using Forge10.13.4.1558. I know you prefer logs without other mods but maybe there's something in it that may help you or InsaneJ, my TFC works fine now.
  6. [Solved] Lost World, please help!

    One suggestion for sequoias I've heard is to start a sequoia off with a stone axe to clear some of the leaves at the very top and then continue with a metal axe. It helps, but doesn't guarantee 100% against a crash. Another solution is to scale the tree with ladders and scythe away the leaves before felling it, but this doesn't help the people who are already having issues with their world. In a corrupted world would it be possible to rename the playername.dat so a fresh user joins the world at the default spawn (likely not by the sequoias) and then travel to the sequoia area to load those chunks again. Might the game then sort itself out and allow the user to rejoin with their original playername.dat? Or would it be so corrupted that they cannot join no matter what?
  7. Multi-segment Ingot Molds

    I think this compromise benefits the player and improves the game without the complexity of adding new items/bugs. I like it. I never questioned why cold unshaped ingots didn't stack I just accepted that's how it was, but now you mention it they could well stack as other similarly sized/weighted items do.
  8. Multi-segment Ingot Molds

    I like having ingots. Besides their practical uses, acquiring them is a goal of mine. I turn my elements into ingots so when I'm making alloys for tools/armour etc I only have to wait for 1 item to melt instead of 4 ores, and my alloys always melt as integers so I don't have to store partial bronzes. Even for a single player many ores need to be smelted into many ingots in their lifetime unless they're happy sitting in the stone age shouting at sheep. One suit of armour requires 22 ingots, so that's 44 for a spare when it runs out, plus multiple bloomeries, every anvil and a lifetime supply of tools. We need a lot of ingots, not for "no reason" but because Minecraft. When you multiply the tools, weapons and armour by number of players in a small server I have to ask myself "why am I doing this? This is not fun anymore" I think pouring metal into a cast for multiple ingots is a sensible and logical solution without being unfeasible. Bakers don't bake one cake at a time they bake 12, it just makes sense. I would like to hear other people's opinion, does anyone get bored of doing ingots one by one for hours? Would it unbalance the game if we spent less time clicking on ingots?
  9. Multi-segment Ingot Molds

    I did not know that non-stackable things such as ingots in molds can be stacked in the crafting grid that way, if they can be unmolded all at once that will save me a whole load of time, thanks for pointing that out. If TFC had loading screens that would be a great loading screen tip, there must be a lot of other people doing them one at a time like me.
  10. Multi-segment Ingot Molds

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. As a way of reducing the monotony of working chests of ore into piles of ingots, could we have ingot trays? They'd be a bit like ice-cube trays, but for ingots. They could have 4-8 segments for making multiple ingots at once, reducing much clicking and valuable hours.
  11. Forge vent - Limit forge temperature

    A little risk makes things more exciting yes, but if the grill is made of iron the player will most likely be working with iron or better which doesn't melt without using bellows anyway. Turning chests of ore into piles of ingots is slow and monotonous especially after several worlds, although I've just thought of another solution to that...
  12. Forge vent - Limit forge temperature

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. Forges are hot. This is good, it allows us to smelt ores in crucibles and heat up ingots to a workable temperature. Sometimes they get too hot and it can become inconvenient, such as in these scenarios: Orange-hot forge and orange-hot crucible outputs near white-hot molten metal, for metals such as tin or bismuth we have to wait some time before they solidify and can be emptied from their molds, so we may run out of molds or fill up our inventories. I know we can quench them in water or dump them in a chest until later, but if we could limit the temperature of the forge we could set the forge up for the job in hand. How do we do this believably? How about a grill-type vent either on the exhaust or air intake? Less airflow means less burning happens, we could have a sliding grill where the slats overlap / open up to lower the temperature for certain jobs. Besides excessively hot tin smelting this could also reduce accidental ingot liquification when the user is trying to work multiple ingots into sheets. This in turn could serve a secondary function as a device for keeping ingots at a working/welding temperature ready for the user without fear of losing them so they're ready to pick up and work straight away.
  13. TFC Myths

    Myth: Using bellows speeds up smelting (it doesn't, right? Just increases maximum potential temperature?)
  14. Most of us are aware that pressing 1-9 will move the highlighted item into that slot on our hotbar, but I was thinking a similar system could be a useful time-saving tool for the crafting grid. The crafting grid is 3x3 and so is the numpad, it could speed things up a bit if we could hover over items and press numpad keys to put them in position in our crafting grid instead of clicking to select items items, clicking to place in inventory, clicking new item, clicking into crafting grid... it can get a bit repetitive especially when wanting to create tons of planks from logs/saw/lumber Whether it's possible or not is another matter.
  15. GUI close button for mouse

    As a drinker of tea, I often find myself with only one available hand and that adversely affects productivity. I'll sometimes be holding a cup and wanting to organise stuff in a chest, or keep an eye on several forge/crucibles etc. As it is, the keyboard is required to exit each screen, but a "close" button in the corner of the UI if activated by the mouse cursor could make things a bit more convenient. I know it sounds really lame and insignificant, but who knows maybe there are others out there in the same position, and sometimes little things matter. Thoughts?