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Everything posted by Skavaro

  1. A Hard Lesson to Learn

    Best death yet was in 78 build. I went about 2000-4000 blocks from my base always searching for sand. for some reason all my "beaches" were basically hills dropping into the water without sand. I crossed to ocean to find some other type of landscape in the hope for sand and finally also found it. got off my boat, took my shovel, removed a block of sand and the whole beach collapsed. I guess you remember the old ravines covered by a few layers of sand/earth/grass but no solid block underneath it? i found one of them, on my first beach, dropped right into it and died . I am really happy about the current landscape system, ravines are open and you can find sand easily.
  2. Stair(mode) vs Slabs

    back to the torch discussion, if i am not mistaken one can now place torches on any side of a block that has less than 16 mini-blocks removed. would it be possible and simple to implement the very same logic to the torch check for going out? so if a torch checks if rain drops on it it sees a block that is chissled and then looks if one of the horizontal layers has less than 16 blocks removed? or just if one layer is still complete might be even easier. you could argue now that the top layer and the bottom layer might cover the entire block but still have no untuched horizontal layer but it would already be a good improvement.
  3. Cross-Mod Weapon/Armor Compatability

    You are running into a problem due to different amounts of health points in vanilla vs. TFC. As you can see if you are playing TFC, the health bar has numbers written on it - usually like 1000/1000 in the beginning of a new map. So you have in fact 1000 hit points and if im not mistaken skeletons and zombies and so on have even 1500. Now your vanilla minecraft has 20 hit points (10 hearts counting every half heart) and so do the vanilla mobs. Therefore vanilla swords or swords from mods for vanilla do lets say 7 damage. in a vanilla world you hit a 20 hp zomibe for 7 dmg, killing 1/3 of his health. Using the same sword in TFC reduces a zomibes health from 1500 to 1493. Way to go to beat him down to 0 . TFC weapons on the other hand do a hell of damage compared to vanilla to match with the increased health points. To make the mods compatible you have to change the stats of the swords in the code itself. So you basically have to make a compatibility patch for your vanilla mod.
  4. Chisel: mode slab

    ah - now i got the point.. so simply remove all the little blocks in the same layer as the one you would if it was on detailed. hm... when would you need such a feature? i do use the chisle rather frequently but compared to the recent cange with the "stair" mode which is awesome (even tough i havent had time yet to try it out), i cant see any situation where i could have used this mode for the chislework i did.
  5. THE forest

    I happened to stumble across a HUGE forest of willow trees when i traveled towards the equator. I was exploring with the new 79.12 version and i am not perfectly sure wheather that is a bug or a feature. The forest itself is very dense what i would say could be a feature, however the forest starts in a very precise line from east to west as far as the eye can see and in the south it only ends once raindrop falls low enough so willows can probably not grow any more - however the small part of that region i have yet seen has no other trees at all. So before i made a bug report i wanted to know what you guys think of the landscape - i provided pictures below. In one picture you can see a "normal" forst to the left, a very sharp transition, and then the willow forest. Skavaro
  6. Chisel: mode slab

    I am not perfectly sure wheather i understand you right or missed some point. But doesnt your new feature simply do what 4 klicks on current slab mode do? i am not sure if it is a good idea to introduce a mode that does what could be done by 4 simple and fast klicks.
  7. THE forest

    ah perfect munin. guess that topic is therefore closed. might be an idea to add a sentence on that jungle-generation on the bug-page if you happen to be editing it anyway kitty
  8. THE forest

    ehm... no i didnt check if they are willows or acacia... somehow i just assumed they are willows. however is thate rough transition in your worlds as well? for wetcheerios it seems to be the same if i understood his post right. maybe dunk wants to look into the forest generation when it comes to those trees.
  9. Way to Turn off Monsters?

    peaceful gets you wolfes and bears. wolfes do not attack you unless provoked. Bears i think will attack you if you get too close. Not sure about how much damage they deal on peaceful tough.
  10. Grill taste discrepancy

    so 2 things to report: that with different tastes happened to me as well. in my case i could observe it at leat once (was paying more attention on getting all different degrees of cooking than the accual values) and i cooked (i think) 7 or 8 different vegetables over all their 5 different states. secondly - i can now make meals without getting ridiculously savory every single time yey . If i had put some though into my problem i might have figured out myself that eating the potatoes raw might be a stupid idea - i mean i never did it in real live, not sure if thats even healthy... I dont think so .
  11. Grill taste discrepancy

    Wait??? one can cook vegetables??? i didnt know that. due to my vegetables i always got ridiculously savory food - probably i should have cooked them haha... going to try it out and see if i can reproduce the bug in the process of it.
  12. [Vanilla Bug] ice - graphical bug

    I`ve had the same bug on my world. it is not static so if you move, the area also changes i think. however in my case it was a small fresh water lake so the effect couldnt be seen as well as with the pictures provided on top. I am using mapwriter or so.. no optifine.
  13. Agriculture on different soils

    My current problem is that i can barely make any food that is not considered as savory. i figured out that in my world and for my taste pine logs reduce savory values most, but if i use best combination of meat/bread/cheese i have at hand i still already get to perfectly savory - add cranberries doesnt change it. but as soon as i add any kind of vegetable i get instantly ridiculously savory food. I guess this has to do with the soil of my farm wich is basalt. now is it possible to just gather some soil from somewhere else and bring it to my house to get different taste values or do i have to move my entire farm? the first one would be kind of cheaty, the second a lot of work since distances from one stone type to another are rather huge now...
  14. Why this mod become hardcore ?

    Many of the "hardcore" features like caveins, torches burning out, crops dying, food decay and so on can be turned of in the config. I suggest you to have a look at the config options if you prefer to make your live easier. the ore spawning can be changed in the config as well - so if you for example want to find the graphite/kalinite/garnierite/silver that tend to be difficoult to find more common, just go to the ore spawn config and change the values to your likeing. For example you could add them to several other stone types as well, a change that is very simple but makes finding them easy. you could also install NEI and give yourself some rules on what you are allowed to "cheat" yourself into the game. For example i go for all the saplings i have already found myself in the world since some trees such as white ceder never give enough saplings to regrow them. you could also install mapwriter, a mapping tool that allowes you to teleport - give yourself some rules here as well so you do not change the game all the way to creative and therefore loose all difficulty .
  15. Beardedwombats Smoking and Drying meats Guide

    i just smoked my first meat - thx for this awesome tutorial . I dont think i would have figured it out on my own. Tough a few questions: 1. the smoking and drying - do they change the texture of the meat or how can i see that the process is finished? sun went down, sun went up and i was like - lets see what happens if i klick the meat - it was finished but i had no indication for it... or couldnt i remove the meat if it wasnt finished? 2. if you prickle stuff it changes the taste doesnt it? so is there even a point in doing so if you have afterwards only food that has probably ridiculusly sour stats? i mean since combining food into sandwiches stacks the sour values and doesnt take the mean of the values you end up with rather bad meals dont you? skavaro
  16. Copper Tools

    put your vessel with the copper into the pit kiln along with something else, like a second clay vessel to burn. if the clay vessel did get burnt by the pit kiln and the ore inside the other didnt melt then something is wrong. if the new clay vessel didnt get burnt you have screwed up the process somehow. Note that it is sometimes a single click on the lit fire that removes a log from it and therefore the pit kiln doesnt burn long enough to finish the process. happened to me a few times already. also if you are playing on a server they might have changed the time for the pit kiln to burn and you would have to feed in more logs. anyway, if you add something else from clay to burn in the pit kiln you will instantly see if it should have worked.
  17. Version #: 79.7 SSP Suggested Name: 0% iron bloom to full ingnot Suggested Category: Minor Description: I did the following thing 7 times, each time the bug was 100% reproducible. Melt 24 Limonite (25 units) ore with 32 charcoal in the bloomery - you get a 600% iron bloom.Refine the iron bloom and split it - after splitting you get 6 times 100% and 1 time 0%, this is where the bug occurs first.the 6 100% can be normally processed. the 0% bloom does vanish if it is molten in the crucible, if it is molten in the forge it fills an entire clay vassle with wrought iron. which behaves totally normal (cooling, stacking, can be added to the crucible now counting as 100 units).This procedure gives 7 wrought iron ingnots out of a 600% bloom made from 24 ore.Have you deleted your config files and are still able to reproduce this bug?: No Do you have any mods other than Forge and TFC installed?: Yes If yes, which mods? a world map, NEI and compatibility plugin
  18. Graphite

    accually with exactly those builds i have been able to find graphite for the first time withouth cheating . i stumbled over it in two different locations withouth looking for it. go check on the wiki if you are searching in the right stone types. if i am not mistaken this build also added graphite spawning to 2 additional stone types which should make it easier to find compared to the previous builds. wiki page:
  19. Ok i now tried it out with red steel equipment and it still takes like ages. The argument of grief protection is very week in my opinion for the very reason already mentioned by others. If this does not get patched in .8 or so then maybe some mod could be made for those of us playing ssp anyway and trying to build beautiful structures. I mean i do not know the code but i guess that it cant be much but a singe value to change (ok maybe to one for bricks and one for smooth stone...) The reason why i would appreciate that i mentioned in the top post already. If you want to build nice you frequently have to try things out. kitty might be right when it comes to thinking ahead but that works for building round towers where you have to count so it looks somewhat roundish , it counts for how you have to place the walls such that it gets symmetrically or whatever. but wheather granit, or andesit fits better for this or that, or if the polished stones give a better foor than the bricks or vice versa that i cannot predict but have to try it out. Both ways, and then use the one i prefer - meaning that i have to remove the stones at least once. if i prefered the first, two times. and there are often more options then only two...
  20. As the title already includes, i do not like the time it takes to break blocks i placed myself. A brief explanation of what I mean to the guys not having built bigger houses of stone yet in the new 79 build: Stones (Smooth, Bricks) take very long to mine and wood to my opinion as well. I think this was made so that they can better withstand creeper explosions. However if you are more the builder type and want to have an aestheticly pleasing home you end up frequently trying out something, reconsidering and breaking it down again. The point now is, that the breaking it down again takes a hell of time. I already have changed a wall a few times but even now i am not really happy with how it looks but i dont change it because it takes too long to do so. This is currently one of the major draws in this build for me and i think it has never been mentioned before. So I would like to hear the opinion of some other people, if they feel the same or not. It would also be nice if a dev or kitty or anyone understanding the code could clarify if the "increased block durability - creeper resistance - mining time" do accually depend on each other. This is just a gess i made, based on a changelog i think, so it might be wrong and the increase in mining time had some other reason. But again - minecraft is for me about building things and this sometimes also requires trying out and taking them apart again. This however is currently taking too long. Possible solutions: simple and fast - config file line where one can decrease mining time for Stones (smooth, bricks, stairs, chiseled etc) and Wood (planks etc.) (you will just have to watch out that creepers do not explode near your house but im totally willing to take that risk), a new tool to tear down own structures faster or something similar... maybe someone else has a better idea...
  21. [Solved] all nutritients filled

    Version #: 79.7SSPSuggested Name: diary nutritient gets filledSuggested Category: MinorDescription: I am making salads with berries, corn, soja and veggies. I do not have any cows yet and therefore my diary nutritient should steadily decrease. however after eating i found that it got filled as well. .7 update did change something concerning nutritients getting filled better no matter how good the foodstuff is if i understood the changelog correctly. I guess there must have been a new bug introduced during these changes since i didnt observe it in .6 version.Have you deleted your config files and are still able to reproduce this bug?: NoDo you have any mods other than Forge and TFC installed?: YesIf yes, which mods? a minimap mod, NEI and compatibility patch
  22. [Solved] 0% iron bloom to full ingnot

    i usually work them on the anvil as well since melting them takes a lot of time and coal, also you need bellows which i usually do not have. i cheated one to try out if the 0% bloom was accually 1 unit of iron since there used to be a bug where you could pour metal into a crucible and let it out again to gain 1 single unit more than you started with. Or somehow similar i think... anyway i wanted to see if i also have 1 unit too much and then stumbled over that bug
  23. [Solved][0.79.7] Unrefinable Refined Iron Bloom

    had that problem as well, i just made a random klicks, reselected plan once or twice, made the hit-hit-hit again to align it and it worked. every following bloom i processed didnt have that issue any more, it was only the very first one. i processed 7 more blooms afterwards the very same way.
  24. Ceramic bowls - another tedium

    To ways: make like 16 of them at once - and you have enough for like 3 month i guess make sandwiches - in my opinion the better way since they level your cooking skill much faster, dont decay and once the "all nutritients are full always" bug is corrected, you have one slot more for a different ingredient.
  25. You might be right - i was using bismuth bronze tools. upgraded to wrought iron now - but i dont think thats this makes any difference yet since its only one tier higher... might try out a red steel (will cheat it for testing) pickaxe to try out how big the difference is.