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  1. WAILA Configuration

    Now that 0.79.16 has been released, I'm creating a new post regarding the addition of WAILA support. One of the big things that I did not do for this update is add WAILA config options to disable some of the newly added support. I'm not going to go through and list all of the different things that are now displayed, but if you ever come across something in the HUD that you would like to be able to disable so that it no longer shows up, please respond to this post and I will make sure to add a config option for it for 0.79.17. I will also be looking into adding WAILA support for TFC's mobs for 0.79.17 as well.
  2. I like using the Antique Atlas mod, but didn't like cheating in the empty atlas. This simple MineTweaker script removes the default recipe for an empty Antique Atlas (compass + book) and adds a recipe that is more obtainable in early game (any size rawhide + feather + ink markings). DIRECTIONS: Find the "scripts" folder that was created by MineTweaker. It should be in the same folder as "mods" and "configs". Inside the "scripts" folder create a new text file with any name and a .zs extension. Paste the following text into the file: //removes the default recipe for an empty Antique Atlas and adds a more obtainable recipe. recipes.removeShapeless(<antiqueatlas:emptyAntiqueAtlas>); recipes.addShapeless(<antiqueatlas:emptyAntiqueAtlas> * 1, [<terrafirmacraft:item.Hide:*>, <minecraft:feather>, <terrafirmacraft:item.Ink>]); Save the file. If minecraft is already running, press the "/" key and enter "mt reload". Otherwise, it should load next time you start minecraft. Also, I edited the Antique Atlas config to play nice with TFC biomes. Now Deep Ocean won't show as Mesa (among other things)! See the results here: Keep in mind that the tiles are based on the lay of the land, not on the foliage. A plain will be relatively flat, but it could be a grassland or heavily forested. Likewise, the tiles showing forested rolling hills could have no trees at all. Go to: minecraft > config > antiqueatlas > biome_textures.jsonand replace the existing text with the text below. Save and restart your minecraft client for changes to take effect. This change will affect already existing atlases. { "version": 1, "data": { "0": "WATER", "1": "PLAINS", "2": "WATER", "3": "SNOW_HILLS", "4": "FOREST", "5": "PINES", "6": "SWAMP", "7": "WATER", "8": "CAVE_WALLS", "9": "SHORE", "10": "ICE", "11": "ICE", "12": "SNOW", "13": "SNOW_HILLS", "14": "MUSHROOM", "15": "SHORE", "16": "SHORE", "17": "ROCK_SHORE", "18": "FOREST_HILLS", "19": "PINES_HILLS", "20": "SNOW_PINES_HILLS", "21": "JUNGLE", "22": "JUNGLE_HILLS", "23": "JUNGLE_EDGE", "24": "WATER", "25": "ROCK_SHORE", "26": "SHORE", "27": "BIRCH", "28": "BIRCH_HILLS", "29": "DENSE_FOREST", "30": "TALL_BIRCH_HILLS", "31": "MOUNTAINS_SNOW_CAPS", "32": "MOUNTAINS_ALL", "33": "MEGA_TAIGA_HILLS", "34": "MOUNTAINS_ALL", "35": "SAVANNA", "36": "WATER", "37": "MESA", "38": "PLATEAU_MESA_TREES", "39": "PLATEAU_MESA", "129": "SUNFLOWERS", "130": "DESERT", "131": "MOUNTAINS_SNOW_CAPS", "132": "FOREST_FLOWERS", "133": "PINES_HILLS", "134": "SWAMP_HILLS", "140": "ICE_SPIKES", "149": "JUNGLE_CLIFFS", "151": "JUNGLE_EDGE_HILLS", "155": "TALL_BIRCH", "156": "TALL_BIRCH_HILLS", "157": "DENSE_FOREST_HILLS", "158": "SNOW_PINES_HILLS", "160": "MEGA_SPRUCE", "161": "MEGA_SPRUCE_HILLS", "162": "MOUNTAINS_SNOW_CAPS", "163": "SAVANNA_CLIFFS", "164": "PLATEAU_SAVANNA_M", "165": "BRYCE", "166": "PLATEAU_MESA_TREES_LOW", "167": "PLATEAU_MESA_LOW" }}
  3. I want know how working TFC's ore gen. What I means? I meanes that when world is generating how you spawn ores, you are calculatingchance of spawnevery vein ore separately or you with this formule chance=ch1/ch2*100%(ch1 is probability or "mass" of vein and ch2 is the sum of the masses of all veins). Tell me that I would know how to adjust the ore generation and said how I can change parameters ore gen.
  4. I mean, let's say you can add to the configs(unless tfc is not abandoned) line which allows you to generate ores from other mods. If you do not need to have ore from all mods, you can disable ore generation in other mods.
  5. [Solved] Dynamic Lights ID's

    TFC Version #:0.79.18.673 Forge Version #:10.13.2.1272 SSP/SMP (SinglePlayer/MultiPlayer):Singleplayer Description:Dynamic Lights ID's for configs Hi, I have added terrafirmacraft:Torch to my config for Dynamic Lights... but I want to add Oil Lamps, Jack o'Lanterns and Blue Steel Bucket of Lava... I don't know the ID's for these items... when I tried the number codes that are on NEI it didn't work... Thanks for your help (my reddit link)http://www.reddit.com/r/TerraFirmaCraft/comments/34f1ty/dynamic_lights_ids/
  6. So I downloaded a weapons mod to allow me to shoot creepers and bears with cannons and crossbows until I realized the damage they do is based on Vanilla damage systems (while a cannon does 25 health points, which insta-kills a Vanilla zombie, it only does a fraction of damage to a TFC zombie, who have a much higher base health). I wanted to know if there was a way to change damage multipliers in the TFC configs, or if I'll just have to find a mod that lets me change both player stats and those of mobs. If anyone has any comments that could help, feel free to help! -iPotato
  7. https://drive.google.com/file/d/0Byx0EV07W-L2NzVYTHhRRExkYXM/view?usp=sharing This config file enables the majority of wood blocks to be used in Archimedes' Ships. It's surprisingly robust with TFC and hasn't crashed for me. Containers should keep their items, and rails will continue to work as normal when the ship decompiles. Minecarts, however, will fall through when it compiles so be careful to put them back on land before you shove off. Also, due to the nature of the mod, you can't use wooden docks without disconnecting them from the ship before you compile it. Take care or you'll end up ripping your dock out of the landscape. I personally use stone so there's no issue. Note: You'll need Minetweaker or something similar to get the recipe for the Helm. If there's demand I can work on a standalone file.
  8. [Working as Intended] Ravine troubles

    hope this is in the right place and i didn't miss another topic elsewhere, i promise i looked at the bug list and used the search bar... dont eat me kitty T_T lol Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes Answering "no" to the above question will result in your post being deleted. TFC Version #:0.79.21.741Forge Version #:10.13.4.1448Please note that an actual number must be provided for both of the above fields.Simply saying "current" or "latest" will result in your post being locked, due to the fact that in a large number of cases, users who say they are using the "latest" or "current" version are actually using an outdated version.SSP/SMP (SinglePlayer/MultiPlayer):SMPDescription:So, Im not a huge fan of ravines. but i believe them to be a necessary evil, so i did not want to completely disable them. so i opened up the newly created config and set the ravineRarity down to 10. well, once i booted up the game and walked around a short distance, i found more of them than i have ever seen on one map. i pulled up voxel map, and this is what i see. seems i made them more common than ever by LOWERING the probability. here is my servers config file # Configuration filecave-ins {# Set this to false to disable cave-ins. [default: true]B:enableCaveIns=true# Set this to false to make cave-ins drop the ore item instead of destroy it. [default: true]B:enableCaveInsDestroyOre=false# This number is a 1 in X chance that when you mine a block, a collapse will occur. [range: 1 ~ 1000, default: 10]I:initialCollapseRatio=10# This is the minimum number of solid blocks that must be over a section in order for it to collapse. [range: 0 ~ 256, default: 1]I:minimumRockLoad=1# This number is the likelihood for each block to propagate the collapse farther. [range: 1 ~ 100, default: 55]I:propogateCollapseChance=55}"color anvil rule 0" {# [range: 0 ~ 255, default: 36]I:Blue=36# [range: 0 ~ 255, default: 28]I:Green=28# [range: 0 ~ 255, default: 237]I:Red=237}"color anvil rule 1" {# [range: 0 ~ 255, default: 34]I:Blue=34# [range: 0 ~ 255, default: 101]I:Green=101# [range: 0 ~ 255, default: 242]I:Red=242}"color anvil rule 2" {# [range: 0 ~ 255, default: 49]I:Blue=49# [range: 0 ~ 255, default: 148]I:Green=148# [range: 0 ~ 255, default: 247]I:Red=247}"color fertilizer" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 0]I:Blue=0# [range: 0 ~ 255, default: 255]I:Green=255# [range: 0 ~ 255, default: 255]I:Red=255}"color nutrient a" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 36]I:Blue=36# [range: 0 ~ 255, default: 28]I:Green=28# [range: 0 ~ 255, default: 237]I:Red=237}"color nutrient b" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 34]I:Blue=34# [range: 0 ~ 255, default: 101]I:Green=101# [range: 0 ~ 255, default: 242]I:Red=242}"color nutrient c" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 49]I:Blue=49# [range: 0 ~ 255, default: 148]I:Green=148# [range: 0 ~ 255, default: 247]I:Red=247}crops {# This is a global multiplier for the rate at which crops will grow. Increase to make crops grow faster. [range: 0.01 ~ 100.0, default: 1.0]S:cropGrowthModifier=1.0# Set to true to enable crop death from old age. [default: false]B:enableCropsDie=false}"food decay" {# If a food item has not been ticked for >= this number of days than when it is ticked for the first time, only a small amount of decay will occur. [range: 1 ~ 12000, default: 24]I:decayProtectionDays=24# This is a global multiplier for food decay. Unlike FoodDecayRate which only modifies the base decay and not the environmental effect upon decay, this multiplier will multiply against the entire amount. Set to 0 to turn decay off. [range: 0.01 ~ 100.0, default: 1.0]S:foodDecayMultiplier=1.0# This number causes base decay to equal 50% gain per day. If you wish to change, I recommend you look up a y-root calculator 1.0170378966055869517978300569768^24 = 1.5 [range: 1.0 ~ 2.0, default: 1.0170379]S:foodDecayRate=1.0170379# Set this to false if you want food to auto decay when a chunk is loaded instead of limiting decay when a chunk has been unloaded for a long period. [default: true]B:useDecayProtection=true}general {# If true, then the side of a grass block which has another grass block adjacent and one block lower than it will show as completely grass. [default: true]B:enableBetterGrass=true# Set this to true if you want to turn on debug mode which is useful for bug hunting. [default: false]B:enableDebugMode=false# Set this to false to disable powder keg explosions. [default: true]B:enablePowderKegs=true# Should sides of detailed blocks be considered solid? [default: true]B:enableSolidDetailed=true# Maximum count of removed sub-blocks on one side for the detailed block side to still be solid. [range: 0 ~ 64, default: 12]I:maxRemovedSolidDetailed=12# Set this to true if you don't like onions. [default: false]B:onionsAreGross=false# Valid position strings are: bottomleft, left, topleft, bottomright, right, topright [default: bottomleft]S:quiverHUDPosition=bottomleft}materials {# The metal units provided by a single piece of normal ore. [range: 1 ~ 250, default: 25]I:normalOreUnits=25# The metal units provided by a single piece of poor ore. [range: 1 ~ 150, default: 15]I:poorOreUnits=15# The metal units provided by a single piece of rich ore [range: 1 ~ 350, default: 35]I:richOreUnits=35# The metal units provided by a single piece of small ore or nugget. [range: 1 ~ 100, default: 10]I:smallOreUnits=10}"overworked chunks" {# Set this to false to disable the overworking of chunks when using a gold pan or sluice. [default: true]B:enableOverworkingChunks=true# The overworked cap for filling a gold pan in a specific chunk. Both filling a gold pan or using a sluice in the chunk count towards this value. [range: 1 ~ 500, default: 50]I:goldPanLimit=50# The overworked cap for a sluice scanning one soil unit in a specific chunk. Both filling a gold pan or using a sluice in the chunk count towards this value [range: 1 ~ 3000, default: 300]I:sluiceLimit=300}player {# The maximum achievable health pool total. [range: 1000 ~ 50000, default: 3000]I:healthGainCap=3000# The rate of Health Gain per experience level. Set to 0 to turn off. [range: 0 ~ 100, default: 20]I:healthGainRate=20}server {# For every X number of ticks provided here, when there are no players online the server will only progress by 1 tick. (Default: 100) Time advances 100 times slower than normal. Setting this to 0 will turn this feature off. [range: 0 ~ 2147483647, default: 100]I:simSpeedNoPlayers=100}"spawn protection" {# The maximum number of months of spawn protection that can accumulate. [range: 0 ~ 120, default: 10]I:maxProtectionMonths=10# The minimum number of hours of protection that must be accumulated in a chunk in order to bypass the buffer and prevent hostile mob spawning. [range: 0 ~ 2304, default: 24]I:protectionBuffer=24# The number of hours of protection gained in the 5x5 chunk area for spending 1 hour in that chunk. [range: 0 ~ 24, default: 8]I:protectionGain=8}time {# This is a global multiplier for the gestation period of animals, as well as how long it takes for them to reach adulthood. Decrease for faster times. [range: 0.01 ~ 100.0, default: 1.0]S:animalTimeMultiplier=1.0# This is the number of hours that the bloomery should burn before being completed. [range: 1.0 ~ 2304.0, default: 14.4]S:bloomeryBurnTime=14.4# This is the number of hours that the charcoal pit should burn before being completed. [range: 1.0 ~ 2304.0, default: 18.0]S:charcoalPitBurnTime=18.0# This determines how much fuel is used over time from oil lamps. Setting this higher will make fuel last longer. A mult of 1 = 250 hours, 4 = 1000 hours, 8 = 2000 hours. [range: 1 ~ 50, default: 8]I:oilLampFuelMult=8# This is the number of hours that the pit kiln should burn before being completed. [range: 1.0 ~ 2304.0, default: 8.0]S:pitKilnBurnTime=8.0# This is a global multiplier for the number of days required before a sapling can grow into a tree. Decrease for faster sapling growth. [range: 0.01 ~ 100.0, default: 1.0]S:saplingTimerMultiplier=1.0# This is a global multiplier for the rate at which items cool down. Increase to make items cool down faster. [range: 0.01 ~ 100.0, default: 1.0]S:tempDecreaseMultiplier=1.0# This is a global multiplier for the rate at which items heat up. Increase to make items heat up faster. [range: 0.01 ~ 100.0, default: 1.0]S:tempIncreaseMultiplier=1.0# This is how many in-game hours torches will last before burning out. Set to 0 for infinitely burning torches. [range: 0 ~ 2304, default: 48]I:torchBurnTime=48# This is how many days are in a year. Keep this to multiples of 12. [range: 0 ~ 12000, default: 96]I:yearLength=96}"world generation" {# Controls the chance of a lava fissure generating, smaller value is higher chance, more fissures. Set to 0 to disable lava fissures. [range: 0 ~ 1000, default: 25]I:lavaFissureRarity=25# Controls the chance of a ravine generating, smaller value is higher chance, more ravines. Set to 0 to disable ravines. [range: 0 ~ 1000, default: 100]I:ravineRarity=10# Controls the chance of a water fissure generating, smaller value is higher chance, more fissures. Set to 0 to disable water fissures. [range: 0 ~ 1000, default: 90]I:waterFissureRarity=90} Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No):Yes, but this report is concerning the config, so i dont know if this counts for meDo you have any mods other than Forge and TFC installed? (Yes/No): YesIf yes, which mods? Voxel map (client side only)(all of the following are tfc addons)Decorations v1.0.18Leather water sac v 3.6.879 Merchants v1.0.33 cellars v1.08 fastcraft v1.21If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No):Not using themPastebin.com link of the Crash Report: no crash to report
  9. My server crashes when I apply block modification restrictions and then try to break a block which I do not have permission to break. Report is attached.I have tried breaking tree, plants and dirt/stone etc. I didn't test whether opening doors or chests has same effect yet.I read somewhere on the forum that My Town 2 worked with TFC, but on the mod creators download page he links many config files, but not for TFC.Does anyone know what I need to do or have a config file please? crash-2015-04-20_15.22.05-server.txt
  10. Configuring Food Decay

    I've been experimenting with setting up a server for myself and my friends, but we've been running into a problem with food decay being simply too rapid for us to be able to manage it.However, I have no idea how to properly scale it from within the config menu. I'm hoping to scale it back quite a bit, would anyone have any recomendations?
  11. Okay, I'm not sure how much of this someone without insight into the code will be able to answer, but I figure, asking never hurts I noticed in the TFC config options for configuring the length of the year in Minecraft days, and the length of the Minecraft day in ticks. Especially the latter of the two greatly intrigued me. Why? For no reason other than because no other mod I've played with before has allowed me to toy with this, and I loooove trying out new stuff! So I began to wonder: what is the immediate effect of these settings, which game systems depend on these values, which are unintentionally affected? Like, if I set the length of a day to a tenth of normal, would the sun actually zip across the sky in the span of a single minute instead of 10, or does it only affect how the internal calendar counts the days? In Dunkleosteus' buil 76 preview video he mentioned that he made animal pregnancy time scale with the length of the ingame year. Are there other game systems that scale? Like, for example fruit trees. The fruit respawns constantly during the month(s) it is harvestable. If I increase the length of the year and/or the length of a day, does the fruit keep respawning at the same rate (thereby increasing output per season), or does it scale back so that you get roughly the same amount of fruit per season but spread out over a longer period of RL time? If the days are longer but the year is on default settings, do animals still need the same amount of ingame days (and thus more RL time) to go through pregnancy? How about trees and crops - how do those react to changing one or both of these settings? Will the player consume food and water more slowly if the day is longer (fixed base consumption per day/night cycle) or do you need twice as much food to make it through a day that lasts twice as long (constant base consumption per tick)? If it's the latter, if you sleep through a night twice as long, does that instant-consume a chunk twice as big as normal on waking up too? ...and what happens if I make the day/night cycle so ridiculously long that sleeping through the night requires more food than the entire bar can hold?
  12. MultiMine for TFC beta 2 build 52e I recently found this mod called MultiMine that allows up to 30 blocks on a server or SSP-world to save their damage, this allows for taking a break when cutting down a tree to kill a creeper/skelly, working together to harvest trees /mine blocks. Here is the link to the mod: http://www.atomicstr.../multimine.html The download is a zip file, so unzip the "MultiMine_1.3.2.jar" file and place that into your ".minecraft/coremods" folder. Start up the game, only into the menu so you can see if you installed it correctly. If you cannot get minecraft to run I suggest you install forge 4.1.4.298 and try again. Inside ".minecraft/config" a new file called "AS_MultiMine.cfg" is created, replace the contents with the following text: # Configuration file# Generated for TFC beta 2 build 52e##################### block####################block {}##################### general####################general { "Block 10 percent Regen Interval in ms"=2000 "Block Regeneration Enabled"=true "Excluded Block IDs"=6,31,37,38,39,40,50,51,55,59,64,69,75,76,83,93,94,96,104,105,111,131,132,141,142,179,202,203,208 "Excluded Item IDs"=290,291,292,293,294,359,16483,16379,16900,16482,16375,16899,16484,16383,16901,16486,16387,16902,16487,16391,16903,16488,16395,16904,16489,16399,16905,16367,16359,16371,16260,16261,16262,16263,16264,16265,16266,16934,16272,16273,16275,16259,16277,16268,16278,16491,16427,16907,16492,16431,16908,16363,16493,16439,16909,16496,16494,16447,16910,16490,16407,16906,16495,16451,16911,16569,16561,16573,16565 "Initial Block Regen Delay in ms"=10000}##################### item####################item {}# ID Documentation################### Vanilla Blocks #################### 6 Saplings# 31 Fauna# 37 Flower# 38 Flower# 39 Mushroom# 40 Mushroom# 50 Torch# 51 Fire# 55 ?# 59 ?# 64 ?# 69 Lever# 75 ?# 76 Redstone Torch# 83 ?# 93 ?# 94 ?# 96 Trapdoor#104 ?#105 ?#111 Lilypad#131 Tripwire Hooks#132 Tripwire#141 ?#142 ?################## Vanilla Items ###################290 Hoe#291 Hoe#292 Hoe#293 Hoe#294 Hoe#359 Shears############### TFC Blocks ################179 LooseRock#202 WoodSupportH#203 WoodSupportV#208 Sulfur############## TFC Items # add 256 to get right ingame ID############## BismuthBronzeChisel= 16227# BismuthBronzeHoe= 16123# BismuthBronzeScythe= 16644# BismuthChisel= 16226# BismuthHoe= 16119# BismuthScythe= 16643# BlackBronzeChisel= 16228# BlackBronzeHoe= 16127# BlackBronzeScythe= 16645# BlackSteelChisel= 16230# BlackSteelHoe= 16131# BlackSteelScythe= 16646# BlueSteelChisel= 16231# BlueSteelHoe= 16135# BlueSteelScythe= 16647# BronzeChisel= 16232# BronzeHoe= 16139# BronzeScythe= 16648# CopperChisel= 16233# CopperHoe= 16143# CopperScythe= 16649# IgExHoe= 16111# IgInHoe= 16103# MMHoe= 16115# ProPickBismuth= 16004# ProPickBismuthBronze= 16005# ProPickBlackBronze= 16006# ProPickBlackSteel= 16007# ProPickBlueSteel= 16008# ProPickBronze= 16009# ProPickCopper= 16010# ProPickHeadPlan= 16678# ProPickRedSteel= 16016# ProPickRoseGold= 16017# ProPickSteel= 16019# ProPickStone= 16003# ProPickTin= 16021# ProPickWroughtIron= 16012# ProPickZinc= 16022# RedSteelChisel= 16235# RedSteelHoe= 16171# RedSteelScythe= 16651# RoseGoldChisel= 16236# RoseGoldHoe= 16175# RoseGoldScythe= 16652# SedHoe= 16107# SteelChisel= 16237# SteelHoe= 16183# SteelScythe= 16653# StoneChisel= 16240# TinChisel= 16238# TinHoe= 16191# TinScythe= 16654# WroughtIronChisel= 16234# WroughtIronHoe= 16151# WroughtIronScythe= 16650# ZincChisel= 16239# ZincHoe= 16195# ZincScythe= 16655# boneIgExHoe= 16313# boneIgInHoe= 16305# boneMMHoe= 16317# boneSedHoe= 16309