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    • 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 ( 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.

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  1. This thread will be dedicated to any and all news and discussion of the internet from within the TFC forum. A sort of sub-forum for what's happening in the outside world and internet, these days. I'll start first: Around a month ago, a great spam war ravaged the heavily-active forums of Those unlucky dead or inactive forums were the lucky ones. Them spammers from Korea came marchin' in, layin' waste to the legitimate forum threads and terrorizing the forum-goers. I was lucky enough not to be around when the Great Spam War of 2015 occurred, but I've seen enough Korean spams and buried threads to know the war wasbad. When I returned to the most active forum on that site, I was relieved to see that the forum made it out alright... but them soldiers who fought in the war became changed men. I've heard they've seen and done things no one should ever experience. There was even one vet who told me the forum was besieged for months by them spammers, but their lieutenant and what's left of their platoon were determined to see it through. And they did: brave men, them soldiers were! Right now, they're just wiping up the remnants of the spammers, and the government o'er managed to reinforce some of their defenses to ensure the spammers don't attack the forums again. Though, we still got spam stories popping all o'er the archive regions of, and that's another different front entirely that's been raging for years. Lucky that I didn't encounter any spammers armed with their ant-legit story rifles, though. And that's my news for now. Go on, tell your story/news!
  2. I really like the concept of using HQM to direct users towards positive development. It offers a way to give a good overview of what should be done next as well as what can be done next. Individual pages (related quests) can lead the user through developing a technology. I think it might be helpful to GenericB or anyone else working on quest trees if suggestions were made about what might be checked and good rewards for quests. Already we've seen the issue of not being able to easily create a 'food' reward. (The items were likely valid when he made the quest but were obviously decayed to non-existence when rewarded.) Ideas that have occurred to me as rewards include tools and limited resources (EG giving the player /some/ salt doesn't eliminate the need to go actually find salt in the world). Another aspect that might be covered would be how to divide up the quests. There's obviously the initial "don't die" stuff, then basic shared technologies like using fire. I think each 'specialist trade' should probably be a quest page of it's own, but really am unsure how checks might be made for the results. Maybe users more experienced with the recent changes in TerraFirmaCraft could expand on how they see the areas dividing up, things they'd recommend checking for, and possible rewards?
  3. I want to apologize in advance if this was posted in the wrong category. I am more than willing to move the topic if it was. Perhaps this is because my TFC experience is extremely varied(I only just got back into when build 79 was released and hadn't played before that since February), but it seems that resources are far more sparse than I remember them ever being. For example, in the last three worlds I played on, I was spawned in a biome where I couldn't find any clay anywhere. I searched for an hour on one world before giving up and switching to creative...where I didn't see any more clay after traversing over 3 kilometers. In one world, I spent five in game days searching the only area on an island that had ore spawning on the surface and only collected 5 Sphalerite, 3 Cassiderite, and 2 Tetrahedryte. I found quite a bit of silver and gold for some reason, but that's pretty much useless when you don't even have copper tools. I very strongly doubt this is at the fault of recent change to the mod, as I don't remember anything about that from the change log. This begs the question, it's probably not the dev's fault, so what am I doing wrong? Is it just poor luck with seeds? Has the game really gotten this much harder since I last played? I don't think it has, not since everyone I see playing this game just one build earlier seems to not be having issue finding beginning ores. I strongly doubt I'm doing that terrible of a job since I can usually get through almost everything in the stone age phase before the first sunset. Is anyone else having proglems with Build 79 in this regard?
  4. TFC Build 79

    Hello, everyone. It's been a darn good while since I have started a topic in the discussion forum - heck, it's been forever since I've participated in a major discussion. But, nostalgia is not the point right now. The main idea of this topic is speculation about Build 79. Now, I have started a similar topic concerning the construction update many months back, and a lot has changed, since then. I wonder; what do you think might be in the next major update? It has been a while since I've played TFC, aside from my return, but ever sincethe recent incursions into the modification, I've had a Renaissance exploding in my mind. New features, tweaks, many bug fixes (especially that pesky sequoia bug; nasty thing), and whatnot. I think that in the next update, we might have some sort of ecosystem overhaul. Let's face it; right now, the basic cow, pig, sheep,and chicken remain relativelythe same throughout the entire game world. Bears and deer don't really do anything, apart from the deer being another source of food and running away when one disturbs them, pheasants are just there as an alternative source of feathers (they are nice, though), and I doubt the fish are effective as a food source. I'm completely unsure if the developers still need more time to add in more features before they could focus on the ecosystems and nature, but I think that if they did this, a lot of the agrarian and natural aspects of the mod could be overhauled quite significantly. Crop rotation might serve an evenmore important role (take this with a grain of salt; I'm unsure if crop rotation is necessary in TFC's current state), animals would now need to be cared for, the player would have to build secure defenses to defend himself/herself from the dangers of predators, and so on and so forth. That's all I have to say, for now. What do you think the developers might put in the next update?
  5. Spumwack discussion

    so i've been wondering what you guys think of spumwacks videos? is he doing this mod honor? or what do you think about his chiseled bridge or his other creations with our mod functions fire away.
  6. Lighting System Revamp

    Ok so I was thinking, what if TFC had a lighting revamp? It would allow for different types of lighting, and it would just look better overall. What I mean is, the sun would emit a strong, white or slightly yellowish light. Forges and campfires would emit brighter, stronger light as the temp got hotter. At first, dark red light, orange, yellow, then white. Same with campfires. Torches could emit soft(get more into this later) yellow light. Lava orangish light, etc, etc. Light could now have different values or properties instead of the one we have now. Brightness would obviously be how strong the light is. There would have to be weak light for things like dying campfires or forges, and the strongest light for the sun. Color would be the color of the light. There could be the typical 16 minecraft light colors. but leather armour can now be dyed in vanilla up to like 14 million colors, so I don't know how that would work. This would also allow for some really cool stained glass things, and some very medieval looking creations.Alos, colored light would mix so... yeah. Hardness is how fast the light dissipates. A very hard light would be very bright in the center, and quickly dissipate into very weak light. It would have a small AOE, but within that AOE, the light would be quite strong. A soft light would be just the opposite. It would be bright in the center, but it would dissipate slowly, and have a large AOE, but within the AOE, the average light level would be the same as hard light, but distributed over a larger area, therefore making it look less bright, and softer. So, what do you guys think? I will add ideas you guys have to the OP and let me know what you guys think?