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Found 10 results

  1. Radioactive ore

    Hello, I have a good idea for TFC2. I would like to see radioactive ore. They have radiation, which give bad effects. They will be used with a special multi-block structures, which in turn produce thermal energy. For example, for more rapid heating of the ingots and heating ores. Or for easier interaction with the same GregTech. And they can generate electricity, such as power railroad or different electrical units. I predict that they will be hard to find. So how will rare and the nuggets will not meet on the surface. And even if they are found first, then they can not be used. Yes, I realize that this industrialization of this beautiful mod, but the more stages of evolution from mod, the better. Thank you for your attention.
  2. World Generation Settings

    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. This is a suggestion where I have thought of adding in world generation settings. 1)Temperature Range Temperature range matters in the case of someone willing to generate a world where temperature is drastically changed when walking 1000 metres North. E.g. Temperature range can be from 10,000 to 450,000 metres. 2)Size of Temperate Forests Size of forests would mean the average size of temperate forests so there can be two options in the setting. E.g. Temperate Forest Size Range: 25 - 250 metres, Avarage Size: 100 - 3000 metres 3) Size of Land Bodies Setting can be: Biome Size(0.25 to 16) 1 = default Please pardon me if I might have posted in a related topic that is already posted.
  3. Volcanoes

    Before you start reading this topic, I want to warn you that English is not my base language, I might have made some mistakes in writing if you notice any errors or have not understood the essence of some of the proposals, write about it in the comments below topic, I will try to fix problems as soon as possible.If you have questions or additions to my idea, please leave a comment. I will answer you.Why this idea must be in TFC:The variety of the world.Believable spawn for igneous rocks in the world.Creation of natural hazards such as: Fires, lavafalls, evaporation of water, dehydration of plants.Hot springs are located near the volcano, as it should be.Large space for new ideas. For example new types of ores and rocks, volcanic caves, geysers.Cons:The complexity of creating the right eruption model.Too easy access to the lava at the beginning of the game. (I do not consider it as a bad thing).Possible drop in performance for large eruptions.Synergy:Hexagon world generation. I still do not know, about this type of world generation, but using this type of generation of the world, volcanoes will look very believable.TFC has a cave collapses mechanics. Eruptions can be combined with landslides and cave collapses, to create additional hazards and interactions. Types of volcanoes: Shield volcano, stratovolcano, cinder cone, fissure vent. Shield volcano Dimensions - Large, low. Base diameter 400 to 800 blocks. The ratio of height to diameter 1/10.Crater - Large, shallow, contains water (hot spring). Diameter of crater 1/6 of base volcano diameter. Depth of crater 1/3 of volcano height.Eruption - Rarely. The time between eruptions 1.5-3 years.Biome - Any. It may appear at the bottom of the sea or ocean.The amount of plants - High. Trees grow across the surface of the volcano.Danger - Variable, depending on the time elapsed since the last eruption.Note - Due to the small height and a large stretch goes unnoticed for a long time. During the eruption may seriously damage buildings and forest, which are on the slopes of the volcano.Stratovolcano Dimensions - Medium, high. Base diameter 100 to 160 blocks. The ratio of height to diameter 3/4.Crater - Medium, shallow, contains lava or air. Diameter of crater 1/4 of base volcano diameter. Depth of crater 1/6 of volcano height.Eruption - Moderate. The time between eruptions 5-8 months.Biome - Mountain often. Other types rarely.The amount of plants - Above-average. Trees grow on more than 70% surface of volcano.Danger - High.Note - In the mountain biomes can be hidden among other mountains. The top can be hidden by clouds. The volcano can be dangerous if not detected before the eruption.Cinder cone Dimensions - Average, very high.Base diameter 80 to 140 blocks. The ratio of height to diameter 1/1.Crater - Small, shallow, contains lava or air. Diameter of crater 1/5 of base volcano diameter. Depth of crater 1/1 of crater diameter.Crater - a hemisphere.Eruption -Frequently. The time between eruptions 3-5 months.Biome - Any.The amount of plants - Low. Trees grow on less than 20% surface of volcano.Danger - High.Note - Due to the strong inclination of slopes and frequent eruptions, it has no plants in the vicinity. May be found in the system of volcanoes, two or more.Fissure vent Dimensions - Huge, flat.Width 10 to 20 blocks. Length 150 to 400 blocks.Crater - Huge, flat. It occupies the entire volume of the crack depth to bedrock, contains lava.The depth of the lava below ground level at 20-30 blocks.Eruption -Extremely rare. The time between eruptions 5-10 years.Biome - Mountain never. Other typesextremely rare.Single volcano on 100.000.000 blocks in the square. This mean 10000x10000, width and length.The amount of plants - Depend on biome.Trees grow everywhere, like vanilla minecraft fissures.Danger - Very high.Note - Rare form of the volcano. It has a huge interval between eruptions. Because of their planar structure scatters lava in a small radius from the center of volcano. Large amount of lava provokes fires, emissions of dangerous gases, huge amount of evaporation, drought. This type of volcanoes can dry the rivers and lakes.Other parts of volcano idea: Temperature. Being near the source of the lava, should provoke an increase in ambient temperature. It will affect the growth of agricultures, thereby diversify the gameplay. If the body temperature is introduced, the lava will provoke overheating or warming. Active volcanoes should increase their size with each eruption. Covered with a new layer of lava and lapilli. Lapilli are small stones, so the game should replace them with gravel, thereby increasing the attractiveness of living near the volcano, if you need a lot of gravel. Volcanoes must faded out after a certain number of eruptions or initially be extinguished, so as not to provoke the uncontrolled increase in the size of the volcano. Necessary to change the interaction between lava and water. Add the chance of water evaporation and replacement of empty space with lava. Approximate odds: 80-90% evaporation, 10-20% of the occurrence of rocks. (In vanilla minecraft we have 100% chance to get rocks) Pyroclastic flows. The eruption of ash and gases must be harmful to the environment, to the player and to the NPC. How to implement - Local weather changes like rain. Add particle effects at the top of the crater, like a charcoal pit, but with a large amount of particles. Maybe with new sprites. (I do not know if you can make a local weather, if not already is). How it should work - In the area of ​​the eruption must change the weather. Inflicts poison effect "Ashes in the lungs" the strength of the effect depends on the distance from the center of the crater (I do not think that it is difficult to implement, like a mechanic in Industrial Craft, when you walk close to the nuclear reactor). If you are very close to volcano, should appear additional effect, suffocation, it must work like a suffocation underwater. Volcanic bombs. 10% chance of pyroclastic flow may contain volcanic bombs. The sky must have a reddish tinge, and on the surface appear new stones. A huge advantage of this idea it's circulation materials in nature, in this case the stones. Volcanic ash is a source of micronutrients. The soil around volcanoes more fertile. This idea can be used in the game, to accelerate the growth of agricultures. The soil should get a new option - Ash content. This option has a value from 0 to 3 units. Each harvest should subtract 1 from this value. Bonus - agricultures growth rate increased by 20%. Ash content in the soil shall be updated at each eruption within a radius of the negative effect of paragraph 5 (Pyroclastic flows).
  4. [Solved] Native Ore spawning

    Hello. I'm new in TerraFirmaCraft and I have a question about Native Copper spawning. It is possiblethat the ore does not appear on the surface within a radius 1000 cubes in each direction? I really dont understand spawning system of Native Copper. It doest not appear because biome type (My is Plains), or it is absolutely random to get Native Ores in any world? By the way, I have change ravineRarity to zero in myTFCOptions.cfg it have effect on Native Ore spawning in total or not?
  5. [Solved] Need Help With TFC server

    Hello I'm new to TFC Just wondering if I need to put anything special in Level-Type to have TFC terrain gen on my server Thanks
  6. 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?
  7. Hello, I just signed up a few seconds ago to post this question. I've been playing terrafirmacraft for a few weeks now and absolutely love it. It's made survival minecraft fun for me again. I am wondering if anyone knows the specifics of garnierite ore generation. I know it only spawns in gabbro rock. Luckily there is a large gabbro area directly under my base. (I chose the site for other reasons, didn't even know about gabbro rock then) Right away I found a medium deposit of poor garnierite and now I have used an iron and a steel pick searching for more and am wondering if there are any y coordinate spawning restrictions. In other words, are my chances of finding some better at a certain height? Or does it have an equal change of spawning anywhere in gabbro rock? Any other useful things to know about garnierite generation in general? Right now I'm using the mining suggestion found on this forum, I've dug a central corridor the length of the gabbro layer and every 22 blocks I'm branching out... so far nothing other than the small poor vein I found right away. Am thinking of giving up on red and blue steel, which is a shame because I really liked the game so far...
  8. [solved]vanilla part of map

    Hello i traveled to equator and when i arrived i found sunken world. Here are some images of map: and some screenshots: my server runs on TFC0.78.17 +Dynmap-1.9.4-forge-9.11.1.
  9. World generation bugs

    As of build 77.11, there seems to be occasional issues with world gen which makes parts of the world to look like this: In this exact case I can't track which blocks got replaced. This is not the only place where that happened, there are others around there too,
  10. Ok, so this thread is somewhat of an in-betweener thread. I want to discuss the future a bit, but mainly I'd really just like to hear about what exactly is coming with b77. So let us go that route. So there are a lot of changes coming. Most of us are very excited, myself included, and I know that it has been said that it would mostly come out all at once, rather than small changes along the way... With that, what exactly can we expect in b77? Here's a short-short-version of what we've heard that is coming, but not specifically if its in b77 or 78+ etc... SKILLS Skills will be minor changes to things that you are doing, like slightly better propicking, or more accurate anvil working, etc. Skills will be the new 'death penalty' in a way, because the idea is you build up these skills, and if you die, they reset to zero. MY PERSONAL OPINION: Excellent. I love this idea, I think it is a more suitable death penalty, and a nice reward for those who are smart in their play and avoid death like it is as bad as it should be. However, with this new penalty, the old one needs to change. More on this later! COMBAT OVERHAUL Combat is getting changed to be more dynamic. Possibly different weapon types, different armor types, different damage types, perhaps status effects with a different type of attack (example, a slash attack could have a chance to inflict a 'bleed' lets say, dealing bonus damage over time; a crushing attack could have a chance to inflict a debilitation effect, slowing movement or weakening damage for a period of time; etc). The final decisions on this overhaul have not been specifically released, as they seem to still be largely in discussion on the forums here. MY PERSONAL OPINION: Again, I think this is good. I would not like to see it get too complicated, but something like having 3-4 different damage types (ie, crushing, slashing, piercing, etc) and certain armors that deal better with different types but have their own weaknesses would be a smart, easily balanced approach. BONUS THOUGHT! Here's my thought that I left hanging a moment ago about the existing death penalty! The existing death penalty is losing your levels. "What, that is minecraft's normal death penalty, what are you talking about!?!" is what you might be thinking as you read this. And you are correct. But in TFC, your levels give bonus health, food, and thirst to your maximums. I think this is a decent idea, but with the combat overhaul and the skills overhaul combined, it is no longer necessary. In fact, with future mod compatibility in mind... I think that TFC should revert health and hunger levels to vanilla levels. The change is purely arbitrary, and it served it purpose with the level-up health boosts, but with combat/skills, it is no longer necessary. Please don't flame over this, think about it for awhile and see if you can understand what I mean, and if not, politely disagree. POTTERY OVERHAUL This change is adding a new tier to the beginning of the game, which is involving clay materials for pottery and fired clay for building homes and such. The new pots/jars will hold objects much like a chest, but with less capacity. MY PERSONAL OPINION: This adds some very interesting new gameplay to Terrafirmacraft. Advanced woodworking is something that minecraft begins with, and terrafirmacraft has always in a way followed that start, but pottery is a realistic (please don't kill me for saying realistic, geeez.) beginning that does indeed come before advanced woodworking. This change is very, very interesting, and I am excited for it, mostly for the flavor it will add to the world. METAL OVERHAUL The metal overhaul is based around moving copper to t0, and moving tin/zinc/bismuth to t-nothing, and have them be useful for alloying only, and making them rarer in the process. There are also changes incoming to alloying (good-bye, metallurgy table, and good riddance!) and changes to smelting (bloomery for iron only) among other things. MY PERSONAL OPINION: There's a very good basis for this, which I find to be interesting. This is the part of the update(s) that will likely require a new world. Ore generation will definitely change, and some of our multiblock structures will also be changing... The biggest thing here for me is changing the ore generation heights. The fact that you find all ores at the same predictable heights is pretty lame, and any experienced TFC prospector will easily find ore whenever they want, because they know where it will be. Give ore generation in the world a plus/minus of like 20-30 y height to make things interesting, please!! CONCLUSION There are a ton of things coming to TFC! In addition to all of this, Bioxx has stated that he would like to move TFC in a direction that is more compatible with other mods. I applaud this, very loudly. I love TFC, it is outstanding, but there are other outstanding mods too, and I'd love to see them have an easier time getting along! Leave some feedback, do some discussion, and hopefully Bioxx/Dunk will pop in and tell us which of these things to expect first and maybe even a guestimated timeframe too! Wishful thinking, and its not important. It'll be done when its done, and I am content with that. Lastly, a big THANK YOU! to Bioxx/Dunk for their continued work on this mod, it's a great one, and I hope it continues to be great as it grows!