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Search the Community: Showing results for tags 'compatibility'.

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Found 11 results

  1. TFC Tweaker TFC Tweakeradds Minetweaker support for Terrafirmacraft. Currently supported recipes include the Terrafirmacraft Anvil, Barrel, Heating Items, Knapping, Loom and Quern. Download TFC Tweaker Changelog Version: Requires: Terrafirmacraft Bioxx, Dunkleosteus and Kittychanley MineTweaker 3 3.0.10B for Minecraft 1.7.10by Stan Hebben Wiki This wiki has all of the instructions for each supported TFC device.If you would prefer the text file of these instructions, click here. Bug Reports Please submit your bug/suggestion/issue at my github issue tracker. I will try to respond as quickly as I can. Source Code All source code can be found at my Github. If you want to contribute to the code or know a better way of coding, feel free to make a pull request. Depending on the submission, I might include it in a future update. Mod Packs/License TFC Tweaker is an open source addonreleased under version 3 of theGNU Lesser General Public License. You have the right to use this mod in your modpack. You cangive me credit or not I really don't care. If you feel the need totell me you are using this in your modpack, just leave a post in this forum.
  2. Biomes and Compatibility

    If I might make a suggestion on that. When making servers or personal TFC worlds in the past, and trying to configure sets of mods for enhanced variety/more 'living' worlds, feature additions, ect, one thing that always made it more difficult was the lack of proper biome/biome types in TFC. Caused, of course, by TFC deciding on how to populate areas based on its behind the scenes numbers like temperature and elevation. If biomes could be applied to their applicable areas, even if they aren't actually used to calculate TFC world gen, that would be really helpful for customization, like setting custom area spawning conditions for animals and other mobs. I don't remember the exact terms because it's been quite a while since I've set up a real overhaul world, but as an example... A high elevation, flat, almost permanently cold area in TFC, in the current system, can be considered 'plains', because the other information is separate. A biome label like 'high frozen plains' would allow much easier tagging for mob spawning within that specific area, such as an ice or snow-based mob. Frozen oceanic islands as gathering points for penguins...ect. Forge's Biome Types expand this usage further. This would also ease the usage of other mods that read area conditions, like Ambience.
  3. WIP TFCTech Addon

    Hello everyone! I apologize in advance for my English. I mostly use the translator. Old post: Update: I changed the concept of mod. Now this is not a small mod that adds a few new items. I decided to make a crossover mod which will integrate the technical mods with TFC. Now, first things first. Features wich already implemented in 0.1.4-A4: New items: metal dusts, nuggets, plates All metal items can be heated and melted with TFC mechanics New metal Aluminum Bauxite ore world generation (Aluminum ore) New alloys: Electrum, Constantan (Cupronickel) and Invar The list of mods, which is planned to integrate (with progress in %): Buildcraft (90%) Railcraft (0%) Immersive Engineering (2%) Logistics Pipes (0%) Open Computers (0%) Features which implemented in the next update (0.2.0-A5): Buildcraft integration - new gears, steel buckets for oil and fuel, new pipes, new items, changed recipes etc. Quartz drops from stone - nether quartz replacement. Bauxite ore small rocks world generation Hevea trees world generation Latex obtained from Hevea using near to real world rubber tapping Croud rubber, Rubber Bone Glue (Animal Glue) Some pictures: Expected features in future updates: RC, IE, LP, OC Integration New electric devices New flat carts: Log Car, Cart with Chest, Cart with Barrel New ores, metals and alloys Some decoration blocks CurseForge link: You can support me at Patreon:
  4. This is a mod intended to bridge TFC with Botania. There's still lots to do, but this is a start. Download: Version 0.1: (Botania 235 and TFC 0.79.25) - Tweaked lots of recipies to use non-nether materials and TFC materials - Flowers won't generate in the world, but can be created with floral fertilizer which uses TFC dyes - Petal apothecary can be created with stone and cobblestone - All the runes should be creatable - Lots of decorative blocks can be made Next up: Make tools TFC-style, and boost the weapons. Suggestions for changes/tweaks are more than welcome. Sources: Modpack permission: granted
  5. [Solved] Weather, potion effects

    Does this count as new feature or would it be possible to make other mods able to change weather and potion effects: I was concretely thinking about weather 2 mod that lets sometimes the torches go out sometimes not (as well as barrel fill/ fire burn out/ rain commands). Also I use some mods which should give you potion effects but they do nothing (some do the particle). An example would be poisoning plants in plantmegapack. Some mods also seem to rely still on vanilla health/hunger system, isn't there a way to align those? Thank you for your thoughts, Kitty
  6. Hello guys! What started as a question to Lunatrius ended up as adding compatibility between the IGI mod and TFC. Some of the information that can be displayed: TFC DateLocal TemperatureAverage TemperatureSeasonSkill ranks and progressionIndividual Year, Day, or MonthHere is a small example of the possibilities. You can grab it in the Official Thread.
  7. Java 8 questions

    I just want to know if there is any problem between the actual version ( and the new java 8. Just to know if I'll have to use the jre 1.7.
  8. Dynmap 1.7.10

    Hello, has anybody got Dynmap working? I am currently running alpha 3 of the 1.7.10 and the whole map is black
  9. Armor Compatibility

    Hello! Im new to TFC and I've put together my own modpack for a playthrough with my friends, including Witchery and Mekanism, but the armor in these mods doesn't seem to be compatible with TFC. It either doesnt render at all or renders in some weird texture; here are some examples.,WH7uDrs#0,WH7uDrs#1
  10. Thaumafirmacraft

    So, I rather enjoy the addon Thaumcraft, and with the new ore generation config options, I thought I'd check it out to see how much would need to be done for full compatibility. I just tried out of the box, without touching the configs, and was pleasantly surprised to find that it didn't crash. There were a few problems though. The first thing I noticed was that animals were EVERYWHERE. They were TFC animal, but the place was crawling with sheep and chicken and bears and wolves. Occasionally I came across perfectly square sections where the terrain dropped to sea level, presumably where Thaumcraft biomes would have been. I searched for a while but was unable to find any thaumcraft biomes or trees. Or really any plants or mobs. But the nodes did spawn in normally, which had been my biggest concern. My test was done with custom NPCs installed, which could be used to work out recipe equivalencies (like pop a tuyere into a crafting table to get wand caps. Or whatever). Happily, all TFC stuff seems to be working normally. Besides the animal spawn rate. Obviously some work would need to be done to get a seamless experience. So, for a crossover mod, we'd need: Easy Stuff: Add the thaumcraft biomes, plants, mobs Reduce the animal spawns back to normal. Somewhat harder: Add aspects to TFC materials add exchange recipes for Thaumcraft items (easily done through custom NPCs, but an integrated solution would be better) Lots of work Change entire items and associated textures (thaumium wand caps become Blue Steel wand caps) or Add smithing recipes for wand caps, smelting recipes for thaumium, etc. Change item ablilties to better fit in with TFC progression Stabilize the Nether and add a way to get there Now... I'm not really a programmer, so I won't be able to do this, at least not soon. But seeing how little is now needed to get this working, I thought I might inspire someone who knows what they're doing to work on this. If needed, I'd be happy to supply some textures, and I'd definitely add thaumcraft to my todo list for my resource pack.
  11. Everybody knows that TFC is very cool mod, that completely overhaul minecraft. But it's very difficult to use it. Creating public servers is complicated too. There are a lot of reasons of it, but i want pay your attention on chests. Bukkit plugins doesn't work properly with TFC chests. Other mods too. For example, that what i see after a few seconds of playing in Minecraft with TFC and ArsMagica mods: java.lang.ClassCastException: net.minecraft.tileentity.TileEntityChest cannot be cast to TFC.TileEntities.TileEntityChestTFC at TFC.TileEntities.TileEntityChestTFC.checkForAdjacentChests( at TFC.TileEntities.TileEntityChestTFC.func_70316_g( at at at net.minecraft.server.MinecraftServer.func_71190_q( at net.minecraft.server.MinecraftServer.func_71217_p( at net.minecraft.server.integrated.IntegratedServer.func_71217_p( at at think, it's because TFC chests have differences with vanilla chests, and mods don't know what to do with it and they crash =( I'm sure TFC will become much more popular if TFC was more mod-friendly. At least please modify TFC chests for compatibility with other mods. I'm sorry for my bad english,but I hope you understand me =) P.S.: example of crash report in attachment. crash-2013-07-28_13.20.05-server.txt