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

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Found 9 results

  1. Newish Player Modifications

    Howdy all, I've delved into TFC enough now to know how I want to play. I'll do the requisite forum search when I can, but it'll be a while. Gotta get TFC forums set up on phone, transfer passwords, etc. Did a bit of searching for shaders but failed. Got Optifine going well but couldn't get anything to appear in the shaders list except internal and default or whatever. I hear there is a separate mod install required for shaders in version 1.7.10 or something? Just looking for some advice here, the Youtube tutorials really suck. Not looking for anything amazing and I'm not worried about performance but I NEED those water and sunshaft effects! Also I've watched Etho smithing... I've decided I'm disinterested in the minigame of hitting certain abilities in the proper order to align the pixel. I like everything else; the heating and cooling, welding, etc. Just curious if there is a mod that... well here's how I'd do it... Have the mod start in "unset" state. Tell the player to go into a smithing window and move the pixel indicator to the middle-ish, note the location of the pixel indicator, tell the player to press each button in order (i suppose mod could do that too), record the movement, do math, then provide the player with the fewest button presses to accomplish each smithing action. Anywho I'm just curious if there's a mod that affects smithing in such a way without spawning ore in my pockets
  2. Smithing Trick

    Hey guys, I just moved to bronze age today in TFC and made my first anvil. My first impression ? Pretty bad, i was kinda annoyed by how precious and exact you have to be, you also have to act fast because the metal is cooling down fast. It literally took me about 15 minutes to make my first tool. I found that very frustrating, so I went to the wiki to look for some nifty tricks, but there were none. Apparently the green arrow that tells you how far to go differenciates with the world seed. But there still is a trick that makes smithing a whole lot easier i found out. If you find not knowing what you are doing fun, the just stop reading, I wanna share this just with people that find smithing really frustrating and wasting your time just like me. So, the trick is that every tool, no matter what material, has the same required rules to finish the product. So the only hastle is to line up the goddamn arrows. The best way to do this though, is to line up the arrows first and then you just have to find out what techniques you should use to finish the product. For example the pickaxe. Redacted By Kittychanley-Obviously its possible to exploit the current system if you want to try and figure out which combinations are perfect matches but forcing these hidden combinations upon others is not permitted on these forums. If you will demand it I can construct entire list of all the tools in the game, but that is purely up to you guys, someone might find it fun finding the combinations. Hope this trick will help you and have a nice day ! Ps: Sorry for any gramatical or spelling mistakes, English is not my mother language.
  3. Physical Smithing

    My idea is, instead of the current anvil GUI, when you are forging basic, single ingot tools (like the pick, axe, or shovel), the heated ingot is pulled from the heat source with tongs, and placed on top of the anvil, rather than into an inventory. The player would then hit the ingot in various places using the hammer to change the shape of the tool, holding down the attack button for different lengths to change the hit strength. This would replace the red and green options in the current GUI. Information that is normally indicated by hovering with your mouse inside the inventory could be manually accessed by right-clicking the anvil (the only information displayed would be the ingot in a single-space inventory slot in the center and then metal type, shape, temperature, etc. displayed around it; alternatively, the information could be displayed on-screen as long as the player is looking at the anvil/ingot to display the same relevant information.
  4. The purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(mostly), light, and sounds Crafting, Carpentry/Wood Working, wood and earthen building materials,and Glass Containers, weight, size,inventory, and transportation Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power Pain, injury,illness, and fatigue Plants,bees, food/water, and Mobs Player skills, stats,professions, and progression Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Temperature mechanics Water management World Generation, weather, and NPCs Miscellaneousstuffthat doesn't fit in the other categories or really low interest
  5. I have a good idea (in my opinion) for a way to change up the smithing/forging system with weapons and armor. To make a tool with an anvil, you will still need one made from an equal orgreaterthan tier of metal. But now, you will also need a hammer of equal or greater tier to get full durability and efficiency. Also the type of hammer will contribute to this too for what is being forged. Types of hammers may be ball peen, doming, chaser, ect. And there should also be three types of armor: Chain Mail, Lamallar, and plate. Chain mail would have really high slashing resistance, but little crushing with almost none topiercing. Lamellar would require sinew, jute fiber, or leather in addition to metal. Lamellar would have higherpiercingresistance, but less crushing and a little slashing. Lamellar would balance things out more, though. And plate would have everything pretty balanced out, but would overall be better. The biggest disadvantage to plate would be resources and weight. That brings me to armor layering and weight. You can always layer armor (as in put chain mail under lamellar or plate) to get higherprotection. But wearing to much armor will slow you down. wearing full steal chain mail and plate would protect you a whole lot, but you will move 15% slower and take up more thirst when sprinting and jumping. I also think that wearing very heavy armor will not protect a whole lot against fall damage. And now, weapons. The weapons in the game already have good variation, but maybe there should be some that do less overall damage, but domultipletypes of damage. I'm talking about war hammers (piercingand crushing), Spears (piercing and slashing), and battle axes (slashing and crushing). And when forging blades, Ibelievethat sword forging should beelaboratedtomake better swords, knifes, spears, and axes. This would involvefullers, bevels, grinding, cross guard making, pommel making (because weight should effect sword attack rate), heat treating, and oil quenching. Maybe even add tang forging todetermineweight and grip. Also different handles would be cool to add more to grip. I think grip should be related to strike force anddefense. That is my idea for TFC2. Please let me know what you think, as adding a complex combat system integrated into the forging system. I think adding so many different types of armor and weapons will let players develop their own play style and preference. I hope everyone likes this. I would really like to see this in game.
  6. How to forge

    So I have a copper anvil and I'm attempting to make A pick, propick, using it. I heat the metal up and do the directions given but I can't seem to get it all correct and forge a tool from ingots. How is this done and what are the right patterns to hit the ingot to form a tool. Yes I know I can melt the copper and put it inside a mold but I just want to try my hand at smithing .
  7. Smithing skill

    I had some questions about smithing skill and how/when it affects items, especially tools. It is said that smithing skill increases the durability of tools. It is however not stated that you only start to get durability increase for tools at certain points. I have a tool smithing skill of 400 and currently the only tools that get a durability increase (to my knowledge) are chisels, hammers and shovels. I also gain durability increase on knives. My 400 skill translates into 83.9% on the anvil. I still don't get durability increase (afaik) on axes, saws, (prospecter's) picks and scythes. I assume that those should start getting durability increase somewhere between 83.9% and 100%. The thing is, I made 100 bronze tools to go from 80.6 to 83.6%. Clearly, the percentage increase you get per smithed tool is not linear. Now imagine if 100% is needed for durability increase on pickaxes (the main reason I'm leveling my tool smithing), that would be a TON more tools that you need to make. Does anyone have similar experiences like me? On what tools do you get durability increase and at what smithing skill? What does general smithing skill actually do? Does it somehow influence your other smithing skill lvls? Because somehow I have 70+% weapon smithing skill (tested with javelin), even though I have like 2 weapon smithing skill. I also have a red steel knife with 20k+ durability which apparently goes of the weapon smithing %. If you know an answer to my questions, please do reply. If you have some other question related to what smithing skill actually does, please ask. P.S.: In case this is relevant, I have 645 general smithing skill.
  8. Hey everyone, I wanted to bring up a glitch that I found in my time playing. You physically cannot make a Wrought Iron hoe on a Wrought Iron anvil. The steps make it impossible to do so by asking for three things "last". You can see what I'm talking about in the pictures below or in this album :
  9. Obtaining unshaped wrought iron

    Hello everyone, this is my first post... Hope I'm not disappointing everyone I've finally got to the point where making some steel would be possible, but i ran into a problem. I'm not sure what I'm missing. The wiki says that steel is made by combining unshaped pig iron + 3x unshaped wrought iron. Now I thought that the only way to get wrought iron is to work pig iron ingots - which produces wrought iron ingots. I then tried to melt my ingots into a ceramic mold, but my firepit isn't hot enough, I barely get the ingot yellow. I could use a forge to melt my iron, but how do I catch the liquid in that case? Can I do this with my bloomery perhaps? tl,dr: You need liquid wrought iron to make steel. You can only get wrought iron in ingots. How do you melt these ingots into molds, if a firepit isn't hot enough?