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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 (http://invite.gg/TerraFirmaCraft) 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

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

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Found 12 results

  1. Sult water

    I decided to create my mod pack Half way done - all crafting recipes for immersive engiveering are changed I found a way to combine Mo'creatures and TerraFirmaCraft As a Russian person, it is quite difficult for me to understand all the configurations There was a problem with Ships mod After the launch of the ship, minecraft water blocks remain in place They are very different from sult water What can I do to change the texture of the water to match the salt water?
  2. I'm designing an addon that allows you to create a well so you can draw water out of the ground. I have some basic stuff working but I'm looking to make it balanced and believable, so I'm asking for help with this from anyone who knows anything about earth science or hydrology, or is good at this kind of game balancing. My plan as it is now, is to have the well be a multi block that is assembled on top of a large hole, consisting of rope and wood and whatever else. You'll be able to attach a bucket to the well, lower it into the ground, and retrieve water. I'm thinking the well will have an internal storage of how much water it contains, which will refresh at a specific rate (get to this in a bit) and when you take water out, it reduces by a specific amount, and then replenishes. It also has a cap so it doesn't just fill up indefinitely. I'm also considering having an environmental depletion wherein theres an amount of water in the aquifer, and the wells replenish by draining from that, and if you exhaust the aquifer with too many wells in the same area, then they will start to dry up. I haven't run the numbers to see if this is something that could feasibly occur in TFC's time scale. Which means there are basically two (three) numbers to define: how much water can the well hold, and how fast does it replenish (and how big is the aquifer). Presumably, the capacity of the well is going to be determined by its depth. If a value for the water table can be computed, then the depth of the lowest point of the well below the water table corresponds to the number of buckets the well can hold (1 bucket per block). Which now leaves us with the question of where the water table is. Presumably this should be defined in terms of the y-level (relative to sea level), as well as the rock type, and the ground level. (I.e. areas with higher elevation should have a higher ground level). It also probably relates to the EVT value for the chunk, since dryer areas have a lower water table, right? So something like water-table-level = sea-level + (ground-level – sea-level) * rock-type-mod - EVT-offset. where rock-type-mod is a value between 0 and 1 corresponding to how water-permeable the rock type is, and EVT-offset is a straight offset that just depresses the water table for low EVT values, so you have to dig deeper to get water in dryer areas. And then, as for how fast the well replenishes, that's solely a function of the rock type, right? EDIT: and well depth. If anyone knows anything about how this subject works in real life, has ideas for how this should be balanced in game, or anything else they want to be contribute, please do so in the comments! I'm currently working on getting the multiblock to work, so I'll post the addon as soon at it's ready. Thanks!
  3. 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. Hello! I've a great idea, is about water. - Water purification system: (Water filter, to transform salt water in fresh water or add a new type, dirt water) - Tubes and plumbing: To transport water (Like AgriCraft) - Sprinkles I hope you Staff team like this idea, sorry for bad english.
  4. Real Fluids

    Liquids in Minecraft behave in a very odd manner, and I think TFC2 shouldaim to change how they work. Instead of having infinite sources that spread outwards like an egg on a frying pan, perhaps water, lava and any other fluids in the world should spread out evenly, creating a puddle of one pixel tall liquid. The only infinite sources of water would be rivers, lakes and oceans. Basically the Finite Liquids mod spliced into TFC. Another thing is those fluids that come from barrels and metallurgical appliances...They should all be real fluids that can be placed in the world, scooped up again, pumped through pipes and stored in other mod's containers. This way it's compatible with other mods and is generally more immersive. I know I'm not supposed to base my postoff things from TFC1, but I've always yearned to make cheese,alcohol and metal smelting factories along sideother mods, and I'd be overjoyed if TFC2's possibilities were broader than it's predecessor. Finally, you've probably noticed I named this topic Real Fluidsand notliquids. That is because gases would be a great addition to TFC2 as well. There could be underground pockets of toxic, or explosive gas to spice up the mining experience. (Maybe you could even bring canaries down in cages to test the air.) The gases could be both block and chunk based.(Like Thaumcraft aura, but not top-to-bottom chunks, that'd be silly.) Large, thick concentrations of gas could occur as blocks that can affect yourbeing, but if it spreads out enough, it goes to the chunk based system where the gas is present in the area, but isn't concentrated enough to do anything. I'm not sure if the gases are possible, but I thought I'd throw that in the post too.
  5. Note: I have abandoned development of this mod. Please try Dries007's TfcTweaks instead. ---- Hi everyone I have made a small utility mod that lets other mods use TFC fresh water instead of vanilla water. Download: Download version 1.3 at http://minecraft.curseforge.com/mc-mods/228547-tfcwatercompatibility This mod supports currently: - Railcraft - RotaryCraft - ElectriCraft - Steamcraft - Forestry - Thaumcraft Changelog: 1.3: - Added support for Forge10.13.3.1408+ with the changes in FluidRegistry. Should fix things. 1.2: - Added support for the changes in API for version 0.79.16+ 1.1: - Loading mod before thaumcraft. Fixes issues with crucible and fresh water 1.0: Initial release. Supports the following mods: - Railcraft - RotaryCraft - ElectriCraft - Steamcraft - Forestry Note: This mod doesn't change any other mods, it just replaces vanilla water in forge with TFC fresh water. The supported mods is just listed because I load my mod before they do. Sources and issues can be found at https://github.com/vidaj/TFCWaterCompatibility Mod pack devs: You can use this mod in any modpack, no restrictions. If you do use it, I would appreciate getting a ping so I can check out the modpack, but it's not a requirement.
  6. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No):YupTFC Version #:0.79.24.816Forge Version #:10.13.4.1448SSP/SMP (SinglePlayer/MultiPlayer):sspHave you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No):yes, and fresh reinstall of all related files.Do you have any mods other than Forge and TFC installed? (Yes/No):yesIf yes, which mods?waila, journeymap, fastcraftIf you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No):I dont use those mods anymore, optifine is a joke and i learned about Cauldron after Fastcraft and i use the latter because its more compatible with most of the modpacks i play.Description:I have two questions; they're somewhat related to each other and i believe i have encountered a bug in one case but i am unsure.The first one; is it me, or has the world generator developed a sense of humor?I've had several worlds in the last two days (i have had horrible luck finding basic metals in sufficient quantities to produce tools)and over the course of these two days i've lost count of how many worlds ive generated, but at least two of them have; spawned me at the bottom of a ravine with no clear path of exit, while three more have spawned me at the top of trees that have either killed me or left me with less than 100 hp when jumping off.Secondly; is there a problem with the world generating fresh water?Today i spawned in a basalt biome - here is me thinking i've got a decent world where i can actually have a chance to find everything i need to make basic metal tools, when i started to get thirsty (and this is also where i screwed up, in a sense), i ran to a nearby pool that should of contained fresh water (it had reeds in it! although i noticed that none of the ponds nearby had the right color on journeymap, it shows fresh and salt water as lighter/darker colors respectively), i tried to drink from the pool and nothing happened, i spent a good 15 mins running around to what should of been every fresh water pond in range and for the life of me i couldn't get water from any of them, this isnt the first time its happened either - i had one where i spawned in a marble-surfaced biome and once again, could not drink from any ponds - though in both cases i screwed up and deleted the world files before i realized that i might of hit something significant.Edit;Also, for some odd reason ... i cannot post a screenshot, it keeps telling me that i've exceeded some kind of limit. (46kb of 500kb upload?)edited, wrong category of game mode. (SSP, not SMP)
  7. TFC Version #:Beta 0.79.15.538 Forge Version #:10.13.2.1272 SSP/SMP (Single/MultiPlayer): Both Suggested Name: Bermuda Triangle Crash (Recommend something better, please) Description: Reference screenshots:http://imgur.com/a/Y1HRE World Seed "459909687" Spawn point x:22 z:-9030 Travelling roughly 300 blocks North from spawn causes chunks to stop generating, FPS to drop dramatically and the client to time out. This issue occurs while traveling over water at approximately x:22 z:-9314.Originally, the issue occurred on our server, when any player approaches said coordinate from any direction, resulting in the server crashing and all players being disconnected and "Timed Out". To attempt to isolate this problem I've attempted to reproduce the issue in SP with 100% success, unfortunately I'm unable to identify the cause. This very same issue occurred, a few versions ago, on our server in a different seed. After several crashes/relaunches due to this strange anomaly the world became corrupt and wouldn't load. Two more instances of this issue in random seeds while choosing a new world for the latest version of TFC. The only like circumstances that seem obvious to me are the presence of "Freshwater", "Saltwater" and "Fish".What's strange is that I've experienced all three of those criteria countless times in other seeds and not had the same issue. Mimtos' "Fish Crash" post seems relevant.http://www.reddit.com/r/TerraFirmaCraft/comments/2q5f6k/fish_crash/ I'd appreciate any help correcting this issue or insight into the cause. If this is a bug, perhaps it can be squashed by the next version! Thanks in advance! o_o Have you deleted your config files or are using default configs and are still able to reproduce this bug?: Yes Do you have any mods other than Forge and TFC installed?: Yes If yes, which mods?Fastcraft 1.13 (Occurs with or without Fastcraft installed) If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them?N/A Pastebin.com link of the Crash Report:I'll edit in my crash log and any other relevant requested information later once I get home.
  8. Food/Water Poll

    I was playing tfc when i noticed that not eating has no fatal effects... Why is this? Plz post what you think about this. Also I am curious why there is no pumpkin pie in tfc either... Post in the comments if you want pumpkin pie in tfc!!
  9. So, I started up a world in the new TFC and noticed that there was an issue regarding water blocks and the SEUS shaderpacks. I had previously added the 0.78 water block ID's to SEUS to get the TFC water texture, but in this update, they don't seem to be working. Does anyone know what the updated ID numbers are for all of the water blocks (there should be 5 or so)?
  10. Sometimes when I'm swimming, especially when it is through flowing water or a waterfall, even though I'm swimming slowly and I'm not falling any great distance, I will take what appears to be falling damage when exiting the water onto the ground next to it. This is really annoying if you get stuck in an area where there is a lot of flowing water and ground around it. Is this a bug or some kind of miscalculation of falling height due to the swimming or what?
  11. water

    fix
  12. What am I doing wrong!!!

    I dont seem to be able to find clay. Anywhere. I'm looking all around near water, and there is none in sight. It is necessary for metallurgy, so can someone please tell me what I'm doing wrong?