im just curious but, do you ever plan on having compatibility with other mods like pam's harvest craft, hunger overhaul, buildcraft, thermal expansion, or industrial craft? because what i think might be cool is if you worked up from terrafirmacraft living to a high tech life, and in order to do that you would have to make the terrafirmacraft metals to be able to craft IC2 things. so is compatibility ever a plan or not?
I am very glad to see that ore dictionary support has been added to this mod. This makes the mod much more versatile and allows for a great deal of compatibility with other mods. Thank you
I have been working on combining TFC with RailCraft and BuildCraft, however neither Fresh or Salt water is recognized by their pumps or the steam boiler as valid types of water. How difficult would it be to add a value or property that will identify the TFC water as a valid type of water for use with other mods?
I love many of the new survival aspects. Stone tools feel so much better now. I had no real use or belief for wood tools. Wouldn't even want to try start this without buddies on a MP server. The reduced boards/cobble yield and the inability to stack cobble or dirt easily is a huge pain for builders.
I'm concerned about some of the long term immersion of the mod. Got burned out on things like the vanilla biomes along time ago. That's why I began using mods like Biomes of Plenty and such. The lack of compatibility with so many other mods is a little rough. If only there was a solution to it so TFC wouldn't feel so... limiting after awhile. I can understand if mod authors on either side don't want to put forth the effort to deal with someone else's stuff but still - would be nice.
Complaints aside - I am appreciating the Dwarf Fortress influence, especially with the use of barrels and log/bar "stockpiles". Am loving that way more than I should. It's nice to actually have more options to make a house/camp look more lived in.
im just curious but, do you ever plan on having compatibility with other mods like pam's harvest craft, hunger overhaul, buildcraft, thermal expansion, or industrial craft? because what i think might be cool is if you worked up from terrafirmacraft living to a high tech life, and in order to do that you would have to make the terrafirmacraft metals to be able to craft IC2 things. so is compatibility ever a plan or not?
Someone made a crossover mod for Buildcraft and its on the terrafirmacraft website.
im just curious but, do you ever plan on having compatibility with other mods like pam's harvest craft, hunger overhaul...
I came here to ask this question as well, though more specifically in the form: What would it take to make TFC fully support HarvestCraft's crops and foods -- or perhaps vice versa, if it ought to be done on Pam's side.
I would want to be able to locate and grow crops from HarvestCraft without resorting to cheatery; in fact, I'd expect the overall world to have a lot more plants in it, which is part of the reason I use HarvestCraft in the first place (the world looks lonely without it). I'd want to find a lot of fruit trees and replant saplings even though it's not the same style at the TFC fruit trees. I'd want the TFC hunger mechanics to deal with HC foods... I expect based on a conversion from Pam's fullness and saturation settings to whatever scale TFC uses. The food pyramid stuff (which I really like) might already be covered on Pam's side via Ore Dictionary attributes but I'm not sure how specific that gets and what happens when a food is part veggie, part meat, part grain, part cheese, etc.
I've used Hunger Overhaul and some others like Spice of Life to get me making better food and eating a wider variety, but I'd kind of like to switch over to just TFC's mechanics -- without losing the plants and extensive cooking that I'm used to by now. Especially since I'd have to earn my way up to metal and since metal is a prerequisite to most of the cookware it'd really feel like I accomplished something when I could make my first fruit salad.
When I first made a build for TFC I had Ex Nihilo as well, but it turned out that TFC doesn't seem to offer Ore Dictionary support (dirt doesn't function as dirt, wooden planks don't get recognized as wooden planks in either form (for e.g. the sieve and bucket recipes), there's a vanilla clay that doesn't build clay things as TFC has its own clay, etc.) and on top of that doesn't even have slabs as a block thanks to the chisel mechanic, which means that modded recipes that need a slab can't be made. I'm enjoying the 2x4-building mode with wooden boards but it's kind of irritating to have to let go of several mods that have been the backbone of my builds for months if not years by now.
The other thing I've noticed is this: TFC seems utterly incompatible with creative mode. When I grab an existing block and try to plant it elsewhere it just disappears; I have to locate the block I'd have in my inventory (e.g. a log) to be able to plant the correct block I want. This problem has shown up with wood, doors, dirt, and stone. Also, the hunger and thirst keep ticking away while in creative mode so when I switch back I'm suddenly starving, and I don't think that's a good mechanic; they should pause. (On the other hand, having them tick down when I fast-forward the night is great -- I've got a day-lengthener mod on (because the short days are killing me on TFC here) but it makes the nights into an utterly boring waiting game, so being able to fast-forward to the pre-dawn and wait out a couple MC hours instead of an entire lengthened night keeps me in the game, and having TFC keep the illusion of a long night through hunger and thirst is perfect, and ensures that I don't get an in-game benefit from fast-forwarding time.)
ETA: Also, why can I store tiny bits of food in my clay jugs but not store the food I've stacked up to 160 ounces? Isn't there some sort of mechanic you could add, similar to adding logs to a stack, where the stack would be split up to whatever is necessary to fit into the jug, leaving excess in the inventory?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Sorry to break the rules, but I would like the mod to be updated to 1.7.10. I'll be combining it with other biome mods. Also, after 1.8 forge is release, can you remove Andesite, Granite and Diorite. 1.8 has it.
So, TFC is utterly incompatible with our other mods, which is fine; we can choose to play one or the other. But while running around a heavily modded Canopy Carnage today with my nephew, I grew to missing the clay containers, because inventory space management sucks when you've got tons of sugarcane everywhere and multiple mods throwing unique items at you.
So I thought I'd ask: Would you maybe consider making a mini-mod, that adds ceramic vessels and pit kilns and maybe a couple other bits of the early game (specs in a second), but doesn't make such a huge chance to the base game, and is generally compatible with other mods? My mod build has different crop types (HarvestCraft), wild animals you need to breed to get domestic ones (Improving Minecraft), more challenging enemies (several mods), storage options (Bibliocraft), and I'm debating about adding Metallurgy to the mix and using MCEdit to raise the whole island 64 blocks and stick some minable areas underneath, which'd take care of metals too.
Between the clay blocks on top of the Aurum Birches and the ability to randomly dig up clay if I put points in digging skill in LevelUp, we do have access to clay (albeit at a little later in the game than normally, which is fine for tech progression right now). As it's a pre-constructed map, we wouldn't be able to have stones spawn, but I could have ExNihilo stones turn into your stones in a two-for-two exchange (Pam does this with her seeds and such).
Pit Kilns would be awesome (and educational for my nephew), and the firestarter is perfect because sticks are plentiful but this map has zero flint (except for the few drops from modded mobs, which I'm thinking of removing to honor the base setup). I need the wild grass to drop what it's currently dropping, so ideally the pit kiln would work with an alternative: I'd be happy with any of saplings, sugarcane, cactus, or wheat. Knapping would let us make more tools and weapons with a low supply of stone, and if the config file let me kill wooden-tool recipes I probably would (makes things way too easy sometimes).
The clay vessels in TFC require every item to have a size, but I suggest just letting them hold anything that's not a tool/weapon/armor, or maybe some additional categories of bigger items, so modded items would sort out just like vanilla ones. And the stack sizes can stay vanilla (I like the restricted stack sizes of TFC but it wouldn't make sense with other mods in the mix).
Lastly, I'd love to see the TFC thirst mechanic in play, because it's one thing missing from our setup, and thirst on a tropical island sounds applicable.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Devs do work on compatibility for TFC with other mods, later builds are much better with that, this I can assure you. But I'm in doubt they will try to slice away at the mod to extract some parts.
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Keep in mind, I'm not the native speaker. What I wanted to say and what I have written can - and sometimes will - not be the same thing. If you noticed that, ask away.
So, got started with the mod a short while ago. So far I've been living mostly on seaweed. I live on an island (may actually be an small archipielago since I can walk to another island) so not many mobs nearby. The other island does have a few pigs, one of which I killed out of curiosity to see if the drops were different. What worries me is running out of wild animals, because in that case I'd be utterly screwed as there doesn't seem to be any wild crops. For how long can I rely on seaweed as my main food source?
So, got started with the mod a short while ago. So far I've been living mostly on seaweed. I live on an island (may actually be an small archipielago since I can walk to another island) so not many mobs nearby. The other island does have a few pigs, one of which I killed out of curiosity to see if the drops were different. What worries me is running out of wild animals, because in that case I'd be utterly screwed as there doesn't seem to be any wild crops. For how long can I rely on seaweed as my main food source?
Only a couple of weeks if there is enough seaweed. You need to walk even more. remember that wild animals respawn but domestic animals dont. Go to the IRC to get more tips
Just started using this mod. Still deciding whether to go for 1.7.10 or 1.6.4 as some mods and a texture pack that I need are yet to be updated to 1.7.10.
What was the latest build or version of the mod made for Minecraft 1.6.4?
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Bioxx making minecraft survival more immersive! really really great mod! I featured this on my minecraft mods weekly episode! here's a link if you want to check it out
keep updating this, by the way to those who doesn't know, you can download latest version on their website.
I am very glad to see that ore dictionary support has been added to this mod. This makes the mod much more versatile and allows for a great deal of compatibility with other mods. Thank you
I have been working on combining TFC with RailCraft and BuildCraft, however neither Fresh or Salt water is recognized by their pumps or the steam boiler as valid types of water. How difficult would it be to add a value or property that will identify the TFC water as a valid type of water for use with other mods?
I'm concerned about some of the long term immersion of the mod. Got burned out on things like the vanilla biomes along time ago. That's why I began using mods like Biomes of Plenty and such. The lack of compatibility with so many other mods is a little rough. If only there was a solution to it so TFC wouldn't feel so... limiting after awhile. I can understand if mod authors on either side don't want to put forth the effort to deal with someone else's stuff but still - would be nice.
Complaints aside - I am appreciating the Dwarf Fortress influence, especially with the use of barrels and log/bar "stockpiles". Am loving that way more than I should. It's nice to actually have more options to make a house/camp look more lived in.
(edited to tone down bad attitude, sorry)
Someone made a crossover mod for Buildcraft and its on the terrafirmacraft website.
I came here to ask this question as well, though more specifically in the form: What would it take to make TFC fully support HarvestCraft's crops and foods -- or perhaps vice versa, if it ought to be done on Pam's side.
I would want to be able to locate and grow crops from HarvestCraft without resorting to cheatery; in fact, I'd expect the overall world to have a lot more plants in it, which is part of the reason I use HarvestCraft in the first place (the world looks lonely without it). I'd want to find a lot of fruit trees and replant saplings even though it's not the same style at the TFC fruit trees. I'd want the TFC hunger mechanics to deal with HC foods... I expect based on a conversion from Pam's fullness and saturation settings to whatever scale TFC uses. The food pyramid stuff (which I really like) might already be covered on Pam's side via Ore Dictionary attributes but I'm not sure how specific that gets and what happens when a food is part veggie, part meat, part grain, part cheese, etc.
I've used Hunger Overhaul and some others like Spice of Life to get me making better food and eating a wider variety, but I'd kind of like to switch over to just TFC's mechanics -- without losing the plants and extensive cooking that I'm used to by now. Especially since I'd have to earn my way up to metal and since metal is a prerequisite to most of the cookware it'd really feel like I accomplished something when I could make my first fruit salad.
When I first made a build for TFC I had Ex Nihilo as well, but it turned out that TFC doesn't seem to offer Ore Dictionary support (dirt doesn't function as dirt, wooden planks don't get recognized as wooden planks in either form (for e.g. the sieve and bucket recipes), there's a vanilla clay that doesn't build clay things as TFC has its own clay, etc.) and on top of that doesn't even have slabs as a block thanks to the chisel mechanic, which means that modded recipes that need a slab can't be made. I'm enjoying the 2x4-building mode with wooden boards but it's kind of irritating to have to let go of several mods that have been the backbone of my builds for months if not years by now.
The other thing I've noticed is this: TFC seems utterly incompatible with creative mode. When I grab an existing block and try to plant it elsewhere it just disappears; I have to locate the block I'd have in my inventory (e.g. a log) to be able to plant the correct block I want. This problem has shown up with wood, doors, dirt, and stone. Also, the hunger and thirst keep ticking away while in creative mode so when I switch back I'm suddenly starving, and I don't think that's a good mechanic; they should pause. (On the other hand, having them tick down when I fast-forward the night is great -- I've got a day-lengthener mod on (because the short days are killing me on TFC here) but it makes the nights into an utterly boring waiting game, so being able to fast-forward to the pre-dawn and wait out a couple MC hours instead of an entire lengthened night keeps me in the game, and having TFC keep the illusion of a long night through hunger and thirst is perfect, and ensures that I don't get an in-game benefit from fast-forwarding time.)
ETA: Also, why can I store tiny bits of food in my clay jugs but not store the food I've stacked up to 160 ounces? Isn't there some sort of mechanic you could add, similar to adding logs to a stack, where the stack would be split up to whatever is necessary to fit into the jug, leaving excess in the inventory?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
STOP MOD REPOSTS!!!
Here's a fanmade logo I made for Minecraft: Win10Ed:
You can find the banner here: http://textcraft.net/host-image.php?result=ok&ref=data1/d/0/d0b1fbcf89aa5e851b3c7e9d86c77f48816b909f2c71ee849ba7532c39a6e18170919630a5bb649b27f404617cf9f5d127aebb98338094370012ad5319ac499dec12cd72bd5dd08a7e4df54c.png
It doesn't generate I don't think ANYTHING vanila, so I doubt you'll see them removing anything of their own so vanilla can work.
So I thought I'd ask: Would you maybe consider making a mini-mod, that adds ceramic vessels and pit kilns and maybe a couple other bits of the early game (specs in a second), but doesn't make such a huge chance to the base game, and is generally compatible with other mods? My mod build has different crop types (HarvestCraft), wild animals you need to breed to get domestic ones (Improving Minecraft), more challenging enemies (several mods), storage options (Bibliocraft), and I'm debating about adding Metallurgy to the mix and using MCEdit to raise the whole island 64 blocks and stick some minable areas underneath, which'd take care of metals too.
Between the clay blocks on top of the Aurum Birches and the ability to randomly dig up clay if I put points in digging skill in LevelUp, we do have access to clay (albeit at a little later in the game than normally, which is fine for tech progression right now). As it's a pre-constructed map, we wouldn't be able to have stones spawn, but I could have ExNihilo stones turn into your stones in a two-for-two exchange (Pam does this with her seeds and such).
Pit Kilns would be awesome (and educational for my nephew), and the firestarter is perfect because sticks are plentiful but this map has zero flint (except for the few drops from modded mobs, which I'm thinking of removing to honor the base setup). I need the wild grass to drop what it's currently dropping, so ideally the pit kiln would work with an alternative: I'd be happy with any of saplings, sugarcane, cactus, or wheat. Knapping would let us make more tools and weapons with a low supply of stone, and if the config file let me kill wooden-tool recipes I probably would (makes things way too easy sometimes).
The clay vessels in TFC require every item to have a size, but I suggest just letting them hold anything that's not a tool/weapon/armor, or maybe some additional categories of bigger items, so modded items would sort out just like vanilla ones. And the stack sizes can stay vanilla (I like the restricted stack sizes of TFC but it wouldn't make sense with other mods in the mix).
Lastly, I'd love to see the TFC thirst mechanic in play, because it's one thing missing from our setup, and thirst on a tropical island sounds applicable.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
So, got started with the mod a short while ago. So far I've been living mostly on seaweed. I live on an island (may actually be an small archipielago since I can walk to another island) so not many mobs nearby. The other island does have a few pigs, one of which I killed out of curiosity to see if the drops were different. What worries me is running out of wild animals, because in that case I'd be utterly screwed as there doesn't seem to be any wild crops. For how long can I rely on seaweed as my main food source?
Only a couple of weeks if there is enough seaweed. You need to walk even more. remember that wild animals respawn but domestic animals dont. Go to the IRC to get more tips
seems very neat for pros but im a hardcore noob so this inst for me XD good job though!
seems very neat for pros but im a hardcore noob so this inst for me XD good job though!
Just started using this mod. Still deciding whether to go for 1.7.10 or 1.6.4 as some mods and a texture pack that I need are yet to be updated to 1.7.10.
What was the latest build or version of the mod made for Minecraft 1.6.4?
Bioxx making minecraft survival more immersive! really really great mod! I featured this on my minecraft mods weekly episode! here's a link if you want to check it out
keep updating this, by the way to those who doesn't know, you can download latest version on their website.
Plans to update to 1.10?