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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    A nasty ad slipped through!
    Posted in: Minecraft Mods
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Someone's approached us to try to build an add-on for our mod [terrafirmacraft] with yours. Your concept seems pretty interesting and the whole thing looks rather well-done, so I decided this would be interesting to watch, if it happens. Our mod focuses on survival and a great expanse on the early game, although it replaces many of the blocks and items available to the player. The greatest issue for compatibility with terrafirmacraft is crafting- players don't have access to any vanilla tools, vanilla stone, vanilla wood, vanilla metals / ingots, and most vanilla items in general. I haven't investigated your work too deeply, but I assume you've introduced your own metals like copper or something, and we certainly have the resource base to support many mods being ported over, but the key here is being able to re-balance all of the recipes to integrate appropriately with our tech tree.

    Just wondering how well your mod stands up to people trying to re-balance it in that way.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Nedellis»

    Wow, cool. Do you have any addictional informations about world generation?
    We have rerolled the world with crops die if not harvested and few other tweaks to config. We are at -14000 and it's pretty cold. What happened if i go -28000 or further at -50000? It will be still cold or there is some kind of pattern?

    There is an equator and latitude based climate system, but it's still minecraft, which means the world is nearly infinite in every direction. The equator is at Z = 0, and the north pole is at Z = -30000. Anywhere beyond +- 30 000 Z has a constant climate of really, really cold. The world isn't perfectly modeled after the real world- it gets a lot hotter near the equator in terrafirmacraft (partially because it's hard to calculate how moisture affects temperature), but in general, they're close
    Posted in: Minecraft Mods
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    posted a message on Help me find mods that make crafting harder and mod that introduce the five food groups like in terrafirmacraft
    uh... Is there something wrong with just playing terrafirmacraft?
    Posted in: Mods Discussion
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    posted a message on Is there a definitive Terrafirmacraft video I should watch?
    Maybe take a look in my signature >_>
    Posted in: Mods Discussion
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Nedellis
    Unfortunately after few hours with friends it seems to me that challenge to survive last 4-5 hours more than vanilla (which is 10 minutes by the way).



    This little farm seems pretty enough to survive without trouble AT ALL. It was pretty easy to make, we just run (a lot) for few days, gathering seeds, and that's all. I guess we never encounter any more hunger problems.

    Am i miss something?


    Also:



    25°, 6 January, 2 AM...something is broken here...

    -4192 Z = 14 degrees north of the equator! You're in the tropics!
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves (Now With Bloody Stumps) Total Conversion! [V4.A2 Timing Rodent b upd: Nov 27th]
    Quote from FlowerChild


    That trying to create a hardcore survival experience with an unknown number of Forge mods installed alongside is an exercise in futility? :)

    But in all seriousness, I've never played it (I think I've played a grand total of 3 or 4 MC mods, and that list hasn't grown in years). Seen a few vids here and there, but don't know enough about it to really have an opinion. I've face-palmed over seeing mini-maps used with it, but that's about it.

    Aww c'mon FlowerChild, we're not so bad :)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from ariosos

    Instructions for getting Terrafirmacraft
    Posting this so that anyone who wants TFC can get it while the site isn't working.

    1. Download the Technic Launcher: http://www.technicpack.net/download


    actually we don't support the technic launcher. We've had many arguments with them in the past. Mainly around packs existing without our permission. We frown on those who play TFC through it.
    Posted in: Minecraft Mods
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    posted a message on BetterStorage 0.13.1.127 [WIP]
    Wow! I really like your recipes and everything seems to function so cleanly :)
    Posted in: WIP Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Quote from VivaGabe

    Both tfc and ugb are good mods. I highly doubt ugb will get into the more realistic aspect of survival as tfc. I would expect more rock types, sand types, and maybe stalactites being added which I believe tfc does have but I don't think anyone has a patent on earth's natural beauty.

    You could also claim that extra biomes and biomes o plenty might be creeping up on tfc's territory since they add different trees and plank types.

    I'm not trying to claim rocks or anything lol. (Why is everyone interpreting me as aggressive?) all I meant is that the mods are similar. A mod like rei's minimap is completely inrelated to TFC and so features between the two would never mix, but this mod is already in sort of the same genre. I'm friends with the original creator of extra biomes, and I'd like to be friends with the creator of ugb too, if he's up for it :)


    as far as those who don't like how much TFC changes minecraft, I'm sorry we couldn't make a game you like =P. TFC would be standalone if it weren't for the convenient rendering code built in to vanilla and familiar experience people already know. We didn't create TFC because we disliked vanilla, although vanilla did seem to get repetitive near the end, we wanted to make a game of our own, that was challenging, engaging and had a long progression of technology. We set out to make it in minecraft because we enjoyed it, not because we hated it and because we'd seen all of the mods that add late game, modern technology like rail craft, Industrial craft, and red power and we decided to do the opposite, and make a game where you started with nothing, alone in a scary world where you feel small and alone (metaphorically, unless you play SSP =P), instead of the genius master of the universe.

    I don't expect to change any minds about TFC, but I don't wanna keep coming off as the bad guy here =P
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Quote from Murayama

    I'm sure you didn't mean anything by it but it did kind of come across as if you were drawing a line in the sand and saying "You better not come into our territory or else." With all due respect, you're a little over protective of your mod in my opinion.

    I'm not denying that I'm drawing a line in the sand. Maybe I didn't communicate clearly enough, but the line isn't anywhere near the current mod or the direction it's going in. It's quite far away in fact. I'm merely saying that it exists. It's not like I would do anything if the line WAS crossed anyway. I wouldn't incite hate or talk badly of the mod designer or the mod, but I would be unhappy about it. It's by no means an ultimatum or threat, but common courtesy would be to respect another person's wishes.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Quote from Dudewiththemine

    As I understand it TFC is a total conversion whilst UgB simply adds more rocks and features to subterranean areas. Can we please not have some kind of silly flame war about the originality of adding rock variety and just enjoy whatever mod we choose to play?

    I'm not trying to start anything at all, and I'm kind of offended that you said that. I'm simply saying that this is a good mod and that the two can coexist, but I'm not going to pretend that everything will be fine if this mod starts grabbing features directly from TFC.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Hey, this is Dunk, current lead developer of Terrafirmacraft.

    This is a nice mod. I do see the similarities between TFC, but I think there's enough breathing room and that they're still different enough to capture different audiences for different reasons. We're cool right now, but I'd just like to make sure this mod doesn't lean too far into TFC's territory. Keep up the good work.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Maniac Miner

    That's a great idea. And while we're at it, how about making sheep drop some sort of meat, like in alpha?
    Those might just be in a future update, but you guys will just have to wait.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    It's great to see so much interest in this mod (of course that's all thanks to Bioxx), I was afraid it was going to die :(

    Are there any trees the community wants changed? So far I've done the sequoias and the willows in the swamp biome (which are my favourite).

    I'd like to know what the community wants :)
    Posted in: Minecraft Mods
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