Visitors
While the server is resting, I decided to search news about the new version of the mod TFK 0.79. Found something interesting. I will not indicate the site where I got the information from, so as not to promote, but I will say that it is a very good project with a worthy TFK.
Added support for ore dictionary for many items.
Added a skinning stand. The soaked skin must be placed on the top of a horizontally installed log, and then all parts of the skin should be processed with a knife.
Added color set.
Hot springs restore lives.
Barrels display their contents. Open barrels collect rainwater.
Added chests made of different types of wood.
Added new animal and environment sounds, including frogs and crickets at night.
Added gravel from different rocks, generated under the soil.
Added a large ceramic vessel for storing liquids and items, used as an early version of the wooden barrel.
Large and heavy items (anvils, barrels and large jugs) cannot be carried in the inventory. You can only carry one such item on your back at a time (quiver slot).
Added salads and sandwiches, changed the cooking interface.
All food has a certain set of taste characteristics. The player's food preferences are determined by his nickname and world seed.
RMB with a tag to give a name (?) At the time of writing, the item crashes the client.
Improved fishing mechanics.
Octopuses spawn only in oceans, perches - in lakes.
Increasing the Geologist skill will give fewer false positives when searching for ore. It also plays a role in ore washing: increasing the skill will allow you to find new ores (for example, the Adept level will allow you to wash silver).
Butcher's skill is increased by killing animals. The amount of meat falling out of animals depends on it. At zero level of development in this area, only 1% of the current value will fall out.
Added a recipe for the tag.
Added a loom to create fabric from threads (silk from cobwebs and woolen from wool).
Added fog as a weather effect.
The torches go out after about 48 in-game hours. They can be easily ignited with an existing torch in hand. You can also make torches out of sticks by lighting them with already installed torches.
Armor stands have been added again.
Added recipe for anvil shears, they are crafted with two knife blades.
Added iron grill grate for cooking 6 items at the same time.
Added metal hatches made of sheet metal and ingot for hinges. Combinations of any metal are possible (perhaps someone wants to make a gold hatch with platinum hinges for their warehouse).
Added a bunch of different settings.
Added adobe bricks (items, not blocks). So far no use.
Added slow server effect that turns on when no one is online.
Skeletons wear quivers.
Food now has two bars: one is responsible for the percentage of unspoiled part, the other - for weight.
Added hotkeys for working with food. S to connect all the pieces into one, and D with a knife in inventory - to clean all the food from rot.
Added a numerical value over the life bar.
Forging skill affects the durability of tools and the damage dealt by forged weapons.
Lava blocks generate sulfur deposits on the blocks above it.
Changes (part, full list can be found on the TFC website)
Cooked food can be salted.
Coal pile cannot be covered with burning blocks.
Doors are on fire now.
Crops do not die immediately as soon as it gets too cold. Instead, there is a certain chance of death, increasing every day.
o Dead crops now leave seeds on the ground in a "block" like rocks and sticks, instead of an item that disappears after 5 minutes.
Removed the ability to harvest with RMB. Now to collect you need to break the plant.
Removed all localization files except English. They will be added later. Fixed in 0.79.5
The interface of the barrels has been rewritten and the ability to store things in them has been added.
Tannin can only be obtained from a full barrel of water and one log of oak, birch, chestnut, douglas, hickory, maple or sequoia.
Leather working requires exact ratios: 3 buckets for 1 small hide, 4 for a medium hide, and 5 for one large hide.
Lime water is made in a barrel from a ratio of 2 units of flux to a bucket of water.
Lime mortar is also made in a barrel. 1 block of sand to 1 bucket of lime water. Must be aged for at least 8 hours.
The appearance of the mill has been updated.
The skills tab shows progress bars instead of the old numerical values.
Wolves are not tamed with bones, but only follow the player
All animals now have a loyalty stat that needs to be increased.
This indicator can be increased by performing certain actions every day:
o wolves need to be stroked;
o feed cows, sheep, chickens and pigs with grain;
o feed the bears with fish;
o horses must either be fed with grain, or, after reaching a certain level, it must be ridden for at least half a minute every day;
o deer need to be fed with salt.
The way animals are tamed has been completely changed: no more armies of wolves with a handful of bones.
Added /transfer command<ник>to transfer the animal to another player.
The Agricultural Expert level allows you to view crop nutrient levels.
The jungle has been refurbished so it's not just a horrible and barren place.
Reduced stone durability to make mining easier.
Decreased the durability of logs placed by the player to make them easier to build.
Updated the appearance of the gateway.
It is no longer necessary to use a campfire to ignite a coal pile. Instead, you need to throw a torch at the top of the pile, and then close it.
Disabled zombie kids.
Sheets of metal can be processed in a crucible.
Disabled hunger damage. Instead, nutrient levels decline 3 times faster.
Edible algae.
Clay bowl added.
Oceans are reduced from 0.78.
Added lake biome.
Major changes to the world generator.
We are waiting for the release of the new version in " light".
Comment, share emotions and impressions from what you read.
The main thing is not to flood.
Damage from the shaft.
Visitors
After a rather long period of time, Bioxx shared another batch of Napoleonic plans for the development of a food system and crop production.
One of the innovations in the next build will be different types of gravel - for each type of stone, as it is now implemented with the earth. Along with this, gravel generation has been added throughout the map as a separate layer underground. A "drainage map" will also be generated, which determines the ratio of gravel to earth.
An indicator of soil acidity will also be added, depending on the coordinates and seed. Both of these factors will affect plant growth.
But the biggest changes will affect food. First, food will have a taste that will be determined by five indicators: sweetness, sourness, saltiness, bitterness and pungency. Each player will have their own food preferences, determined by their nickname and world seed.
This means that if you cooked something from meat, cheese, potatoes and blueberries, and you liked it, then it is not at all necessary that your neighbor will also be delighted with the proposed dish.
Matching a particular dish to your tastes will affect the amount of hunger it replenishes. In this case, the coefficient can vary from 0.8 to 1.3.
To find out your own preferences, you need to develop the skill of cooking - each new level will give you more accurate information.
Now back to plants. Numerous properties of the soil in which you will grow your vegetables (type of garden bed, type of soil under it, ratio of gravel to earth below, soil acidity) will affect the taste of the grown vegetable. This means that a tomato grown in one place will be different from a tomato grown elsewhere.
But since this variety can lead to storage difficulties, different vegetables can be stacked together. If you combine vegetables with different properties, you will get a stack of food with some "standard" taste.
All of the above looks quite complicated, but in fact, you can simply ignore the new mechanics if you do not feel the strength / desire to understand it. Even in the worst case, your food will restore 20% less than usual.
On top of that, a large number of different foods with different properties will be added. All food will be divided into 5 types: soups, stews, salads, sandwiches and casseroles.
- Soup allows you to eat more economically by adding water to the ingredients, but the food is less nutritious.
- The stew will take longer to make, with more food and less water, but will be much more satisfying.
- Salad will be the simplest and fastest food, like the dishes already existing in tfk. But with this, it will deteriorate faster, which makes it not very suitable for travel.
- The sandwich will be made with slices of bread and a few "fillers".
- Casserole will allow you to cook the largest number of food at a time. But it will have to be cooked in the oven and it will take some time.
In addition, the skills will change somewhat. Instead of the old numbers, there will be levels: beginner, adept, expert, master. An example of the new skill window can be found in the previous article on build 79.
The sound environment will also be updated somewhat. New animal sounds will be added, as well as environmental sounds: sounds of frogs, crickets, birds, etc.
Barrels can be used to store not only liquids, but also solid objects.
Quote: I will not indicate the site where I got the information from, so as not to promote, but I will say that it is a very good project with a worthy TFK.
Damage from the shaft.
I visit a fludilka. Look there.
Those, thanks to whom the shkver remained in my heart - Olviz, Sony, Alexa, vynder, Shin_B, Winzor, jokervs, gamarjoba. The guys saturated the game, helped Shkver to prosper.
Visitors
I'm a little sagging on TFK 1.7.10 I can add and clarify that the developers have not yet fixed it or will leave it like that.
- "Large and heavy items... you can only carry one such item on your back (quiver slot)." The barrel is finally a great thing at first, 12 additional slots, but the main thing is that now you can carry it in your inventory, being overloaded. If there is a free block above your head, then you can move by JUMPING. If you have at least a full inventory of filled barrels;
- "Improvement of the mechanics of fishing." I doubt this is an improvement. The mechanism of hooking, pulling and breaking the fish is heavy (if you are not a fisherman in life, but for such there are much more realistic games). The result is generally scanty with fish. Fishing, in fact, was excluded from the game. IMHO (I may not know something);
- "Loom", if you try to stick a spider thread there, it shamelessly glitches. A couple of threads are inserted and then let's create half-blocks "above", "under" and "at" the machine. I hope they fix the bug;
- "Torches"... Now the only permanent light source in fashion is Jack's pumpkins. This is not gud. In the mines, because the torches go out, strain;
- "Armor stands added again." And again glitchy to the very top. In private, anyone can destroy them or remove their harness from them. It is advisable to keep the racks in a secret deaf room;
- "Iron grill grate for cooking 6 items at the same time." A very necessary thing! The fire began to work very slowly;
- "Metal hatches made of a sheet of metal and an ingot for hinges..." Judging by the number of combinations of hatches... That's what the designers of the company who bought the toy spent all their efforts on: D
- Skeletons wear quivers. But I never managed to knock out a quiver from them :(
- "Forging skill affects the durability of tools and the damage dealt by forged weapons." Exactly what? I’m still new to forging, for example, weapons, so I didn’t know such a chip. A beginner with a red and blue weapon... Because you have to forge too much to at least go to the next level:D
- "Removed the ability to harvest with RMB. Now you need to break the plant to harvest." It's inconvenient, by the way.
- Leather processing. By the way, now from a small skin - 1 skin, from a medium one - 2, and from a large one - 4 skins;
- "Credit of trust" in animals is a very inconvenient thing. If you miss a day of feeding by chance - again. And without such trust, neither piglets will be born, nor wool will be allowed to be sheared, nor milk will be milked;
- "You no longer need to use a fire to light a coal pile. Instead, you need to throw a torch on top of the pile, and then close it." I will clarify - close the last block. The rest should already be closed as before. Otherwise, the world fire);
- "Zombie kids disabled." Kudos to Notch. You have no idea what a relief it is;
- Edible algae. In fact, your first "stable food" at first. It is better to pluck with a knife - and faster, and the block under the algae does not break;
- "Clay bowl added." The regular one has been removed. Craft wash - the usual. The bowl is fired in an earth kiln and has its own clay shape;
Fresh water is where the reeds grow;)
A sandwich is a handy thing. There are 4 pieces in the pot. The sandwich contains 5 ingredients. different. Do you understand what I mean?)
By the way, the supports work in the Glukovo mines, collapses happen more often and are more massive. There are ways to not use supports, but that's a ssss secret.
A chest, even in someone else's private, can now be destroyed by dropping a loose block on it;
- The "stair" mode of the chisel has been updated, now it cuts a cube - 1/8 from the block, which allows you to make corner steps;
But the stairs, when any loose block is dropped on them, stupidly disappear ... They say that they fix it.
In General, I really liked the direction of development. The main thing is that the pricing policy is adequate! So that blue and red buckets, if they were sold, then only for real. If the spawn egg is for game ones, then so that you have to plow on it for a week. Least. I personally have always stood for the complication of the gameplay, or rather, not even the gameplay, but the process of survival in the game: D
Details Super User Minecraft Instructions Updated: 15 March 2016
I think many fans of hardcore survival liked the TFC mod. This little TerraFirmaCraft guide will help you understand the basics of life in this completely different world.
The key difference between survival in TFC and the original mode is the more thoughtful realism of this process - the tree can no longer be obtained by hand, the ore can no longer be seen from a distance, the change of seasons, slowly growing crops and much more.
The beginning of all beginnings
To make basic stone tools, you have to work hard. Stones are now on the ground, collect enough of them to make blanks for tools. Blanks are made by placing two stones in the crafting window and carving the shape of the object of interest to us. You can find out how and what is done by looking at the recipes for TerraFirmaCraft.Now we need sticks to make full-fledged shapes: a shovel, an ax, a knife or a spear. To do this, we break the leaves, with some probability sticks will fall out of them - we install it in the crafting window, the stick is at the bottom, the blank is at the top and we get the finished fixture.
Sticks also serve as a resource for making a fire, where you can cook food and make torches, to make a fire you need to make a flint and steel - put two sticks in a row, then throw three sticks on one block and pick up a flint and click on this block with the right button, if you did everything right, then maybe not the first time, but you will kindle a fire.
moving forward
Now it would be nice to get some food. If you are lucky and you have killed a spider, then you can make a fishing rod and go fishing, if not, we will hunt for living creatures. To do this, it is advisable to first arm yourself with a spear, see how to make it in the same recipes - the link can be found at the end of the guide. Now, since you have a spear, you can search and kill a pig or a cow, a lot of meat and skin falls from them, so you can make armor right away. Armed with an ax, we cut a tree, get logs, put an ax and logs in the crafting window and get planks, after which we put 4 planks and get the treasured boards - we make a workbench and a bed out of them, for which you first need to kill a couple of sheep and get wool.
Looking for minerals
When not a pebble, but a piece of ore falls from a stone, it means that there is more nearby - this must always be remembered. We beat the pebbles and collect 16 pieces of ore, they are enough for exactly 3 ingots, and this is already a pickaxe. So, be sure to stock up on logs - they will be needed to smelt the ore. It is also necessary to find about a stack of clay - we will make molds for melting from it. How it's all done, you can see everything in the same recipes - link at the end of the article.
How to make an anvil in TerraFirmaCraft? We pick up a hammer and look for rock, right-click on it, if you get an anvil, cool - no, look further. If the anvil has formed, around it and build your first shelter. Making a fire - we learned how to create one in the first chapter. We create molds for melting from clay and burn it on a fire. Now we put the form in the lower slot of the fire and throw in pieces of ore until the form is full.
Now let's move on to forging. Open the anvil interface and put the hammer in its slot. We put the mold in the slot for the ingot and start forging,in order to forge an ingot, you need to combine two sliders and fulfill the conditions for the last 3 hits written in red on the right. For an ingot, they require that the last 3 hits be of the type - Hit, respectively, we drive the slider further to the right and three hits (as the conditions are met, they turn green) set it within the upper slider (for ingots, unlike tools, accuracy is not important) got the finished ingot.
Well, in addition, a small video to consolidate everything read in the TerraFirmaCraft guide.
(youtube)1zk427keNAk|510|287(/youtube)
How to make a saw in terra firm craft
It is clear to everyone who has played at least a little with the TerraFirmaCraft mod, what if not do saw, then you can forget about the workbench, chests and boards in general. I'll tell you how do saw and boards!
How do saw in TerraFirmaCraft mod
The necessary metals and how to find them:
The first thing for you is to look for small pieces of metals that sometimes spawn in the world:
Let's get acquainted with the metals that we will need in the development of the first tools, including saws:
- Tetrahedrite - copper comes out pure form.
- Malachite - turns out copper in pure form.
- Copper - will be the same in pure form copper.
- Bismuth - in pure form bismuth.
- Sphalerite - in pure form zinc.
And so, I will teach you how to make copper and bismuth bronze tools and weapons.
Clay saw mold and clay vessel:
You need to find clay, dig up at least 10 things with any shovel!
We press with clay PKM and the interface opens, remove the squares around the edges - we get our clay vessel:
Then we do the same, but there will already be a clay saw shape:
Fine! Now we dig a hole in one block, pick up the clay form of the saw and click PKM into the corner of the pit, we do the same with the vessel, but in a different corner:
We need 8 straw, straw can be obtained with any knife - breaking ordinary grass. Then PKM put it in our hole:
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Very good! You need to get 8 logs, they can be obtained with any ax, cutting down any tree. We also put in a hole (as if covered with a tree):
Prepare one torch in advance, and throw it on the finished structure:
If you did everything right, then you will get this picture:
Tutorial
HOW DO SAW AND WORKBEK IN TerraFirmaCraft 1.7.10
I play on a server with a mod TerraFirmaCraft: My group VK: Playlist: .
Now you need to wait 8 game hours. When time passes, we will receive our fired items:
Why do we need an earthen vessel? For melting metals!
How to melt metals in a vessel:
On the right side you will get the brass instruments, on the left side the instruments bismuth bronze:
On the right I put - tetrahedrite (pure copper), and on the left side I put the metals that are needed for the alloy bismuth bronze- that is, 3 pieces of sphalerite, 5 pieces of malachite and 2 pieces of bismuth. The proportion in the vessel is only for 1 tool if you like do more, then increase by 2 tools, etc.
Do you still remember what copper metals look like?
- Tetrahedrite - copper is obtained in pure form.
- Malachite - turns out copper in pure form.
- Copper - will be the same in pure form copper.
- Bismuth - in pure form bismuth.
- Sphalerite - in pure form zinc.
What is the difference between copper and bismuth bronze?
brass instruments- a pickaxe, a shovel, an ax dig/chopping slower in general, you extract resources more slowly. However, I advise you to make a saw, a sword and any tools with which you do not work for speed, so as not to waste the resources that are needed for the alloy.
Bismuth bronze- pickaxe, shovel, ax dig / chop faster and generally extract resources, however saw, a sword and any tools with which you work not for speed - does not differ from copper ones. Just more strength.
Well, we figured it out, we make a pit and, just like with clay molds, we act with these vessels:
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First, consider the interface of the anvil itself:
- Eight buttons act as a mini game. The red buttons move the green arrow (which is below) to the left, the green buttons move to the right. Each button has its own name, let's look at them:
- First row of buttons: light hit, medium hit, stamp, bend.
- The second line of buttons: strong blow, stretch, compress, seat.
- When you place an ingot, you choose a blueprint depending on what you want to forge.
- There should always be a hammer here, stone or otherwise, I advise you to keep an additional hammer ready. Sometimes the hammer breaks at the wrong time and you can quickly replace it.
- Here you can weld sheets into double sheets and ingots into double ingots.
- Flux is spent 1 for each welding.
How to forge armor and tools on an anvil?
There are many ways to forge, but many simply don't want to or don't understand the forging formula. Here we have calculated the formulas for some tools and armor for you. But first, preparation.
You need any ingot from which you are going to forge. On the ingot itself there are clues when to forge and when to weld. If you are reading this guide, then you already know how to build and use a furnace for melting primary metals, such as copper ingots.
We have an ingot ready, we begin to forge. If you are going to weld, then you need a flux. We put the ingot, in the drawing we select the desired tool or fragment of armor. Check the hammer. Now, with any buttons, we dock the green and red arrows, they must stand exactly. When your skill is pumped, there may be a minimal error, but now you need to do it evenly.
Most likely your ingot will cool down, it's not scary... the progress you made on the ingot will remain. Well, now we need a formula, below there will be a table of items and 100% correct forging. Proven by different players and many times. Before starting forging, check the arrows again to see if they are on the screen.
Thing |
Correct item forging |
Sheet | bend - stamp - small blow - small blow - small blow |
Axe | hard hit - crimp - medium hit - stamp |
Hammer | strong blow - seat - strong blow - stamp |
Knife | seat - seat - bend - stretch - stretch - strong blow |
Pick | stamp - stamp - stamp - stretch - bend - stamp |
Shovel | bend - strong blow - stamp |
Chisel | bend - bend - bend - stretch - weak blow - weak blow |
Saw | bend - stamp - medium blow - weak blow |
lance | medium stroke - stretch - bend - bend - bend |
Ice Breaker | stamp - stamp - bend - stretch - crimp - hard blow |
Thing |
Wrought iron processing |
Bloom | |
flashy iron | stretch - crimp - stamp |
wrought iron | stamp - bend - weak blow - weak blow - weak blow |
Armor |
Forging armor for all stages |
Helmet | strong blow - stamp - stamp - bend - bend - strong blow |
Bib | stamp - crimp - medium impact - strong impact - stretch - bend |
Pants | seat - bend - medium blow - strong blow - stretch - bend |
Boots | stretch - stretch - seat - bend - bend |
Of course, this is only one option, but during the forging process, you can accidentally make it with a different formula that you do not know.