[1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

Discussion in 'Public Packs' started by OneWolfe, Oct 27, 2014.

  1. OneWolfe

    OneWolfe New Member


    Introducing the world of Steampunk to this hardcore survival mod and making it even harder!
    Welcome to TerraFirmaPunk!
    Explore the ancient ruins of a long dead civilization and learn to master the Power of Steam while surviving starvation, dehydration, deadly cavins, dangerous mobs, zombie hoards, and evil boss monsters waiting around every corner.

    Pack Code: TerraFirmaPunk

    For more details check out the thread on the TFC forums HERE:

    TerraFirmaPunk 2.0:

    Mods Included:
    Animal Crate by TaeoG
    Antique Atlas by Hunternif
    Archimedes' Ships by BalkondeurAlpha
    ArmorStatusHUD by bspkrs
    AutoRun by mysticdrew
    Back Tools by iChun
    Better Boat by SanAndreasP
    Better Foliage by OctarineNoise
    BiblioCraft by Nuchaz
    BiblioWoods TFC by Nuchaz
    Boilerplate by warlordjones, decebaldecebal
    Bookshelf by Epoxide
    bspkrsCore by bspkrs
    Buildcraft by CovertJaguar, SirSengir, Krapht, cpw, spacetoad, asiekierka
    Carpenter's Blocks by Mineshopper
    Cellars for RFC by Sladki
    CodeChickenCore by Chickenbones
    CodeChickenLib by Chickenbones
    Cogs of the Machine by Deatrathias
    ComputerCraft by Dan200
    CoroUtil by Corosauce
    Custom Chest Loot by FatherToast
    DamageIndicators by rich1051414
    Decorations by alksey_t
    Dragon Mounts by BarracudaATA
    Dynamic Lights by AtomicStryker
    Ender Zoo by CrazyPants
    Ex Nihilo by Erasmus_Crowley
    Farseek by delvr
    FastCraft by Player
    Forestry by SirSengir
    Forge Multipart by Chickenbones
    Hardcore Questing Mode by lorddusk, Newcastlegeek, Vswe
    Hats by iChun
    HerdCraft by Nakranoth
    iChunUtil by iChun
    Immersive Engineering by BluSunrize
    Infernal Mobs by AtomicStryker
    Inventory Tweaks by Kobata
    JourneyMap by techbrew
    JustAnotherSpawner by Crudedragos
    Leather Water Sac by Emris_Morath
    LogisticsPipes by davboecki, theZorro266, GUIpsp, AartBluestoke, ArtForz
    Lycanite's Mobs by Lycanite
    Magneticraft by cout970
    Mapwriter by mapwriter, VectronDiablon
    Memory Cleaner by viniciuslrangel
    Metchants for TFC by Aleksey_t
    MineTweaker by StanH
    Mob Dismemberment by iChun
    Mob Properties by FatherToast
    MobiusCore by ProfMobius
    ModTweaker by jaredlll08, joshie, SpitefulFox
    Necromancy by AtomicStryker, sirolf2009
    NEI Addons by bdew
    NEI Integration by Tonius
    Not Enough Items by Chickenbones
    OpenBlocks by Mikeemoo, boq
    OpenModsLib by Mikeemoo, boq
    Opis by ProfMobius
    Player API by Divisor
    Professor Flaxbeard's Wondrous Steam Power Mod by Flaxbeard
    Railcraft by CovertJaguar
    Random Things by Lumien
    Roguelike Dungeons by Greymerk
    Ropes+ by AtomicStryker
    Ruins by AtomicStryker
    Smart Moving by Divisor
    Sound Filters by Tmtravlr
    SteamCraft 2 by warlordjones, ClockworkKaiser, decebaldecebal, domi1819
    Storage Drawers by jaquadro
    Streams by delvr
    TerraFirmaCraft by bioxx
    TerraFirmaCraftNEIplugin by dries007
    TerraFirmaPunk Tweaks by JAWolfe, OneWolfe
    TerraFirmaStuff by Bunsan
    TerraMisc by Powerman913717
    TFC Additions by raymondbh
    TFC Railcraft Compat by Vidaj
    TFC Udary Mod by Bletch
    tfc water compatability by vidaj
    TFC-Tweaks by dries007
    TFCTech Addon by Shurgent
    Twilight Forest by Benimatic
    Waila by ProfMobius
    Waila Harvestability by squeek502
    Wawla by Darkhax
    Zombie Awareness by Corosauce

    Versions / Change Log:
    1.0.90 - 1.0.99
    Are simply test versions as I progressed between 1.0 and 2.0. These are all very buggy and my be removed at some point in the near future.
    2.0 Version 2.0 is a complete overhaul of 1.0 and should cannot be simply updated from 1.0!
    Here are the key features added to 2.0:
    • The questbook has been fully rewritten to be more compact as well as fit better into the world of TFC.
    • The tech tree has been completely reworked to have more of a linear progression similar to the core TFC tiers of alloys.
    • Machines and technical recipes are very heavily integrated and will often require other machines in order to be crafted.
    • Many non-TFC machine parts, such as BuildCraft Gears, can no be crafted on TFC Anvils.
    • Monsters now have unique behaviors and habitats where they can be found. Learning these habits will be a key to your survival and progression!
    • Some biomes are intended to be much more dangerous and rewarding than others!
    • Lost ruins, dungeons, and caves can be very deadly to the unprepared explorer, but also very rewarding to a well equipped party of explorers. Monsters will get much more dangerous the deeper underground you travel!
    • Factorization and automation can now be achieved through the combination of technology mods added in this version, but is intended to be a large part of the End Game goals.
    TerraFirmaPunk 1.0:
    Mods included:
    Cellars for TFC
    Decorations for TFC
    Galena/Limonite Extraction for TFC
    Lanterns for TFC
    Leather Water Sac for TFC
    Merchants for TFC
    Antique Atlas
    Archimedes Ships
    Armor Status HUD
    Carpenter's Blocks
    Cogs of the Machine
    Hardcore Quest Mode
    Infernal Mobs
    Inventory Tweaks
    Not Enough Items
    Professor Flaxbeard's Wondrous Steam Power
    Sound Filters
    Twilight Forest
    Zombie Awareness

    Versions / Change Log:
    0.0.3 & 0.0.4
    Creative Mode Testing Only
    0.0.6 Survival Mod Recipes Available
    0.0.7 Twilight Forest mobs and bosses added to the Overworld
    0.0.8 Began adding quest lines via Hardcore Questing Mode
    0.0.9 Added Cogs of the Machine and Tubes. Finished Snow Queen Palace
    0.0.10 Expanded the Quest Book and added a Server Download
    0.0.11 Steam Power & Iron Age Quests added and more conversion recipes
    0.0.12 Version 0.0.11 resubmitted
    0.0.13 The Evil Update ... Aggressive Mobs, Dark Sciences plus much more ...
    0.0.14 Steel Age & Archimedes Quests added, Fixed some Food Quests, New Mob Types Added, Re-balanced Ruin Gen, Highwind Added
    0.0.15 Version 0.0.14 resubmitted to fix server download issues.
    0.0.16 RotaryCraft and Necromancy quests added, netherwart/blaze ruins added, lots of new mods added.
    0.0.17 MultiMine added, Liberty Head Ruin added, Steam Zombies nerfed, Quests updated and 100 loot bags added, Randomized Zombie Names.
    1.0.0 Official Release! Added lots of client mods that have been requested many times, plus a couple of TFC addons and a few new ruins.
    1.0.1 Skipped for Reasons.
    1.0.2 Updated to TFC 0.79.17, Nerfed some Bosses, added BiblioWoods a BiblioCraft TFC addon, added General Store.

    Tech Tree:

    Tutorials & Developer Journals:

    Special Thanks to: TechnoFirma

    Cover Art Provided By: Lapis Lauri
    Check out her cool Speed Art

    ALTGC Podcast Interview of TerraFirmaPunk:
    Last edited: Jul 6, 2016
  2. Gideonseymour

    Gideonseymour Relatable Gamer Trusted User Retired Staff

    Mod list?
    Kill-Joy likes this.
  3. OneWolfe

    OneWolfe New Member

    There is the core list for now. I will expand the list as I am able, and add more mods when i can get them working with TFC.
    Last edited: Oct 27, 2014
    TheOfficialSlyBear likes this.
  4. WoolyCreeper

    WoolyCreeper New Member

    I am looking forward to playing this. :)
    OneWolfe likes this.
  5. boondockArtist

    boondockArtist New Member

    Whoaboy, looks like another thing to try out soon. might even transfer over my world from technofirma. As cool as it will be, that's just it, it's not really complete. Will recipes and all still work with TerraFirmaCraft's overhaul in mechanics, like the fresh/sea water working and all that junk?
  6. OneWolfe

    OneWolfe New Member

    Porting from TechnoFirma could be very interesting, and would love to hear how that goes.

    The pack is currently still in its alpha stages but from my initial play tests Flaxbeards and RailCraft actually work quite well in TFC unlike almost all the other Tech mods out there.

    As of right now the steam boilers and steam engines do not recognize TFC water in any form :( However the 0.0.6 and later versions of TerraFirmaPunk should have work around features for the water problem. I would be really happy if there was a way to get the steam mods to work with TFC water and be able to just directly dump in a bucket instead of having to get creative or even cheaty with the recipes.[DOUBLEPOST=1414443385][/DOUBLEPOST]This evening I will start recording some basic tutorials on how to craft and use the machines from Flaxbeards Steam Power mod.
  7. boondockArtist

    boondockArtist New Member

    Okay! I'll be looking forward to it. And I see that Rotarycraft is in the pack as well, maybe the that one machine that condenses water from the air would be efficient for some sort of vanilla water to work with the rest of the mods that use steam.
  8. OneWolfe

    OneWolfe New Member

    I have not spent alot of time with RotaryCraft yet so there are still alot of features that I was not aware of, in the mean time I will certainly have to check it out, thank you :D
  9. boondockArtist

    boondockArtist New Member

    Rotarycraft is kind of heavy in iron usage, I do have to mention, but it should be fine! Reika doesn't like people messing with his recipes without his permission, so I'm afraid there may not be a real good way to fix this unless TFC is kind of gracious with iron ores and such (The furthest I've went in was making my first pick, I didn't really get to mine much before I moved on to play with other packs an got distracted. And that was with Technofirma back in 1.6)
    stuned likes this.
  10. OneWolfe

    OneWolfe New Member

    I managed to complete the tech tree with red and blue steel ... Finally! But this pack is going to need alot of play testing so see how balanced the tech mods are compared to serious limit TFC puts on ore generation ...
  11. Sev07

    Sev07 New Member

    How long does a barrel that would make, for example, limevater or sugar?
  12. OneWolfe

    OneWolfe New Member

    If I understand the question it usually takes 8 hours in game to turn a sealed barrel into limewater, alcohol, or cheese.
  13. Sev07

    Sev07 New Member

    but as it shows that everything is ready before the opening(unseal) of the barrel? And then I have 3 days there were barrels of ingredients and nothing happened
  14. OneWolfe

    OneWolfe New Member

    Is this a bug that is happening in the TerraFirmaPunk pack? or TerraFirmaCraft by itself?

    Let me test how the barrels are behaving in the pack first ... I will definitely have to look into it.

    Thanks for letting me know about it :D
  15. Sev07

    Sev07 New Member

    I do not know the first time play TFC)
  16. OneWolfe

    OneWolfe New Member

    Cool, thank you for giving this pack a try. I am also having trouble with limewater. Let me check the FTB Wiki ...

    Here is a related thread on the FTB forum site: http://terrafirmacraft.com/f/topic/7133-solved-mortar-bug/?hl=limewater

    Ok it looks like TFC has a new version update that I have not added to the current version of the pack.

    This basically means TFC barrels are buggy for now ...
    Last edited: Oct 28, 2014
  17. Shunraiki

    Shunraiki New Member

    Seems an interesting pack... But i wonder though, does the mobs in Twilight Forest gonna be adjusted to TerraFirmaCraft's Health Mechanics?
  18. OneWolfe

    OneWolfe New Member

    Yes, Mob health and drops will all have to be adjusted to fit with the TFC mechanics. These kinds of balancing issues will take some time and play testing. From what I have seen so far all of the TFC mobs have about 100 times more health than the normal vanilla mobs but I would like to give them more diversity and certain interesting features that are not normally available.
  19. Sev07

    Sev07 New Member

  20. OneWolfe

    OneWolfe New Member

    Charcoal pits are no long created that way.

    Quote from change logs: http://terrafirmacraft.com/change_log.html
    "Rewrote how charcoal pits are created. They’ve finally reached my original vision. Firepits are no longer needed for the creation of charcoal(this was always weird right?). Instead after creating your pile of log piles and covering it over, you drop a torch on top of any logpile. After a few seconds, the torch will disappear and that logpile will mark itself for charcoal creation. It will then propagate this to all log piles that it touches. At this point it should be fully covered over lest the whole thing burn up." - bioxx

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