Name. It was proposed in "s, and became available to the general public on May 26, 2014. (TLD) is the for the string.
History
In June 2012, TLD submitted an application to ICANN for the .wiki gTLD. On November 7, 2013, and TLD entered into a "Registry Agreement", officially allowing the company to operate as the registry for .wiki. Following the acquisition, of TLD, stated many people "from within industry tell me that .wiki is their dark horse for a successful [g]TLD," because ".wiki" describes the site format. "So, when I go to craftbeer.wiki, I can expect a vibrant site with passionate folks discussing all things relevant to brewing beer. This is not the case with craftbeer.com or craftbeer.guru, where you could be accessing a storefront, a blog, a brewery tourguide or any number of things."
In January 2014, .wiki was named one of the "Top 10 gTLDs to Watch in 2014" by ClickZ for having the "potential to provide great secure, shared workspaces for companies large and small". The application was delegated to the on February 19, 2014. By mid-March, TLD had signed agreements with more than 120 to retail .wiki names. It was announced in May that the , the non-profit organization mostly known for hosting, would use "w.wiki" as a . The Foundation also endorsed TLD's proposal to ICANN's Registry Services Evaluation Process to unblock 179 two-letter strings representing language codes (all two-character strings are blocked under ICANN's standard Registry Agreement).
Small Ores and Nuggets
Small ores can be found scattered around on the surface of the ground. These are samples of what ore veins are located within 35 blocks underneath the soil, so they"re somewhat important. In the majority of cases, it is a sample of a vein in the top layer of stone. However, in areas where the top layer is thin enough, the vein may be located in the upper section of the middle stone layer. This means that it is possible to find small ore pieces in areas where the top layer of stone is not able to spawn the ore. Note: The maximum distance from the surface to a vein required for a small ore piece to generate is larger than the scanning range of the Prospector"s Pick. If using the prospector"s pick on the surface in an area where small ore pieces are found, and only negative readings are given, it means that the vein is deeper underground.
Copper, gold, silver, and platinum native nuggets can also be found using a Gold Pan .
Depending on the type of ore, it"s smaller counterpart is either called a nugget for native metals, or a small ore for the rest. One small ore/nugget produces 10 metal units.
Poor, Normal, and Rich Ores
Ore veins are completely made up of a single type of ore: poor, normal or rich. When the world generates an ore vein, it has a 20% chance to be rich, a 30% chance to be poor, and a 50% chance to be normal. One poor ore produces 15 metal units, one normal ore produces 25 metal units, and one rich ore produces 35 metal units.
Veins and Clusters
With the exception of Sulfur, which simply spawns around lava pockets, Ores and Minerals generate in two different shapes: veins and clusters.
- Surface veins are smaller than their lower vein counterparts.
Size: |
Small |
Medium |
Large |
---|
Veins |
Cinnabar, Cryolite, Pitchblende, Platinum |
Bismuthinite, Cassiterite, Galena, Graphite, Hematite, Kimberlite, Limonite, Magnetite, Saltpeter, Silver, Sphalerite, Sylvite, Tetrahedrite |
Borax, Garnierite, Gypsum, Jet, Lapis Lazuli, Malachite, Native Copper, Native Gold |
---|
Clusters |
|
Kaolinite, Lignite |
Bituminous Coal |
---|
Ore Generation
Ores are natural metal deposits that can be melted in a vessel or crucible into a ceramic mold to produce unshaped metal. Ores spawn in veins.
Ores |
Bismuthinite
|
Cassiterite
|
Garnierite
|
Hematite
|
Limonite
|
Magnetite
|
Malachite
|
Native Copper
|
Native Gold
|
Native Silver
|
Sphalerite
|
Tetrahedrite
|
---|
Stone Type (Layers) |
Stone Name |
Bismuth |
Tin |
Nickel |
Iron |
Iron |
Iron |
Copper |
Copper |
Gold |
Silver |
Zinc |
Copper |
---|
Igneous Extrusive (All) |
Andesite |
X S
|
|
|
X
|
|
|
|
X S
|
X
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|
|
|
---|
Basalt |
X S
|
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X
|
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X S
|
X
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Dacite |
X S
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X
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X S
|
X
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|
|
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Rhyolite |
X S
|
|
|
X
|
|
|
|
X S
|
X
|
|
|
|
Igneous Intrusive (All) |
Diorite |
|
X
|
|
|
|
|
|
|
X
|
|
|
|
---|
Gabbro |
|
X
|
X
|
|
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|
|
X
|
|
|
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Granite |
|
X S
|
|
|
|
|
|
|
X
|
X
|
|
|
Metamorphic (Top & Middle) |
Gneiss |
|
|
|
|
|
|
|
|
|
X
|
X S
|
X S
|
---|
Marble |
|
|
|
|
|
|
X
|
|
|
|
X S
|
X S
|
Phyllite |
|
|
|
|
|
|
|
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|
X S
|
X S
|
Quartzite |
|
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|
X S
|
X S
|
Schist |
|
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|
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|
X S
|
X S
|
Slate |
|
|
|
|
|
|
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|
|
|
X S
|
X S
|
Sedimentary (Top) |
Chalk |
X S
|
|
|
|
X
|
X
|
|
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|
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|
---|
Damn |
X S
|
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|
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X
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X
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Claystone |
X S
|
|
|
|
X
|
X
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Conglomerate |
X S
|
|
|
|
X
|
X
|
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|
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Dolomite |
X S
|
|
|
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X
|
X
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Limestone |
X S
|
|
|
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X
|
X
|
X
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Rock Salt |
X S
|
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X
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X
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Shale |
X S
|
|
|
|
X
|
X
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|
S Also spawns as a surface vein in the top half of the top layer of stone.
Main article: Metals
Mineral Generation
Minerals are natural deposits that can be used or crafted into various types of resources. With the exception of Bituminous Coal, Kaolinite and Lignite, which spawn in clusters, Minerals spawn in veins.
Minerals |
Bituminous Coal
|
Borax
|
Cinnabar
|
Cryolite
|
Graphite
|
Kaolinite
|
Kimberlite
|
Lapis Lazuli
|
Lignite
|
Saltpeter
|
Sulfur
|
Sylvite
|
---|
Stone Type (Layers) |
Stone Name |
Coal |
Flux |
Redstone |
Redstone |
Graphite Powder |
Kaolinite Powder |
Diamonds |
Lapis Dye |
Coal |
Saltpeter Powder |
Sulfur Powder |
Fertilizer |
---|
Igneous Extrusive (All) |
Andesite |
|
|
X
|
|
|
|
|
|
|
|
X L
|
|
---|
Basalt |
|
|
X
|
|
|
|
|
|
|
|
X L
|
|
Dacite |
|
|
X
|
|
|
|
|
|
|
|
X L
|
|
Rhyolite |
|
|
X
|
|
|
|
|
|
|
|
X L
|
|
Igneous Intrusive (All) |
Diorite |
|
|
|
|
|
|
|
|
|
|
X L
|
|
---|
Gabbro |
|
|
|
|
|
|
X
|
|
|
|
X L
|
|
Granite |
|
|
|
X
|
|
|
|
|
|
|
X L
|
|
Metamorphic (Top & Middle) |
Gneiss |
|
|
|
|
X
|
|
|
|
|
|
X L
|
|
---|
Marble |
|
|
|
|
X
|
|
|
X
|
|
|
X L
|
|
Phyllite |
|
|
|
|
|
|
|
|
|
|
X L
|
|
Quartzite |
|
|
X
|
|
X
|
|
|
|
|
|
X L
|
|
Schist |
|
|
|
|
X
|
|
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|
|
|
X L
|
|
Slate |
|
|
|
|
|
|
|
|
|
|
X L
|
|
Sedimentary (Top) |
Chalk |
X
|
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
---|
Damn |
X
|
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
Claystone |
X
|
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
Conglomerate |
X
|
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
Dolomite |
X
|
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
Limestone |
X
|
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
Rock Salt |
X
|
X
|
|
|
|
X
|
|
|
X
|
X+
|
X L
|
X
|
Shale |
X
|
|
X
|
|
|
X
|
|
|
X
|
X+
|
X L
|
|
L Around Lava Pockets
+Usually spawns with at least one other ore
Useless
The following ores and minerals currently have no use in TFC.
Useless Ores/Minerals |
Galena
|
Native Platinum
|
Gypsum
|
Jet
|
Pitchblende
|
---|
Stone Type (Layers) |
Stone Name |
Lead |
Platinum |
Gypsum |
Jet |
Pitchblende |
---|
Igneous Extrusive (All) |
Andesite |
X
|
|
|
|
|
---|
Basalt |
X
|
|
|
|
|
Dacite |
X
|
|
|
|
|
Rhyolite |
X
|
|
|
|
|
Igneous Intrusive (All) |
Diorite |
|
|
|
|
|
---|
Gabbro |
|
|
|
|
|
Granite |
X
|
|
|
|
X
|
Metamorphic (Top & Middle) |
Gneiss |
X
|
|
|
|
|
---|
Marble |
X
|
|
|
|
|
Phyllite |
X
|
|
|
|
|
Quartzite |
X
|
|
|
|
|
Schist |
X
|
|
|
|
|
Slate |
X
|
|
|
|
|
Sedimentary (Top) |
Chalk |
|
X
|
X
|
X
|
|
---|
Damn |
|
X
|
X
|
X
|
|
Claystone |
|
X
|
X
|
X
|
|
Conglomerate |
|
X
|
X
|
X
|
|
Dolomite |
|
X
|
X
|
X
|
|
Limestone |
X
|
X
|
X
|
X
|
|
Rock Salt |
|
X
|
X
|
X
|
|
Shale |
|
X
|
X
|
X
|
|
In addition, these ores and minerals still exist, but do not currently spawn in the world: Microcline, Olivine, Petrified Wood, Satinspar, Selenite, Serpentine
Configuration
TFCOre.cfg is used to determine the world generation of ores. Other mod ores can be added to this file to have them generate with TFC's terrain.
Option |
Default Value |
Description |
---|
bismuthinite |
|
|
Horizontal Density |
60
|
How dense the ore vein is horizontally, out of 100.
|
Maximum Height |
128
|
The maximum y-level the vein can spawn at.
|
Minimum Height |
5
|
The minimum y-level the vein can spawn at.
|
Vertical Density |
80
|
How dense the ore vein is vertically, out of 100.
|
baseRocks |
igneous extrusive sedimentary |
The stone type the ore can spawn in. Can be a category or a specific rock. Entries should be all lowercase, with each new entry on a new line.
|
oreID |
2096
|
The Block ID of the ore.
|
oreMeta |
7
|
The metadata (damage value) of the ore.
|
rarity |
100
|
Veins will spawn in 1 out of X chunks.
|
size |
medium |
The size of the vein. Choices are large, medium or small.
|
type |
veins |
The shape of the ore spawn. A type of default will spawn the ore in clusters.
|
History
Beta |
---|
v2 Build 12 | Reworked ore distribution as ore was not spread out enough. |
---|
v2 Build 22 | Magnetite is a dual metal ore, supplying a very tiny amount of platinum along with the iron. |
---|
v2 Build 26 | Borax has had its spawn rate increased slightly in Rock Salt. It should also occur much more commonly in Gypsum. |
---|
v2 Build 30 | Cassiterite will spawn in all Igneous Extrusive layers. |
---|
v2 Build 37 | Microcline no longer spawns. |
---|
Satinspar and Selenite should be much more common within veins of Gypsum. |
v2 Build 40 | Ore should be properly spread out instead of creating mass dead zones. |
---|
Ore veins increased massively at great depths but are spread out much farther. |
The upper part of the world contains the starter metal ores in smaller veins but more commonly than before. |
v2 Build 46d | ~10% increase to ore spawn rates. |
---|
v2 Build 47 | Changed ore gen code to use a new style of ore gen based on MarcoPolo1613"s work. |
---|
Ore Veins typically hold less ore than they do before, but due to the style, you"ll see a lot more ore around. |
Surface Ore - Harvest loose rocks for a chance to find ore. |
77.0
| Removed double metal ore. |
---|
Enabled Kaolinite spawning and made Graphite more rare. |
Small surface ore spawning change to make copper more prevalent and tin less so. |
78.0
| Changed ore generation to move with the height of the terrain. |
---|
Removed layer restriction on ore generation. |
Disabled spawning of Olivine, Petrified Wood, Satinspar, Selenite, and Serpentine. |
78.4
| Panning for ores is majorly overhauled. |
---|
Loose rocks display an entity laying flat on the ground showing what item they are, including ore. |
Trivia
- Cave-ins will destroy ore and mineral blocks including their drops.
- The original ores and minerals added to TFC were based off of Bioxx's love for the game Dwarf Fortress.
Gallery
TFC - Beta 2 Build 52e For MC v1.3.2
So there is a fundamental difference!
Labor intensity
- Welcome to the Stone Age, rapid development there won't be any more.
Distances- Even for basic ore you will have to run, all resources are scattered over a large area.
Realism
“You can’t cut down a tree with your bare hands anymore, and there won’t be a mine without metal either.”
Cognition
- Real existing ores and their locations, as well as types of stone and wood.
Minimalism- There are much fewer types of blocks and crafting, which suddenly only benefits.
Dynamics- Constantly changing world - yes real times year, and 130 biomes for starters.
What's the downside?
Incompatibility
- Almost no compatibility with other mods, no official assembly under Bukkit.
Incompleteness
- a world that has not been brought to mind. There are rocks and trees hanging in the air.
Little information
- Weak description of the mod. I had to spend a lot of time figuring out the nuances.
Inconsistencies- Fast growing trees and slow growing crops. Stone blocks made from pebbles.
And now, first things first - a small guide to the mod:
0. Installing the mod
Let's go to http://www.terrafirmacraft.com/download/ and download the mod itself and the PlayerAPI and Forge included here. If desired, download the Mini map (rei_minimap) and Optifine. We find it on the computer by searching - minecraft.jar and make a copy of it. Open it with any unpacker and throw the contents of the mods inside (in unpacked form). Rei_minimap is added to the \mods package. All.
1.We arm ourselves
Long live the Stone Age. We collect stones scattered on the ground. The only way to make something hard is to hit one stone against another, so in the crafting window we place two stones (of the same type) next to each other and in the resulting window we cut the workpiece for the required tool. Next, we go to the nearest tree and hit the foliage - sticks fall out of it. The result is that we have the first weak tool, only there is no pickaxe in the stone set. We craft a hatchet, a knife, a shovel and, to taste, a spear (Javelin).
2. Getting ready for a walk
There are no stone or wooden pickaxes; it takes more than a minute to remove one block of rock by hand. And something urgently needs to be done about this. Therefore, we begin to prepare for the big walk. First, it’s worth hunting a little, or fishing (if a spider turns up). I’ll note right away that pigs and cows give a lot of meat and leather, so it’s not bad at all to do it in one and leather armor. Have you collected the meat? Now we are learning how to make a fire, for this we will need sticks (at least 5 pieces). We throw three of them on the ground on one block, from the other two we make flint and use it on the block with the thrown sticks, if you are lucky, a fire will be lit, no, we continue to click. If after using 1-2 flints the fire does not form, it means you are doing something wrong. In the fire you can fry meat and prepare torches (from sticks, coal is no longer needed). The only downside is that you can only cook one item at a time. Additionally, armed with a stone axe, we go to chop down a tree. Then we make planks from the logs (an ax and a log in the crafting area), after which we assemble the usual boards for MS from the planks (4 planks = 1 board). And from them we make a work table and a “camping” bed, for which you need to find the nearest sheep and borrow wool from them. Everything is ready and adventures await.
3. Geological exploration.
This is where the fun begins, I hope you have already installed the Mini Map, you will need it to mark interesting places, if not, then F3 and paper will save you. What we are looking for and noting: Ore outcrops (When a nugget of ore falls out of a pebble instead of a stone) the main thing here is: we found one piece, there are others nearby, and to start you need 3 of any ingots (16 pieces of ore go per ingot), clay deposits (stacks of enough for the first time), redwood forests (large trees), fruit trees (Attention: Do not cut the trunk and foliage. Sprouts fall out of thick branches!) and it would be nice to determine and record the type of stone in the biome. All this equipment can be scattered over a very small area, but it will be very useful in the future. Also along the way, it is worth stocking up on feathers, paper (from cane), ink and leather, and a couple of stacks of hickory wood (burns at a high temperature). And of course, choose a place for your home. Attention: craft the hammer, take it in your hand and right-click on the top edge of the bedrock (not every stone is suitable) if an anvil is formed - great, no, let's look for another place for the house.
4. Fundamentals of metallurgy
So, we built our first modest house, and it was modest because our tools were still weak. Let's move on to preparing for the first mine. If you manage to collect enough ore and start smelting it, for this we will need a fire, we have already learned how to make it in point 2, wood (only logs) that burns hotter (hickory) and fur (not necessary) to raise the combustion temperature, which sharply reduces consumption wood Attention, to use the bellows, press the right key on them without stopping and they will gradually increase the temperature in the oven. We craft molds for ingots from clay and fire them in a fire.Now we put the form into the lower slot of the fire and begin to throw in ore nuggets. The mold will be gradually filled (two incomplete forms are added together) and as soon as we fill it completely, we move on to forging. Open the interface of the forge in bedrock (see point 3) and place the hammer in the slot intended for it. Please note that forging can only be done at a certain temperature, which is different for each metal. We place the mold in the slot for the ingot and begin forging. In order to forge an ingot, you need to combine two sliders and fulfill the conditions for 3 last blow written in red on the right. For an ingot, they require that the last 3 hits be of the type - Hit, respectively, move the slider further to the right and with three hits (as the conditions are met, they turn green), set it within the upper slider (for ingots, unlike tools, accuracy is not important) we get the finished ingot. We need to do at least one.
5. Product number one.
For further development, we will need one tricky tool - a chisel. At this stage, we craft a drawing table and draw (with ink from octopus ink) on paper with its help a drawing of a chisel. The thing is that melting metal in a fire is still a pleasure. we need a powerful foundry furnace, and to craft it we need bricks. And for crafting bricks... suddenly - a chisel! So, we take our ingot, heat it to the desired temperature and open the anvil. In it, we put the scroll with the drawing in the appropriate slot, and the heated ingot (if it is not heated correctly, forging will not work) in the slot for ingots, and we begin to forge according to the same principle as the metal form. We combine the upper slider with the lower one and at the same time follow the rules for the last 3 strokes written on the right in red. In the case of a tool, the more accurately you combine the sliders, the better the initial state of the manufactured item will be. Most likely it won’t work on the first try, it doesn’t matter the number of attempts is not limited!
6. Fuel complex
Have you made a chisel? Time will take care of the fuel - our fuel is charcoal. Charcoal is formed during the pyrolysis of wood without access to air. It's clear? If not, I’ll explain - you need a coal pit. I hope you have already found the redwood forest? We go there after first discarding everything unnecessary from our inventory. The thing is that a lot of wood falls from a sequoia with minimal effort.Therefore, we cut down the tree stock (3-4 sequoias) and put the logs in woodpiles as shown in the figure (the direction of the logs is notimportant). Attention, the woodpile will fall while holding Shift, otherwise a regular tree will fall. We open the inventory of each woodpile (without holding a log in our hand) and fill it to capacity with logs (the more there are, the more coal). We place a burning fire in the center of this structure, place a second level of woodpiles and fill everything with earth. Leave one block of the woodpile uncovered - if it lights up after a couple of seconds, everything is fine, close it and wait about 18 hours (in-game) (during this time you can make more holes, they won’t be superfluous), open the ground and scoop out the resulting coal with a shovel.
7. Foundry
We have been preparing for a long time and are now starting to build a blomery for mass production of metal. To do this you will need a stone brick and a blacksmith's forge block. We build a forge out of bricks according to the attached diagram, and as soon as it is ready, you can insert the forge block. And an immediate improvement - next to the forge block, we put furs on the side (with a hole in the forge block).
You can add a couple more levels, the larger the space inside (maximum 4 blocks) of the forge, the more metal and coal you can put in it at different times, but climbing to the top is also more inconvenient. And finally, we insert a metal mold into the forge block and pour coal and nuggets in approximately equal quantities from above into the inside (Q button by default) and start melting.
Please note that you can only melt one type of metal at a time. If there is more melted metal than will fit into one mold, simply place the next one and the metal will flow into it, you can insert partially filled forms.
8. Mining
Now let’s make two picks, a regular one and a miner’s one, and go to the place where you picked up the nuggets. There is definitely a vein there, usually near the surface. Using a shovel, we remove the layer of earth down to the stone and with a prospector’s pick (right button) we click on the stone; it will be shown which vein and its value are located in a 25x25x25 square with the center in the test stone. Attention, a prospector's pickaxe does not give a 100% reliable result, so it is worth checking several stones at once in one place. Nothing? Let's move on, we've found a vein and, preferably, we'll start digging deeper. The whole joke is to determine the location of the vein by its boundaries. Tactics can be different - for example, dig down a vertical pillar, make sure that the miner's pickaxe shows the absence of a vein, return 12 levels up and dig horizontally until the vein disappears again, and again return 12 blocks back and dig in the other direction. And eventually find what you are looking for. A large vein will cover all your metal needs for a long time. Attention, while you are digging 1x2 tunnels, most likely nothing will collapse on your head, but once you start cutting the vein, the risk of collapse increases with each block of rock freed from support, so use supports (and for them you need a saw or a metal ax).
10. Epilogue or the beginning?
According to fashion, you can write the same amount and there will be blank spots left, I deliberately do not do this full description fashion In order to leave room for independent research, and to get comfortable in the world of TFC, there is enough information here. Additional information can be found in the official wiki http://wiki.terrafirmacraft.com/Main_Page or in another guide http://minecrafting.ru/forum/viewtopic.php?f=32&t=6778
With little hope that a server with this mod will appear on minecraft-moscow.ru, I am finishing my story.