Wood Choppin’ – TerraFirmaCraft Plus

This one is squarely on Tobold.

One week ago, the man asked for game recommendations in which he could chop wood.

Being that I too, am of that player subset who really really likes repetitive resource gathering and doesn’t quite consider it a grind to do so (if one is enjoying the process and in nice surroundings), I pulled out a bunch of suggestions across the vast range of resource accumulation games I’ve played.

Then I thought, “Well, it might be nice to go chop some wood myself and get a blog post out of it. Two birds, one stone. Show off the validity of the recommendation.”  You know, putting your money where your mouth is. Or something along those lines.

Six days later, I am still chopping wood.

I have one more Storm Wizard token to collect in Guild Wars 2 to finish off the weapon collection. I have World 2 Zone 3 down to a precise science of a 30 minute not-too-aggravating run.

But I willingly skipped two days in which I could have picked up the token to go freakin’ wood chopping (among other things) in my new Minecraft: TerraFirmaCraft Plus world instead.

The world seed is aptly named: Woodchopper.


Or -1295373396, if one prefers the numeric version.

It did not spring out of one’s forehead fully formed. There were a few aborted attempts along the lines of Woodchopping and Woodchuck.


The first yielded a desolate landscape with sparse trees. This simply would not do.


The second looked promising, with plentiful pines to plunder. But after a day or two of play, I simply could not find any clay.

Apparently, the region I spawned in was simply too dry and the annual rainfall too low to form clay deposits. This was a massive problem as getting pottery going is essential for progress along the TerraFirmaCraft tech tree towards metals. It was with regret that I gave up that world, because everything else, metal ore deposits, crops were everywhere.


The third world Woodchopper proved to be the charm. I spawned in practically on top of a clay deposit, which seemed like a good omen. I got simple pit kilns going fast (the fires in the above screenshots.)

About this point, I started getting tired of the standard Minecraft look (not very immersively picturesque, is it?) and decided I’d give messing with shaders one more try. I dug up my ancient post on it in preparation (see, blogging is useful for people like me with sieve-like memories.)

Turns out that everything was a little simpler than that attempt.

The TerraFirmaCraft Plus modpack was an improved version of the old TerraFirmaCraft I’d played back in the day (along with another variant called TerraFirmaPunk, which I covered here and a few other posts.)

It played super nicely with the most recent version of OptiFine for Minecraft 1.7.10, which was OptiFine 1.7.10 HD U E 7. All I had to do was chuck it into the mods folder.

Since Optifine didn’t crash the modpack, I didn’t have to go search for any other weird branching mods and simply downloaded the most recent version of the shader I loved all the way back in 2017. Namely, SEUS.

The publicly released version is SEUS Renewed 1.0.1, so I downloaded that.

But wow, checking out Sonic Ether’s website shows the man has not been resting on his laurels and is hard at work on SEUS PTGI – this should be danged delightful to watch in the future, going head to head with Minecraft RTX, which I only learned about through Everwake’s blog post. Shows how much attention I pay to vanilla Minecraft. Modpacks all the way, baby.

Back to adding shaders: all I then had to do was throw the entire SEUS Renewed.zip file into the shaderpacks folder, start up the game and select the shader via the options menu.

Instant eye candy.


Ok, I may have exaggerated slightly.

The water blocks were not quite registering as water in TerraFirmaCraft because the entity numbers had changed. Known issue. So I had to check what they were in the game, using NEI, aka type in “water” and move mouse cursor over the water to see what number comes up. In my case, it was 566, 567, 568, 569, etc.


Then rummaging around in the shader zip file for gbuffers_water.vsh, adding on the necessary minecraft entity numbers.


For whatever reason, the three lines were commented out – maybe newfangled Minecraft changed water entity numbers – but old 1.7.10 Minecraft definitely uses 8 & 9 for water, so I removed the comment and it worked fine after that. Later, I threw in TerraFirmaCraft ice (574) as well.

Everything else worked fine out of the box. Rain was rain and so on.


(Wavy grass and crops may have been the something else that required tweaks, but I don’t like wavy grass anyway, so it was no big loss for me and I didn’t worry about it.)

It wouldn’t have been Minecraft without the deep ravines…


…and slightly illogical, gravity defying scenery…


… that’s deep. Scarily deep.


Apparently, you can fracture your bones in TerraFirmaCraft Plus (TFC+), which I found out by a sudden sharp drop into, thankfully, a pit slightly less deep than the one above. Still, falling ten or so blocks resulted in a minor fracture.

Anyhow, I settled along the coastline, seawater and freshwater both fairly nearby, and clay deposits to the north and south of me.


There are a number of notable improvements in TFC+. You can craft 4 logs into a place-able stackable block, so a little log hut to shelter from the night zombies is not impossible now, rather than the somewhat immersion-breaking near necessity of digging a cave under clay deposits in the original TFC.


Thatch roofing is also a thing.

Along with the eyebrow-raising not-quite-improvement of torches being able to set nearby flammable things alight.


I guess it’s realistic. *sighs*

Funny story about the accident. (Aren’t they all.)

I knew very well that torches lit flammable things on fire. So I put the torches carefully away from flammable things like my original wood hut on the right. The wattle-and-daub cottage I was in the midst of building was -not- flammable.

This was another new TFC+ thing. Crafting sticks together produce wattle, a framework that one can lay. Pouring a vessel of water over thrown dirt and straw produce mud. Applying mud on wattle creates the pretty white blocks known as wattle-and-daub. So I put a torch next to the walls I was building over the course of several Minecraft days, and they did not light it on fire.

TFC+ torches extinguish after a few days of using up their fuel (or in the rain). So the one next to the walls went out and I never bothered to relight it for ages.

Then I put the thatch roof on, and everything was still okay for another indeterminate period of time.

I guess you know where this is going. One night, I absent-mindedly relight all the torches in the vicinity while looking out at the ocean, thinking about other things… then behind me, things suddenly get brighter, I hear a crackling…

…I spin around and go, OH FFFF-.

I jump after the fire, I valiantly flail at everything, but the damn cottage is three blocks tall, I haven’t progressed to the stage where I can make ladders yet, and in TFC+ dirt and sand blocks don’t stack beyond 1 deep, they obey the laws of gravity.

Long story short, I lose about half the roof.


There’s another couple of days of grass harvesting for straw, and then turning that straw into thatch and thatch into roofs, and climbing back up to re-thatch the roof. *sighs*

The walls were fine. Bah.

I suppose that’s why one would want to tier up to ceramic roofs and slate roofs and copper roofs. But those are a ways for me yet.

TerraFirmaCraft progress has always been slow and sedate. One full year is 96 Minecraft days long. Each season is 24 days. I took my time wood chopping and building using Stone Age tools through most of Spring and Summer, and exploring the local landmass.

It wasn’t until Autumn that I got a bit of a fire going under me (this one figurative) and got barely enough copper to get a few basic metal tools. (Mining is going to be tricky in this world, it’s very hilly and difficult to traverse.) The copper saw opened up lumber, and lumber in turn opened up boats.



So I took a break from my locale and went on a little boating adventure, carrying nothing I couldn’t afford to lose.



There were two apple trees on the island above. Alas, none of them produced graftable saplings from the branches, so I’ll have to come back another time when they’ve hopefully regrown those branches.


I was tickled by the slightly tropical looking landscape. It was a change from all the snow and ice that was the vast majority of my boating encounter.

See, the problem was that I got wanderlust in late Autumn, when temperatures had dropped to near freezing and ice was forming along the edges of land and sea. Try as I might, I couldn’t find any good crops (beyond the odd bush or apple tree), and I later realized that most plant crops are seasonally available in Spring-Summer, not Autumn.

So I returned home and decided to wait out most of Autumn and Winter before wandering again. Food was going to be a minor problem (aka I didn’t have any, beyond seaweed, if I wanted to cut it) but since I was staying at home, I was prepared to just starve to death eventually and respawn right where I left off.

In the meantime, I’d work on building projects instead. Like a cellar for when I actually have food I need to preserve from decay.


It started out as a modest idea of an underground attachment from the cottage.


Then it got more ambitious as I widened it out to its maximum size.

Midway, I realized that I didn’t know if I had to completely cover the floor AND ceiling with the special cellar blocks (made from lumber, clay and straw, all of which had to be gathered).

So I made a separate smaller above-ground prototype cellar to find out.


Turns out yes, everything must be covered in the cellar block for it to work properly. So that ramped up straw, clay and lumber requirements exponentially.

Frankly, I have a feeling that the mini-cellar above ground might be sufficient enough storage space for me. But heck, I had building time to spare while “over-wintering.”


The completed underground cellar, just before I pile on the dirt to completely cover it in grass and make it invisible, save for the little entryway from my cottage.

The next building project is a preliminary barn. There are some Aurochs (wild cows) near home base. I need grain and/or rope (from yet another crop) before I can even dream of leading one anywhere or taming one. But I have no crop seeds until Spring/Summer anyway, and they’ll still need growing time.

I can still make the building and hope to fill it up eventually.



That’s going to be a lot of thatch. Should keep me busy until the next Minecraft Spring/Summer rolls around.

The wood is easy by comparison. Make stone axe. See tree. Hack tree. Swim in logs and sticks. Stack up the logs in the piles for the future.

Now, when I eventually get around to ironworking and charcoal making… that’s when the deforestation is really going to happen.