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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

All Activity

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  1. Today
  2. hello my name is ashley, can i just firstly apologize if i write this wrong i'm slightly confused about how to write a post but i recently started playing terrafirmacraft reloaded on twitch but when ever i want to use the firepit or i want to knap my game crashes and has this crash report:https://pastebin.com/TJiMsD9i any solutions? Thanks -Ashley
  3. Food decay & preservation

    Crops always did this. The respawn is spring was less than initial worldgen.
  4. Yesterday
  5. Food decay & preservation

    I think Bunsan mentioned in another thread experimenting with randomly respawning things such as berry bushes seaweed. Perhaps could be extrapolated to crops to some extent. For example, you can have a very small amount of crops spawn at world generation than usual and have new crops spawn very slowly overtime. That would drastically reduce the amount of crops you find when exploring the world, but would allow you to still find some, and would also give some incentive to hunter-gatherer lifestyles for a bit longer early on since crops are initially more scarce, but will slowly, randomly respawn.
  6. Food decay & preservation

    Yes that's correct, in one of the final versions there was a config. And yes, of course they die in cold weather. There was a pretty significant swath of the world though, which never froze, and was easy street as far as food goes. In practice I think servers is where you *want* immortal crops, due to time passing while players are absent. So they were the least forgiving. But there's other options. You could have crops simply start over again when they reach a certain age. That would make them a little less reliable in mild climates, as far as an easy-mode ready to go food source.
  7. Food decay & preservation

    I'm not sure if I'm remembering this correctly, but wasn't there a config option for TFC which lets crops die out if not harvested in time? They already die in cold weather as well, so not so immortal if you're in a temperate or cold climate. Either way, a config option would be best for that so server owners can determine how unforgiving they want the game to be.
  8. Simple "playability" changes.

    Very interesting. I look forward to seeing what you can do with that. My own suggestions: 1) travel options: boats and ships would be fantastic since the oceans are so vast (look to Cuchaz'sships mod for a really good implementationhttp://www.cuchazinteractive.com/ships/) Various carts with various capacities from a hand cart to one which needs donkeys or even horses to pull. This also makes for a good reason to build roads. 2) a real technology progression in armor and weapons: Copper can only make the basics - javelin, hammer, dagger/knife, axe. Linen gambesons and round shields are the extent of armor. (of course, we would need flax in the game to make linen. hint, hint.) Bronze can be used to make a shortsword and some basic armor - breastplate, helm, shin guards. Tower shields are available. Iron begins to accelerate tech, can now make better weapons like the broadsword, warhammer, battleaxe, and poleaxe. Mail and heater shields can now be crafted. Longbow comes in. Perhaps some basic quality of life devices now. Steel gets to the endgame of technology - longswords, halberds, war axes. Full plate becomes available. Things like powered (by wind, water, or livestock) bellows and anvil hammer become available. Recurves and crossbows come in. 3) Coinage made from precious metals (platinum, gold, silver, copper) to support player economies. Gives a sink for some of it and a use for platinum. 4) Different kinds of meals, not just salad and sandwich. Soups/stews and platters would be a good addition. Just some random ramblings at 4AM. See if any of it sticks.
  9. Simple "playability" changes.

    Well, a true feast or famine is like rock salt or flux stone. You have 0, or you have an infinite amount. So it goes from being that valuable commodity you want very badly, to being an infinite commodity that is essentially value-less. This is bad for the game regardless (imagine if you could find entire biomes of copper or iron). The clay situation in 1.7.10 isn't truly that, it's just a resource similar to others - present some places, not in others - but the immediate starting need means it shouldn't be entirely missing in large areas, except maybe deserts. Even a newb could pretty easily logically come to the conclusion that deserts don't have clay, and decide to either accept the challenge, or roll a new world. It is nice to know there'll be some 'out of the box' server options built in this time. Please build in some kind of merchant support!
  10. Food decay & preservation

    Ya, that was actually another discord topic. Bunsan Had a question on peoples' thoughts on the temperature gradient and in the course of that it turned to how it affects preservation. I am of the opinion that being able to infinitely preserve food simply by storing your food in an environmentally cold area makes other preservation methods less useful, and so hurts the potential preservation tech tree, and that I'd rather see ambient temperature not affect it at all. Counterpoint was that on servers it's good to have a no-maintenance permanent preservation, due to possible extremely long times passing while player is offline, and that's a good point. Eventually I suggested something like what you propose gcook. Basically that items stored at freezing temps eventually become "frozen", and in that state they cannot be eaten, and the stack can neither be combined nor divided. In order to use the food the player must defrost it, which takes an amount of time commesurate with the stack size. So the player now has a choice of whether to store efficient giant stacks of food that take forever to defrost, or many small stacks that they can defrost and use quicker, but that take a lot of storage space. If you've ever tried to defrost a big turkey or ham, you know it takes days. I'd suggest a stack of 64, for instance, take 4 or 5 days (2 hours per unit?). This allows the player to still have simple infinite cold storage, but requires better planning to use it. I further suggested that every time you thaw a stack, some portion of it is lost to 'freezer burn', as a deterrent to repetitive freezing and thawing. The minimum loss is 1 piece, so the smaller the stack thawed, the greater the percentage lost, which plays into the choice of freezing in large slow-thawing stacks, or small fast-thawing but high percent loss stacks. To go with this, you'd have a 'chilled' tag or something, and this would get applied when the player uses 'constructed' cold storage that is part of the game progression - for instance ice boxes or ice houses or refrigerators, etc. chilled items would be useable immediately, rather than having to be defrosted. Items that are neither chilled nor frozen simply don't have a tag. Immortal crops are the other big killer of preservation use, but that's a separate topic, and more easily addressed I think.
  11. Food decay & preservation

    In minecraft there is no scheduled ticks. Basically everything ticks randomly and you just decide if something should happen based on number of ticks that have passed. So for example tree growth in 1.7.10. When you planted a sapling it got tagged with a time stamp. Then every time it randomly ticked it would check if the appropriate number of ticks had passed using the time stamp. If enough had passed it would roll to grow. In 1.7.10 the chests ticked randomly, which is how things cooled and rotted in them. Vanilla inventories do not tick, which is why things didn’t rot until you removed them and they randomly ticked in your inventory catching up on rot.
  12. Simple "playability" changes.

    This is something for server owners to do if they choose, not something that should be done by default. What Iadded in my 1.7.10 fork was the respawning of resources at a very low rate. This was a config for debris, berry bushes andseaweed. I plan to include this in the 1.12+ version. In addition I’d link respawn to spawn protection so they did not regenerate in player bases.
  13. Simple "playability" changes.

    Feast or famine scenarios are only bad if you are unable to overcome the obstacle such as at the beginning of the game. No matter how much work that is put into making sure there's a viable strategy no matter where you spawn is only going to be good for single player. In multiplayer servers since you spawn with nothing the immediate area usually gets stripped of the starting resources first. Also, new players will not know how to start and can become frustratedwhen they are both trying to learn and not finding the resources they need. I suggest a starting package that is enabled by default. This package would contain all the supplies to survive the first few nights as well as a starting guide to help new players out. I'd go so far as to tag the starting items so that players keep the items on death (not given new ones on each death). The benefits of this are that it requires no changes to world generation and is multiplayer friendly allowing players to travel far enough to find a suitable starting area. You can already see this approach being used in a lot of successful modpacks.
  14. Last week
  15. Ropes disappearing

    So, I've been expanding my town for quite some time now It has grown so large that it takes forever to get from one side to another Thus I've started using horses 24/7 My base is well lit with lantern on lantern poles It's very convinient because you can tie your horse to it anywhere you are However, there is one downside to it If you leave the chunk and reenter it - the rope breaks leaving the horse to wander the area and getting itself stuck in some unwanted places Same goes for wolves I've caught a couple of them and tamed Didn't really want them to run around at the time so I tied them up to a pole They were sitting nicely for some time But then I went to the stables to feed the horses That's when the things got real One of the dogs broke it's leash and teleported to me Then that bastard turned feral and killed my mule - the fastest breed I've ever had That was a bummer I even got to building a marble monument as a tribute to that mule ---- Khm... so... the question is Is there a way to prevent the ropes from breaking? Or maybe disabling the rope breaking mechanics at all? Not sure if that would help as I'm not entirelly sure why the ropes break in the first place
  16. Food decay & preservation

    In terms of mechanics about this topic I have 3 concerns about the decay method (any method). In order of importance: 1. Optimization. TFC is already a heavy mod, and decay is just a collection of more lag, particularly in multiplayer. I'm not that particular savvy about ticks in Minecraft, I don't know if there are ticks that happens every day or every 6/8 game hrs.Thus, I think that the best decay mechanic would be one that it is easy on the game. Tony's idea, if it can be done every day, would be better in this regard. 2. Preservation. Some decay mechanics does not really align very well with preservation mechanics in an intuitive manner. The more complex it is, the less intuitive it becomes. Also, since trimming is gone, how to make the preservation system works with decaying food? Again, Tony's idea seems to work fine with expiration days if we expand the expiration days idea. For example, freshness labels: "Recently Harvested", "Fresh", "Decaying", "Rotten". Now, if we add a number (hidden to the player or otherwise) "Recently Harvested 3", means that it has 3 days before becoming "Fresh". This also present an opportunity to a bit more of survival management and risk vs reward. First, rotten food is not discarded automatically until it reaches zero, but has a very high chance of diseases. Decaying has low chance of diseases while Fresh and Recently Harvested have no risk and are the only food that can be preserved. 3 Inventory Space. My third and least important concern is inventory space. What I liked about the use of weight is that some items were too light (like berries) and could stack more of those. Obviously this can be changed that different food has different stack sizes. Thus, I'm not that concern about this. But I wanted to address it since I think it is important. Overall, I think Tony's idea may be the best if we just clean it a bit more.
  17. Food decay & preservation

    I like the food expiration concept, but perhaps instead of decaying away, if you eat a food that has "expired" past the given date, you have a chance to make yourself sick (exponentially increasing each day). This would mimic real life more accurately, since I could conceive of eating foodpast its expiration if it "looks fine"in a survival situation if food is scarce, but if I had abundance then I wouldn't risk it. For example, 1 day after is 10%, 2 days after is 25%, 3 days after is 50%, 4 days after is 75%, and 5 days after is 100% chance of sickness. Sickness could be a hunger debuff (similar to vanilla hunger) and mining fatigue debuff over a long period. Possibly with random bouts of the nausea debuff. It would give a sort of risk-reward factor. Additionally, would save on processing power since you would only have to check the expiration of the food item when its eaten, instead of daily. I agree on combining stacks will set the expiration to the earliest expiration, as it would cause rot from one item to spread more easily. I feel expiration dates on unpreserved foods should be relatively short compared to the rot system in 7.10 TFC. 1 week for fruits,meat and dairy;2 weeks for veggies, 1 month for uncut grains; 6 months for cut grains and flour. Different preserved foods have specific expiration dates based on preservation type and independent of food type. Main downside is figuring out how this would work with "basic" preservation methods such as freezing/chilling or putting food in pot. I think making a separate "frozen" item and "thawed item" is best. Frozen has a 6month expiration, thawed is only good for a few days. Unpreserved food becomes frozen when placed on a rack or shelf for 12 hours inan area whose temperature is freezing, and thaws after a day whenever not in a frozen area.
  18. Today
  19. Food decay & preservation

    There was some interesting discussion regarding food decay yesterday on the discord, so I wanted to kind of compile some of it in this post so it doesn't get lost to discord history. It's been stated that TFC1.12 won't have the original tfc food quantities - it'll just use stacks of pieces as regular MC. Hence, there will also be no trimming. I don't think anyone will be sad to see trimming go. Basically 3 options are presented: The most obvious perhaps, would be ARK-style, where the top piece of a stack is always decaying on a timer. So if the normal decay time for vegetables is 5 minutes, after 5 minutes the top piece of the stack is removed. A visual changing of the background of the food icon indicates the time until next decay. This is what TFC2 was going for in the last iteration, and it's a pretty well known system I think. @Bunsan presented another option: "The thing to remember is that in 1.7.10 it did not care how old the food was, it just cared how long since last trim and how much decay is present. So that is effectively the same as having each item have a set chance to decay and then have it roll to decay every X number of ticks. Whether it just goes poof or turns into a decay item doesn't matter." So basically that seemed to be suggesting that every piece of food in the inventory has a chance to decay every tick. Which has the same statistical result as Ark style probably, in that statistically, per time period, you'll lose just 1 piece. Sometimes maybe a bit more, sometimes less. But statistically same result. There's no icon background timer in this method, so on the one hand you aren't constantly nagging at the back of the player's mind with a visual reminder as each piece of food disappears. But at the same time, it's a somewhat less predictable system. Some people may actually appreciate the defined rate of decay in ARK style. @TonyLiberatto presented another idea. As I understand it, his idea is that when you harvest or create food, it is marked with an 'expiration date', which presumably will show in the tooltip. Expiration dates are only to the day, not the hour. So a carrot harvested at 1am of a given day will have the same expiration date as one harvested at 11pm. Stacks of the same item with different expiration dates would not automatically stack. When the stack reaches the expiration date, the entire stack vanishes or turns to rot or whatever. SO in this system there is no constant drip of food disappearing. You have it all available until the expiration date, and then it's all gone. This is arguably a bit more realistic in that for most food, it does not immediately start having parts go bad. I don't know if maybe it has some processor overhead advantage, in that you'd only check the food once a day, at a certain time, rather than having to check every X ticks? The more I think on it, the more I like Tony's system, and I wanted to expand upon it a bit. I think you could still allow manual combining of stacks to avoid too much clutter, but perhaps just inherit the lower expiration, to avoid hijinks with averaging. This way the player can choose between less space used, and keeping a higher expiration date on some. This also opens up a possible avenue for containers that are food-specialized, having many slots but only for food (in some cases maybe just certain kinds). These containers allow the player to store many stacks of food with different expirations. I also think this system might discourage people like me, from leaving crops in the ground forever in non-freezing climates and harvesting them when needed (though hopefully that won't be a thing anyway) since that would probably result in either more clutter or more wastage, vs. harvesting large amounts at once and properly preserving. Another possibility I think expiration dates would open up, is for there to be food poisoning effects. So your food is safe for some percentage of it's life - maybe the first 50 to 75% - but thereafter the background color changes (maybe to orange) and you get an increasing chance that if you eat this food, you'll get food poisoned or catch a disease or something. Preserving the food might nullify that chance (the background is normal all the way to expiration) or it might delay it (only turns orange at 90% of expiration, and also the chance does not get as high due to reduce poison window). You could even do a sort of hybrid system. Maybe the food doesn't decay for the first 40% of it's expiration date, but upon reaching 40% it gets orange background and starts to decay ark style or random style or whatever, but still no poison chance. But at 70% of expiration it turns red, and now it is not only decaying, but you also have the poisoning chance. So there the player gets a window with no decay, but then there's a significant window with decay, and at the tail end poisoning. So ya, in the end I rather like Tony's system and think it presents some good hooks for other mechanics.
  20. Last week
  21. What is your minecraft name? Lelem Your Age? 30 Have you read the rules? Yes How long have you been using TFC mod?4 years What do you plan on doing mostly on the server?mining
  22. Submit Questions for FAQ

    1. Yes. See the FAQs for more complete answer. 2. There are thoughts, but nothing definitive. I think mechanical energy system is likely idea we’d like to add. 3. Again nothing definitive. Definitely two tool stuff. Maybe casts poured using mold in one hand vessel in other. The vanilla bow no shield restriction. Don’t know what else. Yes cave in will be included. Yes we want to have more stable caves. Beyond that no firm plans. Generally we want things to be more intuitive and have more in-game info. Not sure how to achieve this yet. The flow of progression will be tweaked. There will be some general rebalancing of things.
  23. Simple "playability" changes.

    Though I agree with the sentiment about the struggle, bear in mind that the struggle should be something achievable. The ideal scenario would be that any starting area should have all the basic necessities. This is to ensure that every starting area can sustain a player but, at the same time, without stopping the need of exploration. What I mean is that, for example, if we spawn in the desert, the desert should have "oasis" of water and clay. The clay, as far as I remember, is needed for long trips (for water and food preservation). Now, I don't mean that every biome should have every basic stuff. No. Only starting areas. What would be the point to start in a biome where you cannot survive? That only would encourage resetting the world until you find a biome where you can survive. Thus negating the idea of struggles. Now, the ideal would be that each biome have different challenges; the desert should have less resources and more lethal climate than a jungle, but the jungle should have more dangerous animals and less maneuverable spaces.
  24. Simple "playability" changes.

    Oh I agree about the exploration and the search, but I'd suggest that the resources that you need basically day 1 are not great candidates for complete exclusion from entire biomes. I think upper tier ores and such are much better for that. Reducing dry biomes is a possible way to address the clay factor for sure, though I'm also kind of hoping deserts are more common and extensive. Is it possible to prevent the player from spawning in dry biomes? If selected spawn rainfall is below X, select a new spawn? Difficulty levels where the player can choose to start in a harder starting biome if they want? Or at least a popup if the player starts in a dry spawn, that explains to them that they won't find clay in the biome?
  25. Simple "playability" changes.

    I thinkI’d want to partly address the clay in dry biomes issue, by decreasing the amount of the world that is dry. I’d like more variety of decor for wetter biomes and for dry to be less prevalent. Or at least reduce odds of vast dry areas. The bigger issue we need to address is the question of were the challenge will be. You don’t want to have all things everywhere as TFC is an exploration mods as well. TFC very much has a feast and famine issue for a lot of resources, which isn’t inherently a bad thing, but where it is needs to be thought out. I like the game design of struggle to achieve a goal, but achievement also gives you something to reduce that struggle. As we get the basics in place we’ll need to decide how we are making TFC a challenge.
  26. Submit Questions for FAQ

    - Will there be mining collapse? If so, will it be fixed so that natural caves don't collapse? This really killed the fun of caving in TFC1. Also, will the collapse mechanic be simplified so that collapses that start outside the supported area don't propagate into a supported area? This function frustrated and confused many people, and I know that there are people who specifically dropped the mod because of it. - Will clay be fixed so that at least some occurs in dry biomes, so that you don't end up with newbs confused why they're not finding clay in their spawn area? @Bunsan Hopefully these do not come across as 'suggestive' FAQ questions. I do think it's very relevant to a great many people, who may have dropped the mod because of some of the very poor design choices in TFC1 (feast/famine resources) but also some who just have preference differences (collapse mechanics). I do understand if you delete my response to Dries re: flux.
  27. Simple "playability" changes.

    The old clay situation makes for a poor gameplay experience for new players. I watched a great many lps of people who started in dry biomes, and they're hunting around for clay, not understanding why they can't find it. These kind of feast/famine mechanics are just bad game design - it's the kind of thing that turns new players off. Mia's idea of having limited clay deposits even in dry biomes is a good one, and I would definitely vote for it.
  28. Does this forum have to be dead?

    https://www.reddit.com/r/tfcplus/ Basically dunk is taking 1.7.10 TFC and making some relatively minor changes. The upside is it's playable now I think, since the changes are minor. However in the long run, if the 1.12 port succeeds, I think TFC+ will end up obsolete.
  29. [0.79.15] Evolution 3 Server [Technical Modpack]

    I would love to be added. Roger_Spence
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