Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Homepage Articles


    Bioxx

    Believable

    By Bioxx, in Homepage,

    Before I get down to the subject of this post I want to say that I love the passion that TFC creates. I've seen so many people from all different walks of life joining our community and sharing their knowledge and love for TFC, that it's truly been epic. We have so many die hard fans that it has truly been an awesome experience to be at the helm of this community for going on 3 years now. To think that the very first reply I received on the TFC MC forums thread was someone saying "This might be going places" and then to end up where we are today still gets me excited. So even though we are still 2 months away from the official 3 year mark, I want to say thank you to everyone who's been along for the ride.
    Now down to business.
    It's been a while since I've done a post on something other than strictly update news, but I decided it would be a good idea for me to update the definition of 'believable' for everyone. I've seen a few threads come and go that challenge a particular feature as not being believable because 'insert reason here'. Most of the time, these arguments are made because the user has extensive knowledge of said topic and cares deeply about us getting it 'right'.
    Dictionary.com defines 'believable' as: "To have confidence in the truth, the existence, or the reliability of something, although without absolute proof that one is right in doing so." I like this definition, but I do not feel beholden to it. I find that narrowing down what is and isn't believable is too complex of a matter to definitively say for each and every person. We all come from different places in the world, filled with our own life experiences and holding to many different ideologies. As a result, what makes sense for each of us is slightly different.
    So how do I decide if something is believable? First of all, I tend to read quite a bit about the topic. Obviously some things receive more research than others but I try my best to get a good handle on the subject. More often than not, my initial plans for a feature are crazy in depth. Then I have to take a step back and decide how to best translate this into a game. Everything in the universe is incredibly complex, no matter what the subject is, that you have to decide what to cut. Sometimes I don't cut enough detail and the feature is overburdened with needless invisible complexities (the old system for heating/cooling which used math that approximated specific heat), or has little detail at first but needs more details to make the entire thing feel complete (Food taste). At the end of the day I have to ask myself if the player could take the knowledge that they've gained from playing with this feature and apply it in some small way to the real world and be successful. If the answer is mostly yes, then it passes my meter. I always want players to be able to learn something when they are playing TFC. Education in gaming is incredibly important to me.
    However, there are times when believability and accuracy is sacrificed because we are dealing with a game and with players that will exploit anything if given the opportunity. It's human nature. Thatch is a perfect example of this. I am fully aware that a thatch roof is very solid and could easily hold a mans weight. However, for so many reasons, allowing players to walk on thatch is just terrible in a game such as TFC.
    Another example would be tomatoes being classified as a vegetable even though they are technically a fruit. If TFC were attempting to be textbook accurate, this would be a grievous mistake. But we aren't, and tomatoes are vegetables for two specific reasons. First of all, if you've noticed, there are no fruits in the standard crop system. This is by design. I prefer the idea of fruits being seasonal and out of the players control. This encourages an interesting aspect of exploration to make sure that you have fruits all year long. Secondly, the average person doesn't think about the tomato as a fruit. Do you believe that most people really think about the fact that they are pouring fruit sauce on their spaghetti?
    An important subject that I should address here is the aspect of fantasy elements and how they mix with TFC as a whole. Fantasy is perfectly fine. I've never wanted TFC to be based completely in reality. As awesome as real life can actually be sometimes, fantasy aspects provide convenient ways to make a game better. I love having Skeletons and Zombies in Minecraft, I've just always wanted Minecraft to be grounded, which I feel TFC achieves. Obviously we have more work to do for everything to mesh well but its coming along.
    The last thing I will say before I end this article is directed at those who know a whole lot about a particular subject in real life and find that TFC isn't accurate when it should be. Before you spend the time to type up a long post and get into a heated discussion, I ask that you first try to put yourselves in the shoes of someone who doesn't have your extensive knowledge. Then ask yourself if the basic idea is sound. If it is, then we've achieved believable. Remember, TFC is not a simulator, its a game that encourages people to want to learn new things without the boring drudgery of school and textbooks.
    Ok I'm done typing now. I started this at like 4am so forgive me if my thoughts don't translate into text well. It makes sense to me so hopefully it will to all of you as well.
    Bioxx

    79.7 is out

    By Bioxx, in Homepage,

    Since some of you still don't follow me on twitter or bother to religiously update the change log page, or keep track of our commits on github, or stay in irc where I update the channel topic whenever I update, you're still posting 79.6 bugs when 79.7 has already been released. Since Kitty is very busy with midterms coming up she asked me to make a post about the recent patch. Head over to the changelog page to see all the fixes. And PLEASE actually READ the change logs! If I had a dime for every time we get asked how to do X when we've already told you how to do X in the change log :/
    Kittychanley

    Torch Poll

    By Kittychanley, in Homepage,

    Now that 79 has been released for a little bit, we want your opinions on the new torch extinguishing mechanic. Please cast your votes in the following poll: http://terrafirmacraft.com/f/topic/6944-torch-poll/
    I have disabled comments for this article. If you would like to make a comment regarding this topic, please make a post in the linked thread.
    Bioxx

    Less bug reports than usual. This is a good sign :)

    TFC 0.79.2 Changelog
    Bug Fixes
    Fixed creeper crash
    Fixed a different seaweed crash Forgot a null check :/
    Fixed barrels not retaining solid storage
    Fixes goldenrods spawning in water

    TFC 0.79.1 Changelog
    Bug Fixes
    Fixed log piles not stacking
    Fixed harvesting seaweed crash and missing seaweed item name
    Goldenrod flowers now grow over clay even if the clay is under a layer of soil.
    Fixed client world init packet not being sent to clients by the server.
    Fixed limewater recipe not consuming flux.
    Fixed loom NullPointerException
    Fixed Brining recipe always returning false.
    Fixed S hotkey crash.

    Bioxx

    Build 79 is here

    By Bioxx, in Homepage,

    This is a very long changelog and I'm sure that I've missed a lot.

    Please be aware that the wiki is now outdated in many areas and will take some time to reflect all of the new changes.

    Full changelog after the jump.

    TFC 0.79.0 Changelog
    IMPORTANT
    Minecraft 1.7 is known to have very bad lighting calculations which are exacerbated by TFC’s 256 height worlds. As a result, minecraft may run very poorly with TFC installed. To fix this and many other issues with minecraft performance it is highly recommended that you use FastCraft by Player . This mod is optional and can be run by both a server or client to correct issues with vanilla code.
    Chickenbone’s NEI as well as Dries007’s NEI Plugin are both recommended for looking up the new recipes while the wiki is still under construction.
    New Features
    Added Ore Dictionary support for many items. I did not add everything because there are just so many things, so please let me know if there is something specific you would like added. -Kitty

    [*]Added Leather Rack. Right click on the top a horizontal placed log with a soaked hide. Then right click on all of the spots on the hide with a knife to scrape the pieces off. Scraping the last piece off will give the scraped hide.
    [*]Added a bunch of new flowers. No use for them yet other than to be pretty.
    [*]Hot Springs now regenerate player health.
    [*]Barrels now render their liquids inside, and containers can be filled and emptied into barrels by right clicking on the barrel with item in hand. Unsealed barrels collect rainwater.
    [*]Added wood-specific chests.
    [*]Added a bunch of new ambient and animal sounds, including crickets and frogs at night.
    [*]Added rock-specific gravel that now spawns in varying depths beneath the dirt.
    [*]Added Large Ceramic Vessel that acts as a lower tech version of the barrel in all respects. It can only hold 5000mb of liquid which is half the capacity for the normal barrel and only has 9 slots for solid storage instead of 12. As mentioned before, the tech level is lower which means that some recipes like alcohol simply aren’t available until you have a barrel.
    [*]Added capacity for wearable objects. At this time we’ve opted to start slowly with only items that are carryable on your back. If you have an item in your inventory that has been marked as too heavy for normal carrying, you will be unable to move until the item is removed or it is placed on your back. These items will render correctly as though you are carrying it. Examples of carryable objects would be sealed barrels and anvils.
    [*]Added 2 new meal types, Sandwiches and Salads. Removed the old generic Meal and redesigned the food prep interface. Sandwiches have a higher max food weight value than other meal types and the entire thing is eaten in one use instead of increments. Additionally sandwiches give a 25% boost to filling over other food types. Salads on the other hand are your basic meal and are incredibly easy to create.
    [*]All foods now have tastes associated with them. Each player also has a specific preferred taste profile that is determined by the players name and the world seed.
    When players make meals they want to get the taste profile of the meal to match the taste profile of whomever is going to consume the meal as closely as possible because this increases both the satisfaction(which makes food last longer) and the nutritional value of the meal for that player(I’m aware this isn’t realistic please don’t make threads about it).
    All foods have a base taste profile which is then modified by various factors. In the case of animals, the modified taste is random(I want to expand upon this to make it more controlled in the future). When it comes to crops however, the modified taste value is directly influenced by the environment in which it is grown and can be controlled by the player (Again I want to expand upon this in the future to make it more transparent).
    When making a meal, all of the tastes are added together to determine the taste of the meal. This is pretty straight forward.

    [*]Added name tag crafting recipe: marking, paper, string
    Right-click a name tag to give it a name

    [*]Fishing has been rewritten to provide a much more rewarding experience.
    Hold right click to charge the fishing rod when casting
    Reel in the bobber by right clicking
    When a fish bites onto the line, try to reel it in without letting the line snap
    Squid now only spawn in the ocean, and bass now spawn in lakes.

    [*]Added Prospecting and Butchering Skills.
    Leveling up your prospecting skill will cause less false negatives to occur. It also has a role to play in panning for ores, causing higher tier ores to be available to find. Example: Reaching Adept level unlocks silver to be found from panning.
    Butchery skill is gained when killing any animal. As this increases, more meat will drop from animals that are killed. As a result of this, the amount of meat dropped at low levels is drastically reduced. With no skill in butchery, only 1% of current amounts will drop as usable meat to simulate the players lack of knowledge about general animal anatomy.

    [*]Added weather and time based fog effects where fog will close in during inclement weather or early in the mornings.
    [*]Torches now burn out after roughly 48 in game hours. They can easily be relit by right clicking them with a torch in your inventory. Additionally you can create new torches by right clicking on a placed torch with a stick. This is not as efficient as creating them in a firepit but is useful when on the move.
    [*]Rewrote and reenabled armor stands.
    [*]Added loom for cloth creation.
    Place string on the loom with right click. (16 wool yarn or 24 spider string)
    hold shift-right click once full to begin to weave the threads together
    once the loom stops operating, right click to remove your cloth
    silk and wool can be used interchangeably to make carpets, beds and paintings

    [*]Added Smoke racks for smoking and drying foods. The food must first be brined in... you guessed it Brine. This is a combination of 10% Vinegar and 90% Saltwater. After a food has been brined it can be stored in a container full of vinegar to pickle the food and drastically increase its shelf life.
    [*]Added shears recipe to the anvil. This is created with two wrought iron knife blades.
    [*]Added wrought iron grill for cooking up to 6 food items at once.
    [*]Added metal trapdoors which are made by combining any metal sheet with any metal ingot. The sheet will determine the color of the door, and the ingot will determine the color of the hinges. these trap doors can be placed facing any side of a block.
    [*]Added a bunch more configuration options.
    [*]Added mud brick items. No use yet.
    [*]Added server slowdown effect when there are no players online along with a config variable for changing the slowdown speed.
    [*]Added config option to change quiver HUD position. Choices are bottomleft, left, topleft, bottomright, right, topright.
    [*]Skeletons now wear quivers.
    [*]Food now has two different indicator bars. The top bar indicates the amount of decay on the food (Green for the first 10% of decay. Red for the other 90%). The bottom white bar indicates the weight of the food out of 160 oz.
    [*]Added Hotkeys for quick food management. Press S in the inventory while hovering over a piece of food to combine all like food pieces. Press D in the inventory while it contains a knife to trim all decay.
    [*]Added numerical overlay on health bar.
    [*]Smithing skill should properly affect tool/weapon/armor durability. Skill also now affects the damage done by forged weapons.
    [*]Lava blocks now randomly create sulphur deposits on the sides of blocks above them.


    Tweaks
    Plank items are now called “Lumber” to hopefully reduce confusion between the item and the block.
    Cooked meat can now be salted.
    Straw gotten from refining grain is now based on food weight.
    Clay dirt drop at least 1 clay item when broken.
    Added “Solidified” tooltip to metal-filled vessels that are no longer liquid.
    Removed gender chat message for all animals with visual gender differences.
    Charcoal pits can no longer be covered with flammable blocks.
    Made doors flammable.
    Crops no longer instantly die when they get too cold. Instead they have a chance to die which increases each day. Dead crops will leave their seeds on the ground as an item similar to the rocks and sticks debris, instead of an item that can despawn.

    [*]Debris on the ground render as a flat 2D texture in fast graphics.
    [*]Removed the ability to harvest crops with right-click. All crops including tomatoes and peppers are now harvested by breaking the plant.
    [*]Removed all non-English language files. These will be added back in under a new format at a later date.
    [*]Rewrote barrels into a much more useful and user friendly block. Barrels now contain two tabs, one for liquid storage and one for solid storage. The liquid storage interface is very similar to the old barrel UI from 78 but now provides better information when processing items inside the barrel. Additionally, TFC barrels function as a Liquid container for any forge liquids from other mods (Hooray compatability!). The solid storage tab is only available if there is no liquid in the barrel. Similarly if the player places more than one item in the barrel, the liquid tab is disabled.
    [*]Barrel processing has been completely rewritten, and is no longer as flexible. Exact ratios must be met in order for processing to work.
    Alcohol can now only be made with a full (10 bucket) barrel of water, and a 160 oz item. Must be sealed for at least 72 hours to complete. Added Corn Whiskey

    [*]Tannin can now only be made with a full (10 bucket) barrel of water and a single Oak, Birch, Chestnut, Douglas Fir, Hickory, Maple, or Sequoia log.
    [*]Curdled milk can now only be made with 9 buckets of milk and 1 bucket of vinegar. Will result in 160 oz of cheese. Must be sealed for at least 8 hours to complete.
    [*]Leather processing now requires exact ratios in order to complete. 3 Buckets to 1 Small Hide. 4 Buckets to 1 Medium Hide. 5 Buckets to 1 Large Hide.Must be sealed for at least 8 hours to complete.
    [*]Limewater is now only crafted in a barrel. Ratio is 2 flux to each bucket of water.
    Mortar is now only crafted in a barrel. Ratio is 1 Sand to each bucket of lime water gives 1 mortar. Must be sealed for at least 8 hours to complete.



    [*]Updated Quern rendering.
    [*]Updated Skills tab to show progress bars rather than numbers.
    [*]Removed pipe placeholder item.
    [*]Completely changed the way in which animals are tamed. Gone are the days when a few bones are enough to create a wolf army.
    Instead of being tamed with a bone, wolves will only follow players
    All wolves will sit if tied to a fence post and stand if tied to a player
    All animals now have a familiarity value which needs to be increased
    Familiarity can be increased by performing a particular action at least once a day for wolves, this means shift-right clicking to pet them
    for cows, sheep, chickens, and pigs this means feeding them grain
    for bears, this means feeding them fish
    for horses, this means feeding them grain, however after a certain point, the horse will no longer become familiar this way, and instead will only become familiar by riding it for an average of 30 seconds per day
    for deer, this means feeding them salt

    [*]Certain familiarity levels are required to interact with animals in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals
    [*]Familiarity will decrease slightly each day if it hasn’t reached a certain level and you haven’t interacted with the animal
    [*]Familiarity has a set cap after which it can no longer be increased in adult animals. Baby animals can always increase their familiarity, and do so much faster than adults.
    [*]Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it


    [*]Added command to transfer ownership of an animal to another player. Format is /transfer [new owner] when you’re near a tamed animal. If no characters are entered after the command (ie "/transfer" verbatim), the animal will be set free. Can't transfer to yourself, can't transfer animals you don't own, fails if anything but exactly one tameable animal that is tamed by the command sender is within range.
    [*]Adjusted pregnancy times for animals and the length of time for them to reach adulthood:
    Bear*: gestation time: 7 months. Adult age: 60 months
    Chicken/Pheasant*: Adult age: 4.14 months
    Cow: gestation time: 9 months. Adult age: 36 months
    Deer*: gestation time: 7 months. Adult age: 24 months
    Horse: gestation time: 11.17 months. Adult age: 30 months
    Pig: gestation time: 3.7 months. Adult age: 15 months
    Sheep: gestation time: 5 months. Adult age: 12 months
    Wolf: gestation time: 2.25 months. Adult age: 9 months
    *Animal currently cannot be bred

    [*]Deer, bears, and wolves are now considered wild, and will despawn and respawn.
    [*]Any animal that has been roped at least once won’t despawn, in case you want to keep them around
    [*]Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information.
    [*]Overhauled Jungles so that they are no longer barren and just plain terrible. Ground shrubs and vines once again inhabit these regions.
    [*]Condensed support beams into a single item and totally rewrote how they are placed in the world. Horizontal beams can only be placed between two vertical beams and can not be placed individually anymore. If any horizontal block breaks, the entire beam will break causing the ceiling to lose support. The changes to rock were made to encourage the use of these blocks more.
    [*]Reduced the hardness of all raw stone blocks to allow for easier mining. Increased the rate at which raw stone collapses to make tunneling far more dangerous. Raw stone also reacts to stone being broken in a larger area to prevent certain ways to get around this mechanic. Smooth Stone and Stone Bricks have had their hardness increased greatly to make them a more defensive material.
    [*]Reduced the hardness of player placed logs to make using logs a more attractive option in building.
    [*]Updated sluice rendering. The sluice was the very first minecraft block that I ever created and its age showed. The block has received a visual overhaul even though its basic mechanics have not changed at all. In a future hotfix/build I will update it once again to show the type of wood from which it was made.
    [*]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.
    [*]Baby zombies have been disabled. Zombie reinforcements are now correctly TFC variants instead of vanilla.
    [*]Thatch blocks are no longer a solid block. They’ve been redesigned to more correctly match their intended purpose as an early game roofing material. We feel that with the changes to the chopping speed of placed logs, this will have a positive effect on the way players interact with the world. As it was, thatch was an incredibly cheap magic block much the same way that peat used to be.
    [*]Berry bushes can now only be placed on grass. They can now be left clicked to harvest them when in season. Enabled Cranberries.
    [*]Bloomeries can now be crafted with a mix and match of bronze sheets.
    [*]Disabled crafting of minecart chests.
    [*]Protection meter and Quern base can be made with any combination of smooth stones.
    [*]Quern handstone can be made with any combination of raw stones.
    [*]Bloomery will no longer accept items while there is a player inside the chimney.
    [*]Birthdays replace the day of the week text instead of the date.
    [*]Single and double metal sheets can now be recycled in the crucible.
    [*]Crucible accepts a stack of items in the input slot. If temp is hot enough, will melt one item every 2 seconds.
    [*]Replaced “Not Full” with unit count in partially filled molds.
    [*]Donkey chests now accept and refuse the same items as TFC chests.
    [*]Disabled taking damage when the player is starving. Instead, nutrition levels decrease at 3x normal rate.
    [*]Altered rooster crows. Less variance in pitch, slightly quieter and now only done when the rooster can see the sky.
    [*]Seaweed is now edible.
    [*]Leaves are no longer shearable.
    [*]Stone drops 1-2 rocks instead of 0-3.
    [*]Added new texture for refined iron blooms.
    [*]Support Beams now stack to 32.
    [*]Tweaked ice to melt slower based on temperature. Ice now forms along coastlines and spreads outward instead of randomly.
    [*]Food decay is no longer consumed on eating. Players instead eat around the decay, therefore increasing the decay percentage.
    [*]Armor does a better job at absorbing generic damage attacks. Generic damage reduction multiplier is now the average of the 3 defense stats + 0.25. Its possible for armor to block generic damage entirely.
    [*]Player placed logs now break twice as fast.
    [*]Added ceramic bowls which replace the use of vanilla wooden bowls in all instances.
    [*]Farmland can now be broken faster with a shovel.
    [*]Cave ins are much more common. Mining the top block first no longer guarantees it won’t cave in.
    [*]Changed acacia textures so they are a bit less ugly.
    [*]Sugarcane is now a farmable crop. Raw sugarcane can be processed in a barrel to create sugar. This process will be expanded in the future once a way to boil water is created. This is a temporary solution.
    [*]Glass bottles can no longer be used to gather water.
    [*]All foods including fruits and vegetables can be cooked. Foods can be cooked to different levels of done-ness, each with different flavors.
    [*]Very heavy modifications to worldgen.
    Overall, oceans should be smaller than in 78.
    Added Lake biomes full of fresh water.
    Added gravel beaches straddle rocky/hilly areas and oceans

    [*]All beaches are now relatively flat and only 1-3 blocks above sea level. They are also feature stone cliffs between them and their neighboring land biome which simulates tidal erosion. I think this is an incredibly beautiful feature. i hope you guys like it as much as I do -B
    [*]Crops now properly check for sky access as they grow. Sorry guys, no more underground farms.


    Bug Fixes
    Fixed inability to drink milk buckets.
    Grass no longer turns into the wrong type of dry-grass when snowed upon.
    Fixed wild sapling generation to be more common.
    Grains no longer show the “DO NOT USE ME OR YOU WILL CRASH” message when processing.
    Fixed excessively precise weight tooltips on vessels with food in them.
    Fixed acacia trees occasionally dropping saplings.
    Fixed API accessing outside classes.
    Skills now properly sync to the player upon respawning.
    Fixed a few chiseling bugs.
    Fixed pheasants spawning everywhere.
    Can no longer split Acacia planks into lumber without a saw.
    Fixed pit kiln instant cooking.
    Fixed random blocks above bloomery being deleted when firing completes.
    Fixed ingot pile not syncing in SMP.
    Fixed spawn protection behaving oddly.
    Fixed unlocalised chat messages in SMP.
    Fixed a bunch of quiver/armor related bugs.
    Fixed decay not properly transferring to refined grains.
    Fixed Peat and Clay grass not spreading.
    Fixed flint and steel attempting to set fire to blocks before attempting use.
    Detailed blocks now properly get removed when the last bit of material is removed via chiseling.
    Fixed items in crafting slots disappearing when changing tabs in inventory.
    Fixed server configs not properly overwriting client configs.
    Fixed rain particles and sound playing when its snowing.
    Fixed placing logs or log piles in your face causing suffocation.
    Fixed bismuthinite surface spawn parameters.

  • 8,546
    Total Topics
    118,080
    Total Posts
    16,077
    Total Members
    3,767
    Most Online
    Xtern
    Newest Member
    Xtern
    Joined 02/25/2017 1:09 PM