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GopherAtl

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About GopherAtl

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  1. Can't place unknown ingot

    why would you want to save them at all, though? They are useless and unrecoverable.
  2. Economy

    3 for nickel and 10 for gold? O_o In TFC, nickel is much more rare and valuable than gold. And gems worth that much? They're not actually that valuable for any logical in-game reason. Personally I don't think it's sensible to set fixed prices for all things, and if these are admin shops with infinite supplies of whatever they're selling and an infinite willingness to buy whatever players don't want, then I think that's completely unbalancing no matter what the prices are set at, and particularly unbalancing if you can sell renewable items like food to buy limited resources like ore.
  3. I dunno, if you start having to do glass working to make panes and blocks, then that's incentive enough; glass bottles could be largely a preference choice, glass doesn't need to have some major advantage necessarily. As they're done now, the small vanilla-like bottles are much smaller but stackable compared to jugs; a trade-off like this works for me, and if there were glass jugs, identical to jugs except for appearance, I would likely make end up making both, for decorative purposes, and for practical use making whichever was more convenient given my current tech and resources. Porcelain makes more sense to me as an upgraded material, but there could be tiers to glass working as well; I would think glass tiers would have a lot to do with processing the starting materials more to make "purer" glass, possibly with finer temperature control during the glass working process as well.As for substitutes for scarce materials, I've yet to find myself in a situation where clay was not viable. Worst case, a few times, I've not been able to find clay the first day - after dealing first with food, gathering stones for tools, and chopping a few trees - before having to camp down for the night, which is frustrating but not something that would justify rebalancing. If I haven't yet, clay is usually my top priority day 2, and I've yet to fail to find a clay deposit by the 2nd night.
  4. Can't Progress In The Game At All

    None of those things are broken. You have to put ore in a vessel, and that's not how charcoal pits work. The wiki will explain, or you can watch an LP on YouTube that starts from day 1 and covers the basics.
  5. your observations about early glass are why I've always advocated a higher-tier of pottery, requiring some sort of real kiln and adding ground minerals to the clay - of the available stones, I'd suggest ground quartz, possibly bone meal as well - to make porcelain clay, which must be fired in a high-temperature kiln. Porcelain can be much harder and stronger than crude fired clays that preceded it, so a porcelain jug could have thinner walls (holding more) and be less fragile (so not random breaking, or lower chance of it at least) Of course, when they really wanted things to be durable, they made it out of wood or metal in these time frames. Wood is too cheap for balance-purposes, but metal could be a plausible option as well. And as for wood, well, perhaps just a wood cup - which can't actually carry water around, but can only be used to drink more quickly from a water source than just standing in it? Just a random idea that occurs to me and I thought I'd throw out there.
  6. Localized weather integration

    they'll make their own for the same reason they made their own hunger system instead of using the built-in one - because that's the point of modding, to make the game what you want it to be, not to settle for what someone else - whether the original creators or another modder - want it to be.
  7. Snowberries

    just to check, the climate conditions required by snowberries, which you mentioned earlier as being rare in themselves... swamps can occur in those conditions, right?
  8. Localized weather integration

    to be fair, almost every mod developer I've seen have these discussions tends to take the same stance, and you get these little face-offs where devs on both sides say it's up to the other to be compatible with their mod. (The exceptions I can think of, where a mod developer really tried to make compatibility with everything their personal responsibility, have mostly burned out and abandoned their mods as a result.) Sometimes one side is absolutely right and justified. Sometimes, a third mod can legitimately and fairly easily bridge the gap between the two. More often, it would in fact take work from both sides to make proper compatibility practical, and a mod-in-the-middle trying to bridge them would have to make invasive hacks (a'la gregtech's more developer-beloved features) into one or both to make it work. I've not looked at the source for these either of the mod in question here, but if the dynamic weather mod doesn't even have a way to configure cloud height, that's a strong indicator it is not exactly striving for compatibility in a very general sense, as tfc is not the only mod that makes changes that would necessitate this. It's tempting to judge the devs in question, or to take sides and judge one on behalf of the other, but the annoying truth is this is just something that's gonna happen in mod communities. The tfc team can, and as I understand it, plans to, make changes in the future that will decrease the compatibility issues, but I assume they plan to do so only in ways that don't compromise their own visions for what they want TFC to be, and that's understandable. From their perspective, this is one of a long list of mods that tfc isn't compatible with, and they can't address even a large fraction of them without giving up on any work on actual tfc features and devoting themselves entirely to keeping up with other mods' changes. Unfortunately, while tfc compatibility for each of these mods might be a much smaller task for it's developer, tfc is, again, just one of the mods they may have compatibility issues with on their ends. tl;dr: Modded gaming is an imperfect world. :shrug:
  9. Ridiculous Suggestions

    kitty: as I understand it there are two ways chicken riders happen, one is the rare chance of zombie baby spawning on one, the other is for a baby zombie to spawn near one and proceed to mount it. Can you just remove the former, preventing chicken spawns out of area, but still allow the latter, so that if, due no doubt to complete negligence and not at all intelligent design on the part of the chicken farmer, zombies were to spawn in your chicken coop, chicken riders may still occur?
  10. Make Stone Age Longer.

    My point was that the amount of AI changes required to make mobs break through thatch, or anything, are non-trivial and seem unlikely to happen. Also, the three little pigs give people the wrong idea about straw houses. They're not actually that fragile, and while they certainly wouldn't keep out a determined bear, a bear wouldn't just charge straight through it like it wasn't there, either.
  11. Make Stone Age Longer.

    the "weak against mobs" idea sounds good, but technically it's a bit of a problem and would require some serious changes to the mobs AI. For pathfinding purposes, they'd have to treat every thatch block the way they treat doors, but more so since they'd have to understand to break two thatch blocks to make an opening they could fit through. I'd call this extremely unlikely to happen. I'd prefer, as discussed somewhere at some point, if thatch just had a chance to rot on a random tick, becoming first a kind of rotting thatch, which wouldn't drop anything when broken, and then disappearing entirely. Using only random tick events it shouldn't be too much overhead, and a check of it's neighbors so it's more likely to start to rot if it's touching another rotting thatch block would make it less completely random and more of a process that starts slowly but then accelerates over time, like grass spreading. :edit: alternately, relatively small chance on random tick of a normal thatch block decaying to a rotted thatch block, and an equal or even lesser chance of those rotted thatch blocks decaying to nothing, rotted blocks random ticks could spread to nearby thatch more closely to the way grass spreads. This would avoid the bit of counting the neighboring blocks, instead you could just pick a random neighbor, check if it's a valid candidate (fresh thatch), and if so, make it decaying thatch. The spreading would be more frequent, having higher odds of happening each random tick, than the initial rotting. Main downside is that unloaded thatch blocks would be in stasis... meh. I dunno. There are no perfect solutions to anything.
  12. Snowberries

    Botanically they are fruit. Nutritionally they are vegetables.
  13. The Night

    I understand all of that, believe it or not. Ultimately, beds are optional. For the players who don't WANT to encounter hostile mobs, adding gameplay elements that attempt to reward them or, worse, FORCE them to run around at night will NOT make them enjoy the game more. It will make them switch to peaceful and complain on the forums that they can't sleep through the night anymore. And honestly, do not sit here and tell me BTW somehow proves that it makes the game more fun to all players to take the bed away. BTW players are a tiny subset of the modded-client minecraft world, which is a tiny subset of the pc minecraft world, which is a tiny subset of the minecraft player community as a whole. And among that tiny subset of a tiny subset of a specific demographic, the single most common request and complaint is so-called "hardcore beds." (:edit: Well, second most common, I was forgetting Hardcore Spawn)There are people who think Dwarf Fortress is more fun than any other game in existance. It does not follow that making any other game more like dwarf fortress will make it more fun to all players. It would make that game more fun mainly to Dwarf Fortress players.
  14. The Night

    if everyone agreed with your premise, that "night is enjoyable," then it would never have occurred to anyone to make night skippable and we wouldn't have beds, or this conversation.
  15. The Night

    the same is already true of tfc. Where it falls down - in btw AND tfc - is when you're away from base, on long exploration missions, which are, arguably, much more important in tfc because of the changes to ore distribution and the addition of many rare ores and plants you must explore massive areas of the map in order to find. In btw you can just blindly dig almost anywhere, just like vanilla, and have about the same chance of finding any ores. Just digging a hole wherever you happen to be when night falls is a waste of tools in tfc unless you happen to be near a vein of something you actually need. When you're thousands of meters from your base, there's not a lot to do to pass the night in tfc if you're not inclined to run around fighting mobs. At most, you might make a firepit to cook some meat you killed that day, or to make some more torches. Unless you've run out of vessels or broken your jug and need to do a pit kiln, that's not enough to really occupy you through a whole night, so you either run around fighting mobs - which some people just don't want to do - or you have dead time just waiting for the sun to come back up. The only thing I can think of you might add that would be something that could practically and usefully occupy this time even when you're away from base would be some prolonged but low-tool, no-special-block tasks being added that the player must spend some amount of time working on, but can do so in small chunks of time here and there. Weaving, as a possible example; if weaving were a process that the player sat down to, whether they have some gui "minigame" that pops up or whatever, and was something could be done at any time so long as they had some thatch, or possibly string and knitting needles, or something like that, and perhaps as importantly, could be interrupted and resumed at any point - perhaps a woven item has a kind of reverse damage bar, starts empty and they have to work it until they fill it before the completed item is usable. This would be only marginally less monotonous than doing nothing, or staring at a furnace, but it would at least be something, and I know some players greatly enjoy this kind of tasks in other games even if it's mostly mindless.