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MiaMia

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Everything posted by MiaMia

  1. Clay in dry areas

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):yes Answering "no" to the above question will result in your post being deleted. So, I've found myself yet again on a very nice, practically perfect map, with one caveat - it was dry. Dry grass everywhere, huge continent with everything: two types of rock with most needed ores, animals, food, varied trees. Everything. And no clay. Clay is crucial to any progress, no clay means no storage and no going out of stone age. Ever. I feel such basic resource should not be unavailable for thousands of blocks. My proposition: Generate very small amounts of clay in dry areas, only next to water. To generate as clay, a dirt block must be touching sweet water source on the side. Probability should be quite low. So around a small lake one finds 0-1 clay blocks, around a huge one 4-6 blocks. Still will feel completely different from when you live in non-dry area and have abundance of clay, but will allow you to make that one jug and one vessel and your first saw, which in turn will allow you your first barrel to carry more stuff and your first less-than-completely-temporary settlement. And for larger amounts of clay you can go and search in non-dry areas, but at least the dry areas will stop being completely unattractive and bane of starting players.
  2. Chicken cage backpack

    It already requires planks, so you need a saw for it. But maybe rope instead of sticks? That would require jute (and give it another nice use).
  3. Clay in dry areas

    Read the proposition carefully. The amount of clay in dry areas would be minimal, certainly not allowing to dig a shelter underneath. It would be only in blocks touching water, for both believability and gameplay balancing reasons. The dry regions would still be less attractive to settle in, because there would not be enough clay to make a reasonable number of vessels and molds. You would either have to go and haul clay from non-dry areas far from you (which, honestly, you can do now) or simply settle somewhere else. What it would do: it would make it so when you generate a new map, you don't automatically discard ones that start on dry ground (which is almost half of the time). I'll repeat: no clay means no storage at all. So you can neither carry more stuff nor stash it somewhere to retrieve later. If you start on a continent that is big and completely dry, you scream in sheer frustration when your backpack is full of ore nuggets, seeds and food and you cannot pick that berry bush, because the last potentially available slot is holding your only tool - your knife and it's your last defence against decay and zombies. Compared to that, starting on non-dry land is laughably easy - you just find some trees and clay deposit, fire up one big and umpteenth small clay vessels, plus a couple of jugs and you can travel almost indefinitely. I just feel that the imbalance between those two starting points/conditions is too big.
  4. Clay in dry areas

    TFC2 is still a long way from finished. Maybe we can convince Kitty to mess with TFC1 a bit more
  5. (0.79.26+) TooMuchTime-TFC

    This is a GREAT IDEA to publish this as a standalone mod! I enjoyed the varied length of day in technodefirmacraft very much. Thank you!
  6. It was a nice server while it worked properly, but we lost ALL our stuff we worked to get for over a month's time. I feel we were not the only ones, because for the last few days I was there I did not see any familiar faces (aka nicks ). Well, all good things come to an end
  7. [0.79.29] DarkAgeCraft Off Line

    Hmm, I wanted to connect. I made a clean install of MC withforge-1.7.10-10.13.4.1558-1.7.10, then I ran it and unpacked your modpack. I cannot connect to the lobby server, I see myself connected (it says "Hello, Chogata" and stuff) and after half a second MC says "A fatal error has occured, this connection is terminated". I tried to connect directly to Darkagecraft (with the port number), but it says I'm not whitelisted... Help
  8. [0.79.29] DarkAgeCraft Off Line

    I can't connect toDarkageCraft at all today
  9. [0.79.29] DarkAgeCraft Off Line

    Darkagecraft or Stoneagecraft?Darkagecraft Minecraft user name: Chogata Your Age: 30+ Your Time Zone: CET Location Country and State: Poland Tell us a bit about yourself: I play a lot of Minecraft and since I discovered TFC, mostly TFC. I like to build, I don't like to rush with tech. I like the idea ofDarkagecraft server and want to join and see if I can add to the views I hope are already there. How can you help us? Not sure I can help in any way other than creating stuff on server and being on. Also, I don't mind answering questions on chat and I DO have a sense of humor
  10. What the HELL happend to our town??? Why does it not exist any more??? And all our stuff is stolen??? We DID have bushes in the bank...
  11. We lost EVERYTHING from reinforced chests! Anybody else? Is it the last update?
  12. Death command block

    Maybe install a mod that makes gravestones on death? That way, she looses the experience AND she has to go retrieve her stuff, but it is not irrevocably lost.
  13. Do you have correct version of the modpack? Yesterday it was still 2.8.1, which is NOT the latest one.
  14. Encumberance Inventory system

    It is an interesting idea, but only with a progression system. Now, I have no idea: a) If the metal/tech progression system in TFC2 will be similar to that from TFC1. I'm basing my suggestions on "how it is now". If coding a horse (donkey, mule) pulled cart is doable in a reasonable manner. If not, then some suggestions need to be adjusted accordingly. Having said that... 1) Early game. We have only our inventory. Let's not be too particular and say we have only our hands, because that would not be playable at all. It can still be the size it is now, we just cannot lift too much in terms of weight and maybe not too many of the same, big items (like who can carry ten axes together?). We are hunter gatherer. We make one axe, one shovel, one knife. We gather seeds (those are light and small), food (not very heavy too), ore nuggets (not very heavy). We travel the land and look for a place to put down roots... (Logic: max one of the same kind of tool, ie one knife, one axe, one shovel, one of any other kind. We can make another only if the current one breaks. We can keep as many tool heads as we want, as long as they are not too heavy. This is true for the whole game. One big vessel or barrel on our back, but none in the inventory. I was thinking about cap for small vessels too, but I'm afraid to mess with casting and food management too much...) 2) We decide on a temporary (or final) place for our future home. We build a basic shelter. We can fire big vessels to store stuff so we can basically empty our inventory of the stuff we initially gathered. We can go and look for stuff to build and stuff to progress. At this point we need a cart to haul stuff. One, to allow us to cart more heavy things, two, to allow for bigger items. Tools should be able to go into carts, even the ones too big for chests. First could maybe be crafted even without saw*, with axe only? But it would be crude (seriously slowing us down) and small, not giving us much more weight/space limit. Maybe half single chest size? *the only thing is I cannot imagine a recipe in 2x2 crafting grid... 3) We have basic tools, including saw. The second (if we do the first, crude one at all) cart comes along. This one should be single chest size, much more resource demanding than cart (so people do not use carts instead of chests when not necessary), but allow every kind of thing to go inside (tools, logs) and have bigger weight limit. Also, if possible, horse driven cart. More resources needed, higher capacity and weight limit. 4) Next step would be to make iron / steel strengthened carts, human pulled and horse driven, each having progressively more inventory space and weight limit. So that the best cart has like 10-20 times more than what a human can carry. 5) If horse driven carts are possible, human pulled ones should have significantly lower capacity. If not, then for the sake of gameplay the best ones just need to fit a LOT in Weight limit for player should be related to our max health level, although I would set a minimum that would be what a player starts with and not go below that. The only thing that would temporarily alter that would be hunger/thirst. Overburdening: should be possible to some degree, should get exponentially worse with time. That would allow us, early game, to transport some heavy stuff (logs to make a campfire or basic small house) over short distances. So, if we cut down a tree, we can either take logs one by one and walk normally or take a stack of 16 and walk 30 meters before we slow down to almost nothing. Putting down the heavy stuff should result in us "catching our breath" (2 in-game minutes?) and being able to lift it and carry it again for a while. The speed of slowing down would of course be dependant on the level of overburdening. 1% over limit should be noticeable only after longer time, 50% (100%?) almost instantly. Overall, I imagine the whole gameplay to be harder at the beginning, but giving us some bonuses at a later stage (like, with iron strengthened cart and a horse we can haul 20 barrels full of salt water and drown in brine ).
  15. If one insists on boat travel, it's much better to use Better Boat mod. Those boats just work, as they are supposed to, and they don't fall apart ridiculously easy. But it's not always possible to travel by boat. While rare, seeds with large continents DO exist. And travel time is not the only factor. Digging out a large deposit of coal, for example, may take even 2 in-game weeks (I had a really big one once, I'm not sure it was one or two connected, but I filled a barrel full of vessels and my inventory with coal). If your home base did not have the spawn protection accumulated (because it lays over two chunks and you keep crossing between them), you may still return at night and meet a horde of zombies. That, at this moment, can only be prevented by lighting the area up with long lasting source of light. Or coming back during daytime and relighting all your torches.
  16. Why TFC Multiplayer is highly problematic.

    Ugh... After my first single-player experiences with TFC I went to play on a public server. Happy Diggers, the biggest and with oldest map, I think. And I did not know how Towny works, I did not know I could teleport to other people towns. They have a dynmap, so I found myself a spot I thought looks nice and I walked there. 20k blocks or something like that. I died the first time, of thirst, while crossing the ocean near equator. I wised up for the second time and made myself lots of jugs, also a large vessel and a set of 18 small vessels. By the time I arrived at my destination, I had a backpack full of fruit tree saplings, seeds, ore nuggets, skins and other useful stuff. I was able to make basic bronze tools (pick, saw, propick and chisel) on my first day in my new home. All on a highly populated server with a map that started a looooong time ago. The fun is in the chase (for materials, animals) as much as in crafting and building.
  17. Going back to your original question of early survival and mobs in base, magic word: pumpkins. I know some players don't use them, because they think they are OP, but I'm of the opinion if something is in the world, it's supposed to be used. And I can see on your map screenshot you have quite a few of them, east-south-east from your base. Make jack'o'lanterns and forget about mobs
  18. Petitions 1) Post prices for plots and other relevant stuff about MyTown configuration somewhere. I managed to catch you on server, but others probably also wonder about that... 2) Will there be an egg shop? My home got raided just before you enabled MyTown (I'm still mad, if I ever meet the player(s) who did that...) and my cows are gone. Cows nearby are gone too... Hope they got adopted, not killed (mine were already familiarized and the girls pregnant), but still - I would like to get new ones somehow and I doubt I'll find some in the wild now. And I don't want to kill fellow players with lag when I go looking too far
  19. Security vs. Adventure

    I didn't mean it quite this literary, more like spawning too close for comfort Dungeons! YAY!!!!! But it can still be done. Those will be generated by worldgen, not placed by player. I've never messed with any worldgen stuff in Minecraft, but aren't those situations distinguishable? Just don't do the spawn protection code if it's worldgen? (if I'm wrong then this is probably not a feasible idea after all)
  20. Security vs. Adventure

    Hmm... idea. Maybe certain man-made blocks should add spawn protection to the area? Not over time, like player spending time in a chunk. Just some amount is added every time they are placed, and it goes away if the block is removed. The more advanced the block, the more protection it would give (by "more" I mean both the probability/rate of spawning mobs and the area it works on - neighbouring chunks). Exact values would have to be carefully considered, but the general idea is that wooden planks and chiseled stone should give less than stone brick blocks, and those less than fire brick blocks, and those less than a bloomery block, etc... This way, if you build a castle or a factory, the immediate area and some surrounding area should be completely protected, but if you still live in a small hut, while the zombie will not spawn on top of you when you lay in bed, it CAN still spawn outside your door.
  21. So, I have this perfect world in my mind and I thought I would finally post it here. Maybe somebody has already found exactly what I want to have? Must have: - spawn between -9000 and -12000 - chalk as the top layer on spawn - flat surface with big lakes (swamp?) on spawn or very close to spawn (and still on chalk) - regular grass, not dry - trees: hickory and either pine or birch - cows (or right terrain for spawning them at least) very close to spawn - decent amount of landmass (not a small island, not a chain of islands) Would be nice, but not necessary: - salt water nearby - some copper bearing stone as top layer nearby So, if you stumble upon such world, post a seed here, thanks!
  22. Interesting discussion. I would like to throw in my 2 cents. Stone age could be longer, but it would have to be rebalanced. Lately, I tried to do what someone on this forum described - limit myself in progression. Like, spend a whole year without any metal (copper) tools. I soon found myself irritated by small things. Like: it is obviously possible in real life to make many things without a metal saw. Like ladders: use strong branches of trees or young trees or bamboos, tie them with some kind of rope (made from plants, maybe roots? - I know from experience some trees have VERY "ropey" roots). Or milking a cow: you don't need wooden bucket for that, ceramic pot would make it. Or making cloth. Etc... I lasted until early winter and dropped that idea But, if the mod would allow all that in stone age, it would be in conflict with what Kitty wrote above - that they nerfed stone to make people actually use metal at all... Balance of a mod is a tricky business. I have in my mind this idea for a huge industrial mod for TFC. But I'm changing my mind constantly and once I start to discuss stuff with the other half of my "team", there are even more changes. All because of the balance... Personally I think TFC is very well balanced, except for one thing. But this one thing can be changed with a simple mod and that's gonna probably appear soon here...
  23. Thanks for the info, now that I "discovered" ATLauncher, I'm gonna test your modpack for sure
  24. For all of you there, waiting - the mod got updated! See the OP.
  25. This version does not work, but it WILL get updated. Maybe even this weekend? 'Cos it looks like real life finally got out of the way