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.

  • Announcements

    • 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."


  • Content count

  • Joined

  • Last visited

Community Reputation

241 Excellent


About Darmo

  • Rank
    Apprentice Blacksmith

Profile Information

  • Gender Male

Recent Profile Visitors

3,878 profile views
  1. That's not the gist of the plan as we know it. The general idea is, conquer island, activate portals, use them to get to next islands. If they were one-way, you would have to allow the player to boat between islands, which Bioxx has explicitly (albeit well in the past) been leaning against. If the portals are merely the travel points between near parts of an island, there's no "exploring" to do between them to get back, it's just ocean. The portals are not so much shortcuts, as they are enforcers of the tiered island system, because you won't be able to boat from island to island, so you *must* use the portals. So there's really no need to complicate them too much because they're not an advantage or shortcut, they're the *only* inter-island transport. I mean feel free to suggest alternatives (thought that'd probably be better done in one of the old threads specifically about them, such as the Boats & Ships Thread) but I'm just trying to make sure you're aware of the significant amount of past discussion about this, and that you're probably swimming against a pretty strong current here. If you mean portals between two points on the same island, that is also of course and option, but would probably have a distinct set of rules from the inter-island system. Personally I'd prefer to make the player do the on-island exploration, but I guess if they take you to deep hidden ruins on the same island, it'd be cool, and they could have a steep cost per use, per use, and even be one-way possibly. As far as player-made teleporters that go between player-chosen points, sure, that's an option. But that's different from the island teleportation system. It'd clear up confusion a bit if the island teleportation system was actually npc boats that transport the player for a fee. The basic idea remains the same. But I'm pretty sure I saw something about portals in the github, so I think portals is what we've got probably.
  2. Last best info available is that portals will be an integral part of TFC2, and the primary, if not sole, means for moving between islands. If you've missed the early parts of TFC2 discussion (like, over a year ago) you might want to check out this post, which links to some of the more salient discussions, especially those in which Bioxx was involved. TFC2 is going to be very different from TFC1 in terms of world structure. At least, that's the last word we've heard.
  3. Just FYI, because I saw you made a post back in 2013 so you've been around awhile, magic isn't the forbidden topic it apparently once was. Bioxx has encouraged discussion of the topic, and it already has several threads, including the original, and very extensive, Magic! thread. So it's fine, no need to preface the suggestion. It's also not going to break any 'current game' because as Bunsan mentioned, TFC1 is done. No longer being developed. TFC2 is being developed right now, and is still fairly early from what I can tell, so I think there's a lot of possibilities as far as integrating into the game well. Moving on, so full disclosure, I'm not a programmer. But in a nutshell, the amount of calculations sounds way too much to me. It sounds to me like it'd bog down the system in a large multiplayer environment, and I'm all about supporting that playstyle. But it even sounds like a lot for single player, to me. Beyond CPU overhead issues, the more complicated the web of calculations you make, the easier it is for the web to accidentally be broken. The harder it will be for someone to plug into or alter the system. I find it hard to imagine you can't accomplish the same basic system flavor with just simple per-chunk mana calculations, rather than per-block. I think that's how Thaumcraft does (did?) it, isn't it? The meditation thing, I'm just going to come out and say it - that is a really bad idea. Making people sit for hours doing nothing is really, really bad game design. You'd do a lot better to require some sort of 'meditation room' with certain characteristics, and the player must sit in the center, sit there for 30 seconds or so max, spend some experience and/or whatever materials, and then they're leveled. That's tolerable. And it'd serve a purpose in not allowing the player to level up just anywhere, like in the middle of a cave or dungeon. But basically nobody is going to tolerate sitting there doing nothing for such a long time as you suggest. I think finding crystals laying around as a general blanket is not a good idea. Better if they're found growing in caves, or around hot springs, and other specific places. But just finding them all over cheapens them. And better ones should be deeper underground. I think there really needs to be more incentive for people to mine deep underground, and crystals is a good way to do it. In general, these kinds of mana systems, what I don't like about them is they make this homogenized system that is kind of bland. You don't have to search for much of anything, you just absorb mana from the world. I realize there can be a lot more detail added, but just saying, those details are what interest me, personally. When you compare for instance Thaumcraft and Witchery, I think witchery is a better system. It's got this huge variety of very different things to build and make, requiring actual resources rather than a bland mana pudding. Certain aspects do incorporate a building up of mana. But the breadth of the mod just has such a large variety of mechanics, it keeps it very interesting, and to me it feels much more rich, to me. That's just my opinion though. Mechanically a mana system can work just fine. And in a large multiplayer environment, it does have the advantage of suffering less from resource depletion (I would imagine).
  4. Mechanisms and Mechanical Power

    I think it'd be a good idea to be careful on the lava front. I'd hate to see it become an easy cop-out that lets the player avoid fueling things for most of the game. And I really think it'd be best to avoid the magma forge ala-dwarf-fortress, where you just build it over the top of the lava pool - that's kind of lame as long as surface lava is fairly common (unless it requires a very large pool). I think it'd allow it to be a more controllable part of the tech tree if it always has to be pumped to be utilized. I'd say pumping lava should be a late-game tech, that requires massive amounts of material. Basically something like a sheet of upper tier metal, and two fire bricks, per section of pipe. And maybe make it far, far, far less common to see at the surface. So that the player has to pump it up from the depths. I mean, irl you don't see lava just hanging around the surface in pools in the middle of fields. It's around volcanoes. That would give a good incentive for a rare volcano feature, which would provide easy surface lava access. That, or make 'lava' be distinct from 'magma'. Magma pools are only found at the bottom (keeping in mind that in TFC2 the 'bottom' is only something like 50 or 60 blocks down, not the 150 of TFC1), and are the only things that can be pumped. Lava can be found at surface, but is not pumpable. Or, lava blocks are actually used up. So the pump slowly over time consumes lava source blocks within it's radius. On the other hand, magma blocks are not consumed. But the pump must have a certain number of them within it's radius in order to pump them. If magma is only found at the bottom, then maybe it'd be ok to allow magma forges to be built directly over the pool. So the player can do the easy-mode magma forge, but it's at the bottom of the world and pretty darn inconvenient if the rest of the base is on the surface. But maybe that allows them to do the heavy smithing required to make the piping to bring it to the surface. And you could even bring quality of smithing into the equation. So a average quality magma pump might need 75 magma source blocks within it's effective pumping radius of 2. This would make it's draw area a 5x5x5 cube, so 125 possible total, meaning an average pump would need a large pool to be effective, while an expert pump might need only 50 source blocks to draw from. You could complicate it by making the draw area non-centered, with the pump at the bottom. So the player must find deep pools to pump from. I'd really like to see quality of smithing come out in more aspects of the game. A disadvantage to the magma pool thing is that the player early-game won't necessarily know if their base has magma beneath. It'd be disappointing to do tons of work on a base only to find there is no magma below. But perhaps as long as hot springs and surface lava are a reliable indicator of magma below, that allows the player to plan accordingly. As for power loss over distance, that seems a bit more fiddly than is necessary, to me. But if it's easy to code and low cpu overhead, why not I guess.
  5. Smithing takes all the fun out of this mod

    The vanilla-tfc anvil gui doesn't have 'notches', it's just a smooth bar. If by 'notches' you mean pixels, I don't think anyone would call that cheating; it's just using the feedback you're given, and congratulations on having the eyes of a hawk. If you're using a mod that adds actual notches to the bar for ease of counting, that's something else.
  6. Smithing takes all the fun out of this mod

    You might want to try start with bronze if at all feasible. iirc it's a little easier to work with due to higher melting point, so you have longer time in the 'workable' range. I also find it to be an amazing system that takes some real life skill, so in a larger multi-player environment your skill can set you apart from everyone else. I just wish TFC was more geared toward those kinds of environments. If github updates are any indication, TFC2 will have GUI-less smithing, which is probably the thing I would most look forward to seeing in an early release.
  7. PvP TFC?!

    What makes you say that? Have you watched those videos? They had several rules, including very specific rules that no more people can raid a base than are present of the other team. So if only one enemy is in base, then only one raider can actively raid. They also had rules about no breaking of beds. These were not coded rules, but they followed these rules. It's not difficult for a group of friends/professional associates. It could work fine in a small group UHC setting. Obviously it would not work in a BadLion-like environment where it's just a constant churn of strangers.
  8. Release Date? Soon?

    The *armos agree, anything that might help you stay motivated. I'd definitely love to be able to see all the new terrain generation. At the same time a more thorough release might be more compelling from the standpoint of the youtube LPs it will likely generate. Playable TFC2 would be huge hype. Personally I'm happy just to see github updates again, and could easily wait for some of the basic survival stuff to be in, at least.
  9. PvP TFC?!

    If you do, some things to consider Teams should be balanced based on time. They did this in season 3, at least. The idea being that you don't end up with a team filled with people with tons of time, and another team with people with very little time. Since so much of TFC is grindy, it makes a huge difference. Get an idea of who plans to xpend X,Y, or Z hours per day, and try to distribute the teams evenly based on that. I'd also suggest rules about raiding. For instance 'chest busting' was rather pernicious. You just bust open a chest to let everything inside despawn. Really unnecessary considering most chests are filled with dirt and semi-worthless stuff anyway. When a team is down, it's really just kicking them while they're down. If I were setting it up I'd forbid chest busting, and intentional leaving of items to despawn. If you don't want them to have something, you have to carry it away yourself. I'd stipulate that animal killing is allowed but you have to leave 1 animal of each gender. Blast furnaces and bloomeries are off limits if the raiding team already has them themselves. And if you're in another team's base, you're not allowed to block them off when they've respawned and have no tools. Also no touching other teams' beds. I think those rules would prevent a lot of saltiness, while still allowing good base raiding.
  10. PvP TFC?!

    It has, as a matter of fact - It was done by Pakratt & et al, and they called it "Terrafirmacrack". Three seasons in 2012, 2013, and 2014. They did indeed work in teams (up to 7 per team, in season 3), and spread it over the course of a week (again, iirc). I've only fully watched the third season. It's a different dynamic from a normal UHC, with great focus on raiding bases, hiding bases, and even building base defenses. It's a large time investement for the players, and unfortunately that seems to lead to more saltiness than a normal minecraft UHC, which is much less time invested. The third season ended a bit bitterly and they didn't do one after that, to the best of my knowledge. Fun to watch though, as it's so different. I do think that it would be really good for TFC2 to have a 'UHC mode' that made for quicker gameplay in a UHC type of setting, to get it down to one day's worth of gameplay.
  11. Gimme' Limestone,My Lord...

    RNG = Random Number Generator. Luck, in other words. You should probably know that the devs are not going to change any of this for TFC1. They're basically only fixing major bugs now. Whatever efforts they are making are focused on TFC2. You may be interested in this thread, where I suggested that flux and salt be ores, rather than stone types. Within that suggestion context, I think it would definitely be worth considering that flux and maybe salt appear in all stone types. But that they simply be rarer in some than others.
  12. Release Date? Soon?

    There already is a donate link. It's one of the large icons in the green menu bar at the top of these forums. Second from the right. If you mean a more specific form of donation, along the lines of kickstarter, it's been suggested a few times. It seems like in general the devs want to avoid donations that put pressure on them. Personally I think it'd be a useful indicator of what features are actually a priority for people (i.e. they are willing to pay for). But, as Kitty says in that link, a lot of people, when they donate, they then feel entitled. And that's a headache for the devs.
  13. Willow Sapling Problem

    Correct, it is mentioned somewhere in there that fruit trees do not count as 'natural logs'. As for the thread, it's super-old anyway.
  14. Willow Sapling Problem

    Short answer, every area has a list of 3 tree types that naturally spawn there, regardless of if any trees are present or not. So simply removing all the trees does nothing to prevent it. However, saplings will not spawn within a certain distance (8 blocks x-z, and -3 to +5 y, I think?) of *natural* wood blocks. This is as opposed to player-placed logs, which are different. They also won't spawn where grass is present, or in squares with no access to light. So you have a few options - plant trees that you want. These trees (specifically, the trunks) will prevent saplings from spawning within 8 blocks - dig a 2-deep hole. Plant a tree. When it grows, chop it down from the block above the bottom of the trunk, leaving the bottom-most trunk piece in place. Bury that trunk block underground. Saplings should not spawn within 8 blocks of it, because they check up to 3 blocks below ground for existing *naturally spawned* tree trunks. It is important to emphasize that when you chop a tree down, the logs you get are not natural. They will not have the same effect. This method takes a lot of time and planning, but is the most effective if you want a lot of open grassland. - Plant flowers and grass (with shears, you can plant short grass if you don't like tall). They will prevent saplings from spawning. - Replace the dirt with gravel, sand, or other paving. Saplings will not spawn on non-dirt. Some past discussions: One of my very first posts as a new player, was to argue for more restrictive spawning (I feel your pain) Another thread dealing a bit with saplings There's other good threads out there I know, but I could not find them in a quick search.
  15. Red Steel Problem

    Just fyi, it's a waste of material to use so much black steel. Black steel should always be the bare minimum, if one cares about efficiency. In general, baring unusual scarcities, it's best to do everything possible to minimize any material that uses iron. Especially for red steel. At best, you'll use 5x as much iron per single ingot of colored steel, as you will the next-most used material, copper. So economizing iron helps in the long run.