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

295 Excellent

About Darmo

  • Rank
    Iron Miner

Profile Information

  • Gender Male

Recent Profile Visitors

6,214 profile views
  1. TFC1 1.12+ port

    I think that's a very good choice. It did seem to cause a lot of problems with mod compatibility, for not much gain vs a decaying stack.
  2. Physical Smithing

    Your suggestion would get rid of the random seeded nature of smithing though, correct? Personally I find that one of the interesting aspects of TFC smithing: you kind of have to re-learn your smithing for each new world.
  3. Do you check the forum everyday?

    The minecraft 1.13 update is, from what I understand, unlike any other update. It is entirely reworking most of the 'guts' of minecraft, in order to allow unlimited block ids, amongst many other things. This isn't just a matter of changing combat, or adding some mobs. The sticking both hands in up to the elbows and messing about. Why should Bioxx do a bunch of coding before 1.13 comes out, only to have it mucked up and have to totally redo it in 1.13? They've already started to do that once for the 1.7->1.8 transition. Why do it again? People who haven't taken a good hard look at what is actually involved in 1.13 need to go do so. It is not trivial, not even remotely. All that said, I do not have any insider knowledge, and for all I know Bioxx has won the lottery and is living it up in Malta. We'll see when 1.13 drops, hopefully early next year.
  4. Adamantine

    Really though, that's a good argument for having it at depth - to give incentive to mine deep. But as to the OP, I'm not really that wild about copying DF so directly. And I was never a fan of DF's weird canon regarding the fibers. I would say adamantine should be found in small pockets at the bottom layer, in close association with lava, possibly even mostly below lava, with just a small tip sticking above, like an iceberg. I think that there should be a new source block - magma. Magma should not be able to be deleted by block placing or water. It should require special machinery/magic to remove it to allow access to the adamantine below.
  5. Does anybody lives in the south (4k ~ 6k) ?

    Is that an area you've been over many times before? In the south crops don't die, so as they spawn more year after year, you can end up with some pretty large fields of wild crops. But usually you have to go past the area many times over the course of years.
  6. TerraFirmaCrack Season 4

    Probably not. Aside from the fact I think a large portion of those people don't youtube anymore, there was some bitterness at the end of the 3rd season, you could tell. Besides, nowadays it's all about the short videos. Terrafirmacrack involved I don't even know how many hours of gameplay, over many days, a large portion of which was off-screen (and so effectively 'wasted' from a youtuber perspective). Why would they want to invest all that time for relatively few videos, when they could spend the same time making many more, shorter videos, that get more views in total? I doubt it would work well on Twitch, due to the large portions of grind. Unfortunately, but that's how monetizing videos works these days. If TFC2 got to a good enough point someday, who knows, maybe somebody would revive it. But I don't forsee them ever going back to TFC1.
  7. Finding Flux-Producing Rocks

    @Salt_Water_Otter While you're creative-mode checking, you may also want to check the second layer, to see if it's marble, just in case. That is also flux.
  8. Ore vein generation

    @killsode Bioxx already has a vein mechanic implemented for ore in TFC2, last we knew. I unfortunately can't find the post (or twitter?) where he a gave a picture, but in this post he talks about what he's shooting for (it's directly after he quotes ciekma). edit: found the picture. It's from this post.
  9. [0.2.4] TFC2 Prerelease

    @Xhatz I'm hoping that Bioxx is taking a break waiting for the 1.13 release, which will have huge code implications from what I understand, removing the block id limit, and altering how block data is set up. It makes a lot of sense for Bioxx not to do tons of work that he'll have to redo most of with the next update. Minecon is in two weeks, with any luck they'll announce a date for 1.13 at that time. Since 1.8 they've been doing an update every 6-8 months I think, and the last one was June iirc. So I'm hoping for 1.13 in the Dec-Feb range, and hopefully a resurgence in activity. Hopefully.
  10. current gameplay vision?

    @killsode This post would be a good place to start.
  11. Realistic Mining is difficult

    I feel like this is going to fight the island-hopping nature of TFC2. It may also require mechanics a bit too grindy and restrictive for some. I'd actually say the game benefits more from making the player use their skill to find multiple veins of some heavily used resources, such as copper and iron in TFC1.
  12. Recent Changes?

    TFC1 is no longer changing. The devs are working (slowly) on TFC2. There is a playable version of TFC2 for download, but it's very basic right now and really is just about worldgen. It has fire pits, and clay vessels, and very rare and scattered food, and that's about it. The few mobs will 1-shot you, so you can't use them for food yet. But the world gen is quite beautiful, and fun to explore in creative mode.
  13. Realistic Mining is difficult

    Well aquaducts are still a fun idea. I definitely support them. I just think maybe they'd be better geared toward powering machinery via water wheels. Maybe not necessarily stone age tech - this era might be animal powered if anything - but certainly in the metal era, powering mill stones and stamp mills would be attractive options I think. Kind of depends on how exactly they'd be powered, as to whether an actual aquaduct would be necessary, or just a canal. For instance a water mill that just sits in a river might give X power while a wheel that has water falling on it from a height might provide power proportional to the height the water falls? Or at least you get more power for water entering on top of the wheel, vs on the bottom? That would make aquaducts attractive vs just putting the wheel in a stream or river. Power could affect speed of operation, at the simplest. If power is an actual quantity that transfers through machines, then it could determine how many machines and at what speed they would operate. Also, on a prestige level, if some kind of fountain mechanic could be created, that might be an attractive reason to create aquaducts with cisterns perhaps. There would be pipes from the cistern drain to the fountain, and the pipes would store the data of how high the original cistern is, and then you could place the fountain nozzle, and depending on how high the nozzle is vs the height of the cistern, you would get more or less of a tall spray of water? I think people would enjoy that.
  14. Realistic Mining is difficult

    I think the hushing would only be efficient on large slopes if the vein actually follows the slope, and is at or very near the surface. If it does not follow the slope you'll expose only a small portion of the vein, and if it's very deep at all, it'll be more attractive to just tunnel mine it. Honestly the hushing thing seems like a historical precedent in search of a use, rather than a problem in search of a solution. I just don't feel like there are any problems that it's a good attractive solution for, and I can't really think of a good problem to create to justify it either. You'd have to drastically extend the dirt shoveling time, and I don't think that would fly. As far as a different portal, when trying to make progress, only the east-west portals will be considered progress. North and south portals are just the same tier, so you're not making any progress. So even if the north/south islands are softer stone than the east or west you tried, you're still wasting a lot time on that island having to conquer it and activate it's portals, vs if you had just been able to progress east or west. And the east/west option only works once, going from tier 0 to 1. After you're on either of the tier 1 islands, you're committed, and now going back the other way just gets you to the same tier you were on, if you were on tier 1 and are back tracking through 0 to get to the other tier 1 side, or you're going backward if you're on tier 2. You've either got the grind of tackling the entire island of hardened stone, or you're got the grind of having to conquer entire tier(s) of island you've already been at to get to the equivalent tier in the other direction. I do like the idea of different stone hardnesses, including some that are extremely tedious to do with pickaxe, as obsidian is in vanilla, because I do think it provides opportunity for techs other than pickaxe. But I just think those kind of super-hard stones should be in areas that are optional for the player, not forced upon them. I think you can make fire mining a good option by not allowing the player to affect raw stone at all with their hands, and perhaps having very small deposits of poor copper in exposed cliff/hillside areas, providing the player a tempting opportunity to utilize fire mining, vs running around nugget hunting or doing the pan/sluice thing.
  15. Realistic Mining is difficult

    I mean, there's the disappointment of having an ingot melt (momentary, part of the game rules, and the player's fault really), or accidentally ruining a crucible of blue steel (flaw in game mechanic, wastes a lot of time and material, but avoidable). But then there's the disappointment of having to spend many, many hours more of tedious work that you wouldn't have had to spend if RNG had just flipped different. It's similar to the frustration of having no flux nearby I think (which hopefully won't be a thing in TFC2), but longer and more definite, and unavoidable. It's not really the best kind of game mechanic. There's a balance that could be struck perhaps. But I think it's a fine balance. I honestly think it'd be better to have harder stones at lower Y levels, so the player Doesn't hit entire island-sized slow-downs. But they know that if they go down, they will hit harder stone. Maybe with better veins. I think TFC1 used to have a relation between Y level and size/quality of veins. I'm not entirely sure why they got rid of it, but on paper it seems like a good idea to me. Risk vs reward. Let the player choose to tackle the harder situation when they're ready, rather than making it a surprise kick to the groin. That is an interesting option, for powder kegs to turn blocks to rubble and gravel, vs disintegrating them. And could avoid some or all of the ore crushing problems. You could have a disintegration radius near the blast, where the ore is turned directly to drops, and then a further zone where it is turned to blocks of rubble and gravel. Since rubble and gravel would presumably not be crushable, that would still allow the blocks above the disintegration radius to fall, while also preventing it from crushing ore below. And since the player would still have to do the work of mining out the remaining rubble and gravel blocks, the effective radius could perhaps be larger and still be balanced. I like it. Edit: and regards streams and soil, that's well and good if source blocks dont' move soil. But what if the player *wants* actually flowing water, for the sound and look? And they want it in a soil setting, without gravel. I think it unnecessarily limits that, and probably isn't really much better than just using a shovel. Especially when veins are now long and snaking, and not circular. There will of course be rare situations where you would have natural water perfectly made to just remove a bit of dirt and do the erosion over the deposit, but otherwise I'm having a hard time imagining it being worth going through all the aquaduct hassle, vs just shoveling away the soil.