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    • 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."


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Everything posted by Darmo

  1. Submit Questions for FAQ

    The simple way to fix flux would be to have borax appear anywhere. You could also have potash (as a very inferior/time consuming flux perhaps, since it'd be relatively easy to get).
  2. Submit Questions for FAQ

    A couple questions regarding fixing of TFC1 mechanics, will flux perhaps have several sources, or otherwise be modified so that it's not a feast-or-famine situation? It really does not benefit the mod to have the player have either 0 flux, or more flux than they will ever need, with nothing in between. Also, will alloying be fixed in a way such that if you're for example mixing copper and cassiterite, and you add some already-made tin-bronze ingots, you don't ruin that batch? Incompatibility between a mixture of ingredients and already made ingots of the same material was one of the worst things in TFC1, especially when it happened for colored steels.
  3. TFC1 1.12+ port

    @Dries007 How about mobs? A team of us made quite a few for TFC2, but I'd imagine those models can be just as easily used in this project. Though I like TFC2 worldgen much more than original (any plans to change that at all?) and still wish it was an active project, I'd rather see those models used somewhere than not at all. I always felt that a stumbling block was the animation. Bioxx put together MCMC which made it easy for us to make the models, but it was still up to him to animate them, and so I think that naturally always played second fiddle to the more 'core' aspects. As I understand it animation consists simply of applying a rotation range, and timeframe in the form of a cosign or something, to a part. Is there any chance at all that that could be added to MCMC at some point? This would allow non-coders like myself to figure out the correct numbers to use to look good, and probably save coders a lot of trial and error.
  4. When can we play tfc2?

    When minecraft finally updates to 1.13, we'll find out. The 1.13 update changes huge amounts of code, so it's not unreasonable to think that Bioxx would go on hiatus until it is finalized, rather than do a ton of work that he'd have to do over when 1.13 dropped.
  5. TFC2 Food and Other Stuff

    As i recall (don't have time to search for the old threads) Bioxx was not committing to the final food situation. He said Pam's saves him a ton of work for now, but later *maybe* the situation changes. As for features, I don't know why it wouldn't. TFC1 didn't really have all THAT many features.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. [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.
  15. current gameplay vision?

    @killsode This post would be a good place to start.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Setting forest fires intentionally?

    Or just build it right by the trunk. Probably a lot easier. I forget, do flint and steel not start fires in TFC? That'd be even easier if so, assuming you have iron.
  22. Outskill to pass the Portal system

    Each island region is 4096 blocks north and south. There is a certain border region that can't have land, but generally speaking your islands are I think pretty consistently well over 3k blocks in diameter, iirc. This is known. As for ores, based on what Bioxx has told us in the past, for one thing, the early islands WILL have the things you need to tech up. It's not been made clear yet if the starting island is stone-age only with copper on the next island, or if you can get to copper on the spawn island. But if you are intended to reach copper on the spawn island, from what Bioxx has said we can assume there *will* be copper. So maybe copper spawns in the X=0 islands regardless of stone type? Or maybe only copper-bearing stones will be found in the X=0 zone? We don't really know for sure - at least I haven't been able to deduce it from what we've been given so far. I don't think it's currently the latter, but he it could probably be made so relatively easily. For a time I wondered if ores would spawn regardless of stone type, based only on X values. But all ores I've seen so far in TFC2 have been in their 'logical' stone types. But, I've not seen tons of ores yet in TFC2. They seem much rarer exposed above ground, and we don't have surface nuggets yet. So i think almost all the ore I've seen has been naturally exposed in caves. So that might address a couple of your concerns. I share some of your others, and have expressed similar concerns before. I guess we'll see where things go.
  23. Realistic Mining is difficult

    Definitely would love to see more detail and progression in mining. I like the idea of fire mining. But I think for that to be useful, there will have to be no drops from using your fist to break a block (unlike in current TFC1, iirc). But the stone age options could still be varied: 1) collecting ore nuggest from the surface 2) sluicing 3) panning 4) fire mining. That's a lot of options really, but I like that they each address a specific need. nuggets is the easy mode but limited, panning is tedious but unlimited (except by sand/gravel availability), sluicing is automated a unlimited (again by material), and fire mining get you more ore, but for more time invested, and is also limited. fire mining is also very opportunistic - you have to have a deposit in just the right spot - at the surface. I presume we would have a 'clay bucket' or something, to hold the water, unless buckets would not be metal age tech in TFC2. I'm not so sure on the dirt erosion thing. It would limit player ability to make picturesque flowing streams, and may be problematic with the TFC2 terrain generation, even assuming gravel (which TFC2 seems to line most creeks with) is *not* washed away. I do think the pickaxe as the main tool in extracting ore is a bit problematic, in that you can only extend the time so long before the player just won't do it anymore. I think this limits the time spread you can have from the lowest to highest pickaxe. I like water source blocks obeying gravity, I'm not so sure what you mean by '5 of 8 fills in the air'? There's only 6 sides to any given block. If you're counting diagonal blocks, and only the horizontal plane, that seems a bit much. I think the way it is now where any two horizontal sides causes it to fill in is fine. Is there a specific issue the 5/8 ratio addresses? Aquaducts are a fun idea, I'd love to see them necessary. But I'm not sure erosion is the best thing. I feel like water powered machinery might be a better use. I feel like removing dirt by shovel would need to be more difficult before going to all the water hassle would be attractive. I do like the notion of several grades of prodcut, leading to better and better extraction. I'm assuming there would in this scheme be, for instance, 'granite gravel', and then 'gold-bearing granite gravel'? You'd need to have both so normal gravel can spawn in streams and stuff without being easy-mode ore. So rubble yields maybe just 20%, gravel 40%, sand 80%, and powder 100% of the ore potential? That seems like a decent and compelling progression. So the player is in a hurry, they can process the rubble and gravel. If they want to get more efficiency they break up the rubble into gravel. The player can make animal powered grinders to automate the process perhaps. That's your stone age maybe. Once they're into the metals, they can make water powered stamp mills to automate it better (powered by either aquaduct, or water wheel). They can also build some form of rolling crusher mill to very slowly turn gravel to sand, but that's the best they can do in the stone age. When the player gets engines, they can make a plate crusher that will turn rubble directly to sand. And have a separate grinder to turn sand to dust, again, slowly. And then maybe some further tech that can go straight from rubble to dust. I like that this sort of chain allow you so make the player put it together in several ways. They can make a chain of relatively inexpensive and slow single-purpose machines, or they can make a huge investment and make the power hungry all-in-one machine. I think players love that kind of tech progression. It may extend the life of a mine, by causing players to only mine what they need at the time, leaving the rest for when they have better tech/automation. But, they still might choose to just mine what they can immediately, and store the rubble till later, especially in a multiplayer setting where someone else may find the stuff. Although, if rubble is very hard to transport, maybe not. Also if rubble does not fit in most containers, it would make the storage of said rubble a possible issue. The yield gradient could be extended if the refining methods also teched up a lot, and affected the yield. So pit kilning applies a 70% yield modifier, with with further techs being 80, 90, and finally 100%. Or the smelting tech could be differentiated in other ways too, if the desire is to keep it simple. Rich copper at 35 units x 40% for gravel x 70% for kilning, is asking the player to do a lot of maths (and equals 9.8 units). But it would provide a lot of tech tree options. I'm not sure wide variations in hardness of general stone types is a good idea, considering the current scheme of entire island being one stone type. It makes for a rather disappointing moment when you reach you next island and find it's all granite and very difficult to mine. I think it would make much more sense if certain desireable minerals were present only in extra-hard stone. This might require some rearrangement of the stone types though. So your general island stone is pick mineable, but you run across a vein of emeralds or rubies, and they're in obsidian, which is extra-hard. I like this especially in the context of making explosives more useful. I guess a lot depends on how faithful TFC2 intends to be to reality. Or if it's feasible to have the islands be generally of sedimentary or metamorphic nature, but having igneous extrusions or small regions, which can contain more valuable ores. One of the problems I always had with powder barrel mining in TFC1 was that to do it best you had to find the bottom of the vein and work up. Otherwise you were wasting ore via all the cobblestone that was generated falling and squashing ore blocks beneath. It was also disappointing that powder kegs didn't work exactly as stated. Near as I could tell, you got more radius if you mined out the immediate area around the powder barrel. Even centering a barrel in a 5x5 area though, I think I never got more than a 16 or 20 block diameter chamber. Certainly never anywhere near the 40 blocks claimed by the wiki. And I tried it in all 3 stone types, with the exact same results. I think if powder barrels are to be more attractive, it would be useful to change ore crushing mechanics - for instance only cobblestone/rubble blocks will crush ore blocks. Gravel and sand will not. And then powder kegs could be made to yield only gravel, thereby avoiding ore crushing. The snakelike veins, I think we've already got. I'm hoping this makes minecarts more useful. But that will depend on how easy it is to carry ore/rubble/etc on one's person, vs in conveyances.
  24. Hunger dont deal damage

    As I understand it, this is as intended. You lose nutrition faster when you are starving, the idea being that eventually you end up with so few hitpoints due to nutrient deficiency that you are easy for mobs to kill. But you don't actually die from hunger itself. It used to work that way. I presume they decided it wasn't a 'fun' mechanic.
  25. Hunting and world generation.

    So the bedrock holes can't be fixed? My impression was that Bioxx was aware of them, but simply wasn't going to bother fixing them because the plan was to forbid access to those areas. Transport between boats could be instantaneous, which is the shortest you can get. Personally I'm fine with having indestructible ships or caravans or whatever. I'd trade it for more free-form exploration and especially more varied island design any day. From what I've seen of the island generation thus far, most of these islands are maybe 100-300 blocks apart at their close points. Hardly what I'd call 'vast'. That's a far cry from the endless ocean wastes of TFC1. It's nothing as far as MC boat travel is concerned. My other concern about the current portal situation is that you may end up with the player getting teched up, but possibly not finding the portal yet. And now they're ready to move on to the next island, east or west but can't find it. That could be frustrating if they just want to continue advancing, and not move parallel north-south. These portals are sometimes hidden under trees. If nothing else their structure could stand to be made larger so that they have a good chance of not being hidden by trees. Ships on the other hand, being in open water, would always be very visible. The easier mob transport via portal is a good point. Ships would be harder to accomplish that with. In the scope of a 'classic' ship design anyway. If there's grand plans for the paths dimension that's great. But kind of my two main points here are that 1) TFC2 progress is slow, and the portals and paths dimensions seem prone to bugs and just generally seem like another huge code time sink. And 2) the paths dimensions seems to be necessitating some very same-ey island design, and the very rigid nature of ocean travel. The ocean travel thing is already a concern of several people I think. Imo, it wouldn't be the worst thing in the world to cut loose the paths idea for now, leave ocean travel open, work on the more important nuts and bolts stuff, and maybe revisit paths later when the game is more playable. Perhaps after playtesting combat to see if it is a sufficient advancement brake on its own.