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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."

Darmo

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Everything posted by Darmo

  1. Nomadisim vs Settlement

    Ya, as far as each 4k square area having different forms of generation, I do think that's a good idea. Way back, Bioxx kind of suggested this might be the case, or at least that some regions would have no island and just be open ocean. Personally I think it would be great if they at least had a small island or archapeligo. Some people really like controlling an entire island. As far as help coding, Bioxx has expressed his opinion on that in the past - he doesn't seem wild about the idea. Though I don't know what qualifies as a 'pull request', being not a coder myself, and of course opinions can change. I kind of doubt if TyronX would be interested, given that he's apparently making his own game now, separate from minecraft. TFC would be direct competition with his game.
  2. Would the sieve require anything unusual (like string)? If not, probably best to just use sticks to make a clam rake. I've never really heard of anyone using sieve to get clams. But otherwise sure, a timed right-click thing like gold pans or fire starters would be fine too. But beyond that, if you follow the github progress Bioxx recently put in support for Harvestcraft. Gardens generation is in, and I'm guessing the HC crops are as well. I'm pretty curious if this is full-on replacing all native TFC2 crops (the ones Pam's has anyway) and moreover, are all the cooking utensils, bee mechanics, etc being used? For instance HC has it's own quern, but I'd hope they'd keep the TFC1 quern. HC also has animal and fish traps, which catch any and everything from fish to eels to shrimp to clams. So the HC trap is extremely simplified, and if incorporated as-is, it would obsolete basically everything discussed here I think. So I'm really curious on the full scope of the HC implementation, as it affects a lot of mechanics and suggestion threads, depending on just how much of it is implemented.
  3. Nomadisim vs Settlement

    So, my current understanding of TFC2 is that it will already encourage nomadism, due to the progressive metal island hopping. This however is probably not what you're looking for as far as larger continents (the island will be around 4k across at most). You may want to check this post I made awhile back, summarizing some of the relevant threads, with posts by the devs. Check out those threads. You'll have a much clearer picture of where TFC2 is headed - or at least, the most recent thoughts the devs have expressed publicly on these things, as long as about a year and half ago.
  4. Aardvark

    Ok, so I've been working with some other bodies. They all use the same texture as the previous post, so that'll have to be altered in the end. But in general: On the left, a sloped main body, with haunches for rear legs. Similar to what several of the rodents use. In the middle, arched body, no haunches. And on the right, the combo; arched body with haunches. I realized that the no-haunch look is probably better for armadillo and pangolin, with their heavy armor, whereas the aardvark looks better with haunches. I'd be ok with first or third either one. But I think you're right Alpha, that the arched back does help so I'm leaning third. Any other thoughts?
  5. TFC 1.10

    Look down the forum list a bit and you'll see a Terrafirmacraft 2 section, with three forums for various TFC2 discussion. So far Bioxx seems to be keeping TFC2 updated to minecraft's current version, so it seems likely TFC2 will be on par with vanilla. Edit: but to be clear, the current version of TFC is not being developed any further. What you get in TFC2 will be rather different from TFC1.
  6. Ptarmigan (arctic chicken)

    Finally sat down and worked up a summer female texture - Let me know what you guys think. This is the last of the four, so I also made a composite showing all four for comparison.
  7. Ptarmigan (arctic chicken)

    So in the quest to get more arctic animals, I've worked up a Ptarmigan model (The P is silent, for those wondering). They're an arctic bird, that I thought could be either the arctic equivalent of a chicken (tameable) or pheasant (wild). I should have rotated the head for the screencap - the head is actually a separate box from the neck, 4 pixels tall, so it can look around. Ptarmigan molt to change feather colors for the season, so they are white in winter, and brown-white in summer. Hopefully that's something that might be code-able, based on the month? The red bands above the eyes are a male ptarmigan feature. I'd create separate textures for the females. The summer female would be more brown overall, but the winter would be the same as the male, just minus the red bands. I used transparent textures for the tail and wings. I think it works ok for the wings, since they're only 1 pixel wide. The tail though, when viewed from the bottom is transparent. I put a 2d plane 1 pixel below the tail top surface, so that if viewed from the bottom that plane at least shows. But the feathering on the side of the tail doesn't, when view from 'inside' the tail box. With some thinning up of the legs and beak, and a new texture, this model could probably also serve as a seagull if we wanted seagulls hanging around on the beach. But, being more of an aerial bird, I figure maybe a flying model would be better for seagulls. But if you the devs would like a beach seagull, let me know and I'll either make a separate model, or (more likely) alter this one so there's some thin legs and a thin beak present at the same time, and the texture can show whichever is desired. Might be useful if any other similar shape birds ever got put in. So ya, lemme know what you all think. Ptarmigan.MCModel
  8. Mechanical power

    So here I am being 'that guy' again. This topic has already been discussed at pretty good length, under the thread title Mechanisms and Mechanical Power. Note the title already has the words "mechanical power" in it. Same as this thread. Search function folks.
  9. Farms are already super-easy. And I don't see how the well as described so far would make it easier. It's not creating water source blocks, to the best of my understanding.
  10. The problem with that would be that the intent is apparently to allow players to build in places without ready water. So if you find that excellently generated place to build, but there's no 'water vein' there, then the mod has failed at it's purpose. For the stated goal, I think Peffern's idea of a universal water table is better. Personally, I don't think it's probably necessary to get too complicated. I don't see a lot of point in making it fancy and realistic just to have water, which is a basic thing. The water level proposal in the OP sounds fine to me, and refill rate I'd probably make random, or uniform, due to the deep and mid rocks being rather homogenous. If the water were part of a tech ladder, it'd be a different story. But if it's just to let you live in an otherwise dry area, and in my opinion, that's not a balance issue. The issue of providing water to mines is minor in my opinion, as it's not that hard to bring barrel fulls of water to a mine, or just have an open barrel that accumulates rain. If the rain barrel mechanic weren't present, it would be a different matter, and this would probably be worthwhile for mine water in certain situations. Putting it behind the metal tool tech gate is probably sufficient, and adding the time sink of firing some clay would definitely be enough of a cost, I'd say.
  11. I'm not a hydrologist or anything. Hopefully ok if I still contribute some thoughts. I think that aquifers mostly occur in porous stones (sandstone, limestone, conglomerate) or underground layers of non-stone material like sand or gravel. Offhand this is a bit problematic for TFC in that sedimentary stones - the rl best ones - only occur on the top layer. So your very best aquifers, if true to life, would always be in the top, easy to reach layer. I guess insofar as sedimentary layers aren't the most desireable starting top layer (due to lack of copper), maybe that kind of would balance easy aquifers. In terms of the non-sedimentary stones we do have, I'd think slate and maybe marble would be the best candidates for aquifers. Even then, you'd then never have an aquifer at the bottom level. So I'd suggest maybe not worrying too much about rl best stones maybe. Either make the stones that are otherwise unattractive (Diorite, Slate, Rhyolite, Phyllite) Have the best properties. Just so they have something more going for them. Two of those stones can occur at any later, and two middle or upper. So they'd have a good distribution. In terms of capacity, I'd suggest making it depend on more than just a deep hole in the stone. That's easy and costs nothing. What if you made a new block - clay drain tile - and the player had to line the well with this. That brings some actual work and expense to the hole itself, rather than it just being a hole dug down into the rock. If the player wants more capacity, they have to put in a little work. Clay tile laid above the water table has no effect on capacity. In terms of thoughts on balance, I find myself wondering if there is an intent for these wells aside from getting water in deserts? Because water really isn't all that hard to come by in TFC generally speaking, especially once one has barrels. And deserts are very rare and not fun to be in, quite aside from water issues. So if they're mostly a sort of novelty structure, I'm not sure there's really anything to balance? The only real thing I can think of is having a well inside a mine, so you don't have to leave to get water. That would be kind of nice. Though a barrel at the bottom of a ladder to the surface will serve the same purpose.
  12. Musk Ox

    Looks like I missed responding to this back when I was first starting my move in July, sorry about that! It looks good to me.
  13. Aardvark

    Here's a revised aardvark, scaled down and simplified. It was indeed tempting to make the body arched, but I'd really like to save that look for armadillos and pangolins. Any comments? Aardvark_v6.MCModel
  14. From what I understand, they have different working temperatures. Sand being higher. In the modern context, I think the borax is also easier and cheaper to get perhaps, vs clean filtered silica sand.
  15. Something that bothers me about TFC1 is the salt and flux situation. They're resources that either you have absolutely none of, or you've found the stone type and have what amounts to an unlimited supply. The only cost is time to collect the stones, and the occasional stone hammer. So it's feast or famine, nothing in between. I gather that TFC2 has fewer stone types that TFC1. But if there's still room left for rearranging, I'm suggesting that salt and flux(borax) become ores rather than stones (and the current TFC1 flux stones become not useable as flux in and of themselves). So you actually have to search for salt and flux and mine them, even once you've found the stone type they spawn in. I think for salt it'll be very believable. I've never heard of an entire expansive stone type made of salt anyway. It's way too soluble in water. Now flux on the other hand, irl I gather that you can indeed just use pretty much straight limestone? Even as such, I think the game mechanics would benefit from having to find an ore. If nothing else, maybe make the salt and flux stone be veins within other stone types, kind of like clay. Or at least require that the player bake the flux stone, so that there is some fuel and time cost involved in the making of flux.
  16. My understanding is so, yes, though I've not done extensive research. It seems like basically you bake it to drive out all the moisture, so that when you apply it to the metal you don't have the absorbed moisture forming steam and causing 'boiling' problems. But beyond that, it's a relatively simple process that the player could have access to in early game, either via fire pit or pit kiln, depending on how fuel/time intensive one wants it to be. I just kind of extended the idea to sand, even though it's not necessarily a rl thing for sand.
  17. Animal husbandry

    I guess my limited SMP background is that animals are communal town property, and its highly unlikely to have another town within sight of your own. The magic solution is definitely better. And if anyone can do anything then that's probably good enough. I was approaching it from the perspective of not everyone being a magic user.
  18. Magic!

    It could actually be very worth the cost, depending on how hard it is to transport animals between islands. I think Stroam was also perhaps suggesting this in response to some server issues we were discussing in another thread, that being to in effect 'store' your animals if you're going to be gone a long time on an SMP server, to protect them from potential starvation or disease. I could also see freezing them in crystal, or dressing them up in fancy enchanted headdresses to ward off disease as lower tier methods perhaps (lower tier since they lack the carrying convenience).
  19. I was thinking either filtering the sand (filters made of wool and/or burlap) or baking it in an oven. Borax perhaps grinding then baking, assuming it's higher tier than sand. Toss in acid washing etc as you go up in tiers. Nothing too complicated for low tier stuff. But the higher the tier, the more complicated, or rarer the constituent parts. I'm also a fan of having two ways to do things, with one being the standard hard way, and the other the easy but rare way. So for sand, maybe the standard way for all sands is to filter them in a time consuming process that uses up wool and jute. But if the player is lucky enough to find a quartzite island (if quartzite is still a stone type in TFC2), quartzite sand could just be instantly washed with a bucket of water, or mass-washed in a short time in a barrel to produce the flux, because quartz sand is extra-pure already. This provides a small sense of having 'gotten lucky' if you happen upon the special stuff.
  20. Animal husbandry

    They wouldn't count against a specific player. I'm suggesting that they be totaled over a large area, not just one chunk. If it was just a per-chunk check, then ya, it'd be really easy to game the system. Given that sluices scan a 201x201 area, I can't help but think it'd be possible for a disease check to scan a similar area. If the player wants to pen their animals hundreds of blocks apart to avoid it, fine, they're going to waste a ton of time running around between animals anyway. As for a floor, I was thinking it would work something like this: DISEASE SPREAD WITH A 'SAFE FLOOR' Now what I don't know, is how burdensome this becomes on a processor, each animal checking such a large area. Perhaps it would lessen the load if the mobs only actually perform this check every 6 game hours? Or what if the check resides on the player themselves, so the processing doesn't ramp up drastically with animal numbers? I don't know these things, but that basic framework was my general notion. And sure, maybe when magic comes into play, there's magical ways for players to safe-guard their animals. And in a server context people can purchase that safeguard from mages. It's certainly a possibility.
  21. I certainly have. They would be a perfect example of what I would call a localized deposit, along the lines of what I'm suggesting. Take a look around those salt flats, and you know what you'll find? non-salt stone. My main point for both salt and flux is that biome-scale stone types that provide those things provide a very binary mechanic, and the game would be improved if rather than this binary all-or-nothing scenario, the supplies were more limited and the player maybe actually has to consider the best use of their supplies of each. If the supplies were more limited they could exist in grades like ore (poor, normal, rich) but could also just be a mineral with no grades. I think part of the thrill of the game is finding rich deposits. I makes one feel lucky, like they've found a treasure. Even ungraded, it is more rewarding, imo, than finding an entire region of the stuff and knowing you'll never have to look for it again. I'd be all for tiered fluxes (and suggested as much in the Alchemy thread). But I'd still suggest having some kind of processing involved, even for low tier flux.
  22. Animal husbandry

    Not necessarily. But that's a topic for another thread I suppose. Chicken coop? Both Etho's LPs, plus at least a couple others I've watched. Almost every LP I've watched they've made barns. I'm not saying it's not believable. But if all the player has to do is slap a few logs up to block the sky, what's the point? By the time the player wants a really huge herd they'll have plank blocks and good axes. The blocks never wear out, and they're not costly to make. So the mechanic wouldn't add anything to the animal care routine or tech ladder. Now if thatch became placeable in layers, and in the cold animals would seek out such 'bedding', and the bedding wears out, then that adds to the animal maintenance routine. And you could say the bedding wears out faster if exposed to the sky and much faster if rained/snowed on (so at the same time you're encouraging a structure to be built over the bedding). Then you're adding something that wears out over time, so the player has to check it every so often, because if they forget it, then in cold weather the animals' health will suffer. That adds to the routine. It would also add another use for thatch, which currently you get huge surpluses of. I think the thatch would operate fine with random update ticks, so no extra server load. Salt licks could be as simple as a 3x3 crafting grid of salt = block, or it could involve grinding up minerals and boiling them together with salt in a cauldron, in a sort of crucible-like mechanic. But even with a 3x3 grid, it's a limited resource. Not really very effectively limited in TFC1 (you either have none, or all you'll ever need), but at least you have to find it first. Illness and age makes sense. It would definitely be nice to have one variable control as much as possible, for server purposes. At least, I'd imagine. I think some death with illness would be good, in large herds. But I do think it'd be good to at least have a config option for there to be a floor, so that your herd doesn't die off entirely. Again, for SMP. I know, not the mod author's responsibility. But it helps the community out if it's baked in rather than requiring yet another mod that must stay up to date with the game. If you come back from long absence and find your animals all at 0 health and requiring a minimum of two months of constant care just to get back to neutral health, that's enough of a penalty. Or even if they're just at neutral (access to grass and water), so all the work the player maybe put in to get them to max health is gone, and you've got to wait awhile between products, that's probably an ok penalty too, imo.
  23. Animal husbandry

    As far as the grief factor, I did also mention that it can happen accidentally, just from tourists visiting the town. The grief thing is probably specific to only the very large servers, but if the mechanic can be arranged so that it works well for single player and large SMP, I figure it's worthwhile to at least consider. The devs will have the final say on how much consideration they want to give to these kinds of servers. I'm not so much 'expecting', but I am 'hoping', that the player will be able to tame bears, tigers, and other carnivores in a way that makes them more than a sideshow. And beyond that, with enough skill, fantasy beasts as well, such as pegasi, griffins, maybe even manticores, as flying mounts. I totally glossed over them in my skill spoiler. Maybe there needs to be a Grandmaster level for fantasy beasts. I'd like just about everything of animal-ish intelligence to be tameable, really. That's my hope. Irl, mineral blocks are commonly placed in fields where animals graze. This is as opposed to more tightly confined animals which are fed mixed foods. A wild animal would normally wander far, and find places to supplement it's diet with salt and minerals. When you confine animals in pens and don't let them wander, they still need those things (especially salt). In a modern feedlot, animals are fed carefully mixed feed that includes those minerals in it already, right in the trough. Field-grazed animals on the other hand, as in the old days, weren't able to wander far enough afield to find the minerals in many cases. So the rancher would put out mineral blocks, or 'salt licks', so that pastured animals would get the minerals. Still a very common practice for pasture raised animals. The blocks are mostly salt, since that's mostly what the animals need. The rest is basically trace amounts. Though for game purposes they could require more significant amounts of minerals. They could be depleted by rain, if not covered, which would sort of bring in the cover thing a little bit? I guess for me, the thing about shelter is, you're not really adding much to the animal care routine. It doesn't take any special tech, and once you've built it, it's there forever. So why have the requirement if it's extremely simple to meet? Players like to build barns anyway, I'd just let them do their thing. I'd differ on disease, in that I'd have it afflict even lone animals or small herds. I do agree the chance should increase with large tightly spaced herds. But in order to make sure the player sees benefit from a high animal husbandry skill, I'd have their animals get sick once in awhile. And if the animals are not native to the climate, or are packed tightly, then they get sick more often. Ya, the watering trough was just an attempt to respond to weather other than rain. It'd probably only be important in desert climates, if it were refilled by rain. I definitely don't see it as a necessary part of the animal care scheme. I could see mortal diseases coming into play for large herds, sure. As long as the player isn't completely wiped out and demoralized, I think it'd work. ANIMAL HEALTH
  24. Water and alcohol purification

    Well, it'd at least be a legit use for alcoholic drinks. I'm kind of for it just so there's not such a huge amount of content whose only real use is making vinegar. So like, maybe the player has a 1% or .05% chance per jug of regular water to contract a disease of some kind. Some could detract from mining speed, or increase hunger or thirst depletion, or maybe deduct form the top end of your hitpoints (until cured). Filtration would need to be a separate, higher tech though, so the player maybe would use alcohol for a time. Distillation of water should be very very slow to do in quantity. Otherwise people would just use the water. Problem is it'd kind of require a new type of water - 'pure' water. That, or the only way to get these pure waters is to take it directly from the distiller in glass bottles. So rather than a new water type, it'd be an item. Pouring the pure water into anything else would turn it to normal water. Alcohol lamps would of course be good too. Or if first aid kits were a thing, then rubbing alcohol. Stuff like that.
  25. Agriculture

    Huh, you're right, I don't see it in the butchering thread... Either I'm totally mis-remembering which thread that was in, or the butchering thread got messed up during the forum transfer somehow...perhaps due to cjhc12's thread getting spliced in? That or I hallucinated it. But I'm pretty certain I remember being disappointed to be told it wasn't possible (or was a huge effort) to vary drops depending on tool used to break. Might have to re-add that part of the discussion to the butchering thread I guess. If it is possible, a good candidate for seed harvest might be a grass seed scoop, used to strip seed from long stem grasses.