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Bioxx

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Article Comments posted by Bioxx


  1. I'm going to approach, what you've done, in the new release, from a different aspect. In real life I have issue's that make playing this mod much harder, then for other's that don't have my issue. I hate to have to bring that into this but for me to keep playing your mod I must.  I have to use a map, even more so now that you changed torches, or I'd never get back to my base. because I suffer short term and long term memory issues, I get to where I want to go and I can't remember how to get back, or even where it was, at times. So I play this mod using Opis.

     

    But your chanes in animal husbandry has me killing sheep now, something I never had to do before and I don't really want kill them but when I have the tool to shear them and I get note telling me that the animal won't let them.  its dead.   It happens to be good for a sheep and lambs to be sheared, they don't know that and they'd never let you,anymore then the 90% of the dogs that hate to be trimed, they have to be forced into it.  You don't offer a wolf food and try to pet it, it would bite your arm off.  Horses are not tamed by feeding them, as Minecraft would have you do, they are run down put in a chute saddled up and rode and re rode unilt they are broken.  But back to the sheep, most of the time it takes me a minium of 3 months to even find them, now and then I get lucky and find some after a week.  But having no bed that allows you to sleep nights turns Terrafirma into one huge time sink of wasted hour upon hour, especailly if the world you started in is ore deficient in the starting area. I'm stuck every night either in hidey hole or my base, because I have no means of really dealing with the mobs at night. yes I know you can pan for ore, but that was changed too with this upgrade.

     

    Since I upgraded to this newer version, I've even had starts with NO fresh water,  I find reeds near the shore of oceans, but now your sandy beachs are excessive, that means that reed water in not drinkable, next to those shores.  But the worst thing is that no fresh water start was an island and no land to be seen in any direction, I've had an island packed with willow trees, tons of mobs and a nice sandy shore all around it,with no stones on the shore just sticks, great  no fresh start , I swam until I died of thrist.

    I always restart with a fresh world and random seeds,when an upgrade comes out, but I guess  your going to break me of that habit, because I want to enjoy my time playing in the world you made, but when you changes things sometimes those changes, kill the fun of playing this mod. It would be nice if you actually weighed in how much new down time will this change add to the game, down time is wasted time for anyone that plays this or any game that have added time sinks,they weren't fun when EQ started using them and they aren't fun when they are added in here.

    Thanks for a great mod, its not as fun as it was but it's still fun..

    I wish it were possible to make everyone happy, unfortunately its not. You make some good points and as always I look to improve things with each build. Sometimes changes hit the mark, and other times they need more work. All I can ask is that you stick it out and maybe you'll get your fun back.

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  2. You login 40 minutes later and your whole base is dark again.. overrun by mobs. You happen to die, tough luck, you can't access your stuff because mobs run around your chests. 

    See my earlier reply as to why this is patently false. The groundwork for this change was laid years ago.

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  3. Does clicking on a burnt out placed torch with a stick relight the placed torch, or "pop" a new loose torch in the environment/inventory?

    If the torch is burnt out then its only use is as a marker, breaking it will drop nothing. However as I type this, I've decided to allow relighting torches by clicking on them with a torch in your hand.

     

    What containers can hold food immersed in vinegar? "Believably" the container would need to be sealed, which only barrels can do. Could we fire out some standard small vessel "lids" in the kiln to create "seal-able" vessels for portable pickled storage?

    Barrels and Large Vessels are the only liquid containers at this time. I will probably convert small vessels to a similar system in the future.

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  4. Indeed, and that lasts up to 16 days according to the max reading on the meter (or does it go higher, but the meter only shows up to 16?).

    That's quite some time!

    Only slight threat I can think of it Zombies, which seem to have a rather large sight radius.  Nothing some good old fences can't stop.

    Actually I'd like skeletons and spiders to share that sight radius!

    Default max value is 6 months in game.

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  5. The fact is that one should re-lit every closed building in his/her settlement because working at night will be dangerous even while indoor

    This is completely incorrect and indicative of a constant misunderstanding of TFC mob spawn mechanics. Unless your base is a large sprawling complex, it is highly likely that you wont have issues with stuff spawning in your buildings due to TFC's spawn protection system. Remember, spending time in a chunk causes a 5x5 chunk area centered on the player's chunk to gain protection which completely prevents mob spawning. 

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  6. Very excited... Obviously you've been thinking about meals longer than I have in my thread http://terrafirmacraft.com/f/topic/6202-better-cooking-updated-again/

     

    I'm wondering along the same line as Djakuta, but not only my ideas for ovens and stoves but for making cooking a more progressive mechanic where early players are limited to boiling vegetables, roasting meats and making porridge... then later on bake bread in clay ovens and cook casseroles and pies etc in brick ovens and metal stoves. Are you still open to additions in the food and cooking department?

     

    I go into absurd detail on my thread where I not only propose general ideas but in depth mechanics. I would really appreciate if you could check it out and tell me if there's anything you like or if there are areas you're done developing so I can avoid focusing on them.

    I don't want to discourage ideas per se by saying that things don't need to be thought about. I've read through your thread before and there are certainly some interesting ideas. Even if I don't use specific suggestions, seeing other ideas that haven't been mentioned many times will help me problem solve or come up with similar ideas that tie in better with what I'm aiming for.

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  7. Wow, that's shaping up to be a big ol' update for B79! :D

     

    Regarding the content - I think the whole flavor profile thing is really interesting and adds a lot of depth to cooking. Now dedicated cooks can go the extra mile to cater to everyone's indidual tastes. However, the soil ph/drainage thing influencing taste profiles of crops? I'm not sure if that isn't overdoing things needlessly. The feature seems to have a lot of effort put into it, with all the new mappings, but I'm not immediately seeing the added gameplay value. As a player, the fact that my tomatoes might be a bit more sour than those of the guy living over yonder elicits mostly a shrug of ambivalence. It certainly won't make me change my farming behavior very much, especially if it's not the end of he world if my resulting meal is a few percent off the ideal taste.

     

    What would however engage me a whole lot - and, in fact, is what I was initially expecting you to get at when you started talking about soil quality - would be using the soil ph/drainage maps to affect something completely different. Namley, available farming nutrients. The exact quality of the soil could decide both the maximum values of each individual nutrient and the speed at which they regenerate. Maybe high ph values could lower nutrient A a lot, lower B a little and raise nutrient C, while low ph values would lower nutrient C a lot, lower B a little and raise nutrient A. Neutral ph could raise B slightly. Drainage in return could mean high drainage favors nutrient A, medium drainage favors nutrient B, and low drainage favors nutrient C. There could even be additional factors, such as each specific biome giving one specific nutrient a bonus after everything else is calculated. The result of doing this would result in location becoming very important for farming, with farmers actively prospecting the soil for good nutrient combinations for the plants they want - or, on the flipside, choosing what to plant depending on the quality of the soil. Choosing a good spot would be especially important for the grains, which have such long growth periods that they currently run out of nutrient before even completing one single growth cycle. A location that boosts nutrient A so that a full cycle can be completed and the nutrient regenerates faster would be a very valuable find to a farmer.

     

    When looking at the five different meal types, I am immediately wondering how this affects the current mechanic of heating the meal in order to get a bonus. Clearly three of those five would realistically require cooking, while one of them (the casserole) already outright states it needs to be baked in an oven. Sandwiches though, and especially salads, are probably best eaten cold. What I am wondering is, are you planning to keep the simple "heat any meal up before eating for a bonus" scheme, or are you planning to differentiate per meal type whether they gain anything from heating up? Or does the mechanic as a whole maybe exit stage left? Obviously this depends a lot on how the new cooking mechanic is implemented; the list already suggests that cooking/heating may already be a central process in creating the meal in the first place.

     

    Another question I have is in regards to skill development. From reading, I understood that my cooking skill level will determine how much I will be able to judge how well the meal fits my own taste profile. But can I also figure out other players' taste profiles? I mean, if I give them a meal, and they have no cooking skill, they might not be able to tell me if it suits their tastes in any detail, because their nonexistant skill level doesn't allow this. And if they had cooking skill, they wouoldn't need me to cook for them. As a cook, I need that information if I want to cater to everyone's needs, so I wonder how much feedback unskilled players will be able to give?

     

    As for taste feedback from other players, I'm still brainstorming how I want to do this, but I DO want to do it. pH and drainage have nothing to do with the types and amounts of nutrients in any given soil sample, so tying those into that would also make no sense. As for not caring if your tomatoes are a little more sour than the next guys, that is perfectly fine since the entire mechanic is there as "There is depth here only if you want it" type of thing. Realistically, the pH level of soil as well as the drainage do indeed affect the taste of various foods so I think it as a nice little detail that makes the whole world feel more real.

     

    Your recommendation on having some areas being better at replenishing certain nutrients isn't a bad one and is something that I'll certainly think about.

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