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Thorah

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About Thorah

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    Wood Cutter
  1. Encumberance Inventory system

    I like the tool belt idea. It seems very cool. I don't know how far along in the game you'd need to be but being able to pick up and drop what amounts to a hot bar sounds cool. I was thinking about doing something like that myself with pockets but this seems much more refined. As regards the discussion a moment ago about what the increase should be. I don't think we can really determine it at the moment. Once the other mechanics are solidified we'll know what would be reasonable to be portable, and what would be a reasonable increase. How much is reasonable to carry will surely be determined by what you can do with what you're carrying. Everyone with me
  2. Encumberance Inventory system

    Oh yeah I was definitely thinking about a minor increase in strength, and our primary improvements being ingenuity based. Such as carts and such. As far as a HUD redesign. That sounds like a lot of work if it was from the ground up. However vanilla Minecraft certainly wasn't designed for TFC's system. Perhaps some modifications to facilitate the extra information TFC requires you to know. It would be nice to get away from all the raw numbers we might end up with. I'll start a new thread though so that we don't diverge too much.
  3. Encumberance Inventory system

    @Miner239 To be honest I would prefer a harsher initial carrying limit with a sharper curve to the late game. However in principle I agree, that sounds grand. @Tony Yup agreed I'd rather not either, but I don't think that @239 was saying it had to be displayed like that. I think how we determine our weight is an interface problem. We might need a thread on interfaces at some point. @micmastadon Having subjective encumbrance that you can improve with both tools and objects, as well as the attributes system sounds good. I think the interesting part is the tools and features that increase capacity, as that's the part where we can use our ingenuity. I'd say that ingenuity is more immersive than anything else as it's a manifestation of your interaction with the world.
  4. Crafting Table 2.0

    Sooooo no microblocks? Gotcha.
  5. Encumberance Inventory system

    Fair idea. I understand not finding encumbrance particularly enjoyable. My ideas behind encumbrance were to maintain the internal consistency of the world, to ensure you feel as though you're in a world that could be real if you will. To that end some manifestation of the players limitations makes sense and it appears this is the best idea we have for it so far. Further to that I feel just assigning certain objects to the minecart would always produce an obvious contradiction. I would expect there to always be a lack of believability no matter how you determined the items to be assigned your suggested quality. e.g. If we say that all full block require a minecart. How come I can carry hundreds of ingots of iron in my inventory, but cannot carry a single block. That's why I was harping on so much about the player being able to discern what can and can't be carried logically. I was hoping that might move encumbrance away from a frustration as I assume you'd view it, toward a fact that grounds you in the world. A fact that makes it feel more intense when you're running from a bear debating whether or not to drop something. Or perhaps admiring your castle knowing that it's physical presence is more than just aesthetic as the blocks had to be carted there from the distant granite mine. I appreciate that idea might not solve it but that's the believability that we're going for is my impression.
  6. Crafting Table 2.0

    @Kittty - Just read the linked thread. Oh you're kidding me. So from a modder's point of view they basically offloaded work to yourselves. That's very annoying. I suppose that it does make things more efficient. Serious query. I'm no coding genius, I am, however, familiar with coding. I absolutely love the sub block blocks. Especially those that render in 3D as the new ones are. If the community has sufficient desire is there the possibility of ourselves doing some of the legwork for you. I appreciate that the system is complicated but could you give us a template from which we work to churn out the variations of blocks to be rendered effectively. I don't fully understand that code but I can certainly see a pattern enough to make me think that I could repeat a simple task even if I cannot fully understand its application. I appreciate that you'd likely have to tidy it up but it might get the drudging boring work out of the way no? The Json file seems to be quite logically repetitive. It's just an offer as I love the mod. I feel silly saying I'd love this and that without actually offering my service. P.S. HAHA, I pasted the json code into work. 8 pages tho! XD That's insane.
  7. Boats/Rafts

    That would make a lot of sense Bioxx. Maybe you could have 'sea water' block with different properties that slow swimming and sailing enough that even if someone did decide to travel by boat to another island it wouldn't be an issue on chunk generation. That would keep the reality and interest a few players. Although that would need to be built into the game. If players really just aren't supposed to try it might feel rather underwhelming. Like finding the farlands or some such. The storms and sea monsters idea is very atmospheric that's for sure. I like it for that. I suppose the danger is that it could be seen a as challenge, doing the Kepler Run as it were. Unless you'd read this topic you might conclude that they were guarding some great treasure and try to get past them.
  8. Boats/Rafts

    Well if islands are the order of the day then we should discuss it. Adding (good) boats sounds rather difficult, although I do understand the feeling of loss. Would you mind explaining a bit further how you'd implement it. What ideas were you thinking of for construction and creation, and what types of control schemes were you thinking of. A simple solution might be a ship item that could be placed like a minecart, thus avoiding the difficult job of checking surroundings to ensure the correct blocks. If we implemented the 3D crafting system discussed in the Crafting 2.0 thread then perhaps natural constraints. i.e. only blocks made of wood could count towards the ship, and the ship had to be surrounded by water. We could go further by creating a 'shipyard system that had to conform to specific constraints and would create a sterilised area to work in and thus a simplified check for the computer.
  9. Crafting Table 2.0

    That's what I'm looking for. I need to eat my words it seems so long as it's inside a block it's not so bad from a coding point of view. I'm psyched about that as yours was my favourite idea. The issue he brings up is how to ensure the player understands what they might be doing wrong, when they've missed a block. The only solution I can think of is that we either make a set of valid interpretations that will make the object, such that it's not likely that they'll work out another way to create an object that looks the same. Perhaps having the community put together all the iterations they can think of and checking to find all possibilities. That seems rather time consuming though. Rather if we could make the creation of the object as simple as possible, brainstorming for the best way to to it, thereby eliminating as much confusion as is possible. Also we need another option added to the poll.
  10. Crafting Table 2.0

    @Tony I completely agree. I'd love that. I'm only going off Bioxx's response about it being a nightmare to code. Do you know of an easy way to do it?
  11. Domestication through Mendelian Inheritance Revisited

    Very interesting, it would certainly add a lot more depth to the system. As far as time scale is concerned, I think we'd have to key it in with the rest of the system to ensure you could get animals when they were useful, and that there were a few niches only the animals could fill. Variety I'm a massive fan of variety even if it's only aesthetic. Implementation of the colour variation would be a great aesthetic benefit it's as easy as that but I'm not sure that Minecraft can handle creating a new texture form two previous ones. Awesome if it can. Perhaps a workaround could be simply having the community create a large variety of coats for the various animals and then have the computer somehow infer a set of coats logically similar and randomly pick from that. Intelligence Intelligence seems to be the most difficult to implement. Perhaps we could simplify it by having a system that allows for a set of specific but useful behaviours they could have.s Effectively creating a subset of each animal. Then a pig could have any of traits 'flee', 'truffle hunt', 'fight', 'advanced pathing', 'extra sight range', etc. That could also include the personality aspect if implementable. Production I like the idea of having a variance in production. That would add an interesting element. Balance I think that a genetic system such as this would need balancing in a simple manner to ensure that it wasn't merely an inconvenience until you'd perfected the breed, or excessively drawn out. That could done by balancing for length of time to breed relative to other milestoness. Alternatively perhaps having certain axes on two ends of a scale would ensure you could only breed stupid animals with high production, or small animals with great intelligence. Thereby ensuring the system can't be exploited excessively. Interface Do you have any idea to incorporate a manner of observing this. Were you thinking it could all be done intuitively by observation, or that it needs to be explicitly detailed by means of an item or GUI. A smooth manner that we could use would be to tie it to the generation of the skin. Aggressive boars having darker skin, and higher production sheep having less flecks of other colours in their wool. Overall yeah I like it. Would be very cool to see in the game.
  12. Crafting Table 2.0

    Oh, excellent idea. that sounds like a reasonable trade-off and shouldn't be too difficult to implement either. I think it would be nice to see variety but that could well manifest from a purely graphical perspective. We could also if we wanted assign a specific tool which only served that purpose as well. Thus adding value to specific tools. As much as I'd love to see a 3D crafting system I think I'll have to a) learn to code and code it myself. Maybe someday I suppose.
  13. Encumberance Inventory system

    Well yes I was just throwing out a few ideas to oil the gears. Although I don't think we should discount the benefit of more subtle alerts. I#d enjoy the game from an immersion level much more.
  14. Saws & Sawmills

    Very cool ideas for progression. I think I'm personally a fan of the idea of efficiency by automation. That way you circumvent the attempt to improve value of higer tier tool materials by having a flat benefit of being able to 'drop in' a bunch of logs and watch them pop out the other side. This could be balanced quite well by having to lay down the logs and saw them out of a GUI menu. Although this would certainly be an upgrade to arranging logs and a saw in the crafting grid. I'd certainly consider it. I suppose we'll have to wait next until the ideas of power are explained as to how to balance these.
  15. Crafting Table 2.0

    We shall have to get some ideas brewing for the other trades. Aw the whole block-scanning system would be the Shangri La that's for sure. It might break the code with the awesome. I understand that B. We need to be gentle with java here. If we're thinking additional tools to make different things incorperated into the crafting grid, could we have clicking on the crafting table with the item in question quickslots that tool. That makes it a bit more intuitive. That is of course if we have a slot system rather than an automatic check affording you extra options. Could we alternatively have multiple outputs according to the tool. i.e. three output slots with a tool next to each.