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Stroam

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Everything posted by Stroam

  1. [0.2.4] TFC2 Prerelease

    During testing cutting down a tree has the potential of cutting down touching trees even of a different log type. Not all trees are fully cut down. Sequoia has two branches that don't get cut.
  2. Encumberance Inventory system

    ya it'd be a 100% time increase and a 50% speed decrease. Speed debuff is unpopular and rightly so. I'd like to see something along the lines of sacrificing a bit of protection for an increase in endurance, not necessarily speed. Like you can't sprint as long and you get more hungry when sprinting in heavy armor. I'd have more evil methods to incentivise people not to always wear their armor. I'd make armor have a chance oflosingdurability for each block traveled and each hit you take on top ofhavingthe protection it offers decrease with durability.
  3. Encumberance Inventory system

    so wearing just armor decreases and carrying nothing takes twice as long ascompared to wearing nothing and carrying nothing. That's a 100% speed decrease. So should a full inventory and full plate be equal to 200% speed decrease?
  4. Weapons, sheats, and ranged weapons

    So you start with stone tools. Then you kill a non passive creature and unlock spear. You get hit by a projectile and you get leather and a shield. You kill something with leather armor or a shield and find your spear doesn't do much so you unlock stone mace. You take x damage from a blunt damage you unlock padded armor. You kill a few things with padded armor you unlock swords. Skipping forward you get damaged by fire, lightning, etc and randomly unlock an armor recipe that's better against that damage type. There's a system in place where protection from a particular element takes a sheet of special metal and each sheet of that material added to the armor reduces damage from that type of element by 10%. The more sheets you add to your armor the more you are slowed down. You are probably correct that it's way to early to have this discussion. Might be more appropriate once stone age weapons and armor are implemented.
  5. Weapons, sheats, and ranged weapons

    Through out history different weapons and armors were developed in response to new difficulties and crafting advances. What do people think of having certain recipes unlocked by achievements? For instance needing to kill something using a projectile before unlocking the ability to make a shield. Basically locking armor effective against certain types of weapons until you defeat something with that type of weapon. Also locking weapons until you defeat something that is protected against that type of weapon. People might say you get a chicken and egg issue but you really don't. You develop basic weapon, that weapon gets used against you so you develop armor to protect against that weapon, you develop new weapon to make the armor less effective and the cycle continues. There needs to be some limiting factors to stop armor that protects everything or weapons that beat all protection but stuff like that is already being discussed. Now not everyone wants to have to go through an achievement checklist so at some level of tech there should be a way to teach people recipes. That way not everyone has to do everything. For instance I cheated in dragon bone weapons and armor in skyrim because for some reason no blacksmith in the game knew how or could learn how to make them and I didn't want to waste time and skills points on smithing.
  6. Encumberance Inventory system

    Pouches might be able to be made from cloth as well. At this point crafting costs is not too important. How early in the game play the player can make the items is more important and will be more influential in determining costs. What I like the most about the design is it reminds me of some old hack and slash game where you could have multiple bags and each time you opened a bag it opened in a new frame so you could have all your bags open at once and sort items between them. Actually looking at how some of those old hack and slash games managed their inventory systems would be a good idea at figuring out what did and didn't work.
  7. Encumberance Inventory system

    Separating the players inventory into a number of slots representingdifferent containersthat can only carry certain categories of items is agreat idea. Seems similar to getting rid of the inventory and having bags expand it but allows you to transfer items between inventories a lot easier. Then weight showing up as stack size is much more simple than a varying slowness debuff.It also restricts without math. You can forgo the back slot and have the offhand slot for heavy items like rolling a barrel.I really like Konlii's depiction as well.
  8. [0.2.4] TFC2 Prerelease

    Not all features are fully fleshed out at the moment andare subject to change in future updates.
  9. Encumberance Inventory system

    If you have categories, they should be for size not weight. Reason being that a bamboo pole might be light but it certainly would not fit a bag. We put things inside of bigger things and never the other way around. Even feathers and lead fishing weights can go in a bag despite vastly different weights. So the container doesn't care about the weight as it does the size. More on sizes. Weight should be summed and used to reduce speed, reduce jump height, and increase how quickly you sink in water. If the goal is simply to make item transportation necessary a slowness effect alone is enough. However, once you get into item transportation you are also diving into item management. Players, at least on youtube, already have difficulty with item management which is further proved by the sheer number of inventory management mods. To prevent TFC2 from feeling like inventory hell, along with item transportation being necessary, there needs to be a variety of systems to help manage it for you. This comes in the form of making the typical feel fast, lots of quick transportation options, reducing and diversifying storage solutions, linking storage and crafting areas. Making the typical feel fast. Making lots of quick transportation options. Linking storage and crafting areas All of this is necessary if the objective is to make item transportation utilized. There needs to be a limiting factor that feels like a mechanic and not a limitation. Just slapping on weight that slows you down without slot,stack, and size limitations might do this. But then if the players were to play as if it were any other modpack and constantly fills up their inventory they will always be bogged down and the connection to item transportation might not connect making them feel punished for playing the way they’ve been taught by all the other modpacks. Kinda like in bloodborne when people tried playing like they did in darksouls where you could tank things. Then when they tanked in bloodborne they just died horribly over and over because that’s not how bloodborne was designed. Anyway if you want to avoid item management as much as you can while still giving players reasons to invest in item transportation, then stick to the slowness with weight and take every opportunity to teach the various item transportation techniques. Otherwise you might as well go all in with the above suggestions.
  10. [0.2.4] TFC2 Prerelease

    Alright guys. This isn't the suggestion forum. If there's and idea you think should be implemented please post a topic in the Terrafirmacraft 2 suggestion forum.
  11. [0.2.4] TFC2 Prerelease

    vanilla tree spawn in mid air World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=2985, y=81, z=-5835}] caves going under a rivers World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=3065, y=62, z=-6380}] World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=2584, y=68, z=-5203}] World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=2641, y=69, z=-5200}] two different portals on the same island that link to the same path dimension portal World Seed: [-1451133104994483571] | IslandMap: [1,-1] | PlayerPos: [BlockPos{x=5774, y=78, z=-2511}] World Seed: [-1451133104994483571] | IslandMap: [1,-1] | PlayerPos: [BlockPos{x=5750, y=91, z=-2407}] tossed 16 calamari on the ground. 1 stack of 8 and 8 stacks of 1. Then tried to pick them up. None of it went into my inventory. Killed a bunch of squid in the ocean. Sometime the calamari appeared in my inventory. Most of the time it didn't.
  12. Handling your wood, Carpentry and logging.

    Correct on the "log rubble" I stand by the tiers for door, gates and barrels. Hinges not only were developed later in history but it incentives interesting builds. In the past people either just had empty door ways, heavy objects over the doors, or a ladder system until the iron age. It just means the entrance to places will require a little more thought which will add to the diversity. With doors are available earlyin the game there is no puzzle on how to design your entrance and everyone ends up using doors. Barrels being so high tech is a reflection on how important transportation is. The benefit of barrels is the ratio of product to barrel weight is higher. Also a really heavy barrel that a person can't pick up can still be rolled. For moving goods long distances or storing vast amounts of something, nothing beats barrels which is why in the medieval ages it was maritime law that you couldn't set sail without a cooper on board. Plus it makes barrels an awesome find.I also don't think 4 stages is too much to finish a barrel as it each step combines multiple steps that it takes to make barrels. I also rather like the charring mini game I thought of as it seems like you wouldn't quickly get bored of it if you had to do it 15 times in a rowand allows one to change the char level which is important for making spirits. The last step combines a lot of the steps to keep the steps down and abstracts the tools. Even though it does represent a majority of the time in actual barrel I couldn't think of a fun mini game for it. It just needs a way to consume all the inputs and output the two different outputs. Steps one and 3 are to give more uses for the placing things down mechanic that is used for making pit kilns. Wood buckets I believe shouldn't be included and that we should be using clay buckets. Timber would be usable for some of the crude items. Skillis used mainly for higher yield because wood items in general don't have something skill level can effect. So I'm applying it to anything it can effect such as speed, yield, and unlocking recipes. If wood items had durability I'd gladly would prefer skill change that instead of speed. I think there should be something creative for a carpenter workbench on top of all of this. Just haven't had the inspiration for what that might be.
  13. Handling your wood, Carpentry and logging.

    Improvements on my previous ideas based on new ideas Tree Felling Skill level Log Hewing and Refining Moisture(Hard Mode either optional or not implemented) Coopering
  14. [0.2.4] TFC2 Prerelease

    Psh, What? I've never fell in a ravine on a horse or lost an entire herd to ravines. Certainly I have fallen multiple time in the same ravine trying to get my stuff back. And as @TonyLiberattoas my witness, I would never create super long roadsjust so I would stop losing horses.
  15. Skill Books and Tech tree

    Yep, as you pointed out,two numbers, gainand decay,custom tailors the game to a preferred difficulty curve and honestlyI can't think of any other system that is that flexible and easy. I'm sure server owners would love to have those two numbers to play around with for all the skills. At this point I think we deviated enough from the skill book topic that unless we've got more to add to skill book explicitly we should discuss anything else in more appropriate thread.
  16. Skill Books and Tech tree

    The buff would be temporary. You can have multiple book effects for different skills at the same time. Boost to the same skill doesn't stack, it replaces the current buff. It's time based. Skill cap is the max rank achievable. The difference in skill levelwould be determined by how Bioxx sets that up, most likely total XP and not rank. Obviously I'm biased on the decay and would have that as an addition to skill books. I don't like the notion of skill books locking in your skill levelbecause then you can raise all the skillsto that point. With skill decay, making the scrolls at your highest skill level helps regain your skill level faster should they decay by giving you a progressively larger XP boost the more the skill decays because your level at the time of writing the book would be higher than your current skill level. Tweaking the graph a bit you can increase this effect substantially as long as you don't let it decay too far. I'm up in the air on whether the bonus should be smaller bonus you get every time or a larger bonus that you have a chance of getting. It'll probably be what ever is easiest for whom ever develops it.
  17. Skill Books and Tech tree

    There's some good stuff here. As Kittychanley pointed out I don't expect someone to lose all their skills when they die. That's pretty extreme. I do like the idea of recording(functionally enchanting)your skill level on a manuscriptor scroll. Once recorded, You can give the inscription to someone else. Upon using such inscription, if the players' skill level is equal to or lower than the recorded level,the item is consumed and it gives the player a bonus experience buff which increase the amount of points when they level that skill. The amount of bonus points could be flat, tiered based, a ratio based on the difference between the inscriber and the reader, or combination of these. I favor a system that works like this. If the writer and the reader are the same level the bonus is 5%. If the writer is at skill cap and reader is at a skill of 1 they get 1% experience boost. If the difference between the skill levels of the writer and reader are a quarter of the max skill cap then the reader gets a 10% bonus on experience. The reasoning behind left end of the chart is that if you write down your knowledge it helps you learn like taking notes for a test. The reasoning behind the right side of the chartis that if you are just starting to learn a skill thenreading a script from a masterdoesn't help you as much as something closer to your knowledge levelbecause mostof the script will be over your head. The peak in the center encourages people to keep a variety of skill scripts so they can choose the appropriate one that will maximize their experience bonus.Since the scripts would be one time use I would allow players to copy scripts which would encourage trade by creating a higher demand for script materials and a market for different skill scripts written at various skill levels. To prevent other from copying the scripts that people sell them, thereby killing trade,I suggest the following. First, to create a scroll requires some infrastructure, resources, time, and preparation. By the time someone isdonethey've used hide, barrels, quicklime, water, log, rack, writing desk,did the scraping minigamethree times, waited over a minecraft day, and did what ever it takes to make ink. Not a quick easy process.Onceprepared then record on your script what skill you want and hit the bind button in the writing desk interface and you'll have a skill scrollthat can be copied. At this point you can make the easier, less time and resource consuming papyrus paper and copy your scroll onto it to trade with others. Papyrus sheets can not be copied. When you are done you can put your scroll in a locked container or donate it to a library/bookstoreto archive and produce copies. The merits of this system is that itputs a barrier to entry on scroll production by making it expensive enough thatnot everyone has the means, it puts a safe guard in place by allowingpapyrus books that can not be copied which would becheaper and take less timeto make, and still gives the player freedom to contribute their scroll which can be copied to an archive controlled by another player. This last one is a big one because as the book store owner you could pay someone to record their skill on a scroll you've prepared so you can add it to your archive and make copies of it. On the whole it develops book making into something worthwhile and a means of fostering trade for individuals or setting up a library for the community. I would definitely play around with the graph to find a nice balance between useful for single player and multiplayer. A higher percentage when the reader and writer are the same level favors single player since you can't be higher level than yourself. In multiplayer the location of every point is changes the balance. Moving the peak right favors larger gaps between skill levels and makes them less useful the higher skilled you are. Inversely moving the peak to the left favors smaller gaps and makes the books relevant longer. Moving the peak up higher compared to the left and right increases the significance of finding the right book to hit that sweet spot. By rounding the graph you make the sweet spot bigger.
  18. [0.2.4] TFC2 Prerelease

    Finally I get to put my 8 cores to work. World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=3083, y=101, z=-6423}] Do deciduous forest seem a bit thick to anyone else?
  19. [0.2.4] TFC2 Prerelease

    Alright so if you are teleporting around you can not trust the listed features.
  20. [0.2.4] TFC2 Prerelease

    World Seed: [-1451133104994483571] | IslandMap: [4,1] | PlayerPos: [BlockPos{x=18039, y=179, z=7191}] This island is marked for spires. Can anyone find a spire?
  21. [0.2.4] TFC2 Prerelease

    Cotton and scallion do grow. The farmland doesn't show when it's hydrated and doesn't revert back to grass so if crops aren't growing you need to plant them closer to water and make sure they have direct sun. @BioxxYour portals hate it when mobs walk threw them. and this [Server thread/WARN] [FML]: TerraFirmaCraft 2 loaded a new chunk (-340, -195 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
  22. Current survival strategies

    Irunalong rivers and collecting food, clay, and wood when it's safe. Then I follow the river back to the ocean and set up a hovel against a cliff face. I plant the food on the side of the river and eat mainly calamari from killing squids as there isn't enough crops to sustain me even with 5 gardens worth of food.
  23. Just so everyone knows in the final version you will be unable to go into any hexmarked as deep ocean, unless a certain someone changes his mind.
  24. [0.2.4] TFC2 Prerelease

    thatch falling is intended Issues with logs have been noted and a whole overhaul of the collapse system has already take place for the next version to be released. The slight hex look probably is never going fully away. The blending it would take just takes too many resources. That said Bioxx is a bit of a perfectionist and is constantly testing new ideas to try and make it look less hexy. The mobs are left there because the mobs that will in the game aren't necessarily on the schedule yet, so expect massive changes there at some point. While heating things up is working it's not currently setup to actually cook things. That's still to come. I'd like you to explain exactly how you are making the pit kiln and at what point the smoke stops. Two high grass dropping two straw is an intended feature.
  25. How to disable overburden?

    What I do is is set a bunch of barrels by a horse or boat and then load up all the barrels in my inventory so that I'm overburdened and them hop on the horse and boat and can still move. You can move a lot of product that way.