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Stroam

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Everything posted by Stroam

  1. Saws & Sawmills

    Yah that does sound better.
  2. Piles

    I think any behaviors outside of organic and inorganic should be a third type of pile called placed pile. A placed pile would would be specific to the item placed and would require purposely right clickingthe item to place it down or some other method. Because placed piles would be specific to one type of item you would not be able to place any other item in that pile and would behavior different for each programmed type of pile. I agree with with Darmo that purposeful food fermentation should be handled in a container like a barrel, jar, pot, etc.
  3. Saws & Sawmills

    As it stands right now when you cut down a tree all the leaves disappear and you get a shower of logs all the same size that go into your inventory including the one you just chopped. It's not too hard to get tons of logs this way. What if the algorithm instead of of dropping a bunch of logs counted up the logs and wood type and then placed the logs on the ground in actual logs with different sizesthat you have to cut up even more, along with some sticks. For example you cut down a tree and it contains 24logs you get twofive long logs, a4 long long, and three3 long longsthat lay on the ground. That adds up to 23 out of 24 logs. What happened to the last log? You broke it with ax. Now you can cut up these logs on the ground using your axkeeping in mind each log you ax gets destroyed.The 5 can be turned into 3 logs, the fours into 2, and the threes can be turned into 2. Doing this method you can recover around half the logs. Now later when you have a saw you won't lose any wood. This could be added in addition to my previous proposition and would provide additional incentive forpeople to tech up.
  4. Piles

    @Darmo We are talking around 5 to 15 seconds. As for mobs, I really don't want piles to slow them down hardly at all and the exact mechanics is going to based what's easiest to code so couldn't say at this point. I think nauseating fumes coming off of rotten piles of carcasses would definitely add an element of immersion. You could have a boss room with these piles laying around causing nauseamaking it harder to fight. The advantage of piles for blocking paths is you can unblock them in adventure mode which you can't do with other blocks because you can't break blocks. The great thing about piles is they are not specific. You can mix ingots, bricks, and weapons in the same pile. For specific piles I'd add a third type of pile called a stacked pile. These piles would be item specificwould not spread. Instead of items tossed on the ground you'd have to right click an item down just like ingots and wood piles in TFC 1. Now piles are not containers in the sense you can move them around like barrels and chests(sadly you can't move around chests of items either). In fact you can't even get an item at the bottom of a pile without going through the items on top of it. Also because items take damage while in piles you don't want to store tools, weapons, or armor in piles long term. You also don't want to store wood, hay, food, and other organics long term in piles either as they will eventually rot though this may take a very very long time in a place with low humidity like a desert or snow island.They are great if you have a bunch of rocks, bricks, or stuff without durability you want to store without making and packing them away in a warehouse of chests. @ciekma I think that's a great idea. I rather like how things work in the mod from what I read on explosions.
  5. [0.2.4] TFC2 Prerelease

    To all who are having issues with various recipes and tactics here is anunofficial source of updated information.
  6. Piles

    An expansion on this idea. A world where all things thrown on ground aren't simply eaten by the void. When items are thrown to the ground they turn into piles. All piles have layerslike charcoal, each able to hold a stack. These layers willspread out and obey gravity like sand. Piles in their first stage can be right clicked and it'll remove the top layer and pop up the first item on the stack. Piles can also be broken, and even mobs will dig right through them. Items in piles will rot and take durability damage over time that is accelerated when next to water or in a moist environment.You have different two different pile categories Organicand non-organic. All organic piles will eventually turn into rotten piles. Rotten piles if broken, right clicked enough, or left alone will have a chance of turning into fertile dirt or disappearing. Fertile dirt if right clicked or broken will give you a hand full of fertile dirt that can be used in the garden. If you or mobs walk across fertile dirt it'll turn intodust. Dust if stepped on, broken, or right clicked will disappear. non-organic piles never progress past the first stage. Items still take durability damage while in them and simplydisappear or become broken. If the pile contains weapons or armor and is broken by a mob it'll be able to pick up the items and use them if able so be aware where you store your stuff. The benefits of piles is you don't have tons of entities on the ground ticking away until theydespawn. Another benefit of piles is that it can be used in adventure mode to create and over come obstacles while not stopping enemies. A pile of rocks could block a passage a player has to go through forcing the player to clear enough of it away for them to get through. This could force the player to defeat all the mobs in the room before they can safely clear it away.Players could also use piles to get over obstacles that have fallen in the way or to replace stairs that have rotten away. Because mobs can break through piles you don't have to worry about players using it to hold off mobs permanently yet they could still use it to buy themselves time. You also don't have to worry about it blocking players in adventure mode because they can right click to clear it away and relocate it.
  7. Paper Making Process

    Paper as we know it is really a quite modern process. Back in the day things were recorded on clay,parchment (animal skin stretched really thin), papyrus but it only grew in Egypt and had a habit of becoming brittle and rapidly deteriorating in humid environments and in the rain. Over in south america they used string tied into knots which no today really knows how that worked. I'd like to see a return to clay tablets, though string would be interesting.
  8. Paper Making Process

    just wanted to point out that harvestcraft has a paper bark tree that gives infinite paper.
  9. Current survival strategies

    It may be tempting to find a spot and settle down but you will starve to death most likely if you try this. You might be able to settle down if you find some animals, have some food stored up, and food in the nearby area you haven't picked. At that point plant some seeds and eat your stores until you run out. Then eat all the surrounding plants. Last east the animals and hope your crops will be mature soon. It is helpful to have the ocean nearby as there is an infinite amount of squid. So having a place near an ocean is highly beneficial.
  10. [0.2.4] TFC2 Prerelease

    I was on grass. So I then I dug down the 3 blocks until I hit stone and placed logs and it didn't make a difference. I did this for the entire house which is a shell of 12 logs around a 3x3 section. It has no roof and the walls are 12 high with a spiral staircase also made of logs. Every time I tried making a window at any level it broke all the logs above it into sticks which have at least one other pillar of logs touching it. Even if it were unsupported, should it be turning all the logs into sticks?
  11. The purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(mostly), light, and sounds Crafting, Carpentry/Wood Working, wood and earthen building materials,and Glass Containers, weight, size,inventory, and transportation Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power Pain, injury,illness, and fatigue Plants,bees, food/water, and Mobs Player skills, stats,professions, and progression Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Temperature mechanics Water management World Generation, weather, and NPCs Miscellaneousstuffthat doesn't fit in the other categories or really low interest
  12. Thylacine

    You should hide this topic and post your suggestion here.
  13. [0.2.4] TFC2 Prerelease

    When ever you build your house out of logs and then break a block in the wall for a window or something it breaks all the blocks in a vertical line up turning them all into sticks.
  14. Current survival strategies

    To make torches craft a stick with charcoal to get charcoal make a pot in a pit kiln
  15. [0.2.4] TFC2 Prerelease

    Per block That would be better as a set of achievements in the achievement menuIMO than in a book. Some funky behavior up and down the river here in the newest version. The gravel on the sides is missing causing the water too look funky. World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=2096, y=83, z=-6531}]
  16. [0.2.4] TFC2 Prerelease

    Depends on what you mean. Collapse when laid out straight verticalor horizontal. Horizontal includes Stone brick, smooth stone, planks, thatch, logs, dirt, stairs, wood support, grass, and stone. vertical includes. sand, gravel, and rubble. Dirt was modified so it could support stone. Strangely enough a pillar of TFC grass blocks can support dirt horizontal out to a distance of 3. Don't know why tigers are trying to spawn during world gen.
  17. Metal Tiers

    The three layered armor is an interesting idea. If you want to make that work I suggest in your inventory menu you have anadditional equip interfaceslike baubles and tinkers construct does. The advantage of that is you don't need a special armor bench and you can have the first equipment UI be the under layer and the second equipment UI be the outer layer. You could then restrict what armor types can go in which slots. So you could say this plate cannot go in regular equip slot, it can only go in the second equipment interfaceslots.You could also interceptthe damage event and distribute damage and durability loss as you see fit. If designed correct it doesn't even need any ASM and can be modeled off the code for Baubles. Speaking of which, it could add a third equipment interface for jewelry which can be for show or magically enchanted. An alternate or even complimentarysystem could be all armor and weapons have two bars. A durability bar and a material bar. As your item loses durability it also loses material at a slower rate. With the right tool/toolkit you can repair the durability of the item back up to the material level like sharpening a blade. Then when you get back to a black smith you can use some of the same material to raise the material level back up to max and then use your tool/toolkit to raise the durability back up to the new material level.This ca carry over to smithing items. Your product when you are done smithing has no durability, an unsharpened sword,and then you have to use a tool/toolkit(file for sword, toolkit for armor) to raise up the durability to the material level. In addition if you no longer want the item you can melt it down and retrieve the material value back. Math details(numbers are for demonstration purposes only and not to be taken as actual planned values) The two bar system can also be done with bows but instead of effecting damage it increase the chance of the string breaking upon use. The material bar for bows would represent the wood drying out making it harder to use. All actions with the items that have the two bar system takes energy. As the energy regenerates it makes you hungry. This makes laborious tasks such as cutting down trees and mobs, or hoeing require you to eat more food. Higher tiers of equipment require less energy to use representing the gains from using better materials and crafting techniques.
  18. [0.2.4] TFC2 Prerelease

    I'm not Bioxx, but there's a thread that kinda has current survival informationherewhich could be added to as things progress. As to implemented features, I'd check the change log on the first page. As far as I understand it, Bioxx wants all bug reports on this thread and has been pretty good up to this point at addressing bugs posted on it.
  19. [0.2.4] TFC2 Prerelease

    You have stuff in your mod folder other than TFC2 and Pam's harvestcraft. It isn't a issue with this mod.
  20. Metal Tiers

    I see at least a few people support this notion of copper blades have the same cutting potential as steel blades. I like that idea as well but in addition damage should be based off of percent durability. The metal tiers in this instance would increase the total durability making the weapon deal higher damage longer. Piercing would lose durability the quickest followed by slicing. Armor would follow the same trend in that armor made of softer metals would lose durability quicker and provide less damage resistance. This means copper weapons could be half as effective by the end of one fight while steel weapons would still be going strong well into it's tenth fight. You could also add modifiers like heat treating that would add to the durability. Weapons with less iron could be better for enchantment. So mythical metals and alloys could be a way to have similar durability as steel while still taking on stronger enchantments. I would make extracting and refining these metals be a lot more difficult than it is for steel. Like Darmo mentioned, maybe needing blasting to extractore fragments, then a process of heating it up to different temperature and pressures adding in reactants at the correct time, finally charging it up with magical energy to change it from inert to something that can be mixed in alloys but becomes too brittle if the alloy percentage is too high.
  21. Metal Tiers

    What's old is new again. Revisiting this topic now we have islands. It's been touched upon that different damage types will come into play. I'm guessing a mix of physical and elemental. It has been stated there will be a classification system to make alloys more complex which is nice. You could also give metals past steel a chance to have a random ability and unlock mechanism that goes along with it. An ability such as during a rain storm has a chance to shock or chance in temperature below freezing to deal fire damage. An unlock mechanism could be arequirement such as must be at less than 10% health or be a master cook. Thenadd in an alloy testing device where you sacrifice some of the alloy and an item to determine what might unlock the special effect. Sacrificing a *****might tell you nothing.Another sacrificewould say it could be A, B, C, D, or E. A different sacrifice could say it's B, D, F, G, H. With enough sacrificing you could limit down to what the trigger effect is. Then when you trigger it, it'll reveal what the special random effect is. The ability, strength of the ability, chance of the ability to go off, and unlock mechanism could be affected not only by the alloy but the order of the metals added to the alloy,This would give you another dynamic of alloy making other than physical and elemental stats. This idea could use some refining but it should get the creative juices going.
  22. Portals VS Ships

    It's already been discussedhere.
  23. [0.2.4] TFC2 Prerelease

    I think I see your issue. Your java arguments is: -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M Which is fine if you are running on a 32 bit system at which point you will have performance issueswith this game. I use: -Xms1G -Xmx4G -XX:NewSize=512M -XX:MaxNewSize=2G -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -d64 -XX:+UseConcMarkSweepGC -XX:+AggressiveOpts I don't know how much ram you have on your system but I generally suggest-Xmx4G-XX:MaxNewSize=2G if you can, where 4G and 2G stands for 4 gigs and 2 gigs respectively. For a more complete article on the topic here is the TFC suggested guidelines.
  24. [0.2.4] TFC2 Prerelease

    If it helps at all the gardens I found were always on the side and top of cliffs.
  25. [0.2.4] TFC2 Prerelease

    I can attest that is not so. They are very veryrare to be sure but I did find two gardens and a few hives. I found it odd that when a stack is right clicked it splits into half instead of adding one to another stack. I could break and pick up rocks but breaking didn't consistently produce a rock.I noticed when you plant crops too far away from water they don't grow instead of eventually turning back into grass. The hoe didn't get damaged after use. You can fall through thatch and jump up out of thatch but you can't move through it sideways. If intended, makes a great one high door at night. Killed a spider and when I picked up the red thing which I assumed as it's eye the item didn't appear in my inventory. The silk did though. Didn't break the game but console complained about failing to spawn tiger at world generation. Are we suppose to spawn with a tiger like in Life of PI? Some things that probably aren't on your radar yet but recipes that aren't suppose to consume one or more of the crafting ingredients didn't work. Tested using pam's pot and a bone to make stock. creating a campfire worked and growing crops worked. Made a little hovel on the beach.