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Stroam

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Everything posted by Stroam

  1. Unfortunately TFC isn't 1.8. So you must use optifine or McPatcher. I don't know if you can use them as is or need to modify them but here's some useful info if modifying is necessary. https://bitbucket.org/prupe/mcpatcher/wiki/CTM_Methods
  2. Food Allergies

    Sounds great. Slight addition. Make all plants edible and add this in. Everything is technique edible anyway though nutrition, calories, and ill effects vary.
  3. Then you have aged well. In my experience a lot of people 50+ years of age have a hard time learning to use technology let alone code it. Though to be fair for a year it was my job to help those individuals so my experience is not necessarily representative.
  4. Awesome. Are you also going to make an item or block to provide soil hydration?
  5. Around here they are fed by man made lakes and rivers. Didn't think drawing up buckets of water would be enough to water crops usingfurrows like minecraft does it.Do you water your crops using drip tubes, sprinklers, pivots, or furrows? I didn't think it would replace a powered block. When a form of non-mechanical poweris involved anything is possible, even things that seem like magic. However as much as I like the idea of living on a mountain, unless there's a lake, there's going to be no aquifer. Yes there are few exceptions. Buffer should be represented by (depth of well)-(start depthof aquifer) Start depthof aquifer should be sea height minus some random number between sea height and 0 based off of world seed and chunk. Refill rate could be based off of rainfall amount with some biomes blacklisted such as mountains, beaches, and oceans. While rock type does make sense from a realistic perspective, but anyway you think of to determiningthat can be fooled by the player replacing some of the natural stone with stone gathered from else where. Short of asking the TFC world generator which I would imagine wouldn't be that quick, there's no way to be sure. So I'd just ignore rock type. If you do ask the TFC world gen I'd usethisas a guide. Have aquifers have % chance in each rock type and rates be the mean for the rock type plus or minus an appropriate value. Also an aquifer in salt rock would be worse than drinking sea water.
  6. It makes sense if it works like the quern in TFC. I'm not sure what you are balancing against. As soon as you get a saw with anywhere that rains drinking water is never an issue. Again I assuming this is not for crops because in three years of agriculture research I've never seen a farm use a well for crop use. Irrigation canals sure, but wells no. I've never seen the type of well that we are describing in real life. Only wells with mechanical pumps which generally refill at least 5Gallons Per Minute. Which is why I think the well will refill quicker than your draw using a bucket. But I guess if your well isn't deep enough then you may have a refill rate slower than that. If you want the draw rate to change upon depth I would either directly tie it to a Y value or if you want to be more complex, look at the world gen that Bioxx uses to generate the 3 levels and then use that in a function so you know the depth of the rock layers at coordinates X,Z and base the draw rate off of that.
  7. I don't see point on putting a water limit on the well. Yah it's a good thought but at the rate a bucket drawn well removes water, the aquifer going dry is more due to environment than pulling out water by the bucket.
  8. Magic: Research or Innate knowledge

    Correct. I did just focus on one aspect. Also correct, it does in different ways cater to both types of players. Thanks for the clarifications. I agree you should definitely reuse code whenever appropriate as it cuts down on time and bugs. It's an observation on how little socializing beyond a few people is on minecraft. I don't think it has an inherent fairness. Doesn't this just strengthen the point that it's not really designed for people who want to socialize? I totally agree, but I think it's still niche. Thanks for the correction as accuracy is important. I was just using the formula, RoundUp([Islands North to south]/2) with the arbitrary number 35 at the end. *edits* Though I can't think of 63 types of spells in minecraft and that may get confusing having so many. Maybe some of those would be spell power ups or modifiers like they do in the psi magic mod and you can craft your own spells. Unimportant Seeing how Bioxx at this time has integrated Harvestcraft into TFC 2, I believe that anything you'd like to see in TFC 2 has a dramatically increased chance of being in TFC 2 if you go out and make it. Which is fair since making everything yourself is very time consuming and if Bioxx sees something that almost fits Bioxx's vision and is already made, Bioxx may grab it and do some slight modifications, then call it good.
  9. Magic: Research or Innate knowledge

    First off. This is a complete rewrite. You have no idea what that code relies on to function and it very well could be easier to write from scratch than the modify. I've come across a lot of code that was easier to rewrite. Expanding a system to handle other stuff is not always appropriate. One for example would be silly to take the smithing mechanic from TFC 1 and appy it to making a sandwich. I do agree that reusing systems can cut down development time if that was the point you were trying to make. I do not understand this sentence. It does not make logical sense.
  10. Magic: Research or Innate knowledge

    I don't think even Bioxx has a clear picture of what the final product is going to be like. I'm sure at this point he's just trying to get world generation how he wants it. I'm guessing what ever comes after is going to be based on how he wants TFC2 to play out. There are 4 types of gamers. Achievers, explorers, socializers, and killers. Killers in minecraft typically stick to arena play on big servers so that's not our intended audience. Socializers require more that one person to be happy and most minecraft servers are single player or a group of small friends. Even going through the public servers they generally aren't that big. So again not TFC 2's audience. That means TFC2 is for achievers and Explorers. If you tie the magic to innate ability, basically something you get automatically, then you are only pandering to the achievers since there is nothing to discover. If magic is for instance, behind some sort of research wall, they you are leaning more toward explorers. Take TFC 1 smithing for example. As pointed out it doesn't take any research. There is nothing to discover thanks to the wiki. Because of that, black smithing in TFC 1 caters more to people who are achievers more so than explorers. You don't have to look any further than the popular floating island survival modpacks or the Hardcore Questing Modpacks to know there is a lot of achievers in minecraft. Explorers of minecraft are typically the people working with redstone or are always expanding the map. In my opinion the way they should do magic in TFC 2 is a discovery based approach backed up with and achievement system. For instance lets say there are three statues on the island and you have to gift one of the three statues a certain combination of items during night or day to unlock a spell. Hidden in chest loot through out the first island you can pages that give you hints what you need to do to unlock the spell of that island. Each time you unlock a spell it increases your spell power. Now there are 5 islands North to south that don't get any harder. As you go east or west however the island bosses do get harder. So lets say the first 2 islands east and west you don't need magic to unlock the boss chamber. Magic is completely optional for those meaning the first 25 islands require no magic to unlock. Lets say starting at the 3rdisland east and west you need 15spell power to unlock the boss room. That means you now have to go find the magic on 15 of the 25 islands of which you may have only unlocked 3 in your journey west. Now lets say that the 4th island boss takes 21 spell power to unlock. So now you need 21 of the 35 islands you can unlock. Since Bioxx said he is mainly designing for the first 4 islands east and west I'd allow any further islands to by unlocked with 35 power and then just scale the bosses. On top of the above if you had a leader board for those with the most spell power with an achievement at 35 spell power it is definitely enticing achievers to go play more of the game, while at the same time the explorers who might not care about how far west or east they go will care about discovering those pages and creating a library of books telling you how to unlock what spell where. It extends game play for the achievers and yet still throws a bone to the explorers.
  11. Questions Regarding the New Block Physics Demo

    The focus has moved from the physics to world generation, and deciding what and where certain things go. To that end it just comes down to a lot of decisions of what is feasible, what works together, and the feel of the game that Bioxx wants to create.
  12. TFC2 Desert Expansion

    This is a great suggestion for TFC 1 but with TFC 2 being island based. I have not seen an island big enough that this would be necessary. If reeds weren't on the coast line of some islands then I could see adesalination method being a thing. Course this assumes custom liquid rendering gets working else we'll just have vanilla water.
  13. Nomadisim vs Settlement

    The terrain generation is already pretty good. I can confirm that the islands are indeed different with varying height and size. Maybe a little too many tunnels and ravines at least for my taste. Some Islands are rather boring, while others have nice valleys and water falls. Rivers that actually flow downhill. The islands have different trees and I will assume later different animals. Right now I don't think there's enough animals for the different environments but that's just me. The tops of the palm trees look pretty neat. Being unfinished and a continuing part of Bioxx's creative process I'm sure it will change a few times before the final product. I am really digging the hexes for the most part. The only parts I would change on the hexes is the ocean bottom generation and some smoothing on the land. Bioxx has already said he will not be doing the smoothing but has invited people to code it themselves if they want it. I'm sure it'll happen later when it's more stable. TyronX has put a lot of time into making realistic terrain generation but Bioxx has also put a lot thought into balancing terrain load speed with believable terrain. Hence the hexes, size of the hexes, and size of the islands.
  14. Magic!

    Here's an idea that compiles a lot of ideas together, some take inspiration from the multitude of wonderful magic mods already out there as well as other ideas on this thread. The theme is magic is common, and there are many types and uses, there are always trade offs, and there are no restrictions on character use. Types of magic include Artificer, Naturalist, Illusionist, and Alchemist. Anyone can do any combination of the various magics. Each one offers a completely different functional system and progression system. Because of that people will tend to gravitate toward different ones depending on their needs. I do not expect Bioxx to incorporate any of these as each on it's own would be a major undertaking. Mostly it's a fun exercise in ideas Artificer - Animators of Stone This isderived from power concentrated in earthen materials. Each chunk has a chance of being the node of one or more ley lines. Depending on how many ley lines are crossing at that point depends on the strength of that chunk. If one were to dig down in these chunks they would find crystals of varying quality and size. The size effects how much power it can store, and the quality effects the rate of discharge. As you use the power of these crystals they will eventually deplete and become inert. They can be recharged again by spending time in a node chunk. These chunks have a buffer size(well depth), rate it refills(flow rate), rate it empties(tap strength). When several crystals are refilling, it will attempt to refill all of the crystals that need refilled at natural tap strength. When it is unable to refill all crystals due to amount tapped being higher than flow rate it will prioritize based on attuningand first come. Crystals once dug up from ley nodes can be refined. The refining shapes the crystals and imbues it with properties. Each refinement and time spent on refining of a crystals makes it smaller and hold less power. One such refinement is attuning. By learning the natural resonance of the ley node, one can shape the crystal to match making the node prioritize that crystal when it is being tapped. The longer you spend on the refinement the higher priority the crystal will have. Crystals can only be attuned to one node at a time.Another refinement is dissonance and consonance. This allows one to adjust the rate in which the crystal is refilled. You can either increase or decrease the rate based on how long you spend on the refinement. This can in the most extreme circumstances make a crystal not recharge at all or recharge at twice the normal tap strength. The slang words for these two extremes are one time use and double tapped. Crystals can also be cut to remove flaws in the crystal to make a smaller but higher quality gem. These gems do not like water and will be less effective based on how wet the environment is. Once you have your crystals refined they can then power runes. Multiple crystals can be used to power a series of runes but each rune socket must be sized appropriately for the crystal size.Runes can be inscribed on stone or metal. Depending on what runes or combinations of runes you use depends on the effect. The higher quality the gem the stronger the effect and the large the gem the longer it can go without recharging. The runes can be simple or complex with shorter ones on blades doing things like auto sharpening your blade after each swing or complex series written on stone that prevents zombies from passing.Runes are learned by a minigame at a rune research tableand learning them from others. On the rune research table you place a block of stone, a chisel, and a mineral and play the minigame.It is essentially a 16x16 grid of picross that if you make a mistake you have to start all over with a new block of stone and mineral. Each mineral is a different puzzle and when completed you'll have a stone inscribed with that particular rune. For complex rune combinations you have to place, activate and test. Runes can eventually be made in mass by using a rune stamper. It is a complex machine that requires a metal stamp of the rune, blocks of stone, and the mineral needed. What you gain in automation you lose in resources. Every block has a chance(server configurable) block gets cracked consuming the block and mineral. Naturalist - Blessings of Nature When one wants help accomplishing a task an option is to turn to the spirits. Spirits are not the easiest or safest thing to talk to. So to get closer to the spirits one needs to go where spirits hang out. Spirits hate a love hate relationship with life so you want to go somewhere with a lot of life for the highest chance of success. Next you usually want to bribe the spirits but just throwing offering on the ground is about as effective as a message in a bottle tossed out to sea. To improve the chance of success one needs to build a temple and/or an altar. When build such, remember that spirits have a harder time moving through in organic vs organic materials and that iron seems to cause them pain. Once built, you can be pretty sure that your offering gets to the spirits. But not all spirits are helpful or can do all things, nor do they know what you want. Things that help improve that you get a helpful spirit is learning their names, what they can do, and what they like (A lot like real people in a way). To do this one has to go out and meet them...the parallels to life are uncanny. So to meet the spirits one must prepare, or not, depending on how risky you want to be. Things that help you meet the spirits include heat in the form of fire or steam, incense, music, and a psychedelic to free ones mind from their physical form. Once you are in the spirit world you need to be careful because it can be very dangerous. There are some spirits that will attack and kill you and some that will attempt to steal your body. There are various ways to decrease your risk. Evil spirits tend to be territorial and can be detected in the physical world by ritual candles. By walking around the world with one of these candles, if it were to go out there could be an evil spirit nearby. It could also be the wind so it helps to check multiple times. So build your ritual spot away from places like that unless you are trying to meet the evil spirit. This will help you from running into the evil spirit in the spirit world. Next is have these candles around your body when you are in the spirit world. If you do this people in the physical world can see when an evil spirit is trying to get at your body and recall your spirit to your body. This can be accomplished by pouring water onto the body long enough for their spirit to return but is painful and not a nice way to be brought back. Another way is to have a chicken nearby. The chicken helps hide your body while your soul is away. It isn't 100% effective though. Another way is entombing the body in an iron container but the person's spirit is also stuck. You could wait for the spirit of the person to leave, then entomb the body and wait till his spirit gets back. You will know when you either hear knocking or if you have a spiritual bells they will ring. Of course there is no way of knowing if it is the person or another spirit. More advanced practitioners can construct wards in the spirit world to provide protection for their body. Various tools that can help you in the spirit world include a long narrow table made of flexible wood that can act as a mount in the spirit world. Some charms have spell like abilities in the spirit world. Protective spirits that often take on the form of wolves. Last but no least a friend that can protect over the bodies in the spirit world while the other goes off to contact the spirits. Once you have met a spirit their form will forever be imprinted upon your memory allowing you to make statues of them when you get back. The spirits, once you gain their trust will tell you what they can do, what they like, and how to send them a message. For instance one may be able to effect plants and tells you if you sacrifice a sheep they will make plants in the area grow quicker. Some of the greater spirits require sacrifices are very hard to find materials but have been known to grant weapons and armor greater than any steel.To summon the spirit in the overworld you may need to make a statue of them, place gifts upon an altar made of a specific wood, use specificincense and have a certain amount of life essences in the area. Remember to keep anything with iron away as spirits don't like iron. Note of warning. The more you interact with the spirits the better known you become in the spirit world which attracts more spirits which sometimes results in some of those spirits manifesting, buffing your enemies, causing havoc on your crops and animals, and If a Evil spirit gets summoned you may want some sort of protection unless you are asking them to curse something. This mostly includes drawing protection circles with salt or iron dust and the use of charms. Charms have also been used for protecting crops and live stock. Make sure that you trust who is giving you the charms because they have different levels of effectiveness and have to be renewed every so often. Naturalist are also great healers and spend a lot of time learning about various herbs and learning what combinations can yield such effects such as increased regeneration, increased health and endurance, curing animals,and curing nausea. Illusionist - Manifestation of the mind Some call this true or high magic. It is one of the most difficult types of magic to master. It allows one to use spells to make things real. It requires a lot of effort, constant effort, and practice to be any good. It all starts with making a focus. Each Illusionist must make their own focus because your focus holds no meaning for anyone else. This is usually a smoothed rock held in the off hand at first and modified later. The second thing needed is a scroll held in the main hand. The focus helps you concentrate and the scroll you remember how to do something. You will need to write on the scroll what it is you are trying to do. At first you'll have to keep it short to make it easier to concentrate on and as you practice you will be able to concentrate on more complex tasks. Concentrating too hard can hurt you. So on your scroll you need to write what it is your are trying to accomplish. This is done with a scribing table, ink well, memory inks, a nib, and an empty scroll. You will then write what you are trying to accomplish using various symbols. Just as your focus won't work for anyone else, neither will your scrolls because they won't hold the same meaning.Once you are done inscribing your scroll you can now use it to cast spells assuming you were clear in your meaning. The most simplest spell that most start with is direction. By concentrating you'll be able to tell if you are looking north. More complex spells make giant ice walls, lance enemies with earthen spikes, and flood an area with lights. Of course any manifestation of the mind takes concentration to make and maintain. If concentration is broken the manifestations will cease to exist.An illusionists beliefs can be so strong that those around them believe it to giving them extra strength or speed. Again it takes a long time and a lot of practice to get good at being an illusionist. After each concentration effort it takes awhile for the mind to rest before it can concentrate again. Focusing of on say lighting things on fire doesn't help you construct an ice wall, so each area must be practiced. This becomes easier as you get better and are able to concentrate on complex spells with multiple parts. A lot of Illusionist also find that making various foci for different tasks help them reduce the amount of concentration needed.If you decide to stop practicing for a length of time your skills will starts to decrease. If you were a master Illusionist while you may always be a good Illusionist no matter how out of practice you are, you definitely will not be as good as you once were without practicing again. Alchemist - Reconfiguration of the World Known as World Shapers, these builders use their talents to construct, deconstruct, and relocate blocks in the world. This requires specialized tools and no small degree of energy. The first step is making a rod. Rods are used to to conduct power so the better conductor the rod is the less power it will take to reconfigure something. Most will probably start with copper. Once you have shaped your rod you need toconstructyourstorage device. Take graphite or coal and combine with a diamond. The first reconfiguration you don't need any power for. Left click on long and then you'll see a box highlighted. Moving the box around you'll see it makes the outline of a rectangle with the log and the box being the two corners. Now left click again making sure there's 4 air per log. Right click andoptions will come up with decompose, imprint, and generate. Select decompose and you'll see the logs get sucked into your storage device. It didn't take any power to deconstruct because the combination of the air and log generated the energy needed to break it down. More complex things take more energy to break down, and if something is too complex it won't be broken down. You then can add power to thestorage device by cooking it. The device loses energyat a constant rate so make sure you use it's energy quickly. Cook the storage device until it has plenty of energy. Then go to another log and left click it twice. Rick click and select imprint and name the imprint. Then left click the air with your rod twice. Now with the charged storage device in your off hand rick click and select generate and then select the imprint you made. The log will manifest as the log you imprinted in the position you just selected assuming there is enough power in the storage device. You'll notice the more variety and amount of things you absorb into your storage device the slower it loses energy. At an Alchemist bench you can view all the elements in your storage device, remove imprints, upgrade your rod, and construct more advanced tools you'll need. In order to unlock such tools you will need to deconstruct increasingly complex objects so to figure out how they work as well as have enough elements and energy in your storage device to construct it. The devices can do things such as give you different options for collecting energy and even teleportation devices. Note of caution, test teleportation device on unimportant objects and animals first so you can fine tune the devices.
  15. Mod suggestion: Barrel saddle

    Of course it could. How that is coded is the horse checks what type of horse it is and allows you then to add the chest. The issue you have is vanilla horses and TFC horses are not coded for TFC barrels. Now you could modify the TFC code but that practice is considered less favorable and to avoid if possible because it can cause compatibility issues. The convention is to make your own version so as to not cause compatibility issues. This is one of the reasons so many mods have their own versions of the workbench and furnace. This is the reasoning behind my previous post. Now to be fair you can copy almost all of the TFC Horse code, change some names, modify a couple methods and you are almost there. You just need someone motivated enough to put the effort in. Here's code relating to your question. TFC Horses TFC Back Slot
  16. Random request

    The longer you make it take to break blocks the longer it take to mine and build. With the addition of magic of TFC 2 maybe you'll get additional protection abilities but that's a discussion for the magic thread.
  17. Mod suggestion: Barrel saddle

    Just about anything is possible with the right knowledge and drive. You'd need to make an animal, then add back slots, then made sure it could spawn. Maybe create an item called barrel saddle that when right clicked on a horse, consumes the item, despawns the horse and spawns in your animal.
  18. Magic!

    By having the ability to combine the two and having the resources in similar locations you seem to want people to do both at the same time. Be both a master metal and crystal smith. I don't see how this makes them opposing. You use metal for obtaining resources, attacking, and defending. For them to be equal, magic must also be able to do the same without need of metal. Is that what you intend for magic? How is this going to vary enough from metal smithing that it is more than switching the graphics from ores to crystals, from forges and anvils to solar heaters and crystal shaping benches? If Mages are worthless at night when all the mobs come out, do you intend it to not be used for combat at all or for pvp primarily? Golems require AI. Bioxx has already stated he wants to stay away from AI, so I would be surprised if he was willing to make golems.
  19. Clothing

    so I noticed that thereis potentially folding other mods into the mix. Here's one that relates to temperature calledtough as nailswhich does a pretty good job on the heating/cooling mechanics.
  20. Growing Trees mod port (?)

    Just do a search on oak and then whenever it pops up you'll have to add in the tfc trees. So under the file trees you'll have to see how those parameters affect tree tree growth. If a class doesn't mention a tree type then it's generic and used for all trees. For the most part you'll be adding to the code not modifying so don't unless you have to. Somepotential exceptions is where biome, humidity, and temp comes into play. The tree is based on ticks so if you don't want to afk for an hour during teststhen you'll need a way to increase the tick rate for the tree. Lots of options there. If you tie it into TFC temp and humidity thenI suggest get 4 test worlds. Each one for a different season. Don't use the growth speed to test because the mod maker said increasing that changes the look of the tree.
  21. Growing Trees mod port (?)

    Maybe when TFC 2 comes out. Though by my estimates that's over a year out, probably two if it continues at it's current development rate. Could also potentially never come as who knows what the state of minecraft will be at that time. The funny part is the longer it took the developers to develop the more mods were made and the bigger the community grew. Now that big corporations are involved and updating more, the less time mods have to develop and the more quiet the community seems. At least that's the impression I get from TFC, minecraft, FTB, and Forge forums.
  22. Growing Trees mod port (?)

    OMG! The commenting! It's human readable, organized, and easy to follow! No method I've seen is longer than my screen. Most methods do only one thing. This code is so sexy. I rarely see code this sexy even in industry! Who is this person? Where did they learn to code? What else have they done? I just want to look at more of their code. It's fine art.
  23. Growing Trees mod port (?)

    As posted by the author. It does use update ticks but it seems like they at least thought about performance. I would love to see their leaf algorithmand branch logic not so much to scrutinize, but because I love that sort of stuff.
  24. Growing Trees mod port (?)

    That is a neat mod. For it to work for TFC though it would need a version for each tfc tree. Also I am going to assume each change of the tree is based on ticks. You would need to convert that to time based or else you'd go out mining and then come back to see your crops grew but the tree did not.Also need to change the drops. May also get some funky behavior with TFC axe but would have to test to find out. If it's tick based I assume. like the orchard trees in tfc when they are still growing, that too many of them in an area will cause lag.