Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

logwet

Members
  • Content count

    24
  • Joined

  • Last visited

Community Reputation

1 Neutral

About logwet

  • Rank
    Caveman
  • Birthday March 02

Profile Information

  • Gender Male
  • Location Melbourne, Australia
  • Location

Recent Profile Visitors

1,587 profile views
  1. [0.79.29.922] Oceania/Asia TFC Whitelist

    Hello, I've been looking for a server close to Melbourne for a long time. Please add me to the whitelist, IGN: Devnithz
  2. Yeah, you're right. I've kinda forgotten how short a Minecraft day is. I mean, it feels like I'm waiting an eternity for my pit kiln to finish. When I was trying to balance my suggestions, I was thinking of their burn times in relation to a Minecraft/TFC day; not of how long it would take in real life.But now I need to go back and rethink them and how theywould fit in to theplayer'sexperience, not how believable they should be.
  3. Ershdhudjusdmhsndh! (Facepalm) Ignore that bit! I forgot Maths!
  4. Whaat? How did I miss that? However, (in my opinion) 48 hours seems a bit long. A wooden stick can burn for 2days? Nah. I think that in TFC2 it should be balanced a bit more.
  5. Oh, sorry. I haven't really been on forums before (aside from reddit, this is actually the first forum I've visited frequently) I promise I won't do it again.
  6. Is it weird that I've NEVER made cobble in TFC?I've just never had the need to do so. My first house is always built into the side of a mountain... (I know, not really the most secure of places) And err... um... does it count if I think that it's valuable contribution to the discussion? Am I not allowed to do that... Sorry!
  7. Steam Logic

    Fair enough, you are right. Even though the player won't settle down on his/her first islands (Stone Age islands) they will probably settle down on an iron island anyway, which is convenient because you need casting and Iron Age resources to implement steam logic. However, I know that this isn't very suited to this thread but thesuggested pagan religion system(or something similar) could serve as an incentive to settle down on an island. Live near your shrine and you have easy access to buffs/God boosts. However, back on to steam logic, I can actually see some very useful implementations of it. If in TFC2 body heat and clothing is implemented, boiler plates for example could be used for central heating. For example, if your body heat was lower than 5 degree Celsius, you'd get a slowness debuff. Therefore, when you were at home it may be worthwhile to set up a home heating system.
  8. You're right, it is up to the devs. I'm sorry if I'm sounding a bit controlling, I reallydon't mean it. Yeah, I guess that my 9 block idea of a firepit isn't really viable and would be very annoying. But what if, instead of having to place 8 rocks in a ring, you put three sticks on a block, three rocks (of any kind) on the block and then light it. It's almost exactly like the current TFC1 method, except you place 3 rocks as well. This way it would add a bit of believability, without being too annoying. Im not explicitly against your idea of having firepits only being able to be made on cobble, per say, I think that it would be an interesting game mechanic. However, personally, I just think that it's too much work for the player to have to make cobble at the start for light. However, the devs should go over this and see if they like it and add it if they want. But one thing that I fully support is firepits being 3D! This could allow the possibility of meats on spits, interactively grilling food and cooking things in pots and pans! I'd love to see it implemented. However, I envision fats to be an early game light source, avaliable to the player from the very start. Your suggestions for ways to filter suet and tallow are all great, and would really add to the interactive process of making fat but I don't think that the player should be forced to filter fat because jute (for burlap) and saws (for making looms) are either not easily found at the start of the game, orCasting Age resources/tools. Anyway, we're actually going really off topic from the subject of lighting. You should post a new thread on suggestions for cooking and the firepit.
  9. So what you are suggesting here Tony are changes to the firepit so you only require a few logs to last the night. I like it. IRL, you don't need like 13 logs to keep a campfire burning all night. If you make it right, and pick only dry logs, you only really do need a few logs. However, I don't like the way how current TFC1 fire pits work. Dropping a few sticks on the ground and lighting them isn't reallya firepit, it's more of a blaze. A firepit is a self-contained controlled blaze. Lighting sticks on the ground would do nothing but start a bush fire. However, when you contain the sticks, usually by surrounding them by rocks, the fire cannot spread any further and is contained. Here is how I suggest firepits in TFC2 work: 1. Place 8 rocks (of any type) in a O shape (A square with an empty block in the middle) 2. Drop 3 sticks (or any other suitable fuel) into the centre 3. Light with firestarter. 4. The 9 blocks will automatically be converted into a one block format (Basically into the current TFC1 texture. Done, now you have a self contained firepit/campfire that isn't going to make you an arsonist (Note: The rocks could possiblybe replaced with clay) Personally, I don't think that there is any need for a 'fireplace' of any sort. A firepit could serve as a rudimentary way of cooking food and extractingtallow until the player can create another cooking device. (Perhaps a clay oven as outlined here?) In addition, tallow/suet lamps/candles should be easily avaliable to the player after they have a firepit but preferentially before they have clay oven. I am aware that I have delved away from the topic of lighting and a little bit into cooking mechanics, so perhaps the things I've suggested here would be better suited as another post on the suggestions forum. I am aware that my upgraded firepit design will not suit everyone so I'd appreciate it if you could contribute to/criticise/comment on the things ive outlined above.
  10. Even though candles IRL don't give off a lot of light, if they were to be added to TFC2 they should at least be as bright as torches, because otherwise there wouldn'tbe any incentive to make them. To begin with, clay cannot be used as a building material in TFC1 (I'm pretty sure) but there areadd ons for that; So I think you are referring to them. As a side topic, it would be nice if fired clay bricks were to be implemented in TFC2, it would add a strong yet easy to make Stone Age material. But anyway, clayand other non-flammables wouldn't be affected by torches, candles or other open flames but thatch, straw and wood would be. So if you make a starter house entirely out of clay bricks, you wouldn't have any issue with candles or torches, but if you built it out of wood or thatch, there is a chance that it will burn down. But anyway, If you are suggesting that candles and torches be manually extinguishable by the player, I think that it would be a useful feature. Assuming that candles and torches pose a fire hazard, it would be immensely useful for the player to unlight the candles when they go out. This could perhaps be implemented by a simple right click by the player onthe torch or candle in question. Please contribute to, criticise or comment on the points outlined above.
  11. Steam Logic

    From what I've seen so far in the discussion and suggestion forums for TFC2, the island based generation is very geared towards exploration and adventure. If every island is only so large and has finite resources, it means that players would constantly be skipping from island to island, always looking for new resources and adventure. The question is, will there be a reason forthe player to set up large scale infrastructure like this? Just my two cents.
  12. However, wouldn'tmaking the player have to go through two steps to get tallow be overkill/too much effort/against easy game progression? Personally I think that the player should be able to extract tallow from suet without filtering and get a 'dirty' tallow that doesn't burn for that long and not at a high brightness. But if the player filters the tallow, he/she gets a higher quality tallow that burns for longer and at a higher brightness. The textures would be the same, it's just that the tallow used is better. I think that this could be achieved using NBT tags but I may be wrong. This way the player gets the best of both worlds; if they want tallow quickly they don't have to go to much effort but if they want a higher quality tallow they can make it. In addition, I think that we have different ideas of candles in mind. You're thinking of stick candles that don't have shells and I'm thinking of smaller candles that are contained in some sort of containers. Fire hazard is actually a real issue for stick candles because the wax is hot but not for contained candles. We need to clarify which sort of candle should be implemented into the game. ps: Stick candles shouldbe made the exact way you have suggested, but contained candles would be made by filling a bowl or other container with tallow, then sticking a wick in.
  13. I can understand how torches could light thingson fire, after all, it's just a stick on fire that has been stuck in a wall. It could easily fall out. Candles however, are a lot safer. At its most crude form, candles would be an enclosed, controlled burn inside a ceramic bowl. Unless the bowl spills, or unless if the fumes it emits are hot enough, I can't see how it could light wood or even thatchon fire. If torches light wood on fire, the player still needs something to light up their homes. And in the Stone Age, the player doesn't have access to stone and other non-flammable blocks. I'd prefer it if the player didn't have to constantly worry about their roof burning out when their away from home, or even worse, when their still inside. Of course, this is just my personal opinion and others have theirs, so please contribute, criticise or comment your thoughts!
  14. TFC1 torches currently burn for 8 (edit: 48 hours)hours and I think that if we replace the pure wood torches with sticks binded in thatch that aren'trelightable I think that it would be very balanced. Torches coated in tallowshould burn for at least 12hours and should be relightable. The next tier of light source should be very crude candles that are basically composed of a ceramic bowl with tallow inside and a string wick. It would burn for 16 hours and would be relightable. Beyond that are blubber candles, wax candles, oil lamps etc. I really don't have any plan on how those would work so I'd appreciate your thoughts. As for a way to extract tallow from suet, I think that having to make a double boiler is kinda overkill for TFC. Personally, Ibelieve that the player should be able to crudely extract tallow by heating the meat with a bowl underneath to collect the dripping fat. (This assumes that there will be a firepit/campfire or an other similar method of heating meat) Later in the game, the player could extract a more pure tallow from the suet, maybe by using a double boiler. Contribute, criticise or comment!
  15. Personally, I believe that having torches make soot stains would just be overkill. Not only would it be kinda difficult for the developers to implement the behaviours you are describing, it would also be somewhat of a waste of time because soot would be entirely aesthetic. Unless soot has any other negative consequences other than aesthetic it wouldn't be very useful for the developers to implement it. I agree with IJuanGB suggestion of torches just causing fires however. However, if the developers don't mind and if it has any other implications other than being purely aesthetic it may be worthwhile to make a seperate suggestion on this.