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.

gcook725

Members
  • Content count

    19
  • Joined

  • Last visited

Posts posted by gcook725


  1. I think the main limitation on world gen is how little overground z-levels there are.

    TFC has 3 layers of stone, so ocean level is way higher up than in Vanilla Minecraft. This means that many of the elevations are kind of squashed compared to what could be possible in Vanilla or other modded terrain generations.

    Personally, I would be happy with one less layer of stone so we can have a greater variation of elevations.

    0

  2. 2 hours ago, Darmo said:

    Yes that's correct, in one of the final versions there was a config.  And yes, of course they die in cold weather.  There was a pretty significant swath of the world though, which never froze, and was easy street as far as food goes.  In practice I think servers is where you *want* immortal crops, due to time passing while players are absent.  So they were the least forgiving.   But there's other options.  You could have crops simply start over again when they reach a certain age.   That would make them a little less reliable in mild climates, as far as an easy-mode ready to go food source.

    I think Bunsan mentioned in another thread experimenting with randomly respawning things such as berry bushes seaweed. Perhaps could be extrapolated to crops to some extent.

    For example, you can have a very small amount of crops spawn at world generation than usual and have new crops spawn very slowly overtime. That would drastically reduce the amount of crops you find when exploring the world, but would allow you to still find some, and would also give some incentive to hunter-gatherer lifestyles for a bit longer early on since crops are initially more scarce, but will slowly, randomly respawn.

    0

  3. 5 hours ago, Darmo said:

    Immortal crops are the other big killer of preservation use, but that's a separate topic, and more easily addressed I think.

    I'm not sure if I'm remembering this correctly, but wasn't there a config option for TFC which lets crops die out if not harvested in time? They already die in cold weather as well, so not so immortal if you're in a temperate or cold climate.

    Either way, a config option would be best for that so server owners can determine how unforgiving they want the game to be.

    0

  4. I like the food expiration concept, but perhaps instead of decaying away, if you eat a food that has "expired" past the given date, you have a chance to make yourself sick (exponentially increasing each day).

    This would mimic real life more accurately, since I could conceive of eating food past its expiration if it "looks fine" in a survival situation if food is scarce, but if I had abundance then I wouldn't risk it.

    For example, 1 day after is 10%, 2 days after is 25%, 3 days after is 50%, 4 days after is 75%, and 5 days after is 100% chance of sickness.

    Sickness could be a hunger debuff (similar to vanilla hunger) and mining fatigue debuff over a long period. Possibly with random bouts of the nausea debuff.

    It would give a sort of risk-reward factor. Additionally, would save on processing power since you would only have to check the expiration of the food item when its eaten, instead of daily.

    I agree on combining stacks will set the expiration to the earliest expiration, as it would cause rot from one item to spread more easily.

    I feel expiration dates on unpreserved foods should be relatively short compared to the rot system in 7.10 TFC. 1 week for fruits, meat and dairy; 2 weeks for veggies, 1 month for uncut grains; 6 months for cut grains and flour. Different preserved foods have specific expiration dates based on preservation type and independent of food type.

    Main downside is figuring out how this would work with "basic" preservation methods such as freezing/chilling or putting food in pot.

    I think making a separate "frozen" item and "thawed item" is best. Frozen has a 6 month expiration, thawed is only good for a few days. Unpreserved food becomes frozen when placed on a rack or shelf for 12 hours in an area whose temperature is freezing, and thaws after a day whenever not in a frozen area.

    0

  5. Even beyond clay, there isn't any reason to settle a dry location.

    Its ugly, there are hardly any trees, fresh water, tall grass to cut into straw, and (I think) there is a lowered chance for crops to spawn. That is on top of the lack of clay.

    In a historical context, this is also true. Civilizations are built around access to fresh water.

    If we wanted to give a reason for people to settle in dry lands, there would need to be a good reason to settle there instead of somewhere else (for example, different animals, special plants/herbs, etc.) that can only be found/grown in that locale.

    0

  6. I'll move my suggestions and discussions to a new thread.

    Some questions for you guys then.

    1. How open are you to suggestions?

    2. What are some things you may want to improve upon/change in the game after finishing the port?

    3. What ideas do you have for using the dual-wield system that is in Vanilla Minecraft now? Hammer and chisel in one hand. Require some tools to be only used with nothing in the offhand (i.e. 2-handed). Etc.

    0

  7. 23 hours ago, Yuun said:

    Have you tested the Ships Mod functionality?  When I've used packs with both TFC and Ships (both Cuchaz and Archimedes) in the past, usually the modcreator had no idea how players were supposed to build the ships, since you have to build them floating in mid-air and TFC would have wood fall down. 

    I gave a quick test to make sure the recipes worked fine and during that test no wooden blocks fell while creating ships. 

    As Bunsan has already said, wood doesn't fall in TFC, or at least if it did in the past, then it doesn't anymore.

    0

  8. gaYMAWf.png

    A public, unlisted Feed the Beast Modpack

    Pack Code: TFCNewDawn

    Dawn rises on a new world, a fresh face, a new person. You have awoken in a land of opportunity, awaiting to be molded by your hands as you journey from the Stone Ages to working with steel. Will you be able to bring civilization to the land?

     

    New Dawn is a modpack centered around the TerraFirmaCraft mod with several addons and mods included. The goal of the pack is to enhance gameplay while still staying true to the feel of the TerraFirmaCraft world. The two main mods that are featured that are not directly TerraFirmaCraft related are the Ships Mod and Waystones, both of which have Minetweaker scripts included so that they are compatible with TerraFirmaCraft.

     

    This pack contains Fastcraft, by Player, enabled by default. Fastcraft enhances Minecraft with increased performance. Bug reports being made directly to Mod Authors should state Fastcraft is enabled.

    This pack contains the following mods by default:

     

    3

  9. Share Codes don't seem to be working for some reason. Not sure if this is an ATLauncher issue or not since Share Codes are working for other modpacks. 

    The Share Code is Az8g0bjQ. When this code is used it will select ALL mods even though I deselected the following when installing the instance:

    • Damage Indicators
    • Dynamic Lights
    • Opis
    • MapWriter
    • VoxelMap
    • JourneyMap
    • AutomatedBellowsAddon
    • UdaryMod
    • TFC-Additions
    • TerraMisc
    • TFC Railcraft Compatibility
    • BetterStorage-TFC
    • TerrafirmaStuff
    • TerrafirmaPumpkins
    • TFC Wells

    Another issues I've found is that the instance doesn't seem to install properly when you attempt to install JourneyMap. I've downloaded installed it manually after the initial installation of the instance by using the Edit Mods feature in the ATLauncher though and it worked fine.

    0