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dittoisepic

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Posts posted by dittoisepic


  1. Being well aware that the game is not finished or nearly set up for survival, there are still those who will undoubtedly try, myself being one of them. So to all of you out there who have given this a go, what are your strategies? Personally, I eat mostly rotten flesh and any garden contents I come across, following rivers as long as I can.

     

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  2. Alright, so I've scoured the forums and can't seem to find much comprehensive information. Could someone kindly provide more information as to the following?:

     

    1. What is the island system? This is very confusing, as I see it mentioned constantly but find no thread explaining anything.

    2. Are there any basic systems predicted/in place, such as food, mining, crafting, etc and if so, what are they?

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  3. 1 hour ago, Bioxx said:

    Thanks for the report. You're being forced into Adventure mode because for some reason, this starter island isn't unlocking properly. All Tier 0 islands should be unlocked by default but this seed is behaving strangely. I'll look into it.

     

    Sorry, Tier 0 Islands? What? Could you give me a quick refresher of the island system and what the tier is?

     

    Secondly, trees seem to generate on rocks, missing their base and simply having the rock instead

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  4. I'd love to see the ability to eat some birch bark for dinner. If one finds themselves lost in a forest, birch bark can be broken off with a knife, or, with some scraping to your fingers, your bare hands, and the inner part is a tough yet edible type of starch. 

     

    Edit: The tapping of maple trees is also something to consider.

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  5. I, too, have invested in a one-way hype train ticket, even if it is doomed to crash. I would understand the inevitable crashes before we have something playable, of the literal and figurative varieties 

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  6. 12 hours ago, TaeoG said:

    Well, bugtesting is going well, however its to the point where I've given up on saying "world gen code is done", because every time I do another bug pops up. I'm moving back from the experimental branch into the main branch however, as I believe the newer implementation works well. I could release a new version, but I want to wait until it's more than just bugfixes.

    Alright, thanks.

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  7. Username: dittoisepic

    Discord: Sean#8911

    Age: 17 in a month

    Experience in TFC: Expert

    Tell us a little about yourself: I'm a softhearted person who won't hurt a fly, unless said fly tries to hurt my friends, then I will murder it. I prefer co-operation to fighting, as it makes everyone more productive, and am a good community leader/organizer and good at making peaceful solutions to conflicts in and out of groups. Regarding TFC, I have a lot of experience building nice-looking houses and communities, and I'm a very good blacksmith. I also know how to use a propick very effectively and can mine, and have excellent mob fighting skills.

    If on the server are some ''roles'' [Miner, Blacksmith, Farmer, etc], what would you like to be?: Community organizer . Alternatively, building things is something I'm quite good at, as well as gathering resources from more dangerous areas, because I'm good at fighting. 

    What would you do as your role?: Community organizer: This job doesn't seem essential, until you put someone on it. Then you'll never take them off. With ten people, having the next tasks organized will work wonders for our community. I would be organized on discord and in contact with everyone, allowing people to get their opinions and objectives through to me. Big projects have issues getting done on servers until it's someone's job to make sure it happens. That's where I excel. 

    What would you do on the server?: In my downtime on the server, I would be building our houses, roads, and whatnot with materials we have. If we need to do something dangerous, I can handle that as well. If I have nothing to do, i'll be helping someone else or gathering wood. I'll also ensure that chests are properly organized, because organized items make everyone faster.

    What will you do to help the server?: Community development/ interactions. I'd be a safe space to go to to talk if anyone has issues with something on the server, or even in real life. I'm there for people.

    What are your strong points (in TFC)?: Organization, planning, diplomacy, building, smithing 

    What are your weak points (in TFC)?: I've never really done much farming, and would probably end up draining all the nutrients. I've never looked into animal husbandry either.

    Secret Word: TDaveFC

     

    Edited for clarity of wording.

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  8. 1 hour ago, TaeoG said:

    you haven't lived until you've run a nuclear reactor entirely off the output of bees.

    I tend to stick to the spells and fireballs as opposed to the automation. In my mind, if you can bribe, blackmail, slaughter, or otherwise force the enemy's hand, It's far more secure than a machine. AM2 was of particular interest to me because it tied all the powers to the player, really. I recognize how this is my personal preference though, and granted, I tend to grab supplies from my techy allies, then do the grunt work with my magic.

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  9. Just now, TaeoG said:

    yes, I see you verified what I thought about them. As for whether my port will have them, all likelyhood is yes. May have to alter the crafting recipe a bit, and I'll have to look at how the system handles food decay, but it shouldn't be bad.

    OK, good. This will allow actual trade on some multiplayer servers that doesn't get you destroyed. In my mind, this is the main feature of forestry, although I never was a beekeeper type, so I never really got past teir 2 bees.

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  10. 35 minutes ago, TaeoG said:

    I don't know if its just how Azanor formats his code, of if there is something wrong with my decompiler, but sometimes his code gets jumbled out the other end in unexpected, yet syntactically correct, ways. This is one of those cases. a0.7.2 should fix that issue, you'll find it in the linked mega folder.

    Did you see my little post about mailboxes, as you asked for?

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  11. 13 minutes ago, TaeoG said:

    I have definitely looked at your thread multiple times. I quite like your ideas.

    honestly the only reason I'm working on a forestry port is I love the beekeeping aspect, and that's all I've ever used the mod for. I thought it fit into the theme of TFC fairly well. Unlike this port, I don't expect the forestry one will ever be feature complete, as things like autofarms sort of defeat the purpose of a lot of TFC. The mailboxes allow you to send things to each other, and also set up some kind of catalogue for ordering things from each other, right? Might be interesting for players who don't play often enough to tend their own gardens or live far from other players. 

    Mailboxes essentially allow players to send items long-distance without too much difficulty, although it isn't free and a railroad would likely be better in the long run. They also have something of an autoshop feature, although this too consumes some resources. It's very secure and in my mind allows for safe trading where you don't need to worry about getting stiffed, killed, or greifed. 

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  12. On 10/9/2016 at 11:57 AM, TaeoG said:

    I successfully ported Binnies Bees to forestry 4 and got all the beehives from forestry, binnies bees and magic bees to spawn appropriately in TFC.

    Why? Well I run a minecraft server for a group of friends and their kids, and they've been waiting on this server going up for a while, so I'm making sure all the worldgen for the various mods I'm bringing into TFC works, so I don't have to restart the map on the server every time I update this crossover or the others I'm working on.

    Anyway, once I have world gen for all the mods sorted out (all I have left is to add apatite for Forestry and some sort of aluminum production for everything else) then I can go back to making other features work.

    Today, however is thanksgiving. Happy Canadian Thanksgiving everyone. Also happy Leif Erikson day.

    I am also Canadian, happy thanksgiving :)

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  13. 17 hours ago, TaeoG said:

    well I have it fixed in this addon anyway

    I'll have a look. I'm in the same boat as you and can't remember seeing silverwood anywhere outside magic biomes since maybe thaumcraft 2. But I'll see if I can find some caveat in the thaumcraft spawning code that has them spawn elsewhere.
    Once I solve the "Already decorating!" bug.

    Sounds like a plan.

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  14. 22 hours ago, TaeoG said:

    I'll double check the code, see if I can find that spawning instance. I'll also add a TODO to make a config option for larger magic biomes. I was pretty sure I found a sweet spot where the biomes were just large and just common enough but it would hurt to leave that to the player.

    I see silverwood trees with relative frequency in other biomes. I tend to see about one per two vanilla biomes, and I've spent a good deal of time maining thaumcraft in modpacks and standalones. As someone who knows thaumcraft inside out, I am 100% positive they generate in other biomes.

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  15. 22 hours ago, TaeoG said:

    good to know. I'm not surprised the special crafting handlers for stuff like chisels and saws would break enchantments, they had no plans of including enchantments! I can probably fix it, and will likely have to.

    Enchantments are a pretty low priority for me, so I haven't even looked into what hurdles I'll have to cross. Getting the old enchanting back will be as simple as adding a recipe to craft the table, but as for fixing enchantments... well that depends on whether they even need it, and how hardcoded they are. We will see. 

    The sharpness enchantment raises damage by a fixed number, as well as any damage-related enchantment. Efficiency will probably need to be recoded for TFC stone and wood and dirt, things like respiration and fire aspect should be already done.

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  16. 16 hours ago, TaeoG said:

    the problem with the armors is that Thaumcraft, when handling its rendering and handling things like the masks that you can build in, will only work with Fortress armor, while terrafirmacrafts damage reduction system and armor stand will only work with TFCArmor. And the armor I make can be one or the other, but not both.

    What I've done is change the Armor stand to work with anything that uses TFC's largely useless clothing interface, which I can easily add to my version of the fortress armor. I'm just gonna have to write my own damage handler. Fortress Armor also uses special damage reduction code thats built into forge, so I'm going to figure out how that works and see if I can use it instead.

    As for infusion enchanting, it should work out of the box, I imagine. Haven't even tried testing it, tbh. TFC items may have been explicitly set to be unenchantable though, which will make thaumium tools in extra high demand. If that's the case I'll likely add thaumium steel as well.

    So I assume those enchantments will do largely the same thing, but have their values tweaked? Also, will the normal enchanting system be re-implemented?

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