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sf17k

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About sf17k

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    Caveman
  1. [Problem] TFCLauncher keeps getting 403 error

    I hear the server is just having issues, so this should work again eventually.
  2. Discussion thread for the Combat Revamp

    I think the blandness you're trying to avoid comes from too few dominant strategies. If there's exactly one way to fight that's obviously superior to all others, that's bland (in the same way that diamond is always superior in vanilla, leading to groups of PvPers who all look alike). That means the key is a variety of viable strategies, which is accomplished with careful balancing of a good and simple base system. Balancing involves questions like, can I get a second hit in with a fast weapon before the enemy has time to block? Which depends on, is my swing delay 0.5 seconds or 0.6 seconds? As a hobby game programmer, I believe the only reliable way to find a fun base system is testing out ideas by prototyping them. This can get expensive if you're focusing on other stuff, so I sympathize with your reluctance to change combat too much, and I think you have the right approach by being skeptical. My suggestion is to invite modders to prototype demo versions of some of these combat ideas, so we can all play around with them and see what would work best. Keeping in mind that the work is likely to be scrapped, of course.
  3. TFC launcher help

    I wrote some tips on fixing lag that might help.
  4. Space refuses block

    Clearly this unfillable hole is a precious artifact of great divine power, and you should honor it by building a temple shrine around it. Have you tried destroying it with various tools?
  5. TFC launcher help

    Once you download the .jar file, you should be able to just click it to run it. Run once so it downloads the files, then read this to install Optifine (the "minecraft" directory where you have to put it can be found in the launcher's options).
  6. [GUIDE] Fixing lag and improving framerate

    Solutions I've found online: Reinstall java, or disable User Account Control (maybe you can turn it back on afterward if you want to).
  7. Today I struggled to get a playable framerate in TFC on my modest computer setup, and finally had some success. In Minecraft, lag comes from a lot of different sources, and I experienced just about all of them. There's a lot of threads about lag problems, so I figured writing a guide about it might be helpful. My system specs, for reference: Windows 7 32-bit 3GB RAM Athlon 64 X2 Dual Core 4000+ GeForce 8600 GT Disclaimer: What's written below is what worked for me on my machine. You might get different results (or break your system). There are various sources of lag. You might have to fix all of them. Here are the ones I found, how to identify them, and what to do about them: 32-bit Java Symptoms: Setting Render Distance to Far shows a warningGame doesn't launch when memory limit is set higher than 1024 MBSolution: If you have a 64-bit OS, install or reinstall 64-bit Java. If you did that but minecraft still uses 32-bit Java, try this.If you're on a 32-bit OS, there's nothing you can do about this, except upgrade. Minecraft doesn't like 32-bit Java. Still, I was able to get TFC playing at smooth framerates using the rest of the tips. General Minecraft slowness Symptoms: Low FPSFrequent stutteringSolution: Get OptiFine. It's a great performance-improving mod. I use the TFC launcher so I installed OptiFine with this method. If you don't use the launcher, you have to make sure you get the version that's compatible with everything and install it right.Once installed: Go into Options > Video SettingsSet "Chunk Loading" to "Smooth" (UPDATE: I discovered that setting this to anything other than "Normal" can cause crashes)Click "Performance..." to open a submenuTurn on "Smooth World", "Lazy Chunk Loading", and "Dynamic Updates"This is what worked for me. Your mileage may vary with regard to these settings, so play around. You can set "Chunk Loading" to "Multi-Core", but this didn't do anything on my dual core (I think it's for 3+ cores). I don't know how important the other settings are, I just turned them on for good measure.I also had to lower the render distance to Short+32 to get good FPS, but that depends on your system. Java Garbage Collection Symptoms: Game periodically pauses for about a second at a timeSolution: Add -Xincgc to java's command-line options.Garbage collection is a really technical thing that I don't expect you to understand. (Though if you do, here's more info.) Here's what I did to make this solution work with the TFC launcher: Go to Control Panel > Programs > JavaUnder the Java tab, click "View..."There should be a confusing line with an empty space under "Runtime Parameters". Double click that space and enter this exactly: -XincgcNote: This method changes the setting for ALL java programs. Which shouldn't be a big deal, but undo it if it breaks some other java app. I don't know of a better way to do this using the TFC launcher. Other methods for running TFC may allow you to add -Xincgc to minecraft's options directly.Out of Memory Symptoms: After a while, the game repeatedly freezes for long periods of time, until it becomes unplayableThe file output-client.log (in the minecraft dir) shows Out of Memory errorsMost obvious: Minecraft crashes and shows an Out of Memory errorSolution: Increase memory limits in TFC launcher settings or with command-line options. Keep it less than the amount of memory in your system. 3072 MB should be good, if you have more than that.On 32-bit, set both the min and max to 1024 MB. If you set it higher the game will not run. You will probably still get some freezing, however. Like I said, Minecraft doesn't like 32-bit. When it freezes, press Escape ONCE and wait for the pause menu to show up, then click Save and Exit and restart the game. This is what I do. It happens rarely enough that I'm willing to live with it. Notes There may be sources of lag outside of Minecraft, like if your system is running too much crap or something. These aren't covered here. The memory usage shown by F3 doesn't seem useful for anything. If it's hovering around 90% that's bad, but you can still get Out of Memory errors when it shows low percentages (strangely). On multicores, if you're still having trouble, one thing to play around with is right clicking the java process in task manager, click "Set Affinity", and try various combinations of allowed CPUs. (This once helped me identify a strange issue with desynchronized core clocks where the game would randomly blip forward in time...) Hope this helped! Post improvements or corrections if you have any.
  8. Installing Optifine and setting "Chunk Loading" to "Smooth" might help. EDIT: Actually, I think 32-bit Java is indeed the problem here. I wrote a guide about how I fixed lag on my 32-bit system, in case it helps.
  9. Extreme lag.

    Installing Optifine and setting "Chunk Loading" to "Smooth" might help. EDIT: I wrote a guide about the various solutions to lag that I've found.
  10. Major framerate issue.

    Installing Optifine and setting "Chunk Loading" to "Smooth" might help. EDIT: Oops, sorry, you said you tried Optifine already. I've been struggling with my own lag issues, with some success. I wrote a summary of my findings, in case it helps.
  11. Optifine with TFC Launcher?

    Wow, thank you! I had lag and stuttering on Windows 7 32-bit (so updating to 64-bit java was not an option). It was just barely playable (average ~20 fps). Installed Optifine with this method, then set "Chunk Loading" to "Smooth" in video settings, and everything seems to be fixed! Plus, I get great fps, can finally control where I aim, and there's a bunch of new graphics options for me to play with. I used TFC 76 Hotfix 14 with OptiFine 1.5.1_HD_U_D1 (download here, top link under 1.5.1/Ultra). EDIT: Further testing has shown me that there were multiple sources of lag, and Optifine didn't fix them all. I wrote a post about how I fixed my lag.
  12. Kingdoms Brainstorming

    I'm happy I won't be forced to play with these rules. In Dwarf Fortress I always have a happy little community until nobles and coins and justice start showing up. Mostly I think currency oversimplifies things. You can make money off anything? Better hoard it all! I'd love a currency-free economy where people advertise what they need and what they have a surplus of, and arrange trades on that basis.
  13. Regarding the 'The problem of Cassiterite' poll

    This sounds like a great idea. Gold tools already exist in vanilla and this gives them a place.
  14. Post your TFcraft Pictures

    I had to travel a long ways from my swamp spawn to find it. Then go back leaving a sparse trail of torches so I could get the rest of my stuff. I love that construction style! The log+cobblestone looks cozy, and that brick wall is shaped quite realistically.
  15. Food and Energy System

    I never liked Minecraft's food system. It's complicated, arbitrary, and doesn't make sense. You have to know that food must be close to full to regenerate health, (though strangely, regenerating health does not deplete any food). And you have to know that sprinting and jumping use up food, and you need at least 3 food to sprint. PLUS, there's a hidden variable called "saturation". This needs to be reworked. Food Simplified The first variation of my suggestion is something I've implemented in my own mod. It's dead simple to implement and understand: Health regenerates slowly whenever the food bar is not empty, using up food at the same rate that health is gained. Starving does not cause you to lose health. This way, food acts as an intermediate "buffer" for health, like having a full stomach and needing to digest in order to heal and be able to eat again. This is fun and makes intuitive sense. And it causes you to be more careful about taking minor damage like fall damage, because it translates to food consumption. Energy The second variation adds a third bar, energy. Food slowly digests into energy, and energy slowly digests into health. On top of that, player actions use up energy. For example, walking slowly drains energy. Sleeping allows you to digest food and regenerate health without having to actually wait around for it. This mechanic makes the game feel drastically more realistic, for better or for worse. In real life, you get tired doing most actions, even walking. With this mechanic, the player starts to think about the distance he walks and the actions he takes, trying to minimize them in order to save energy. Instead of exploring freely at any time of day, you will first pause to plan out the optimal path. You will go in the morning to make sure that you can sleep when you run out of energy at the end of the day. And you may even have to start preparing the day before, as it could take all night to heal and digest food. The game will probably consist of cycles of strenuous activity and passive activity. Go gather food, wood, and ores during the day, always keeping an eye on your gradually-draining energy to calculate how much you'll need for the tasks ahead. Then, when you have only enough energy to get home safely, head back to your shelter to cook your food and smelt your ores, and eat and rest. While you're doing all that, your statuses will slowly climb back up to prepare you for the next day of work and adventure. Conclusion It seriously changes the game when you're no longer so free to run around anywhere as you please. The first variation is a safer (and easier) change, but it depends on what Bioxx likes. I want to note that I've made a small wilderness survival game myself, where I've had the opportunity to think about things like this, and played with similar mechanics. EDIT: It's also possible to use the energy mechanic without making walking take up energy. Although, I wonder what actions should take up energy. Mining already feels hard because it takes such a long time. So does breaking leaves. Monsters spawn endlessly so it seems somewhat unfair that attacking them would use up your limited energy. Perhaps destroying blocks can be made quick or near-instant to account for this (which would also help remove some of the grindy aspect). In my game, actions were instantaneous and it still felt "heavy" to take a hit on my energy bar, so I had to be careful which actions I took and when. I really don't expect Bioxx to implement energy, but I'd be happy to see the first idea! It's easy to code, and doesn't need any balancing!