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.

  • State of the Mod 7/9/2014


    Bioxx
    • Ok, so now that global celebrations for the day of my birth are over with, I've decided its about time for a State of the Mod. This will be a bit lengthy so click the article to get the full story.

    My extreme bouts of laziness aside, we've actually gotten a fair amount of work completed. Thanks to Emris_Morath, while we were polishing Build 78 with the many patches, he was maintaining the 79 branch and doing an extremely large chunk of the 1.7 porting process(renaming stuff) for us. As a result, when work was permanently switched to 79 we were mostly done with the port.

    As for new content in 79, I can announce that rock-specific gravel has been added finally as well as a layer of gravel throughout most of the world as part of the soil generation. Along with this comes drainage maps which ultimately just determine how much gravel there is in the soil layer vs dirt. This is important because another new map -the soil pH map- is used for crops along with the drainage (which is calculated by scanning beneath the soil for gravel which means that players can affect this). The two of these combine with other things to create a much more sophisticated crop management mechanic.

    Now before I go into this next mechanic, I want to point out that any of this is subject to change as we are still in the experimentation phase with this.

    The entire point of the above mechanic is to influence the next mechanic: food taste. Each and every food item will have tastes associated with it based upon the 5 flavors which the human tongue can detect which are Sweetness, Sourness, Saltiness, Bitterness, and Savoriness. Each player will have his or her own unique preferred tastes which are determined by your username and the world seed. This means that creating a meal which contains Steak, Potatoes, Cheese, and Blueberries O.o may be perfect for you but may not be for someone else because the combined flavor profile doesn't closely match their own.

    But this is alright, as the worst that would happen for them is that the food wouldn't be as useful for satiating their hunger. On the flip side, the more closely that the flavor profile matches your palate than the more effective the food is at providing filling and nutrition. I see this as a psychological effect and it ranges from 80% effectiveness for bad meals up to a 130% bonus if the flavor profile is exact.

    I should also point out that figuring out your own or another person's taste palate will be based off of your skill rank in cooking with each rank providing more exact information. More on Skill Ranks later.

    Now we come full circle back to the crop growth mechanic change that I mentioned earlier. The various attributes of the soil such as soil type(granite/rhyolite/etc) of the topsoil that you worked with the hoe as well as the soil beneath that, the soil ph, and the drainage of the farm plot all come together to affect the resulting flavor profile of each crop in different ways. This now means that tomatoes grown in one place wont exactly match the tomatoes grown elsewhere, unless you want them to.

    Because of these new features, each tomato plant harvested could potentially provide tomatoes with different flavor profiles and you would expect them to be unable to stack because of the NBTTags that are on each of these items. However what we've decided to do is when you attempt to stack a food it will convert the entire stack to the default flavor profile for the food(which may not be a bad thing) or it will keep the flavor profile as long as the profile is the same for each item entering the stack.

    At this point, I've gone far more into these mechanics than I'd originally intended but that's ok since it's been a while since I've done one of these. Some of you may be thinking that this makes food incredibly complicated, and to a degree it does, but choosing to ignore all this new taste stuff is still perfectly acceptable since there is only a maximum of 20% loss in the effectiveness of food due to the new changes. This 20% is less of a penalty to me than it is a re-balancing of food in general.

    The last bit that I am going to discuss in relation to food are the new meals that will be coming. More specifically Soups, Stews, Salads, Sandwiches, and Casseroles. I'm not going to be going into specifics for these as that is probably another 5 or 6 paragraphs so I'll just list some quick info:

    • Soups allow you to stretch your limited resources by adding a liquid base to a small amount of each ingredient thereby giving you filling but with a lack of major nutritional value.
    • Stews take longer to cook and must be done more delicately but use a larger amount of ingredients and less liquid to create a nourishing meal.
    • Salads are the easiest and fastest meal to make and will be roughly equivalent to the meals that exist already in TFC. The main problem with them will be that they decay faster than the other meals which makes them poor for traveling etc.
    • Sandwiches will require bread slices and a few non-grain fillers. The main bonus of sandwiches will be that they provide bonus filling, can be eaten completely in a single use(they'll probably provide around 9oz of filling before the bonus), and can potentially provide all 5 food groups of nutrition.
    • Casseroles will allow for the largest amount of food to be cooked at a time and can use up to 6 ingredients. But they will need to be cooked in an oven and take time to prepare.

    Now I get to the promised Skill Ranks. One of the things that I really wanted to do when starting 79 is to polish some of the new UIs as they were put in place rather quickly and without much thought. Those of you who follow me on twitter (and if you don't you should) will have already seen this image pic.twitter.com/uRWj4xKnAG. As you can see, gone are the ugly, vague numbers- now replaced with pretty skill bars and ranks. Ranks include Novice, Adept, Expert, and Master. Some (but not all) skills will be tied directly to the ranks, for example cooking will give you more informative information on the taste profiles of food. Others such as smithing will continue to work as they have, based upon a formula which uses the raw skill numbers. In these cases, the rank is still useful as it gives a pretty good idea of how much your skill is affecting the objects that you create.

    Now to wrap up the rest of the new. So far, we have new sound effects for several animals as well as ambient sounds such as frogs, crickets, birds, etc. I completely rewrote the way in which barrels function so that they can be used for solid storage of items as well as compatibility for forge liquids. Kitty did quite a bit of work to add forge ore dictionary back to TFC after its incredibly long hiatus. She also added in a much requested file with extensive options for adjusting numbers in TFC that never before existed (I'm sure that server owners will be thrilled).

    I'm sure that I've missed a few things and there is without a doubt more to come before all is said and done, but I wanted to reach out and let you guys know that we're still working and making progress, especially to our recent wave of new fans who may not be used to our development pace. Be sure to let us know what you think and follow us on Twitter for the occasional sneak peak! @TFC_Bioxx and @TFC_Dunk


    11


    User Feedback




    Wow, that's shaping up to be a big ol' update for B79! :D

     

    Regarding the content - I think the whole flavor profile thing is really interesting and adds a lot of depth to cooking. Now dedicated cooks can go the extra mile to cater to everyone's indidual tastes. However, the soil ph/drainage thing influencing taste profiles of crops? I'm not sure if that isn't overdoing things needlessly. The feature seems to have a lot of effort put into it, with all the new mappings, but I'm not immediately seeing the added gameplay value. As a player, the fact that my tomatoes might be a bit more sour than those of the guy living over yonder elicits mostly a shrug of ambivalence. It certainly won't make me change my farming behavior very much, especially if it's not the end of he world if my resulting meal is a few percent off the ideal taste.

     

    What would however engage me a whole lot - and, in fact, is what I was initially expecting you to get at when you started talking about soil quality - would be using the soil ph/drainage maps to affect something completely different. Namley, available farming nutrients. The exact quality of the soil could decide both the maximum values of each individual nutrient and the speed at which they regenerate. Maybe high ph values could lower nutrient A a lot, lower B a little and raise nutrient C, while low ph values would lower nutrient C a lot, lower B a little and raise nutrient A. Neutral ph could raise B slightly. Drainage in return could mean high drainage favors nutrient A, medium drainage favors nutrient B, and low drainage favors nutrient C. There could even be additional factors, such as each specific biome giving one specific nutrient a bonus after everything else is calculated. The result of doing this would result in location becoming very important for farming, with farmers actively prospecting the soil for good nutrient combinations for the plants they want - or, on the flipside, choosing what to plant depending on the quality of the soil. Choosing a good spot would be especially important for the grains, which have such long growth periods that they currently run out of nutrient before even completing one single growth cycle. A location that boosts nutrient A so that a full cycle can be completed and the nutrient regenerates faster would be a very valuable find to a farmer.

     

    When looking at the five different meal types, I am immediately wondering how this affects the current mechanic of heating the meal in order to get a bonus. Clearly three of those five would realistically require cooking, while one of them (the casserole) already outright states it needs to be baked in an oven. Sandwiches though, and especially salads, are probably best eaten cold. What I am wondering is, are you planning to keep the simple "heat any meal up before eating for a bonus" scheme, or are you planning to differentiate per meal type whether they gain anything from heating up? Or does the mechanic as a whole maybe exit stage left? Obviously this depends a lot on how the new cooking mechanic is implemented; the list already suggests that cooking/heating may already be a central process in creating the meal in the first place.

     

    Another question I have is in regards to skill development. From reading, I understood that my cooking skill level will determine how much I will be able to judge how well the meal fits my own taste profile. But can I also figure out other players' taste profiles? I mean, if I give them a meal, and they have no cooking skill, they might not be able to tell me if it suits their tastes in any detail, because their nonexistant skill level doesn't allow this. And if they had cooking skill, they wouoldn't need me to cook for them. As a cook, I need that information if I want to cater to everyone's needs, so I wonder how much feedback unskilled players will be able to give?

    0

    Share this comment


    Link to comment
    Share on other sites

    Wow, that's shaping up to be a big ol' update for B79! :D

     

    Regarding the content - I think the whole flavor profile thing is really interesting and adds a lot of depth to cooking. Now dedicated cooks can go the extra mile to cater to everyone's indidual tastes. However, the soil ph/drainage thing influencing taste profiles of crops? I'm not sure if that isn't overdoing things needlessly. The feature seems to have a lot of effort put into it, with all the new mappings, but I'm not immediately seeing the added gameplay value. As a player, the fact that my tomatoes might be a bit more sour than those of the guy living over yonder elicits mostly a shrug of ambivalence. It certainly won't make me change my farming behavior very much, especially if it's not the end of he world if my resulting meal is a few percent off the ideal taste.

     

    What would however engage me a whole lot - and, in fact, is what I was initially expecting you to get at when you started talking about soil quality - would be using the soil ph/drainage maps to affect something completely different. Namley, available farming nutrients. The exact quality of the soil could decide both the maximum values of each individual nutrient and the speed at which they regenerate. Maybe high ph values could lower nutrient A a lot, lower B a little and raise nutrient C, while low ph values would lower nutrient C a lot, lower B a little and raise nutrient A. Neutral ph could raise B slightly. Drainage in return could mean high drainage favors nutrient A, medium drainage favors nutrient B, and low drainage favors nutrient C. There could even be additional factors, such as each specific biome giving one specific nutrient a bonus after everything else is calculated. The result of doing this would result in location becoming very important for farming, with farmers actively prospecting the soil for good nutrient combinations for the plants they want - or, on the flipside, choosing what to plant depending on the quality of the soil. Choosing a good spot would be especially important for the grains, which have such long growth periods that they currently run out of nutrient before even completing one single growth cycle. A location that boosts nutrient A so that a full cycle can be completed and the nutrient regenerates faster would be a very valuable find to a farmer.

     

    When looking at the five different meal types, I am immediately wondering how this affects the current mechanic of heating the meal in order to get a bonus. Clearly three of those five would realistically require cooking, while one of them (the casserole) already outright states it needs to be baked in an oven. Sandwiches though, and especially salads, are probably best eaten cold. What I am wondering is, are you planning to keep the simple "heat any meal up before eating for a bonus" scheme, or are you planning to differentiate per meal type whether they gain anything from heating up? Or does the mechanic as a whole maybe exit stage left? Obviously this depends a lot on how the new cooking mechanic is implemented; the list already suggests that cooking/heating may already be a central process in creating the meal in the first place.

     

    Another question I have is in regards to skill development. From reading, I understood that my cooking skill level will determine how much I will be able to judge how well the meal fits my own taste profile. But can I also figure out other players' taste profiles? I mean, if I give them a meal, and they have no cooking skill, they might not be able to tell me if it suits their tastes in any detail, because their nonexistant skill level doesn't allow this. And if they had cooking skill, they wouoldn't need me to cook for them. As a cook, I need that information if I want to cater to everyone's needs, so I wonder how much feedback unskilled players will be able to give?

     

    As for taste feedback from other players, I'm still brainstorming how I want to do this, but I DO want to do it. pH and drainage have nothing to do with the types and amounts of nutrients in any given soil sample, so tying those into that would also make no sense. As for not caring if your tomatoes are a little more sour than the next guys, that is perfectly fine since the entire mechanic is there as "There is depth here only if you want it" type of thing. Realistically, the pH level of soil as well as the drainage do indeed affect the taste of various foods so I think it as a nice little detail that makes the whole world feel more real.

     

    Your recommendation on having some areas being better at replenishing certain nutrients isn't a bad one and is something that I'll certainly think about.

    0

    Share this comment


    Link to comment
    Share on other sites

    My first thought on how to stack tomatoes of different flavors would have been to average the flavor profile between the two stacks, weighted based on the size of the component stacks.  Basically, let's say you have 20 oz of very sweet tomatoes, and 10 oz of very sour tomatoes.  You mix them together into one stack of tomatoes, resulting in tomatoes that are 2/3 sweet, 1/3 sour.  Let's assume that the default flavor for tomatoes is something else entirely, perhaps savoriness.  Averaging the flavor profiles together would therefore prevent the introduction of a flavor that was not present in either stack of tomatoes before.  

     

    Also, what basic flavor is most comparable to tartness?  There's a few citrus fruits to consider that for, and I'm personally stumped on how to classify them.

    0

    Share this comment


    Link to comment
    Share on other sites
     

    My first thought on how to stack tomatoes of different flavors would have been to average the flavor profile between the two stacks, weighted based on the size of the component stacks.  Basically, let's say you have 20 oz of very sweet tomatoes, and 10 oz of very sour tomatoes.  You mix them together into one stack of tomatoes, resulting in tomatoes that are 2/3 sweet, 1/3 sour.  Let's assume that the default flavor for tomatoes is something else entirely, perhaps savoriness.  Averaging the flavor profiles together would therefore prevent the introduction of a flavor that was not present in either stack of tomatoes before.  

     

    Also, what basic flavor is most comparable to tartness?  There's a few citrus fruits to consider that for, and I'm personally stumped on how to classify them.

    If the flavours were averaged, there'd be no impetus to grow anything good; you could just grow two awful tomatoes and mix them together.

     

    Tartness is usually defined as sourness or acidity:

    http://en.wikipedia.org/wiki/Tart_(disambiguation)#See_also

    0

    Share this comment


    Link to comment
    Share on other sites

    As far as the "file for adjusting numbers in TFC" goes, has there been a change to the aspect that the servers config file has to match all the players config files who are on that server for it to work properly and not cause issues?

     

    Thanks in advance,

     

    Cheerios

    0

    Share this comment


    Link to comment
    Share on other sites

    Your recommendation on having some areas being better at replenishing certain nutrients isn't a bad one and is something that I'll certainly think about.

     

    I always felt like the nutrient system was just begging for some sort of expansion that did more with the different levels. ;)

     

    If the flavours were averaged, there'd be no impetus to grow anything good; you could just grow two awful tomatoes and mix them together.

     

    Well, averaging implies that no value actually improves. If you mix two awful tomatoes together, you would still have an awful tomato stack because the average of awful and awful is awful :P

     

    However, if you mixed an awful tomato with a great one, you would get an okay one.

     

    Of course, what exactly constitutes good and bad fruit might depend on the individual player anyway, if the taste profile is different for each game. Maybe the soil makes the tomatoes horribly sour, but the player actually enjoys sour tastes in food? Like the well-known asian sweet-sour style. Then the horribly sour tomato would actually be great.

    0

    Share this comment


    Link to comment
    Share on other sites

    Sounds good...however Is there any way addon makers could get an early build or api...It would be easier to build in 1.7 than 1.6....and this would help a lot of addon makers get a build out closer rather than later. Understand if this is a little ways off....but some extra time to code would be nice. 

    0

    Share this comment


    Link to comment
    Share on other sites
     

    My first thought on how to stack tomatoes of different flavors would have been to average the flavor profile between the two stacks, weighted based on the size of the component stacks. 

     

    I had originally suggested this when Bioxx started on the mechanic, but it ended up just making the code for it waaaaay too complicated and the extra effort wasn't deemed necessary. 

     

    As far as the "file for adjusting numbers in TFC" goes, has there been a change to the aspect that the servers config file has to match all the players config files who are on that server for it to work properly and not cause issues?

     

    The server config files not overwriting client configs was actually a vanilla bug with 1.6.4. As stated on the official bug list, this is already fixed simply because we are porting to 1.7.+

     

    Sounds good...however Is there any way addon makers could get an early build or api...It would be easier to build in 1.7 than 1.6....and this would help a lot of addon makers get a build out closer rather than later. Understand if this is a little ways off....but some extra time to code would be nice. 

     

    TFC is open source. You can go get the 79 API on github any time you want.

    0

    Share this comment


    Link to comment
    Share on other sites

    Sounds Wonderful! Im not sure how that taste mechanic will work, but I have faith! The forge ore dictionary compatibility will be great for people who want to add more mods to go along with terrafermacraft! Thank you all for your hard work!

    0

    Share this comment


    Link to comment
    Share on other sites

    • Soups allow you to stretch your limited resources by adding a liquid base to a small amount of each ingredient thereby giving you filling but with a lack of major nutritional value.

    Stews take longer to cook and must be done more delicately but use a larger amount of ingredients and less liquid to create a nourishing meal.

    Salads are the easiest and fastest meal to make and will be roughly equivalent to the meals that exist already in TFC. The main problem with them will be that they decay faster than the other meals which makes them poor for traveling etc.

    Sandwiches will require bread slices and a few non-grain fillers. The main bonus of sandwiches will be that they provide bonus filling, can be eaten completely in a single use(they'll probably provide around 9oz of filling before the bonus), and can potentially provide all 5 food groups of nutrition.

    Casseroles will allow for the largest amount of food to be cooked at a time and can use up to 6 ingredients. But they will need to be cooked in an oven and take time to prepare.

           Anyone knows if we are getting the oven , pots and pans? as in my tread http://terrafirmacraft.com/f/topic/6229-cooking-mechanics-overhaul/

    0

    Share this comment


    Link to comment
    Share on other sites

     

    However, if you mixed an awful tomato with a great one, you would get an okay one.

     

    Of course, what exactly constitutes good and bad fruit might depend on the individual player anyway, if the taste profile is different for each game. Maybe the soil makes the tomatoes horribly sour, but the player actually enjoys sour tastes in food? Like the well-known asian sweet-sour style. Then the horribly sour tomato would actually be great.

    If food quality was on a scale of "awful" to "great" that might be true, but I believe it's instead closer to a scale with two extremes of awful at each end and some good located somewhere between. In this way, the most common veggies would appear at the ends, and only special care in cultivation would lead to milder, middle values. This is why averaging wouldn't work.

    0

    Share this comment


    Link to comment
    Share on other sites

    Very excited... Obviously you've been thinking about meals longer than I have in my thread http://terrafirmacraft.com/f/topic/6202-better-cooking-updated-again/

     

    I'm wondering along the same line as Djakuta, but not only my ideas for ovens and stoves but for making cooking a more progressive mechanic where early players are limited to boiling vegetables, roasting meats and making porridge... then later on bake bread in clay ovens and cook casseroles and pies etc in brick ovens and metal stoves. Are you still open to additions in the food and cooking department?

     

    I go into absurd detail on my thread where I not only propose general ideas but in depth mechanics. I would really appreciate if you could check it out and tell me if there's anything you like or if there are areas you're done developing so I can avoid focusing on them.

    0

    Share this comment


    Link to comment
    Share on other sites

    Very excited... Obviously you've been thinking about meals longer than I have in my thread http://terrafirmacraft.com/f/topic/6202-better-cooking-updated-again/

     

    I'm wondering along the same line as Djakuta, but not only my ideas for ovens and stoves but for making cooking a more progressive mechanic where early players are limited to boiling vegetables, roasting meats and making porridge... then later on bake bread in clay ovens and cook casseroles and pies etc in brick ovens and metal stoves. Are you still open to additions in the food and cooking department?

     

    I go into absurd detail on my thread where I not only propose general ideas but in depth mechanics. I would really appreciate if you could check it out and tell me if there's anything you like or if there are areas you're done developing so I can avoid focusing on them.

    I don't want to discourage ideas per se by saying that things don't need to be thought about. I've read through your thread before and there are certainly some interesting ideas. Even if I don't use specific suggestions, seeing other ideas that haven't been mentioned many times will help me problem solve or come up with similar ideas that tie in better with what I'm aiming for.

    0

    Share this comment


    Link to comment
    Share on other sites

    The idea is great, but what about adding new stuff that makes the game like real life in more "general ways"? There's no game with such complexity, what makes this mod special, but most of the other survival games have more diverse wildlife for example. I think that adding complexity is great, but when the mod is really advanced. The focus in this stage should be to create a real world. Carrying whole trees in your inventory, or backpack that does not exists is really strange and far from reality. Creating carriages, a way to carry stuff with your hands like heaven & hearth does, more wildlife, maybe more uses for leather and cotton to create different clothing, armor are great ideas to focus instead of such complexity. I'm not doing a bad critic, this is the best minecraft mod I've ever seen, Dunk and Bioxx are doing an amazing work, very differently from other modders. It's just my opinion, don't take it badly, the mod is yours :)

    0

    Share this comment


    Link to comment
    Share on other sites

    The idea is great, but what about adding new stuff that makes the game like real life in more "general ways"? There's no game with such complexity, what makes this mod special, but most of the other survival games have more diverse wildlife for example. I think that adding complexity is great, but when the mod is really advanced. The focus in this stage should be to create a real world. Carrying whole trees in your inventory, or backpack that does not exists is really strange and far from reality. Creating carriages, a way to carry stuff with your hands like heaven & hearth does, more wildlife, maybe more uses for leather and cotton to create different clothing, armor are great ideas to focus instead of such complexity. I'm not doing a bad critic, this is the best minecraft mod I've ever seen, Dunk and Bioxx are doing an amazing work, very differently from other modders. It's just my opinion, don't take it badly, the mod is yours :)

     

    I 100% agree, I was thinking about the same thing but didn't know how to state it without coming across negatively. TFC already has the most advanced crop system and mechanics of any mod I've come across, and from having multiple play through's on the latest build I think it works bloody well as is. I'm sure these new features will improve on this even more but surely adding new features that enhance other aspects of the game would help grow the mod with a wider audience?   Just want to say again I love this mod, you've ruined vanilla MC for me! And I know you guys and girls work on this for free so I' don't want to sound ungrateful!   

    0

    Share this comment


    Link to comment
    Share on other sites

    Most of the world was celebrating the day Bioxx was born, while a small amount was celebrating mine, which was on the same day. And also, this mod is the best, cant play vanilla minecraft at all, only this mod :P

    0

    Share this comment


    Link to comment
    Share on other sites

    I 100% agree, I was thinking about the same thing but didn't know how to state it without coming across negatively. TFC already has the most advanced crop system and mechanics of any mod I've come across, and from having multiple play through's on the latest build I think it works bloody well as is. I'm sure these new features will improve on this even more but surely adding new features that enhance other aspects of the game would help grow the mod with a wider audience?   Just want to say again I love this mod, you've ruined vanilla MC for me! And I know you guys and girls work on this for free so I' don't want to sound ungrateful!   

    Hey guys, just remember this isn't the last build of the mod, only the next one. There will be more after that which contain features we haven't talked about yet! It'll get there in the end, it's just going to do it in little steps (even if the steps themselves turn out a bit awkward), they're heading in the right direction :)

    0

    Share this comment


    Link to comment
    Share on other sites

    Personally, the ability to have different properties for things is a goldmine (so to speak) for multiplayer. 

     

    Bob has the sweetest tomatoes on the server, but if you want one with more kick talk to Pete....etc.

     

    Now, if you can work this into ALL the crafting and I would get way more excited to play on larger servers.

    0

    Share this comment


    Link to comment
    Share on other sites

    As far as the food recipes go,I just wish is not made technology dependent.

    Humans have eaten pies for thousands of years.

    Neanderthals had soup and bread and salads.

    They found in a site that people had grains and bread and Beer by 5200BC.

    People tend to think that we eat better today when is actually the opposite.

    0

    Share this comment


    Link to comment
    Share on other sites

    You say: 

    "Others such as smithing will continue to work as they have, based upon a formula which uses the raw skill numbers" Others such as smithing will continue to work as they have, based upon a formula which uses the raw skill numbers" 

    Does this mean smithing skill currently does anything? Throughout a couple of games I've never noticed the endurance of my tools, weapons or armour to change based on my skill. The wiki also says smithing skill is supposed to affect durability in the skills section: "
    The higher the smithing skill, the more durability the finished item will have"

    0

    Share this comment


    Link to comment
    Share on other sites

    Once TFC is moved over to 1.7 minecraft will we be able to keep our current TFC worlds or will we need to create new ones?

    0

    Share this comment


    Link to comment
    Share on other sites

    Once TFC is moved over to 1.7 minecraft will we be able to keep our current TFC worlds or will we need to create new ones?

     

    You will have to create new ones. The general rule with TFC is that you need to create a new world with each major build (76, 77, 78, 79, etc.).

    0

    Share this comment


    Link to comment
    Share on other sites

    I'm really new to using Github and know almost nothing about modding Minecraft beyond the steps needed to install a mod that's already been made. I want to try out the B79 beta, but I can't seem to figure out what part or parts I'm supposed to download from Github to make it work. Could someone kindly point me in the right direction?

    0

    Share this comment


    Link to comment
    Share on other sites

    "As for taste feedback from other players, I'm still brainstorming how I want to do this, but I DO want to do it. pH and drainage have nothing to do with the types and amounts of nutrients in any given soil sample, so tying those into that would also make no sense."

     

    Thats not entirely accurate; pH level doesn't affect the amount of nutrients but it does have an impact on the ability of plants to absorb them. Plants growing in soil that is above or below the pH range they are adapted to will have a hard time absorbing micronutrients and will have the same problems as plants growing in soils that don't have them.

     

    Drainage has two main effects on the nutrient content of soils. First, how quickly soil drains usually has a direct correlation with the amount of nutrients and water it can hold. Fast draining soils are made largely of sand/gravel type particulates and don't hold water and nutrients well. Plants can grow in them, but they have to be irrigated/fertilized more often and in smaller amounts. The best soils have a large concentration of loam, which drains moderately well and does a good job of holding water/nutrients. Clay soils are the other end of the spectrum, they hold the most water and nutrients but are densely packed and are poor for growing crops in for various reasons.

     

    Fast draining soils are depleted quickly by intensive farming and because they drain water quickly, water soluble fertilizers tend to wash out of the upper level of the soil where most plants have their roots.

     

    SOOooo, if you want a farming system that models pH kind of realistically, I would suggest giving each plant a pH range. If the soil pH is near the edge of that range, the amount of some nutrient that plant needs gets reduced by a percentage (depending on how close to the plant's limit the soil is) for that plant and its growth is slowed. If the soil pH is outside the plant's range it hardly grows at all and may die.

     

    For drainage, I would suggest making fast-draining sandy soils need water and fertilizer more often. While loamy soils grow well, needing the least watering/fertilizer and clay soils get a flat reduction to growth/yield.

     

    If you wanted to add a mechanic for improving drainage of sandy and clay soils, I would suggest adding a composting mechanic. Adding composted manure/plant matter to pretty much any soil will improve its drainage for the purposes of farming and add a modest quantity of nutrients. As for changing pH, you can do that with sulfur and lime. Sulfur lowers pH, lime increases it. Something else to mine I guess.

     

    I dunno how much any of that helps, you can find lots of information on this stuff from university extension offices. Heres some info on soil texture, pH and compost. I hope this stuff helps, the detail of the game systems is one of my favorite things about this mod.

     

    http://www.ext.colostate.edu/mg/gardennotes/214.html

    http://www.ext.colostate.edu/mg/gardennotes/222.html

    http://www.ext.colostate.edu/mg/gardennotes/246.html

    0

    Share this comment


    Link to comment
    Share on other sites



    Please sign in to comment

    You will be able to leave a comment after signing in



    Sign In Now

  • 8,912
    Total Topics
    122,067
    Total Posts
    20,211
    Total Members
    3,767
    Most Online
    Claycorp
    Newest Member
    Claycorp
    Joined 01/20/2020 10:25 PM