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  • State of the Mod 9/8/2014


    Bioxx
    • This is going to be another long one. See what's new after the jump.

    So I missed my unannounced self imposed deadline of early August kinda badly. Sometimes you know exactly what you want the finished feature to look like but when it comes down to implementing it you begin to realize that you didn't think of everything initially and it will be a lot harder than you thought. Such is the case far more often than we'd like but there's not much you can do about that besides try and power through it which doesn't always work out well. Regardless, we're committed to getting 79 out ASAP.

    Dunk has been busy rewriting a lot of his old code so that I will stopping having to crack the whip at him about #dunkcode :angry:. As a result we have some simpler, prettier, and faster code for various dunk blocks :D. He's currently working on re implementing the armor stand in a way that it should cause far less problems than before.

    I'm currently jumping around a lot from feature to feature tweaking things to various degrees. All the while I'm still working on all things taste, meals, and cooking. Most recently I've rewritten how food is cooked all together into a system that more closely resembles actual cooking (I'm spending way more time on cooking stuff than I ever imagined). As a result all foods now can be cooked to varying degrees. Keeping steak on the fire will start to make it char and turn black which affects the taste as it cooks more and more (But maybe you like your steak burnt to a crisp, yucky). As announced on Twitter, the type of fuel that you're cooking with will also affect the taste of food as well. Even pickling and salting have an effect. Right now my biggest issue going forward is balancing all of the taste numbers and making sure that it all works right.

    On that note, recently added is the ability to pickle fruits, vegetables, and meat to extend their shelf life. The bonus from this is similar to salt, providing a 0.5 multiplier to base decay rate. This is multiplicative with salt so Pickled Salted Venison would last 50% longer than Salted Venison does in 78. Along with the pickling comes the ability to store pickled foods in a container full of vinegar to prolong shelf life and drastically reduce environmental(temperature/humidity) related decay.

    That leads me to Large Vessels and Barrels. Since I first implemented Pottery many builds ago, I've always intended to add a large version of the Vessel that would operate similarly to Barrels as a storage medium that you didn't generally carry with you. Until now, I wasn't really sure how I wanted to do it. However thanks to my rewrite of the very messy barrels everything became orders of magnitude easier to accomplish. On that note, something that I thought I'd mentioned in a previous SotM but apparently failed to do is that Barrels now operate as either a solid storage medium OR liquid storage. By utilizing the Forge Liquid Dictionary our barrels can hold 10000mB and 5000mB in Large Vessels. Alternatively barrels and large vessels can hold up to 12 or 9 itemstacks respectively.

    Because we don't want these to become simple inventory expanders like how small vessels are used we have started to create a system for equippable objects. There is currently no UI as the system will not be completed in 79 and will instead be expanded upon as needed. For now the only slot is for the players back and we'll continue to use the slot as seen in 78. As a result, blocks which we deem to be superheavy will require being equipped on the players back in order to move. Holding any of these items in your inventory will cause a message to appear warning that you are overburdened and you will be unable to move while it remains. With that said, I want to make sure that these mechanics remain easy to use and not more of a burden than necessary for gameplay purposes, so Empty barrels and vessels will not be considered equippable and will not overburden the player. Did I mention that these objects will render on the player's back?

    Lest I forget, there is a very simple yet controversial change coming as well. If you don't follow me on twitter then brace yourself. Torches will now burn out and cannot be recovered after 48 hours in game. Having said this, I have to address the the very first question that everyone with a keyboard will want to ask which is, "Is there a permanent light source coming as well?". The answer is both yes and no. Currently there are no plans for a lantern in 79. There are however plans for one later on.

    For far too long torches have been an easy escape from the perils of the dark. After a little while, large sections of the map turn into torch forests, and this to me has always been a major flaw with the core MC design. As a result, I want to see what happens when this escape is lost.

    To compensate for the increased need for torches, I've made torch lighting 4x faster. Additionally torches can now be created by right clicking a placed torch with a stick in your hand, although this is not as efficient as making them in a firepit. Keep in mind that this torch change can be toggled in your configs.

    Torches now have another very important role to play in your life as well. In B79 charcoal pits are no longer lit from the bottom via firepit but from the top instead by dropping a torch on top of a logpile. After a few seconds, the logpile with catch fire and this will propagate to all other logpiles that are touching. As a result, our charcoal code is extremely simple compared to the past (hooray less bugs!). This finally brings charcoal pits in line with my original vision when I first implemented them in Beta 1.

    I'm sure that there is more that I want to put here, but for right now these seem like the most important bits. As you can see 79 is shaping up to be a monster, but hopefully a friendly one. As for a release date, I can certainly say that we are far closer than we were last month. As usual I have a release date in mind which I wont be saying publicly. Here's hoping that we can hit it this time :)

    Edit: You forgot to plug our twitters! Follow us @TFC_Bioxx and @TFC_Dunk for news, updates and images about development in progress! -Dunk


    8


    User Feedback




    Guest CouchSurvivor

    Posted

    Thank's for the good work but don't stress yourself

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    the changes sound very interesting, and i kinda agree with the torch changes. cant wait to try it out

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    Guest Thrainn

    Posted

    With these torch changes (that i do like, i think!), I have another interesting question - what about a portable light source??

    What I thought of, when I first read that, was what if you have been working underground for 2 days and are almost out of torches - try to find your way to the surface in complete darkness! Oh my horror ...

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    Torches Burning out D: how will i keep my house lit?

     

    extra firma has lanterns

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    I like the idea of difficult to make permanent light lanterns. Those extra firma ones would suit that since you can't make them for ages anyway.

    Look forward to a fresh game when 79 is released :-)

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    extra firma has lanterns

    You shouldn't need an add on to play the game. Either add some windows or make more torches :/

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    Ohhhh o_O ... all these changes sound so terrifying and exciting altogether :) It's like when you watch a sequel and it's even better, but different. Rare thing. Thank you! Cant's stop being astounded by you, guys! Can't wait! :)

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    You shouldn't need an add on to play the game. Either add some windows or make more torches :/

    The fact is that one should re-lit every closed building in his/her settlement because working at night will be dangerous even while indoor

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    The fact is that one should re-lit every closed building in his/her settlement because working at night will be dangerous even while indoor

    This is completely incorrect and indicative of a constant misunderstanding of TFC mob spawn mechanics. Unless your base is a large sprawling complex, it is highly likely that you wont have issues with stuff spawning in your buildings due to TFC's spawn protection system. Remember, spending time in a chunk causes a 5x5 chunk area centered on the player's chunk to gain protection which completely prevents mob spawning. 

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    Indeed, and that lasts up to 16 days according to the max reading on the meter (or does it go higher, but the meter only shows up to 16?).

    That's quite some time!

    Only slight threat I can think of it Zombies, which seem to have a rather large sight radius.  Nothing some good old fences can't stop.

    Actually I'd like skeletons and spiders to share that sight radius!

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    Indeed, and that lasts up to 16 days according to the max reading on the meter (or does it go higher, but the meter only shows up to 16?).

    That's quite some time!

    Only slight threat I can think of it Zombies, which seem to have a rather large sight radius.  Nothing some good old fences can't stop.

    Actually I'd like skeletons and spiders to share that sight radius!

    Default max value is 6 months in game.

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    Does clicking on a burnt out placed torch with a stick relight the placed torch, or "pop" a new loose torch in the environment/inventory?

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    What containers can hold food immersed in vinegar? "Believably" the container would need to be sealed, which only barrels can do. Could we fire out some standard small vessel "lids" in the kiln to create "seal-able" vessels for portable pickled storage?

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    Does clicking on a burnt out placed torch with a stick relight the placed torch, or "pop" a new loose torch in the environment/inventory?

    If the torch is burnt out then its only use is as a marker, breaking it will drop nothing. However as I type this, I've decided to allow relighting torches by clicking on them with a torch in your hand.

     

    What containers can hold food immersed in vinegar? "Believably" the container would need to be sealed, which only barrels can do. Could we fire out some standard small vessel "lids" in the kiln to create "seal-able" vessels for portable pickled storage?

    Barrels and Large Vessels are the only liquid containers at this time. I will probably convert small vessels to a similar system in the future.

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    Great i hope it's gonna soon get in download so that i can try it out, way to go, and keep the good work!

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    I do have a question about the back items i'm wondering if they will be compatible with smart moving or if the rendering will derp out?

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    Great ideas!! The equiping item feature for heavy stuff is a very good one, if you expand it for stuff that are heavy and can't be simpled carried on inventory (like logs, stone and huge blocks), the logistic system would be a need. Idk if you ever played heaven & hearth, but their system was quite good.

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    I really don't like torch change. It adds a bit of realism, i'm sorry "believability", but it's just another grind-fest feature. Nothing else. No increase in difficulty or whatever. You just have to grind a lot more sticks and replace them, continuously, like a fuckin' obsessive-compulsive paranoid. Hooray!!!

    I haven't played more then 1 minute in a cavern or in a ravine or even branch mining like everybody seems to do in TFC. I guess that authors are missing the point that cave exploring and monster combat is actually worthless.

    With this change to torches i just have more reasons to avoid caves and just craft a bed as soon as possible. 

     

    At least i'm curious to see tastes and meals.

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    for lanterns maybe you could have to make them using tool metal or gold or silver meaning you need a anvil to make them so a copper lantern works as well as a iron one but they look different or maybe add something to give a difference between different metals 

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    Most of you guys have no clue on how annoying this torch change will get on smp servers. You login 40 minutes later and your whole base is dark again.. overrun by mobs. You happen to die, tough luck, you can't access your stuff because mobs run around your chests. You built a cave house, tough luck, there is never any skylight. You didn't fully clear a mine and wish to come back, tough luck, need to clean out the mobs.

     

    While this feature seems nice and believable, it adds more annoyance to an already grindy game. I'm ready for a well designed challenge, but this is just a joke. You want to drastically change the way the mod works, provide us with an alternative (lanterns..) to make it enjoyable.

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    I dont agree with having the torches change without having a permanent light source in the same update(even though theres jack o lanterns, but something else could be added) but along the lines of storage, it would make sense if there was a kind of either wool or leather bag we could make that could carry a bit more than a vessel, but only small or tiny items.

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    You login 40 minutes later and your whole base is dark again.. overrun by mobs. You happen to die, tough luck, you can't access your stuff because mobs run around your chests. 

    See my earlier reply as to why this is patently false. The groundwork for this change was laid years ago.

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    I really enjoy this mod and im very much looking forward to the next build with all the changes. On the torch issue it just makes more sense to me that they would eventually burn out, whereas a whole bunch of eternally burning sticks doesnt really..lol. I read somewhere that there were plans to have all the "magical" mobs moved to underground in favour of more believable mobs above ground..is that change going to be implemented in Build 79 too? :-)

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    Most of you guys have no clue on how annoying this torch change will get on smp servers. You login 40 minutes later and your whole base is dark again.. overrun by mobs. You happen to die, tough luck, you can't access your stuff because mobs run around your chests. You built a cave house, tough luck, there is never any skylight. You didn't fully clear a mine and wish to come back, tough luck, need to clean out the mobs.

     

    While this feature seems nice and believable, it adds more annoyance to an already grindy game. I'm ready for a well designed challenge, but this is just a joke. You want to drastically change the way the mod works, provide us with an alternative (lanterns..) to make it enjoyable.

     

    You are wrong on so many levels. Light level has extremely little to do with mobs spawning in TFC. TFC has spawn protection that keeps mobs from spawning just by you hanging out in the area for a little bit of time. So you login 40 minutes later and your whole base is dark again, but there are no mobs spawning anywhere and the entire base is completely safe because mobs aren't spawning due to the spawn protection you gathered by hanging out in your base.

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