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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




    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? :-)

     

    Magical mobs won't be moved underground until we have the surface replacements. Dunk hasn't even started working on those other than the bear, so no it will not be added in 79.

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    Looking at the feature list for vanilla 1.8, I'm starting to suspect that someone in Mojang has been playing TFC.

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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.

    dude relax, you just have to turn it off in the config file if you don't like it. Kitty added it.

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    I very well may have missed reading it, but is body temperature not being implemented in build 79?

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    Magical mobs won't be moved underground until we have the surface replacements. Dunk hasn't even started working on those other than the bear, so no it will not be added in 79.

    How about going ahead and moving magical mobs downstairs now, and making bears as ubiquitous now as the sum total of intended surface hostiles are intended to be? Then as new mobs are created by dunk, they replace a portion of the bear population. You could temporarily change the name of the mod to "BearaFirmaCraft"

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    I very well may have missed reading it, but is body temperature not being implemented in build 79?

     

    It doesn't look like it. Dunk hasn't gotten around to finishing its implementation.

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    It doesn't look like it. Dunk hasn't gotten around to finishing its implementation.

    There's been a lot to do! The scope of the feature is quite large and it is purely an addition- it isn't a modification of an existing feature. For this reason, I've been spending more time with other aspects of b79- ones that are more important for the release.

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    Please don't get stuck on cooking too much or it will end up like beekeeping in Forestry, taking all the mod focus and unplayably overcomplicated.

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    wheres the config file i just put it in my mod folder and i dont know where it is

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    the 1.7 version will not be compatible with 1.6 is it?

     

    No. You cannot play a 1.7 mod in Minecraft 1.6. TFC is also not backwards compatible, so you will not be able to load your 78 worlds in 79.

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    i really like the sound of the torches for ssp but i actually cant see them working very well on smp. before you guys scream about spawn protection making bases safe i would like to point out that max spawn protection is 6 months.... now considering that a TFC year is 96 days (32 real time hours) that means that after 16 hours i have no spawn protection.... the issue with that is that i only really have time to log on in the evenings so my base will never have spawn protection (except when i am almost done for the night) and wont have any light to prevent mobs spawning.... do you see my point here?

     

    another issue with the torches on smp is that a large part of the game is about exploring so often you wont have max spawn protection on your base area. oft times i go for mining trips that last 10+ days and when i get back to base i simply do a quick chop of the trees maybe set up a charcoal pit drop off my gathered resources before i go out on another mining expedition.

     

    the way the torch changes are going to affect smp is that they will hamstring your ability to have a safe home (not even a bedroom) unless you can log on every 8 hrs or so to maintain your spawn protection which i dont think mos people can do.

     

    i have a suggestion to fix this though: make it so that you need to enable it if you want it as opposed to disable it if you dont. we had so many problems setting up a basic forge tfc server that we prolly wouldnt have bothered if we had to change configs and then ensure all client configs needed the same change

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    With all this carrying on about torches, why not have it so it does not rely on in game time like most of TFC's mechanics, but instead have Mojangs method of just checking them if they are in a loaded chunk, this would solve the multi-player issue and still have burning out torches (if not quite as believably as the alternative)

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    No. You cannot play a 1.7 mod in Minecraft 1.6. TFC is also not backwards compatible, so you will not be able to load your 78 worlds in 79.

    Did you mean we wont be able to load 79 worlds in 78 or we will lose our worlds?

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    Did you mean we wont be able to load 79 worlds in 78 or we will lose our worlds?

     

    You cannot load 79 worlds in 78. You cannot load 78 worlds in 79. If you try to do either of those, you will lose the world.

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    There are some interesting changes in the works. Nice :)

     

    What about the Sluice? Is it, or something to replace it, making a comeback?

     

    In my last play through, I spent literally an RL week digging tunnels and prospecting for graphite. Maybe I have some sort of completionist disorder, but I feel TFC needs some more reliable way of scanning a large area for resources.

     

    Keep up the good work, and

    KeepOnDigging!

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    You cannot load 79 worlds in 78. You cannot load 78 worlds in 79. If you try to do either of those, you will lose the world.

    Ok thanks for the clarification on this I guess i will just wait instead of playing my world as it will be lost 

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    I hope there is a way to get more sticks now, because we will definitely need a lot of them. ^^

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    I hope there is a way to get more sticks now, because we will definitely need a lot of them. ^^

     

    Most people are already swimming in sticks anyways, but that's beside the point because this change doesn't make you consume any more sticks than before. When a torch burns out, just right click on it with another torch to relight it. You don't need to make a new one every time a torch burns out.

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    Most people are already swimming in sticks anyways, but that's beside the point because this change doesn't make you consume any more sticks than before. When a torch burns out, just right click on it with another torch to relight it. You don't need to make a new one every time a torch burns out.

     

    People are "swimming in sticks"

    Once they get a bit more advanced, yes.

    "You don't need to make a new one..."

    Are you implying that you can right-click a burnt-out torch on another to reight one or both?

    If so then I'd agree, if it has to be a lit one, then I kinda disagree - you still have to make at least one more - unless you have ensured that there are always some torches lit (synchronisation).

     

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    People are "swimming in sticks"

    Once they get a bit more advanced, yes.

    "You don't need to make a new one..."

    Are you implying that you can right-click a burnt-out torch on another to reight one or both?

    If so then I'd agree, if it has to be a lit one, then I kinda disagree - you still have to make at least one more - unless you have ensured that there are always some torches lit (synchronisation).

     

     

    Torches don't burn out in your inventory, and there is no way to get a burned out torch in your inventory because breaking a burned out torch gives you nothing. You simply need to keep a single torch in your inventory, which will magically never ever burn out, and you can use it to relight all of the rest of your placed torches which do burn out.

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    Dang, this sounds awesome. I'm new to the mod so forgive me if I missed it but is there an intended release date? Will be playing the current version to get the feel of the mod but we want to try it out(going to make a family server).

     

    Thanks for everything!

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