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aeroc

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Posts posted by aeroc


  1. Please help. I'm necroing this thread to ask a question because the gradlew build script fails when it tries to download the Waila .pom file (peer not authenticated).  I tried importing a cert using the keytool command, but that didn't work. I also tried adding systemProp.https lines in the gradle-wrapper.properties, but that didn't work either. I can straight up download the files the script is asking for, but I have no idea how to supply them to the script. gradle is infuriating. I miss the pre-gradle days.

    -For anyone who has worked on addons for TFC, what version of the JDK are you using? I've got 1.7.0_80. (This could fix it)

    Here's the error:
     

    > Could not resolve mcp.mobius.waila:Waila:1.5.11-RC2-NONEI_1.7.10.
      Required by:
          com.bioxx.tfc:TFCraft-master:0.79.29
       > Could not GET 'http://mobiusstrip.eu/maven/mcp/mobius/waila/Waila/1.5.1
    1-RC2-NONEI_1.7.10/Waila-1.5.11-RC2-NONEI_1.7.10.pom'.
          > peer not authenticated

    Solution (in case this happens to anyone else): Copy https://www.mobiusstrip.eu/maven/mcp/mobius/waila/Waila/1.5.11-RC2-NONEI_1.7.10/Waila-1.5.11-RC2-NONEI_1.7.10-dev.jar and place it in TFCraft-master/build/dirtyArtifacts/

     

     

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  2. 2-3 weeks ago Roanoke had 25-28 peeps online at once, things change. I distinctly remember seeing how dead yours and Zandrov's servers were at that time (no malice, just an observation).

     

    What I've noticed with TFC servers over the years is that there is usually one really popular vanilla TFC server at any given time on these forums. After a couple months the hardcore loyal players get bored with TFC and start demanding mods. The admins always gives in, and it becomes a modded server. Then shortly after, those players get bored with it all and the now-modded server dies, in terms of population. Then, right on queue, a new vanilla TFC server appears in the forums with a fresh map and the cycle starts again. I can never go back to vanilla TFC, it's far too bland.

     

    I hope you keep the trend going for a long time, enjoy it! =)

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  3. This is a good server, i tried it. So, sorry but i can't play mroe time in this server because admins hired a very bad host. Maybe a day that the server has got a better host,

    i'll get in the server.

     

    Why is the host bad? We've been lag free for 3 months, then things got bad this week when we have 20+ online. We added more RAM today, so hopefully that is the end of our lag troubles.

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  4. Another month has gone by on Roanoke, so it's time to share the progress at spawntown's vault:

    Posted Image

     

    The ingot stacks are getting so big, it requires two screenshots now for perspective. Lead is by far the most commonly sold item, as it has no in-game use.

     

    And in other news, we hit 26 players online at once yesterday. No instance of Roanoke server over the years has ever seen this many players online at the same time before. =)

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  5. That seems stupid that no one is allowed to post numbers to help the community or any players that don't quite understand how the ore(s) work in TFCraft.

     

    Having some mystery in the ore gen system is a good thing. Having the ore gen revealed to me in both vanilla and TFC took some of the enthusiasm out of the game for me. I still remember the person who told me how predictable ore gen was in TFC, and that was a long time ago. Once you discover how simple it is, you'll mine in a repetitive way and the challenge is replaced by tedium.

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  6. You're already strapped for time and motivation, just add code to detect old worlds and that adds to/replaces/deletes obsolete blocks/items/entities as the server starts up the new version for the first time, because that would be fun, right? It could be like vanilla, where you gotta explore to get new terrain generation. The people who keep old worlds are probably a tiny minority.

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  7. I learned last night that powder kegs can knock item frames off of walls perpendicular to the blast vector over crazy distances. The blast might have only affected a radius of 20-30 blocks, I instantly died with 41 levels well beyond that, and the item frames that fell off (and despawned due to my ignorance) were well over 100 blocks away from the powder keg. So if you ever do blasting near your home be sure to check on your item frames or else you'll lose em.

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  8. I found this whilst mapping for the server map:

    Posted Image

     

    It looks like a submerged ravine, but my guess is that the water blocks have not updated. So if you were to sink into this you might fall to your death as there are likely to be air blocks right beneath the water blocks.

     

    You can find our server's map here:

    http://gamogora.com/misc/roanoke/map/

     

    It is made entirely of in-game maps which were screenshotted and stitched together. Each segment typically takes 2-3 hours to explore fully, usually longer in mountainous terrain. If you'd like to help with the mapping effort, I can share with you the coordinate system it uses, to ensure all the segments align with one another.

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  9. B77 HF22

     

    Today our server had 17 people on at once and I noticed that the server was running slightly slower than my client because when I try to access a quern entity's inventory, after it has stopped rotating, the server would refuse to allow the GUI to open because it believes the quern is still spinning when it receives the request. Now the bug comes with requesting the quern to spin right after it has stopped from a previous spin action. It seems to me that the client and server don't synchronize this action, instead the client can start a spin action even when the server-side quern isn't finished with the last spin. The result is wasted time watching the quern spin client-side, because the server didn't allow that spin to occur.

     

    It's a trivial bug, because I doubt many people will encounter this except for in a situation where the server is performing slightly slower than normal. I use four querns at once to save time and it's annoying when some querns finish grinding full stacks before others because of this bug.

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  10. So a few days ago I added a waterfall with two water source blocks near our server's spawntown and today it became winter and our waterfall grew a little:

    Posted Image

     

    This is around an hour later:

    Posted Image

     

    The problem is that water stream blocks freeze to ice, which become water source blocks when they melt during day. And so in a short time, you can have 2 water source blocks grow into an out of control mess.

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  11. The trouble with having lots of players on the same server is that TFC is prone to crashing, especially due to sequoias, which some have said is fixed in B78. Crashing is especially detrimental to a server population as most players are not really loyal to any particular server or committed to playing TFC for long periods of time, and so any little distraction like a crash will see them finding something else to do with their time. While griefing is an issue on a vanilla TFC server, this is easily remedied by chunk claiming mods like MyTown.

     

    There is another problem, which is that there really isn't much of a game or depth in TFC, despite all the work in adding game mechanics. You can only go through the hassle of making red/blue steel anvils so many times before you start looking for a greater experience. For a veteran player, the struggle for resources is typically quite brief and there really aren't any other threats to the player's survival after the first few in-game weeks.

     

    Also I'm not sure you could get server owners to agree to the same rules, configurations or mods. Lots of players are also particular about the server setup. New players tend to want a vanilla TFC experience, without mods.

     

    I've added many of the popular TFC servers to my server list to see how many people are playing at any given time, and it seems there are typically less than 10-15 on at peak times. Since we started a new iteration of our server on Dec 1, we've seen roughly 70 unique players, and typically see 6-9 people on during peak hours. Very few seem to stick around for longer than a week or two, there just isn't enough holding their attention.

     

    So I don't think this effort will yield any greater server population, TFC itself needs to be changed to encourage more interesting multiplayer experiences. I hope you prove me wrong. =)

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  12. Sadly, I don't think this is possible due to the Law of Sequoias which says that if you get 10 people on a TFC server at once it will crash soon after due to sequoias. Even if the server restarts within 60 seconds, one of those 10 people is bound to wander away and find something else to do.

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