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Chezzik

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Everything posted by Chezzik

  1. The Poles Distance Poll

    Weird, I can't imagine what would cause that! I have days where I get bad framerates, but it's usually everywhere. Jungles are no worse than any other biome.
  2. Ore Tiers

    I've noticed that all nuggets and ore from the ground seems to have a mass of 4.5kg in the bloomery, even though the nuggets area really 1/4 the size of the regular ore. And, you still need a 1:1 charcoal/ore ratio, even with nuggets, so you end up wasting a lot of charcoal with nuggets. Yeah, I've seen that. I think that general anecdotal evidence (like what I've posted here so far) is fine. It's all probably going to change soon anyway, as Bioxx is changing how the rock layers are arranged with the polar/equatorial update.
  3. Ore Tiers

    Undoubtably there is. Veins near the surface tend to be spread through a decent sized area small amounts. If you had a propick, then you would know for sure, but there are probably another 4-5 tiny veins like just like the one you found all near each other. The vein I found was strange. It was near the top of a hill, but in a lake that was about 6 blocks below the surface. The dirt above the lake had either caved in or was cut off by the terrain gen, because the shape of the lake is the same that you normally see undeground. All the copper was tightly packed together. I've never seen another vein near the surface like that.
  4. Ore Tiers

    The only ore I've ever found in rocks on the surface has been the ores for the three tier 0 metals (Cassiterite, Sphlarite, Bismuthinite), and Native Copper. A friend of mine found a single Tetrahedrite in a rock, so I know others are possible, they're just not common. I think that any ore that is seen in surface rocks could also appear as exposed ore in a mountain or in the banks of a river / lake. The only exposed ore I've ever seen was also native copper, and the amount I found was far more than the 24 that Draco got. I finished my copper anvil, finished my bronze anvil, and made about 8 bronze tools before I stopped mining, and there's still some left What the wiki doesn't show is the depth levels where they can be found. From what I've seen, Gabbro is the most sought rock type, because it's the only rock that can contain Garnierite (Nickel). I've come across a lot of Gabbro, but it is always on the surface, and I'm pretty sure that high tier metal ores cannot be found near the surface. There's an Ore Survey thread, but they don't ask for the y-values for the ore that is found, and no one is posting to it anyway, so we're unlikely to get answers that way. You can learn a lot about the layout of rock/minerals/ore by opening a world in mcEdit, and then cutting out walls to explore: Or, you can run other tools to get block statistics based on y-values. I expect that before long someone will do this type of research and post their results. If no one else does, I may have to
  5. Wiki Discussion and Proposed Changes Thread

    Hey, it's no problem. I didn't take it as a hostile comment. I understood you were trying to be helpful. Likewise, please don't think that my comment was hostile. The important thing is to get the right information on the wiki, and you and I both want that. Everyone is allowed one newbish thing, so I guess mine was assuming that the info from the outdated video was correct. All is better now
  6. Well, his second post says that the issue is ok and solved. So, I think he doesn't need help. It would be hard to debug anyway without knowing what mods he has installed, and what order, and knowing whether he deleted the config folder (if he updated the TFC version)
  7. Wiki Discussion and Proposed Changes Thread

    Do you have the ability to edit the wiki? If so, then go ahead and write the page. You don't need to instruct me to read the cave-in thread. Do you remember how someone posted in there about how the misinformation had started from That was me. I was fooled by the video, posted the mis-information here, and then mentioned in the cave-in thread that the tutorial videos were the source.In fact, I've done pretty extensive testing with cave-ins over the last week, and would be capable of writing the page for the wiki now, but I don't have access. If you have access, go ahead and write it.
  8. Capacity Thoughts

    Well, the people who maintain the wiki have been asking for input on what improvements should be made. I would post your suggestions there, but I don't want it to look like I'm the only one that posts there. Here's a link to that thread.
  9. Capacity Thoughts

    I don't like this, unless there's a way around it. I've suggested mule carts before as a way to carry increased capacity. If we have some type of cart for increasing carrying capacity, then I'd be ok with the player capacity being lowered. Your math is wrong, at least since version 47. Chests and doors can be made now with planks, instead of plank blocks. So, they're actually fairly cheap to make. The crafting table still needs to be made with plank blocks, and chests can be made with plank-blocks, if you just feel like wasting wood.
  10. Capacity Thoughts

    The chest is a usually a better storage method than log piles, but I still use log piles occasionally because I don't want to take the time to craft a workbench, and then craft a number of chests. It's easier to just make log piles. I'm all for mimicking reality when it can be done in a way that is fun to play. I do think that most of the metallurgy stuff is fun, with the exception of the useless ore that I get. Logging could be made realistic and more fun at the same time, but it would take a lot of work (just as making metallurgy fun and realistic took a lot of work). The suggestion here, to undo the stack size change (go back to 4 instead of 12) is a very easy change, but it's not a good solution, in my opinion. It would be more realistic, but would make the game more tedious. As you mentioned, knapping is tedious. But, when you get to the bronze age, and replace all your stone tools with bronze, you feel good that you will never need to use the knapping interface again. You feel like you have made a serious advancement. When a particular skill feels fun at first, but then becomes tedious, and eventually unnecessary, that's often the sign of good game design. So, I'm willing to live with it.
  11. Capacity Thoughts

    Seem weird? No. I can completely cut down a Kapok tree in 1.5 seconds, without the use of winches or guidelines. So, I already know that the focus is more on gameplay balance than on mimicking reality. And, I don't want it to change. Given the choice of a mod that mimics reality but never gets played, or a mod that's fun, I'd always take the latter. If I want to learn about logging, I'll watch "American Loggers" on discovery channel, over playing a voxel based game with trees with square cross-sections.
  12. Capacity Thoughts

    In your inventory, and in chests, they stack to 12. In log piles, they stack to 4, but you can have up to 4 stacks of 4 per log pile. As someone who started playing with version 47f, this seems completely natural. When I watch videos of people playing earlier versions, it just blows my mind!
  13. Ceramic Mold + Ore = Missing from Firepit??

    Hmm, I thought it would boil if left unattended, even without bellows. I just tried it, and it maxes out at "Bright Red ****", which doesn't boil. Using a low temperature wood (such as Birch) will keep it from ever even getting to the !Caution! stage.
  14. Your chisel creations!!

    The word you are looking for is .... Handrails! Those pillars do look great! Now I wish I'd thought of doing them that way I don't have time for another server, but I think you are addressing DarkLadyPhoenix. As far as making the pictures smaller, I don't think there is a way in the BBcode to do this. If you host the image at imgur, though, you can tell imgur to give a smaller size. For example, here's the original URL for the picture that I linked: http://i.imgur.com/Sug9W.jpg It was too large for the forum, so I added an 'l' at the end of the filename: http://i.imgur.com/Sug9Wl.jpg Imgur interprets that as "large thumbnail", so it gives a reduced size for the image. As far as where I got the picture, it's just something I saw a couple weeks ago on reddit.
  15. Ceramic Mold + Ore = Missing from Firepit??

    Sphalerite is zinc. It boils at a low temperature (which I didn't know when I posted my first reply up above). Look at the chart here, and notice the "Ingot Lost" section for zinc: http://wiki.terrafirmacraft.com/Metals I started a new world this weekend, and only was able to pick up Sphalerite in my sluices. I considered moving to a different location, but decided to stick it out. It was possible to keep adding nuggets fast enough to keep the tin in the ceramic mold from boiling, but just barely. It would be in the !CAUTION! zone for 20-30 seconds or so each time between nuggets. And, I had to sit and watch it closely the whole time to keep feeding nuggets in. Making ingots out of Sphlerite in a firepit is extremely difficult, and probably should not be attempted by new players! Eventually, I came up with a simpler solution: 1) I put firepits next to each other, and started both. One (a) had a ceramic mold for output, the other ( did not. 2) I start with a nugget in the firepit that has the mold (a). 3) Once it gets to about "Hot **", I'd throw a cold nugget into the other firepit (. 4) Once the hotter nugget becomes liquid (and drops into the mold), I immediately open firepit b. I swap in a cold nugget, and take the hot one out, and place it into firepit a. 5) Repeat step 4 until your ingot is complete. This works because every time a nugget turns to liquid and drops into the mold, the metal in the mold immediately decreases in temperature to the same temperature as the nugget that just dropped. By heating nuggets simultaneously in both firepits, it's easy to do this fast enough to keep the metal in the mold from boiling. ~~~~ Methods that do not work: 1) Changing the type of wood, or using bellows. The problem here is that it changes the rate of heat transfer for both the nugget and the liquid incomplete ingot. If you heat the nugget faster, the ingot just boils off earlier. 2) Removing the ingot temporarily to cool it down. You can't place the partially formed ingot back in the output slot directly, and you can't use the input slot because the nugget is there. I lost several nuggets experimenting with this method. It doesn't work!
  16. Your chisel creations!!

    With green roofs, like this? That could be amazing!
  17. Your chisel creations!!

    I love those bridges! You've inspired me to build some of my own!
  18. The Poles Distance Poll

    Now I'm curious what game you are referring to. I never had an N64. Running out of fresh air while mining can be an issue, but usually poisonous gas is a bigger issue. Maybe we could carry canaries with us to detect gas leaks? Ok, I should just stop with the ideas
  19. The Poles Distance Poll

    Well, I'm guessing that you'll be able to see any type of temperature in a small region, due to mountains. In real life, there are always two types of Tundras: Arctic and Alpine, and Alpine is the type I usually think of. I'll bet that we have Alpine tundras anywhere you find a mountain. Mountainous regions are usually great for finding metals anyway, so I think it's likely this is the direction we're going. Digging in y-values near or above the surface should be (relatively) easy, encouraging players to stick to mountains and shallow ground for finding zinc/tin/copper. End-game stuff should be down in the depths, with lots of lava (actually magma) to contend with. It may not be completely realistic, but making it an interesting game should take precedence over realism. Have you ever mined Hellstone in Terraria 1.1? Every block you mine causes lava to fall. So, you build a pillar to stand on, and start mining around you, while the room slowly fills with lava. My guess is that this doesn't seem realistic enough for Bioxx, but I have no doubts that he can add something nasty to make mining in the deepest regions really hard. So, how would the poles fit into this scheme? Well you can't have all the difficult end-game resources close to the spawning area. If some end game items must come from polar regions and others must come from equatorial regions, then you force the player to "conquer the world" (or at least explore it) before building the best stuff in the game.
  20. Seeds from non-grains?

    Well, that means I can still have an underground farm, I just can't hide it very well, since it will need glass at the surface. And making that much glass will take a lot of forge time. I've been fighting off the urge to look into the class files to see how it all works, because it feels like cheating. But changing the day/night cycle feels like cheating also, and if I play my SSP world 2 hours each night, it's going to take me 2-3 weeks to find out how my first set of crops turn out. I was hoping to run several rotations of crops through the same dirt to see how the minerals affect growth, but it just doesn't seem practical. I agree that farming (from the vanilla game) needed to be ditched for a harder system. But, in my opinion, it should have been harder in that more labor would need to be required, and more space, instead of just increasing the waiting time. Extending the cycle a little (tiny) bit would be ok, but really is the opposite of what you want if minerals in the soil are depleted. Shorting the cycle would force players to consider whether they want to continue with the same soil, or start a new farm further away, which is actually an interesting decision. I think that the recipes for food should have just been made more difficult, instead of lengthening the growing cycle. All food items should have recipes similar to the vanilla cake recipe (or even more difficult). So, a giant farm with different sections for different crops isn't just an interesting way to play, but it would be a necessity to keep the player from going hungry. This could still be Bioxx's plan (he said that the balancing is certainly not final), and the types of crops in version 48 would work well for such a system. I'm guessing that a grain processing mill will be added to the game. It definitely fits with agrarian theme, and will add some much-needed manual steps to the farming process. Ideally we would get a threshing floor also, or at least a threshing step to remove chaff from the wheat.
  21. The Poles Distance Poll

    Do upcoming changes necessitate the addition of poles, or are you just adding them for realism? I didn't vote on the poll, because I didn't have any idea how they were going to be used.
  22. Seeds from non-grains?

    36-46 hours? Ok, so crops may be useful if you play on a busy server, since the crops may grow while you are offline. But, for SSP, you will have made almost every type of metal in the game before your first crops reach maturity! Realistic crops suck! ~~~ While we are on the subject of crops, I can see that Bioxx deviated from the Dwarf Fortress design here. In Dwarf fortress, you can build most of the crops without sunlight / rain. You just build a dirt floor underground, flood it with water, let it drain, and then plant plump helmets (mushrooms) everywhere. From what I can tell, all of the TFC crops require rain. So, building underground is not a possibility
  23. Finding rock for flux

    Well, a lot has happened since I posted this. I did try digging down a few layers, but it always gave me the exact same stone as the rocks above. When I walked through deserts and jungles, however, there were no rocks on the surface, so I did have to dig down to see what kind of stone was in the area. Still, no luck. By the way, has anyone else encountered grassy deserts? I hit at least one. As far as digging down to level 40, I did. Twice. Each time, I saw three layers of rock, none of them usable for flux. One of those times, I saw basalt, so I guess I should have listed it in the list also. The next new type of rock I found was Andesite. There's not many more non-flux types rock left! My focus turned to searching for flux 100% of the time. Rock types seemed to go with the biomes, about 1:1. When you cross a biome boundary, the rock type changes. Sometimes you can have two similar biomes next to each other (ie. Forest 3 and Forest 4), and not realize that they are different, other than the types of rocks you see on the ground. I finally found Marble, but it was a tiny little biome, with only about 8 rocks on the surface, and my pickaxe was at home, which was about 1700m away. So, I started the long hike home. On the way home, I found chalk, and lots of it. I actually was able to pick up enough rocks from the surface that I never needed to come back with my pickaxe. I quickly made my copper anvil, and then my bronze anvil. The history books in my world will read that modern technology could not have ever formed without the discovery of chalk!
  24. Seeds from non-grains?

    Could you share the patch? I haven't noticed any changes in my plants at all. The first thing I did after creating the world was to start a garden. Earlier today, I finished my copper anvil, but I still see no growth on my crops. I looked into the TFC resources, and looked at the crops file, and noticed that the last stage is not the fruit stage, for most of them. It looked like it should be obvious for most crops when they are ready for harvest, but I must be doing something wrong, since nothing has grown. I'm playing 48f on SSP, and have not changed any thing in the cfg file.
  25. The TFC Wiki and Minerals/Ores

    Found copper nestled between Andesite and Slate: Version: 48f, Single Player