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renadi

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Everything posted by renadi

  1. Most likely, there were about 6 people on when I shut it down, about half an hour ago.
  2. No, there is a reset, as soon as I download the final map backup.
  3. Server is in the process of restarting, it'll be up as soon as I download the old map backup.
  4. I've been thinking about a server restart for the next version, assuming it's for 1.5.(whatever is most recent). I'd like to know everybody's opinions on it.
  5. What other mods do you use with TFC?

    Ah another folder within the folder within the folder, got it to work, maybe I'll take a look at it some more tomorrow. I think the gems being used as the crystals would work well theme wise, and it also would seem to be about the same abundance and variety, though it would probably make more sense to have a recipe to change gems into vis crystals so the recipes using those wouldn't need to be changed. if it was possible to add recipes to the arcane worktable that may make more sense for things from the nether/end, though, I really wouldn't mind a working nether.
  6. I'm pretty sure you don't have to worry about that any more, I'll change the OP, but in the meantime you shouldn't need to think about it x]
  7. Statistic about smelting

    But it's not encouraged to share widely, Dunk and Bioxx have posted in a couple threads that it doesn't really make them feel good when people did it.
  8. What other mods do you use with TFC?

    Aura Nodes also recharge other aura nodes nearby, still not a forever solution but you've essentially got an aura pool of whatever node you are in plus all those adjacent in range. Also I'm not sure where to actually put that mod.js, I understand the syntax but the file doesn't seem to do anything for me. Custom Stuff says it can also be used to create new generated items(like trees/ores_ but I'm not sure how that TFC and TC would interact for the silverwood/greatwood/vis, I assume it would simply not work.
  9. TFC Build 76!!!

    I really hope it ends up being for 1.5 not 1.47. would just make things smoother for us and give you time to work x]
  10. What other mods do you use with TFC?

    Just tried it out, the main problem is there being no vis crystals, the aura nodes seem to generate just fine though. Still I tried using the custom stuff mod and never suceeded in anything, if mbolz has it working and could share how I would be grateful.
  11. What other mods do you use with TFC?

    Figured it out immediately after asking, forgot to edit it, but thank you lol
  12. What other mods do you use with TFC?

    I love these mods but I have no contact with most of my players and would feel bad changing things without them x] by the way, is it possible to link to a specific post?
  13. I've got rid of what I can in the area if you log on you should be able to claim it properly. You'd think that would be easy... I'm not sure if I've managed to do it yet, if you need/want to get a hold of me tonight I'll try to be on the server off and on otherwise you can pm for contact info.
  14. Better Bottles

    Honestly I'd prefer glass for some things, or possibly have a volatility factor so some things hold just fine in water/wineskins but some things burn through. I really do love the idea of being able to store more liquid for long hot journeys that you can drink slowly.
  15. No Durability / Weapon Sharpening

    I don't think things that last better will have any more value if you cans still make 1200 of them all equal. I'd agree more fully if we didn't have the ability for stockpiles of ore as is, not as bad as Vanilla, sure, but still it exists, what should we do with it? Honestly I think vanilla enchanting/anvil finally does this pretty well(from a gameplay/end result, not logical/process perspective) you can invest in items, build them up, make them stronger, repair them, make them better than they would be. There's a cost involved, and it imparts value into an item, it sucks when your carefully crafted, multiple enchanted investment gets lost at the bottom of a ravine. And you don't even consider just making another, you go back and get the damned thing. I'd honestly like the system you're talking about combined with an enchanting system(or something similar) where you invest something into the items besides an initial application of ores that will let it more or less grow and develop as the character sees fit. I'd love to impart more value into items, but I don't think making every weapon last forever does it very well alone, Why would you risk recovering an item in a dangerous situation when it would be literally worth exactly the same as a newly crafted one, and you have ore to spare? If it needs to hold value we need to be able to invest more than the initial construction into it. The items need to be unique, not identical.
  16. No Durability / Weapon Sharpening

    Eh, there's a lot of room now to make a small change add up in combat I don't know what we have for health now but it's a lot more than vanilla, so balancing for long term would be easy and wouldn't require more than a few points of damage to tip the scales in a longer fight.
  17. TFC Build 76!!!

    I like everything about this so much. It is amazing how much he's just done almost all of the things I've thought were missing.
  18. My Dream Game

    Exactly. I like roguelikes mainly because the good ones have next to no health regen naturally and death is death is death.
  19. My Dream Game

    So I've been just thinking about the perfect game for me for a while, as examples of the best games for me I'd put Demon's/Dark Souls, Haven and Hearth, Star Wars Galaxies(the beginning ages), EVE online, and apparently, Minecraft and more specifically Civraft and TFC. There are a couple things I think of as important, primary would a dynamic world, in most games even the MMO's which I'd assume would be the ones where this would be such a big drive the players can usually do almost literally nothing to effect the world. In my opinion they might as easily just have an arcade structure if all the rooms are always going to reset and it's impossible to change anything outside of your own character. Another thing I think as important and likely secondary to the first is the feeling of weakness. I think most decent games at the beginning make you feel incapable, slightly overwhelmed, just shy of doomed to failure, unless you get better. That progression from weakness to strength is what gives it meaning. Sometimes it's fun to play as the all powerful super soldier, able to take bullets, fireballs, swords, staves, etc.. to the body for hours on end, but that is rarely what I'm looking for. Or at least, not from the moment I start the game. On top of that is persistence. Not that the whole world never changes but that any changes made don't just magically unhappen, or for that matter happen without justification like respawning in most MMO's. Basically I find satisfaction in change, progress, growth. But I don't particularly want it to be quick, I'm OK with grinding personally, so long as you can witness progress. I think that working with systems vs straight content creation is the smart way to go, make a world, throw people in it, so long as things bounce around you've got something good. I think a game where not everybody(or even very few people) are expected to reach the highest levels is just fine. Specific Ideas I Had(which are likely interdependent) and Want Feedback On: Death: The first thing I think is important for what I want is a sense of consequences, but also growth and progress. I like many roguelikes featuring permadeath simply because the characters that do die feel significant, however when playing with others things like this would be more of an annoyance than anything. One solution I may have thought of is only being able to respawn at certain points(or completely randomly). But instead of Minecraft's magic beds have a system where a structure has to be built, enchanted, and bound to. -(Tangent)- I like the idea of using some kind of spiritual energy like a currency in the world, most of the fantastical things that happen wouldn't be the results of ancient mages who have powers beyond our modern comprehension but the players. Magic items would NOT be just everywhere-(/Tangent)- These structures, however they function would not simply be a set item that is built, but a template which is then built unique, with some characteristics standard and others optional, and some with a variety of options or configurations. Perhaps the system could be enhanced to provide other effects, similar to Minecraft's beacons(which is an idea I'd been hoping for for a while before they existed, with more options[support for teams, which may in fact becoming, in particular]). Essentially it would serve as a touchstone for a community, players would have to bind to it(unless public) by being close and touching it as well as paying a(spiritual/magical) fee. There would likely be a need for upkeep on it as well, perhaps it has a well of energy which is filled up by pouring energy in and used very slowly over time and in chunks when one actually needs to revive there. Basically I'll be going downhill now from death, to simply injury. Injury: My idea about health is, in general, an HP system is at best a major compromise, one that may very well be necessary. I'd like real world injuries to accumulate unless treated, instead of just constantly taking HP damage with attacks you be more likely to suffer some injury(certain injury rates change based on armour), though some form of HP might be necessary, I think there should be a separation between lethal and non-lethal damage. The idea that one could have multiple injuries to different body parts with various effects(bleeding leg-damage when walking/running, broken leg-damage when bleeding running/slower speed, same for arms) There could be a couple ways this could be done, I prefer if they accumulate naturally, persist through death and quickly add up, however it may be more playable to have them only accumulate upon death, perhaps one injury each time. Either way I'd like a healing system to go with it. Some injuries heal quickly, some heal after a long time, and some diminish to a point but will leave a reminder on your body until properly healed. I would like the different types of injury to have different methods of curing. Cuts would heal relatively quickly with little chance of permanent damage but if treated with salves, bandages or both it would decrease the healing time and minimize the damage. Likewise broken bones could be set(removing the damage component, but keeping the slowness) encouraging them to heal faster and without permanent harm. I should add, permanent harm would be possible to be healed as well, however it may take a more powerful potion or magic or something I'm honestly not so sure. And from here we'll be leading into the potion system as I imagine it. Potions: My inspiration for potions was literally 100% copying Minecraft. But not what ended up being the potions system in Minecraft but the experimental system which in my opinion was MUCH better. The basics of the system as it was was, and please excuse the failure of my math that may come out here, for every potion there was a certain value, I'm nut sure how high it went but let's just say it was 16 bits(seems low, the brain is iffy right now), basically each piece of this could have a value which would determine the effect, potency, COLOUR, and durations of a potion. Let's use for example the first two bits determine if a potion will be one of 4 names, two for color, the next 4 determine what effect it has(1 for each effect) while the next 8 are for durations/potency. Instead of having obvious potion items adding an ingredient in would perform some kind of function to those 16 bits. Examples would be adding Fermented Spider Eyes turns bit 4 on, bit 4 is in the section for colour so alone let's say it turns the potion grey and has no other effect, but spider eyes have the effect of flipping bits 4 and 2, so if our potion was already grey it would revert to whatever it was before, and it's name would be changed to corespond to whatever the new name section says. Then Magma Cream added to a potion would flip bits 4 and 6, turn on 5, turn off 3, and then shift everything down one so we'd go from 0 0 | 0 0 | 0 0 0 0 | 0 0 0 0 0 0 0 0 to 0 0 | 0 1 | 1 1 0 0 | 0 0 0 0 0 0 0 0 and then to 0 0 | 0 0 | 1 1 1 0 | 0 0 0 0 0 0 0 0 resulting in the default name, colour, 3 effect with standard duration/potency. That effect would be the more common type, instead of a simple easy to predict add {strength ingredient} get strength potion one would have to experiment. It sounds unintuitive from the inside of it, but the result wasn't nearly so bad, trends would become apparent and it was actually pretty easy to learn how to get desired effects, not for everyone, but not too difficult if one did want to learn. This system could easily be expanded to provide a number of other things I think would make for a fun game. For example if we're using Vanilla Minecraft as an example after each brewing cycle at the stand the water level could drop, and a new effect could be added based on the last ingredient. Because of this system the order of ingredients can matter(in the original water counted as an ingredient). If one wanted they could add ingredients until the potion was nearly powder and let it sit to actually make medicines that would be ingested in that form, or that could be stored and reconstituted with water to drink as potions later on. I'm honestly not 100% about how one would make a salve but I'd imagine one could powder and then add fat or wax? Instead of just minecraft effects we would also have effects to lessen, help heal or alleviate completely the injuries you could accumulate. You could then apply these to a bandage for an even better effect, or longer lasting. Next topic has nothing to do with that other stuff! Transport/Building: I lumped these together, not sure if I should have, but either way, onward! Basically the huge draw of minecraft is the fully destructible environment, but it's only made me realize I want so much more. I like the new weight limits in TFC, and there was even another mod I tried where they were much more strict, it absolutely shifted the game, in a good way. As it is you can literally build a home in minecraft in about a minute. TFC does a bit better with making dirt a non useful construction material but it's still a matter of about 5 to get some wood and set up a house. When I played with the intense weight limit I did not build a house fully within my first night, nor my second, nor my third. I blocked off a spot in the trees to a degree, but it was far from comfortable or safe. When I went to mine stone I could get about 5-8(don't recall) before I would have to offload it and the pacing felt absolutely PERFECT. In the long run, this would ruin a game, if that was the only way to do things. So that alone isn't good, but if we had better systems of transport it would absolutely make this much less of a problem. In Minecraft there are Minecarts, I've never met anyone who used them for mining. They're used for railways often, roller coasters every once in a while, bur I've never seen anyone decide it was an optimal way to mine. Because it isn't, when you can carry literally tonnes of stone, iron, armour and multiple trees worth of wood in your back pocket a minecart provides very little benefit. But that shouldn't be the only method of transport, though it works for both overland and underground it'd be a hassle overseas, which is why I think Sailing Ships are a MUST. There have been a number of mods for MC that had them, though all propelled by magic. Ideally the engine this game is designed in would allow rutters, sails and propellers(gears, pulleys, ropes, weights, and such would also be on the list of dreams) and thus these could be designed by players to make them actually function as would be expected in a (close to)real world. I also think Minecraft's square meters of material are much too large, and it would make a lot more sense from every front(not least of which is aesthetically) to have a smaller base size to the world. I do think TFC's Wooden Planks are brilliant, they really provide a feel of the real world to me and I'd like building systems designed more around that kind of thing, using processed materials to build. Anyway, excuse my drunken ramblings, if anybody has anything they'd like to say or comment on feel free, I feel I should probably head
  20. Chainmail

    I carry maces more often simply because I never remember how to make swords. But in most games I will choose the mace option anyway. If I ever remembered how to make swords in TFC I'd probably do so.
  21. My Dream Game

    Yeah, it really seemed like the kind of project that a kickstarter could have helped, even if they still had to get some amount of a lone beforehand it may have been enough. but who knows. I didn't -hate- the terraria mod, I definitely feel even though it has better gameplay I will always come back to MC simply because I can build a house that is something other than pixel art.
  22. My Dream Game

    Ugh, yeah, I don't think I'll ever feel right about that. I was really looking forward to what would come there. I really like Kingdoms of Amalur. OMG There's a KoA mod for MC, it looks absolutely atrocious!
  23. My Dream Game

    What really pissed me off was Star Wars Galaxies which actually seemed to have a spine when it came out and then... just kinda slid it down out and threw it away. I honestly can't imagine the number of people who left that damn game... but maybe we're morons, and everybody else really does want exactly the same experience as everything else that's been on the market since WoW.
  24. Bukkit API for Forge

    I think it is the difference between 1.4.7 and 1.4.6 that causes problems. For various reasons I've not been too into bukkit myself lately anyway.