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Ace5

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Posts posted by Ace5


  1. Thanks for the comments, guys! Ace, I'll take another listen to the audio levels and I apologize for that. Is it the intro and ending music that's troubling, or the game music throughout? Maybe I just need to dial down my game music some more.

     

    Mathias, I'd love to do a co-op series. I tried gathering some friends for my last series, but couldn't get too many people to hold interest in TFC. If TFC2 comes out, though, I bet I'll be able to get a server together!  :D

    No need to apologize. I was only referring to the outro. I was just listening to it on the pc and it's not really a big deal, I think it might be because I'm listening in bed and it's all quiet so it seems a lot more extreme. Game music isn't noticeable to me.

    I'm not expert on your channel but I think you're well suited for calm videos, have you looked into asmr? Might be right up your alley.

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  2.  

    False
    • ​Large vessels slow decay. (False)
      • ​Only the small ceramic vessel item has the 50% decay modifier. The only time that a large vessel will have an effect on decay is if you are using it the same way you would use a barrel, to store the food in some sort of preservation liquid.

    lol no way! Bloody hell, I just thought it would be the logical conclusion but not the stacking decay modifier part.

     

     

    • Gold pans are the best way to get starting metals. (False)
      • ​ The gold pan has been specifically balanced to discourage players from using it. We've done the math, and unless there is no copper-bearing stone types for thousands of blocks in each direction, or you are on a server where all of the nuggets in the area have already been picked up, it is way more efficient to go explore for nuggets on the ground than it is to pan for them.

     

    This was definitely true at one point in development. I'd always(at least 7 worlds) quickly find ~4 nuggets then pan and get the few others. If I got lucky and found a nugget of cassiterite I'd be set. Just started a new world and that has changed a lot to reflect what is now stated. Of course I could've just been very lucky 7+ times but the odds are against that.

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  3. As the title suggests, a system based on exposure levels to nature and life giving bonus/malus when conditions are met. Some examples:

     

    - Staying at a forge for 3+ hours increases body temp and thirst satiation drops quicker.

    - Living in the colder climates while staying outdoors without woolly clothing lowers for a long time slows movement.

    - Having a dip in the water while in a warmer climate cools the player down.

    - Standing in the rain having negative effects.

     

    Some gameplay elements/additions:

     

    - Armours having a warmth level, protection from rain, being far underground or underwater protection, stuff of that nature. Eg, low tier armours might still be useful for diving but less useful against mobs.

    - A makeshift campfire in the snow to keep the player from the negative effects of the cold for 20mins or so.

    - Bases being not just a place to store stuff but also as a form of shelter.

    - Bases in warmer climates and colder climates should be vastly different to reflect the temperature.(I don't think this one can be implemented but thought I'd still share it)

    - Neutral/comfortable range giving the player faster mining/temp bonus to skills/more saturation from food, that sort of thing.

     

    The biggest problem I can see with this is if the levels in which exposure increases/decreases being balanced, the micromanaging goes from immersive to tedious quite quickly. Another would be cluttering the UI. Probably the difficulty of implementing a lot of what I said since I haven't seen anything like this in any other mod.

     

    If you've noticed the exposure gameplay elements from survival games like Ark survival evolved or played the mod frostfall/campfire in TES:V you'll have a much better understanding of what I'm suggesting. It can really immerse the player into the world. I don't know much about TFC2 and I'd like to go in blind so if this sort of thing is already being implemented might as well lock the thread.

     

     

     

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes
    Answering "no" to the above question will result in your post being deleted.

     

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  4. I'm looking for:

     

    A mod like Ruins for TFC or some other mod that gives more reasons to explore. After several playthroughs I'd like to stumble across something completely different in my travels and I think a mod like ruins would be great. I don't mind playing around with the configs of course.

     

    Some sort of tower defense mod with a customization, eg attacks occur after X amount of days, every Y to Z days.

     

    A tier/progress based mod that works well along side of TFC progression. Nothing technologically advanced though. I used crafting manager and I don't mind making several recipes.

     

    Feel free to ask others to help track down something you're looking for.

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  5. You can chisel the blocks around a forge once it's set up. I've seen some very ugly forges on youtube and I sense that they didn't test this out. In the 1.6.4 versions, only 1 side would ruin a forge but in now all sides can be chiseled from the sides.

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  6. You can find chickens on the 5k,-5k line, you don't need to go to the equator. I have found chickens in open areas with no trees around at all.

    In the last build I set up base at 0,0 for over a year. In older versions I've seen another guy set up for a while near the equator. It could be a new feature.

    I haven't bothered with them in this build yet but I did before. They give a small amount of food every day with no effort apart from bringing them to your base if you've set up a large distance away.

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  7. More important, did anyone ever found graphite on the surface?

    Yes. I've found more exposed on the surface than I have found underground or in a mountain. I mostly find it in marble and quartzite.

     

     

     

    On a side note, if I'm reading the code right the sizes of seams is currently hard-coded. So don't read too much into the config file. I went changing mine to see if I could force graphite to spawn, the config file did nothing.

    createOreVein(block, meta ,baseRocks, /*rarity*/rarity,/*veinSize*/20,/*veinAmt*/30,/*height*/5,/*diameter*/40,/*vDensity*/vDensity,/*hDensity*/hDensity, worldObj, random, ChunkX, ChunkZ, min, max, "Graphite");

    Does your reading apply to all ores and minerals or just to graphite? I don't believe it applies to any since I did some testing. Created a world and found lots of nickel on the surface. Adjusted the config to lower the amount of nickel, remade the world and the nickel was no longer spawning in the surface where I was standing.

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  8. Share your nifty tricks here. Not exploits.

     

    You can place torches on an upside down stair if you place it before you chisel the block. Once chiseled, you won't be able to place the torch.

    Forgot to add, don't update the blocks next to it. Best leave this at the end of the build.

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  9. I hope you made backups at each stage above of anything you need to preserve.  TFC seems mostly to be designed as a stand-alone mod, not completely unlike Better Than Wolves.  TFC worldgen is *vastly* different from vanilla, even changing sea level by about double the y value and preventing all vanilla ores (and many mod ores) from generating.

     

    In general, it stands to be far more compatible with other mods than BTW for a variety of reasons.  That said, all attempts at combining TFC should be considered extremely experimental, and tested by adding each mod one at a time.  After a single mod doesn't crash, you'll need to verify playability by looking at recipes, availability of items, and whether the Nether is required.

     

    You mention a survival world in the OP; are you saying you played a world but later applied TFC?  Are you saying you played for a bit in TFC, got the crash, then duplicated the crash in a test world?

     

    Also, you mentioned world edit; did you get the same crash without bukkit?  Bukkit and TFC don't always play nicely.

    I've played several worlds with pretty much the exact same mod list and only this build has given me this strange bug. The world was always TFC with the mods installed. There's no crashing while playing, it only crashes when I remove some mods then try to jump back into the world. I used world edit just to remove the forge when my creative world was crashing.

     

    I think this may have something to do with TFC, the shape isn't random and openblocks is bringing something out of it. Not sure why, openblocks items are mostly self contained.

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  10. Here are my thoughts: depending on the type of ore, this MIGHT work. native metal that is separate from the parent stone could possibly be pried out with a knife but a lot of the ores in TFC exist as minerals dispersed within the stone. Prying ore off the surface of a rock is one thing, but if you're actually breaking the rock itself and extracting the ore from within, you've essentially made a pickaxe. While believability is nice, we've thus far used it to solve existing problems, and I don't think mining ore before you've made a pickaxe is a problem in TFC. The historical record shows that early metallurgy was done with loose chunks of ore found on the ground, and it was only once smelting copper was established that people began searching it out in rock faces.

    What about this addition? You don't mine the block, you remove a chunk out of it and the exposed ore block inherits the same properties of a chiseled block. That way the block is still there(representing that you haven't mined it) but you can no longer mine the contents once you have a pick.

    As others have mentions, it may not be the best way but more options is usually a good thing.

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  11. When I play in new world, I always gets pickaxe and prospectors pick in first 2 - 4 days, so this feature would be not so usefull, but I like the idea that u need knife and as Ace5 said ,u need hammer too.

    I think that's what makes it a good idea. It gives the player multiple options without making one the go to(since it's unlikely to find exposed ore). If you get lucky and find exposed ore, you can get it. If you don't, you still have the regular options.

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  12. Hmm. At first I thought it would simply break the balance but I've given it a bit more thought.

    A tweak to the idea. You need a hammer and a knife. You can only mine out ore, no rocks. Knifes instantly break aftewards. The ore is always poor.

    I honestly don't think anyone stays in the stone age for very long, as soon as you muster up 9 copper pieces and 1 cassiterite, you're good to go. So I think this would be a good alternative to quickly looking for 9/10 pieces for a pickaxe.

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  13. Just a note, please don't vote out of speculation. If you don't have any experience with stealing/being robbed or you don't use them in buildings anyway, don't say anything at all. 

    Well..no. I don't like it because it's a big punishment for a misclick like that. Expanding on buildings is closed of when you have such a long breaking time too. I don't think 'don't say anything at all' is something fair to say.

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  14. Some of the questions are direct opposites of each other ie: are the a pretty block or a defensive block (due to poll size restrictions). I have a hard time seeing someone needing a none of the above but I added it for you anyways.

    All your questions are loaded. They can't be defensive blocks because I'm not defending against anything. Meaning all building blocks are aesthetic.

    I don't use smooth blocks because of the outline so I would have to vote for aesthetic which would scew the poll.

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  15. You have SO MANy mods that it's difficult to tell. You might need to take them all out and start adding them one by one to see wich one causes the issue

    I removed everything except open blocks and the problem occured so that's my guess. I can't get back into my survival world without the mod installed.

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  16. It is smoke, and it's not to do with particle effects as mine are on (helpful to see when a charcoal pit has finished) and I get the same smoke. I have a chimney 1 block to the side of my forge and the smoke starts in that, and not straight above the forge, maybe that will help?

     

    As far as I can tell it only happens when working with Blooms.

    But It doesn't happened unless I have mods installed. I put 2 blocks above the area and now it's just to the front of it which makes it looks bad and difficult to use.

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  17. post-14934-0-49238100-1413607181_thumb.j

    Just looking for some help around this issue. I was making this in a test world as I was designing a forge and this happened and the game crashed. I couldn't enter the world without using removing the forge with world edit. I removed all the mods and cfg files and now the world doesn't open which means I can't simply use the same method in my survival world. I don't have particles enabled and I'm guessing those are smoke particles due to the shape.

    Does anyone know what I could do?

     

    Here's my mods folder.

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  18. 1. There was a bug in versions prior to 79.7 that caused very few trees to be spawning in the southern hemisphere. This should have been fixed with the 79.7 release. I'm not sure what version you did your exploration in, but if it wasn't 79.7, I would strongly suggest updating and checking out that seed again.

     

    2. I'll have to look into it, but that config should only be affecting the number of days that the sapling must be planted before it starts using the vanilla random-tick growth. So by default, saplings on average must be planted for about 10 in-game days, after which point they start sprouting up via random tick, just like vanilla saplings. Decreasing the config to .7 should simply change that average so that saplings must be planted for about 7 days, and then once again they start popping up using random tick.

     

    3. I don't quite understand what you are saying here. Specific latitudes don't ever guarantee a "biome," they simply affect the range at which the temperature, rainfall and EVT can be within. If for some reason you consistently saw a lush green area at 7600-7800 in multiple world seeds, that was purely coincidence.

     

    4. Once again you just got lucky. Finding gabbro is usually the hard part.

     

    5. I'll look into adding it as a config, but don't get your hopes up.

     

    6. 79.0 actually made oceans smaller. They used to be even more massive if you could believe it.

     

    7. A bunch of the crafting recipes can actually be enabled now in the configs, such as pistons. Lanterns will also probably be added to TFC at one point or another, so you'll be able to light up your railway tunnel with those. Until that happens, jack-o-lanterns are still an option. To be fair, there is often no "logical" reason to make an underground railway system in any situation. There might be the rare case where you want to bore through a mountain instead of go over or around it, but for the most part an example like that doesn't really work, because people make underground railways simply because they look cool.

    1. Yep! I went to the same spot and it was filled with trees. Still can't find douglas fir on that end though but I'm going to assume it's just the seed. Another thing to add is saplings are spawing everywhere in the old world so it's starting to look like how it would if I started the world in 79.7.

     

    2. Ahh, so my understanding that I was making things 30% faster was correct.

     

    3. I'll try to explain it better. I haven't seen the lush green biome anywhere, has it been removed? In the 78 build I traveled quite a while to find the lush green biomes in the area I mentioned, it wasn't a coincidence that I found it, I looked for it in that area specifically because of the properties it holds.

     

    4. Unlucky in my opinion! But that's not really the concern I have. I don't think gabbro should spawn in such a big area in the first place, as in it should be restricted on purpose if you want to keep the bottleneck from the previous versions.

     

    5. Thanks for the consideration! I don't want to force development to my ideals as I think it's unethical to put that kind of pressure but voicing my concerns as a user and just leaving things there for discussion I think is fair.

     

    6. Ah. I've just been unlucky then. I find a lot of flat ground under water, 16 chunks of flat land under water, sometimes a few holes. Not sure if that's vanilla or not.

     

    7. No, no, that's not what the concern is, I'm for the removal of stuff like pistons. I'm worried that development is forcing players to have smaller/limited options when it comes building due to some changes. You're right, it's not 'logical' but when you put it on the scale I mentioned earlier, the rail system has more redeeming qualities. It may take a lot of work in vanilla but the pay off is MUCH higher than in TFC.

     

     

    I'd actually have to echo Ace5 on this. I recently started a world with Gabbro as the middle rock layer, and I'm finding Garnierite nuggets absolutely everywhere. I've counted at least 5 spots within a 1K x 1K area. I thought I was just insanely lucky with the RNG, but maybe there's something else going on.

     

    Edit: flew around in creative for a bit and found another 2 deposits. 7 of them in a pretty small area... is that at all suspicious?

     

    This is a pretty amazing seed, really. Plenty of cows, sheep, horses, pigs, and wolves in the area. Rocksalt and lots of nickel. Not a ton of copper though... -5923634755215687662 for anyone interested.

    Yea, the rates of minerals and metals I struggled to find before has been changed to be drastically easier. I currently only have 1 building, no anvil but I have found everything I would need to progress straight to tier 6 just by looking for trees. I can't just be lucky. I know the rates are configurable but I want to play closer to what the devs had in mind(survival as it should have been), from previous playthroughs, easy mode isn't what they're aiming for. I'm sure this is just a matter of playing with the odds.

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  19. Nerf arrows(or add tiers), boost javalins. I wouldn't be surprised if this was already suggested somewhere.

     

     

    Make skeletons not immune to piercing damage. It makes no sense. I mean, unless I have extremely bad luck, how is it possible that the arrow/javelin misses every bone in the skeleton?

    To add to that, a skeleton fight lasts forever. I was hiding and I could hear 2 fighting for ages, once I regained some health I checked their health and they were pretty much full.

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  20. Have you seen how much you get from a full barrel? Pretty sure I won't need any for a very long time.  I removed several stacks and barely drained the barrel. I prefer the new method. No making 16 at a time with a single bucket of water.

    Oh! It's 16 per bucket, I thought 16 per barrel. I was about to make 8 barrels.

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