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transcengopher

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Everything posted by transcengopher

  1. Animals, Sicknesses and more

    Horses were generally more precious animal in families, and, considering the fact that horse isn't as good at hard work due to its low endurance, it's a great mistake to use many breeds of horses to plow as it basially "wastes" the animal. Oxen, on the other hand, are a bit cheaper and aren't "wasted" as fast. That said there were horses bred for exact purpose of plowing and pulling.
  2. Create cheap rails

    That generally won't move on its own, even downhill, unless something pushes it.
  3. Changing Stone Generation.

    Yes, it does.Unless we are speaking about something not formed from our star's dust ring or about an element that gets formed/destroyed under certain conditions.
  4. Inventory Space: Oh my god it's a thread about Inventory

    Stack size system implemented now is as good as slot size. If you were to make parallels - each stack slot of the current system could be corresponding one slot of this tetrisy system. That way we now basically have 27*64 (1728, this is a lot to keep track of, dont' you think?) inventory slots, and an anvil takes up 64 tetrisy slots at once. It doesn't make a whole lot of sense to make tetris inventory for a building game, especially considering what I've just said, - that's not Diablo, you are not looting blues here, there's far more items you would actually want to get a hold of, especially in TFC.
  5. Inventory Space: Oh my god it's a thread about Inventory

    You don't just hide behind some coders like that. What good your system brings to the table compared to the existing one, where it all functions the same, but using stack size instead of slot size, and without inventory tetris? Well, besides inventory tetris.
  6. Inventory Space: Oh my god it's a thread about Inventory

    Because that requires a complete rewrite of existing inventory system and is way more trouble than it's worth.
  7. Rare Drops.

    Is that so? I don't remember seeing things in iron armor. This must be extremely rare thing. But then, we can make bronze the highest they can have and seal that concern with weapons and armor progression off.
  8. Inventory Space: Oh my god it's a thread about Inventory

    It actually is not as bad as you probably think it is in this suggestion. If you look closely at the fourth post at the second page (or maybe other posts), medium type inventory slot does not accept medium items only - it's up to medium. That means you can only put light items in light type slot, but you can put any item in heavy slots. At a cost of being able to carry heavy items, you can fill it up even with light items. To the rest of folks who might read this, I got distracted (for couple of months. riiiight...) and didn't answer properly. Basically, what is hard to code about co-proposed weight-and-volume-based inventory - is how you would pick items up. In Hyena's system you either have a slot or you don't (with added complexity that certain slot is unavailable for certain items), it is still a simple computation. Now, with fancy weight and volume stuff you gotta have multiple values tracked and finicky hooks to explain auto-hoovering mechanism how many items it should pick up from a stack that is laying on the ground. And a thing that I see annoying as a player is that I can never be sure that if I drop a stack of items, I will be able to pick up, say, an anvil - most times I should be doing math to figure this simple thing out, even if every light item (like a stick and a hay tuft) have the same values for weight and volume, which for certain items is not the case.
  9. Few well thought ideas

    I don't like the way it is suggested to have books that are crafted and filled in automatically, actually. We don't need anything of this sort, we have perfectly working vanilla style writable books that can have all information you would ever want to put in it rather than a specific predefined set of info that developer was willing to be logged.
  10. The "Why Can't I...?" Thread

    I might have just a thing for you some time in the future, among with other things. Dot get your hopes up that it will be soon, though.
  11. Rare Drops.

    That is mostly focused on PVP. I don't think there's anything about PVE spoken about over there. The highest a mob can get is bronze, and it's not as extreme of a buff as you're making it out to be. You usually start to go on killing rampages when you progressed to iron at least, and even then I mostly avoid fighting armored things because their additional health is making it not worth the hassle, especially with reinforcements on armored zombies. If they had a reasonably high chance to drop what they are carrying (say, at least two times of what vanilla rare drop rate is), there would be at least an incentive to try those guys out. Surely they should sell TFC too then, because it's not like I can't get these files anyway from the mod's archive. I even stored uncompressed version of it from earlier builds so I can replace compressed files. What that guy suggested is to add a way we can play TFC music in the game when WE feel like it, not when random number from sound handler thread is down for that. A record player whose recipe does not involve diamond (or does involve, as diamonds are much rarer here in general) and a couple of record items is not unreasonable task.
  12. Clay Molds Bug

    Can we get a reverse recipes for unfired clay products then? I'm not asking "for myself" here, but it's good for consistency. You can make it return less than was used to make the product to discourage mistakes still. You know, like when you put unfired vessel in the crafting grid and get 3 clay balls back.
  13. Stay real

    We aren't talking science. Multiverse explanation is not a way to suggest to add particle accelerators and Strange Matter condensers. We could avoid using magic as explanation completely by introducing science-y things like "resonator of certain structure, after accepting certain amount of energy being pumped inside the frame, starts to deform a brane in the center, which, in turn, provides enough of a curvative of space-time to establish a semi-stable bridge with parallel universe as long as energy keeps being pumped". To think about it, that's exactly how Nether portals are, if you lose the part about energy required to hold the warp. Or something like that - sci-fi does it, so can we.
  14. Tool reworking

    Yet again - read what NBTC is and how it is used. Because it's not really a <String, Object>, but <String, <Class, Object>> map. Or rather it's not a map at all - it used like one is all. And you can't really get Integer from whichever place String is stored. And there's no more separation between bata and behaviour to it than using primitive type variables in object1.methodA->object2.methodB messaging via parameters. NBTC is serialized object's parameters, and it makes no sense to separate NBT saving from it, considering how much you talked about this kind of separation being badbadbadbad. There's no need to have another object knowing exactly what kinds and how many private fields your object has, don't you think? Sure, getField(), fine. But you still separating a single method into another class, using additional memory and create-call-invoke time, that will do just fine without this separation. So then saveBehaviourContext() would result in exactly NBT-type structure.
  15. Corpses, Food, and Butchering

    I would like to see a grown man that can easily move a log, but gets overburdened by a chicken corpse. Or I'd rather like to see this monster chicken.
  16. Tool reworking

    Wait a second here. So, you are telling me, storing pairs <Object,Object> is perfectly fine, but storing <String, Object> is an immediate blasphemy, or what? I can't trace your logic to the part where <String, Byte> maps (which NTBC is) become a black stain on OOP's shiny buttocks. And how is assigning GetDataToSave() is different from what Minecraft is doing? Are you even aware of what's happening with NBT during object life cycle or were you just hearing things at random about it? So, every time a mod wants to redesign an iron pick class with an interface, it would extend it and replace all instances on it. And then when several mods do that, pick gets replaced with whatever mod's logic gets priority in compilation and/or thread runtime, while other mods can go choke on a Fish. Good design decisions, innit? NBTC is not a property bag then. And all this conversation where you told me to go learn things I already know was not even neccessary.
  17. Tool reworking

    You named NTBC a property bag, but maps are apparently not? Be consistent. Or you then have to specify how "property bag" is different from the map. Because to me and these guys it is mostly the same thing - an object that can store multiple pairs of value entries and their names, of specified type, that can be easily get and set by name, which is how NTB in minecraft works. I'm not going against OOP, nor do I do it using property collections. Unless you really expect people to write all computational methods right inside the classes that are storing values, eliminating all good programming practices that involve division on storage entities and processing entities. Which makes no clucking sense, so I assume you don't expect it, considering you mentioning SOLID. I challenge thee to provide a concept of good and easily expandable system that wil not only allow for modification (easiest thing in java or OOP for that matter), but also will allow it to properly handle infinite number of possible behaviour overrides on the same class without shitting itself. Oh, and don't use collections - they are bad, as you said. I expect lots of instanceof checking and if() statements. So, I'm supposed to work on a once-and-for-all-set objects and check their instanceof responce or what? Why not just add a collection of properties that will do it instead? Copy/paste reuse is even worse. And you can't not reuse code in any descently sized system.
  18. Tool reworking

    I seem to missed the part of my programming course where adding members similar to Maps and Lists is considered "going against the normal use of OOP". Especially considering they are virtually in every Object Oriented language I can think of, "static" it be or "dynamic". So, let's see here. What if we have a class we want to add a new property to? Case 1: If class has a property map (NTB Compound works just as well as default AbstractMap from java.util package), I just add the property and add processing unit for my property (if I add spoiling gauge, I add two double type fields for all classes and set its values to appropriate levels for things that spoil and to null for all the rest. In my handler I call these fields by name and process the data). Case 2: If I can't use maps, I can't change base class in any way, extention it is. I extend the class. In my handler, since I can't really expect to recieve only my classes (it should accept the Item class, not MyModFoodItem class, really), I should fiddle with getting real class for all objects I recieve (which bound to leave some tricky leftovers that aren't that obvoius to deal with) and verifying it. Since original classes are still in the system, and default game still calls for them over my extenders, I should also extend base game class so it knows about my new shiny classes, I also should mod main method in one way or another for the same reason. And god forbid there are two mods installed at the same time that add different properties. Or, what even worse, the properties are the same, but your modded handlers expect values in slightly different format than the other mod's. Basically, I just rewrite the base classes and flip the bird at all those pesky bastards that want at least some basic cross-mod compatibility. Do you see yet?
  19. More food needed

    Hey. At the end of the day, Java did nothing to deserve this kind of disrespect from all of you. It's a language that does things it's supposed to well. Minecraft is not one of these things, is all.
  20. Tool reworking

    Metadata (I think you meant NBT data) isn't "hackery", it was introduced for this exact reason - to have more control over the properties of an entity. And it's good for that.
  21. Brass as a tool metal

    But then it creates bottlenecks, and considering we are talking metals here, this will require ample amounts of either digging or running around and then digging some more. Which is what virtually every bottleneck in this mod is about. We don't have these kinds of constraints when we are making charcoal or growing food or doing everything else. That if you don't call the desire to build out of exact blocks a constraint. I don't know how it is in build 78, but you at least could introduce another progression besides tools (and add more bottlenecks in the process, while also making them less severe in general by making workaround routes).
  22. Ideas on new terrain generation

    -- I did. There's plenty fo these in certain parts.
  23. Ideas on new terrain generation

    Well, I'm not, really. While your suggestion might be good from the point of the game if done right, it's not a very good idea to implement it in a game like Minecraft.
  24. Ideas on new terrain generation

    So, I wrote this program, celluar automaton, once. It dealt with an array of about 3'000 by 3'000 integers (which is similar to how minecraft stores the world). It was supposed to do a mere 100'000'000 steps on that array changing it with a simple rules. And on my machine it took almost a week. Why did I tell you this? Because what you have suggested is an algorythm that will deal with an array of at least 20'000 by 20'000 by 255 of integers (Which is what now is supposed "Size of terrafirmaEarth"). And those rules that will generate the world by smoothing it, leaving imperfections and smoothing it again are by several magnitudes more complex than mine. Albeit this algorytm is not supposed to make as many passes on the array as mine did, but I still don't think you would want to wait even half an hour for it to finish. I'm not sure why I writing this, as answer was already gotten. Maybe I wanted to give you actual numbers you're looking at in the end.
  25. Combat Revamp Opinion Poll

    The obvious win situation is to be in full plate with a bow and arrow. This way it doesn't matter, how slow and lumbering you are. You can't run this way, but if you don't intend to, you are perfectly fine.