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transcengopher

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Posts posted by transcengopher


  1. I feel like beaches are due to some minor smoothing. Completely flat wall that is sipposed to be naturally formed doesn't look that good, and it becomes more apparent as its height increases. Also such walls tend to have some gravel piling up right underneath them, which is also a thing that can make beaches even better.

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  2. >.>

     

    The prime example of just how bad #DunkCode can be:

     

    77.20 changelog: "Fixed deer so they are no longer shearable animals that mate with chickens to produce cows."

     

    That was my fix of the existing #DunkCode.

    But does each of his animal classes have method along the lines of getBearSize()? Because that's exactly what MC code has on several occasions.

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  3. We already use the blockSolidOnSide check for chiseled plank blocks. From what I understand correctly, that method doesn't work with placed plank items because of their individual hitboxes or something.

    Yes, fixing that one check to return true on occasion is exactly what I was talking about. Surely there's a way to see if at least one orientation of two possible ones conforms to the clause I described, or any other clause you'll be comfortable with, for that matter.

     

    Note that I'm not asking your code to check each of 256 squares on each side to see if some percentage is filled, since this task can be greatly simplified.

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  4. I think you mean fusion.

     

    Fission products tend to be asymmetrical fractions of the fissioning nucleus, most frequently with a mass number of ~95 or ~135. See here.

    The fusion reactions that occur in our sun combine lighter elements into heavier elements. This is called Stellar Nucleosynthesis. This process reaches a quasi-equilibrium point when nuclei are about as heavy as Iron, which is what I think you're referring to. However, this is not necessarily the most common product. Carbon, Nitrogen, and Oxygen are also created by nucleosynthesis, and are more abundant in our universe than Iron. Also, Iron is not the upper limit of what can be produced by fusion, if that fusion occurs at energies much higher than in stellar nucleosynthesis where the S-process is more dominant, or in explosive situations like supernovae.

     

    disclaimer: I'm not a physicist, I'm just interested in nuclear science.

    I did, in fact, meant fusion. Though I seem to recall reading somewhere that forced nuclear fission in general (not specifically the one we as a race are using, that would be too narrow of reference to it as a process) also has iron as one of its more common results.

     

    Or rather this:

    Nuclear fussion stops yielding energy when producing elements heavier than iron. Nuclear fission stops yielding energy when producing elements lighter than iron.

    But since I can't remember where I read it, I won't really hold onto my words here.

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  5. We'll need to scale the NPC's health up, change all items and blocks, and if we add in the suggestion OP made.......

     

    We might as well forget the Millanarie mod, and just make a NPC-addon mod of our own for TFC. Though, I would like to see a addon like millanarie for TFC.

    Millanarie has too long of a history of development for someone to just unzip his pants and flip out something "like Millanarie, but not and for TFC". I assure you that bridging existing gaps with existing mods would be much easier than writing one from the vary start.

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  6. In addition to what Azdoine said, "Impossible" is usually a very firm way of saying "NO."

    Speaking of. Forge has blockSolidOnSide check, if I understand it correctly. How about returning true if particular side has at least 4 planks placed with at least one gap (5/8 of the side or more is filled) between those planks? Not that I'm defending anyone, but I feel like that could be a descent equalizer to both stances, allowing players to do more nice things.

     

    Having some blocks inside each other would still be out of the question obviously. (I didn't poke around in pottery TE code, or any TE code for that matter, enough to have my own opinion)

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  7. This is exactly the thing where realism could be thrown out in favour of user interface usability.

    Background image that tells the temperature at a glance is more convenient than a tooltip. Although the tooltip itself is far more reliable since it allows to tell apart 0.25 of color scale instead of just 1.

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  8. I tried this about a year and a half ago. It wouldn't have been a viable system at the time, as there wasn't a good way of doing it without base-edits, but I seem to remember it being difficult to balance the colour scale, so that when ingots were faintly glowing, you could still tell what ingot it is. A brownish wrought iron ingot with a faint red glow will look different than a whitish platinum ingot with the same glow.

    Or you could not do complete texture change and add faint colored background instead, so it's not a huge deal to balance textures for texture packs and the like.

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  9. I don't count this system as a viable option for TFC

     

    Rain in vanilla is annoying because all it does is cause lag, (in the case of thunderstorms) allows monsters to spawn and has loud thunder, and is annoying to listen to. In TFC, rain can already fill barrels of water (in B79), and if bouts of rain were much shorter than the days they can last in vanilla, I think they'd be easier to handle. Not to mention that rains can be a welcome sight to farmers, and if we were able to control the climate, that would certainly be something to look into.

    Still don't really see a reason to invent your own bycicle over it. Vanilla rain can fill cauldrons too, by the way.

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  10. In addition to that, I strongly doubt that the author of that mod would be ok with us just copying all of his hard work and all of the time he has spent developing that mod, and just putting it in our code. Updating would also be a nightmare, because every time that mod updated, we would have to include the updates in our code, and then release another version of TFC with those updates.

     

    It really just isn't how mods work. Rarely is it ever the case that one mod integrates another mod almost entirely into itself.

     

    I'm guessing noname_42 wasn't talking about copying the code - more like bridging the gap with integration patches so two teams could work on their thing, and these two things combined were making both things more awesome - the usual thing with most compatible mods out there. I really don't see what's so special should be about TFC's own weather system compared to LW one, given proper compatibility.

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  11. I love the idea of standing atop a pile of corpses after a long battle, watching the glorious sunrise. In response to removing the corpses, why not just hack through them with an axe?

     

    I want them to occasionally stand up again and walk around (all dem corpses, not just monster ones). 

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  12. The "ugly jack'o lantern" option is only here because, as I can understand, they aren't really considered replenishable and/or bothered to taken care of yet.

    From what I understand from Bioxx's posts lately, TFC will not have any craftable permanent light sources eventually.

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  13. Considering that peat is not that common, I'm doubting there is a need for requirement of spawning on peat grass. I think it's better to assign new actual terrain biome type 'Swamp' and make those berries spawn there.

    My parents live north where there's a lot of swamps, I can assure you that no biome in TFC is flat enough to resemble a big swamp to begin with.

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  14. Placing all responsibility with other mod makers is very limiting; why should other mods strive for TFC compatibility when most of the player base uses vanilla?  If TFC truly wants to be compatible with other mods, effort needs to be made on our end to utilize APIs (when availible), request required hooks from the mod authors, etc.  If not, stating that a goal of TFC is compatibility but placing all responsibility on others is disingenuous.

     

    Obviously other mods shouldn't be required for TFC, but effort should be made to make them run out of the box.  If not, compatibility is simply not going to happen.

     

    If compatibility with other mod would've lied on TFC developers, I wouldn't write that post implying responsibility on LW devs. However, that's not the case.

    You are terribly wrong by trying to generalize my opinion based on a single instance where I'm right to have the exact one I stated.

     

    It's not TFC devs responsibility to gut the LW mod and make its cloud height adjustable. Nor is't their responsibility to add config options for LW mod to make it recognize other mods' blocks.

     

    Compatibility with other mods is more tricky thing and would have to have its own thread, tbh. And even though I'm no TFC dev, I'm pretty sure I can easily explain why the < modname> is incompatible on case-by-case basis, and what steps should be taken to ensure compatibility.

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  15. I haven't really read what came down here, so my only input for now would be:

    No, you can't, in fact, make glass bottles in stone age. For one, I'm not sure firepit can support the temperature required, but even if it can, bottle is crafted in 3x3 grid, which requires metal.

     

    All my other concerns I expressed initially.

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  16. There's no integration required, and, frankly, compatibility addon is required not from TFC, really, but from Weather2 developers. About the only thing TFC can do in this scenario is provide some information on current temperature and moisture - things that weather mods seems to have hardcoded in (I didn't research so I might be wrong on that one), but even then it's mostly a common-API- and/or reflective-callable-type thing, and a bulk of work should still be done from the weather mod side of thing.

     

    Another thing I would very like you guys to understand:

    The beauty of a system we currently have with Minecraft modding is in its modular nature. YOU decide what will build your Minecraft playtime experience, not some other guy who thinks he knows better than you what kind of stuff you'll like - the part that made me not like Flower Child as a designer, but that's beyond the point. By suggesting TFC devs to incorporate this and this and that too you not only demand them doing way more work than is required to have "this and this and that too" in your game of Minecraft (which is the main reason for them not doing these sorts of thing, if you look from their perspective), but also denying the very best thing Minecraft modding has going for it.

     

    Also, is it just me, or weather effects look too detailed for Minecraft?

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  17. Imagine if you could only get thatch from grains and not from cutting down grass with a knife.

    That would mean at least an in-game season of doing pretty much nothing but farming plants. More if you didn't manage to get any grain seeds by the end of your first spring. 

    Farming animals would mosly be out of the question since you have nothing to take them closer to your home. As is building quality of life improvements. Drinking would be just plain annoying for how much time it would take every morning. And you'd HAVE to settle as soon as possinble, because the earlier you plant seeds, the better your chances of surviving the winter.

    I might take this thing out on a date in my next attempt, but I'm in an extreme doubt this will be the one. There's just too much factors that can completely ruin the run, so I don't really see this as a base game feature, but rather as a configurable thing for "veretans" and the like.

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  18. I would welcome everyone welcoming the inability to skip nighttime to post some videos of them doing some amazing emergent gameplay on hardcore without using beds or covering in a dugouts (proper built house is acceptable to cover in, however). Also, please take note of changes coming in b79 and don't build torchfields.

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