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transcengopher

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Posts posted by transcengopher


  1. Smithing skill already affects the durability of tools and armor when you make them in the anvil. You can't see this durability buff through cheaty methods like F3 + H because it's added via an NBT tag, and not through the item's damage value.

    Does in not take damage while the tag is present?

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  2. Do keep in mind, getting "Hello World" out of java is my full extent of knowledge of that code. I have NO idea how it works, especially in a game like minecraft.These were just general suggestions - Dunk knows what I meant.

    I didn't mean to sound mean or anything, just had to make sure we all understand what would entail retrofitting that one mod for TFC needs. Because I'm that kind of guy, you know - a dick kind kinda.

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  3. First time that I see surface swiss cheese caves, so I suppose it's rare. Surface lava instead is more common but you can't do so much with it. As for the fruit tree, those are common too, it's not an overpowered seed if you spawn near one, after all you'll probably have a complete orchard before arriving to blue steel.

    Well, you can easily die of starvation before you'll get any food from that tree, so nothing's overpowered out there.

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  4. I have to agree with dutchraptor on his point about alt-tabbing.

    Monsters in TFC are only a threat if I'm roaming the woods at night. Playing hardcore, why would I ever want to do such thing pre-steel? There's much lower cave content in TFC, meaning there's much more monsters on the surface. Try punching a zombie - and you'll either run for your life the rest of the night or be eaten alive by the horde that will just keep on coming out of thin air, way faster than you can kill them all (hoard mechanic seems to still be balanced around vanilla damage, where you kill in 5 hits max, whereas in TFC it's more like 10 to 15, so two-three times as many zombies to spawn/alert).

    So I'm just building a straw shack or digging into a cliff face and sit in there waiting for sun to burn all that filth away. This way my true enemy is actually the hunger and the fact that hunger damage is bugged, so unless I'm lucky to find enough food in the day before, I can easily be dead by the next sunrise without ever seeing a zombie up-close.

     

    I'm obviously not hardcore enough for all of you out there, but my point is - monsters in Minecraft are not the main threat, they are just a way to force a specific playstyle, where you are becoming vulnerable to the real threat.

    Of cource if one installs something like the ZombieAwareness mod and the one I can't remember the name of, where zombies could dig even through obsidian and build towers out of their comrades' bodies, then we can talk about how much of a threat monsters are.

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  5. I never liked the idea of "you are assigned a job of Miner! Now go and hold LMB for three hours straight.  Shoo, shoo! ". Because that DOES sound like a job, and I have a REAL job, so I don't have the need to have another fake one.

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  6. Have you ever heard of anyone in real life making standardized sized nuggets to use as currency? Since when is it impracticle to melt coins for thier metals?

     

    What else a coin is, if not a standardized nugget of a specific alloy?

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  7.  

    A link for the lazy

     

    Hot damn that looks like a great idea - I think full compatibility should be added though - run detection on startup to see if this mod is installed, and if so add some resources so that it A) recognizes TFC biomes, and B ) doesn't make any semi-flat land look like plains, as the original mod seems to

    I see this talk about atlas mod and how it needs to "just" support TFC biomes. There is, however, no such thing as TFC biome, in general there are only Plains, Hills and Oceans, that about it. To add proper TFC support, there needs to be consideration for at the very least forest templates (or however those are called), possibly dynamically splicing those by type (coniferous, foliate, mixed at the very least). All that sounds more like a separate addon mod to me, not at all an easy fix you are talking 'bout.

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  8. However, most Minecraft mods don't really change core engine anyway, they use what programmers implemented with the intend of being moddable. Otherwise plenty of limitations that lot of mods, TFC included has to deal with or work around when it comes to hardcoded features wouldn't pose a problem. Same can be done with other programming languages.This is a moot point, however. Minecraft is made in what it is made and it won't be rewritten from scratch. That being said, Java is horribly resource-demanding - and while it can be mitigated and code optimized, that's the source of most of TFC lag. I do hope that devteam will try to do what they can to increase stability and performance of TFC as well as try to make use of optimizations of vanilla Minecraft as quickly as possible. We cannot really expect much beyond that.

    By "programmers" you mean "people that actually changed core endine", I presume. Because otherwise we would be talking about still non-existent Official Minecraft Modding API, which, well, doesn't exist yet.

    As the next guy said, Java and its derivative languages is very easy to coremod, C++, on the other hand, is actually impossible to coremod, pretty much. Modding C++ application you have to use an API that original developer provided, there's no other way. More often than not, people use dev tools. There's also Starbound way of doing things - having only bare-bones core and component classes, and loading every piece of data from an external database of sorts. You can just visit SB modding community to make yourself sure that those mods are nowhere near as versatile as Minecraft ones.

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  9. I'm not going to necro your thread from a year ago. A fresh look can be a good thing and a lot can change in a year. If your thread has had its feelings hurt I'll mail it some flowers.Very well, changing 2-5 leaf blocks per tree is optional. Players could manage by making a note of when each tree produced seeds or just read the wiki.I doubt you've ever planted trees IRL. Not every one survives "just fine" and that is the very obvious reason that trees normally produce hundreds or thousands of seeds. Now, I'm trying to be sensible and prioritize quality gameplay over realism. Since it would be aweful to have a mod where trees made hundreds of seeds and only a few survived I suggested that there only be a few seeds and each would survive provided the player took care of them.

    The subforum is full of those fresh looks that add nothing to initial concept except couple of sentences stating "oh cool, I like that" from various people. We don't need even more topics that state the same thing over and over, we have plenty of those already.

     

    Also, adding a right click requirement does seem like a very weird step towards quality gameplay. Especially assuming trees in your RL do not grow at all unless you fertilize the seed. I may have not planted a tree myself, but I've seen forest clearings in springs completely covered with saplings that are so crowded they choke each other to get some sunlight.

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  10. Thread was created to suggest more interactive and meaningful interaction between the player and their surroundings, not to propose a gargantuan lag monster that wouldn't add anything other than pointless realism.

    Everything opening post of this thread says, I spoke of more than a year ago. For a good part of it I already made a tumbly-but-working concept of on my local dev environment.

    This part:

    -Leaves would change texture slightly to indicate seeds are ready

    Is consideraby more laggy than a gargantuan lag monster, if done the way I think you wanted it to.

    Tree saplings of most trees present in TFC are actually quite a bit more sturdy and can manage below 0 celcius for a good while.

    You DON'T need to water or fertilize tree seedlings, they are - again - will manage just fine on their own somewhere on the forest clearing. We might as well be required to do the same for each crop we are trying to grow (maybe even daily - that'd make it require even more player interaction and patience, isn't that amazing?) - those are far more reliable on player interaction to actually bear their fruit.

    Anything else?

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  11. I think the main reason that this wouldn't be practical to add is lag. Generally, fruit trees are extremely rare in comparison to regular trees. In order for a fruit tree to grow in stages like it does, the blocks of the trees are actually ticking tile entities. This means that about every second, the tree actually checks to see if enough time has passed for it to grow to the next stage yet. Individually, and even in a decent sized orchard, this doesn't cause any noticeable lag unless you are an extremely old and sub-par system. However, if every single naturally grown log in the world was constantly ticking, this would become quite the problem. The way that it is currently implemented, the only time that a tree is ticking is while it is still a sapling. Once the sapling grows into a tree, the entire structure is made up of just plain old blocks, and causes no more lag than all the other regular blocks in the game like stone, with the only exception being when the blocks are forcibly updated by a player (chopping down the tree).

    The way you approach to solving that is you actually have a single ticking log block for a single tree. Although this approach, as I'm seeing it, will require to have an enormous amount of growth stage templates for every single tree - as to not make a poor ticking entity to compute a sensible place for the next log block it places in the world. That and the fact that we don't want for every single tree to look exactly the same, so many templates are required indeed.

     

     

    Did anyone check if it is possible to do gradual growth of trees where only 1 of the log blocks of the entire tree is ticking? (presumedly the top or the bottom) log

     

    Idea that may or may not be possible

     

    If its possible, when a check is passed it could check to see the number of log blocks above or below (and make sure the tree still has leaves), and replace the tree with one that is one block higher. At certain heights there could be a probability after a passed check that would stop the log block from ticking (different metadata state). Removing the leaves would also stop the tree from ticking

     

    The different types of logs would presumedly have to be given separate block Ids to free up metadata (assuming TFC hasn't already done so)

     

    First, simple checks of above/below would only allow to generate a straight girders for trees, and you DO need to replace leaves with air and air with leaves, not forgetting to retain a descent pattern for the whole thing. Second, I don't think we have a luxury of giving every log its own separate id value.

     

    Top block would not work, I'll tell you that much. It's not a particularly cheap operation - to make a ticking tile to move itself while keeping its state. That expence is actually one of the reasons vanilla Minecraft does not allow moving with pistons of any blocks with more than one state to them.

    Bottom block, as I've just said, requires either a finely tuned computation algorythm, or growth stage templates. And that outta be good templates, because, let's be honest, fruit trees do not look that good while they are growing, do they?

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  12. Yes I mean it would look like any other stone block and the texture would change according to your skill level.

    This isn't something Minecraft engine is partiulary fond of. Currently the rendering done the same way for each player there is on a server, and I bet devs wouldn't really want to rewrite that part. And yes, I DO mean rewrite.

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  13. On conceptual level, I like this taste system a lot, because it makes it easier for me to work out what effect mushrooms would have on a meal when they added in it.

    Here I am again, talking about my addon no one has touched except me yet. I'm starting to feel very uncomfortable talking about it.

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  14. I'm currently in the process of designing/working on addon that would add mushrooms and some other plant-related stuff. Though knowing myself and how much I'm able to actually take time and code for myself rather than work, don't expect this to be done any time soon.

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  15. I would like to see an idea of going crazy and having a sanity or paranoia

    I wouldn't.

     

    There's no good way to implement mental health in games.

    As far as I can tell with my limited knowledge, mental health is not something that resembles a bar drained by fear or replenished by looking at flowers. Insane person would not see cow as a monster, they would fear the cow itself. They would not see water as lava, they would fear water. Even this is an extermely shallow definition of what makes a person insane. And none of above can be cured by petting a puppy. In fact, someone might be terrified of the notion of touching a dandelion, while being completely okay with holding his head inside lion's maw.

    Depression, sadness, happiness are feelings you as a player supposed to feel when you're playing a game, not a line on a status bar somewhere on UI.

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  16. If wild animals bred by themselves, then when hunting, as long as we leave a few behind, they'll breed and we'll get more animals over time, but overhunting the area can lead to all the animals dying and none ever coming back unless you get animals from another place and put them there, so you'll have to plan ahead in hunting and trapping the animals

    This is Minecraft. Nothing happens in the world when you're not around, remember? So for wild animals to breed in the forest, you'd have to be in the forest too, holding a candle for them.

     

    I don't think it's unreasonable to have them ocasionally spawn. What is unreasonable - is to think that one man is able to make the whole population of rabbits extinct in one particular forest. What would most likely happen instead is they will try to avoid you and your forest paths as much as they can.

     

    I was suggesting at one point that we'd have them spawn in the wild occasionally when chunk is loaded, while keeping an eye on how much is already there (to not overspawn the things, you know), and at the same time tying their spawn probability to the number of times you was around that place (i.e. spawn protection value, maybe also some value that tracks how much killing you've done around those parts). Unfortunately, this gone unnoticed, it seems. Or this forums is having very low attention span these days.

    As a side feature of animals spawning we can have zombies and skeletons killing them (and your cattle, life's tough, you know) as well, since they wouldn't make everything extinct this way. That'd bring a bit more life to the world, and we can then transplant this hunting behaviour to actual predatorial animals, whenever in next millenia they make an appearance.

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  17. Rivet and screw are both a new item that would in this case added just for the sake of being able to craft shears. (We aren't going to go into other uses that can be added here, let's keep it all together)

     

    You also seem to think of the shears as a bigger variant of scissors.

    Now I challenge thee to look at these bad boys and repeat that you need screws while looking at their angry faces.

    Posted Image

     

    In short, I like the idea of welding knife blades. Requiring screws is unreasonable.

    Oh, and I would definitely like to have shears before iron. A kind of shears can be (and were indeed) made out of sharpened stones. I don't think we shouls neccessarily add shears as a stone age tool, copper ones are good enough.

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  18. Gunpowder trails were supposed to be used for powder kegs originally, but redstone just seemed much more useful: an existing feature that people were familiar with and that had pressure plates, switches, buttons etc.

     

    If powder trails are implemented (which I'd still like to do) maybe we can add a block which ignites something with a redstone signal? Not too hard to imagine, and might have other uses: you could set one next to a firepit or forge to light them without carrying around a flint and steel.

    Creafting a lever, button or a pressure plate with a flint'n'steell allows them to light a gunpowder fuse, and be generally workable the same way as before.

    It doesn't really matter that it's difficult to make such construct working, believable enough, I think.

    Also that would move creating of powder keg traps higher up the tech tree, not sure how useful that'd be in the whole progression thing.

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  19. Because gameplay-wise no

    Still don't see the point. Why do we have so much fruit and vegetable variety then? Surely gameplay-wise it is better to just have one of each, isn't that so? Why do we have almost every type of animal give us meat if only pigs are intended to be bred for their meat production capabilities?

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