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SouthpawHare

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About SouthpawHare

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  1. [Solved] Index out of bounds Issue

    Okay, well, whatever then. The map looks weird, but it doesn't really hurt anything. Again, thanks a lot. You're very helpful and knowledgable.
  2. [Solved] Index out of bounds Issue

    Interesting, I did not know that. Regardless, is it possibly related? Can a boat desync that far?
  3. [Solved] Index out of bounds Issue

    Well, now that you mention it, I have been having another strange, minor issue regarding boats. I have driven my boat across long ocean distances before (although not in the areas in question), and occasionally, my boat is destroyed seemingly at random. As it turns out, it crashed into something very far in front of me (the planks and sticks from the crashed boat appear there), as if my boat's position had strangely been a ways ahead of where it actually was (we're talking like 6 to 10 seconds ahead). It seems like something that would result from server lag, although I am playing single-player. I've not previously registered this bug as it is but a minor inconvenience, but I have to wonder - and this is a long-shot - could this be related? Could my "boat" have "explored" that far ahead of me?
  4. [Solved] Index out of bounds Issue

    As it turns out, the Region Fixer did fix the problem! It found a total of 7 bad chunks, all of which were successfully removed. Oddly, this did not change how Journeymap does its mapping once I deleted and retried that, so that could just be a problem with it instead of the world. Thank you much for your help! This particular campaign of TFC definitely means a lot to me (I have an extended forum thread tracking its story), so I am relieved to have not lost any data.
  5. [Solved] Index out of bounds Issue

    I had not, as it warned me that the program was not suitable for mods, so I tried other options first. Since I assume you know what you're doing, though, I shall go back and try that. Interestingly, after using Journeymap's AutoMap feature, it seemed to kinda... freak out a little... Those weird streaks don't seem natural. I would assume they have something to do with the corruption.
  6. [Solved] Index out of bounds Issue

    I have only used distances allowed through the GUI (up to 16). Anyway, after exploring around the area even with a lowered draw distance (8), I encountered the same problem, which became permanent again. I deleted the same area as before and moved my character back to spawn, but I still got a stack trace, which is as follows: ---- Minecraft Crash Report ----// Who set us up the TNT?Time: 7/9/15 6:18 PMDescription: Exception getting block type in worldjava.lang.ArrayIndexOutOfBoundsException: -2 at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:28) at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75) at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548) at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:878) at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:862) at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12) at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344) at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302) at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12) at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199) at net.minecraft.world.World.func_72964_e(World.java:419) at net.minecraft.world.World.func_147439_a(World.java:345) at com.bioxx.tfc.Blocks.Terrain.BlockCollapsible.isNearSupport(BlockCollapsible.java:180) at com.bioxx.tfc.Blocks.Terrain.BlockDirt.func_149674_a(BlockDirt.java:110) at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:391) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:183) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace: at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:28) at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75) at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548) at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:878) at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:862) at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12) at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344) at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302) at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12) at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199) at net.minecraft.world.World.func_72964_e(World.java:419)-- Requested block coordinates --Details: Found chunk: true Location: World: (-3154,144,-8297), Chunk: (at 14,9,7 in -198,-519; contains blocks -3168,0,-8304 to -3153,255,-8289), Region: (-7,-17; contains chunks -224,-544 to -193,-513, blocks -3584,0,-8704 to -3073,255,-8193)Stacktrace: at net.minecraft.world.World.func_147439_a(World.java:345) at com.bioxx.tfc.Blocks.Terrain.BlockCollapsible.isNearSupport(BlockCollapsible.java:180) at com.bioxx.tfc.Blocks.Terrain.BlockDirt.func_149674_a(BlockDirt.java:110) at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:391) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:183)-- Affected level --Details: Level name: New World All players: 1 total; [EntityPlayerMP['SouthpawHare'/93, l='New World', x=-3010.12, y=143.39, z=-8423.82]] Chunk stats: ServerChunkCache: 925 Drop: 0 Level seed: 2559602177997567568 Level generator: ID 00 - TFCDefault, ver 0. Features enabled: true Level generator options: Level spawn location: World: (-32,146,-9744), Chunk: (at 0,9,0 in -2,-609; contains blocks -32,0,-9744 to -17,255,-9729), Region: (-1,-20; contains chunks -32,-640 to -1,-609, blocks -512,0,-10240 to -1,255,-9729) Level time: 2087196 game time, 2087196 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 114859 (now: false), thunder time: 42395 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: true. Cheats: falseStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)-- System Details --Details: Minecraft Version: 1.7.10 Operating System: Windows 8.1 (amd64) version 6.3 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 507879192 bytes (484 MB) / 939524096 bytes (896 MB) up to 1879048192 bytes (1792 MB) JVM Flags: 11 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmn1G -Xms1G -Xmx2G -XX:NewSize=512M -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:ParallelGCThreads=4 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+AggressiveOpts AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 17 FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 7 mods loaded, 7 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar) UCHIJAAAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar) UCHIJAAAA tfc_coremod{0.79.20} [TFC[coremod]] (minecraft.jar) UCHIJAAAA terrafirmacraft{0.79.20} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.20.710.jar) UCHIJAAAA FastCraft{1.21} [FastCraft] (fastcraft-1.21.jar) UCHIJAAAA journeymap{@JMVERSION@} [JourneyMap] (journeymap-1.7.10-5.1.0-unlimited.jar) GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['SouthpawHare'/93, l='New World', x=-3010.12, y=143.39, z=-8423.82]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' After deleting the affected area mentioned here, it worked again (although it didn't change my position for whatever reason).
  7. [Solved] Index out of bounds Issue

    It appears to have not caused a permanent issue this time, so I do not think it is the same error. Why would I get such an error for a high render distance, though? I have previously used the maximum distance for uncovering as much area as possible on my journey map while sailing. Would my recently-adjusted command arguments have something to do with it?
  8. [Solved] Index out of bounds Issue

    Convenient! This was successful. After deleting the affected region (the exact chunk didn't count, as apparently it wasn't the chunk I was standing on that was corrupted), the game once again worked. However, after re-expanding my draw distance to maximum, it crashed again. Apparently, it really doesn't like that area of the map. Is this going to be an area that I have to permanently avoid?
  9. [Solved] Index out of bounds Issue

    Java is updated to it's most recent version.I am using this argument. I pretty much copied what Kittychanley said to put there one time, so I don't entirely know what they all mean, but that one is included.-Xmn1G -Xms1G -Xmx2G -XX:NewSize=512M -XX:SurvivorRatio=2 -XX:+DisableExplicitGC -XX:ParallelGCThreads=4 -d64 -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+AggressiveOptsI am using the new version of Forge, I simply did not update my message. I will do so now, though there is no substantial difference from what I can tell. I have attempted to reset my position both by using an NBT editor and by deleting my player data to no effect. How exactly would I go about finding which chunk is located at that position in order to try deleting it? There's basically like a bajillion of them, and no good way to search from what I can see.
  10. [Solved] Index out of bounds Issue

    Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes TFC Version #: Previously using 0.79.13.468, updated to 0,79.20.710, no effectForge Version #: Previously Forge 10.13.2.1230, updated to 10.13.4.1448-1.7.10, no effectSSP/SMP (SinglePlayer/MultiPlayer): SingleplayerDescription: My game started to lag, then crashed, and then will not successfully reload. Produces an ArrayIndexOutOfBounds error immediately upon game start.Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): YesDo you have any mods other than Forge and TFC installed? (Yes/No): YesIf yes, which mods? Rei's Minimap (1.7.10) and JourneyMap (5.0.1), Fastcraft (1.21)If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No): YesPastebin.com link of the Crash Report: ---- Minecraft Crash Report ----// Shall we play a game?Time: 7/9/15 2:53 AMDescription: Exception ticking worldjava.lang.ArrayIndexOutOfBoundsException: -1 at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:26) at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75) at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548) at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:878) at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:862) at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12) at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344) at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302) at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12) at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199) at net.minecraft.world.World.func_72964_e(World.java:419) at net.minecraft.world.SpawnerAnimals.func_151350_a(SpawnerAnimals.java:32) at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:100) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace: at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:26) at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75) at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548) at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:878) at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:862) at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41) at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12) at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344) at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302) at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12) at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199) at net.minecraft.world.World.func_72964_e(World.java:419) at net.minecraft.world.SpawnerAnimals.func_151350_a(SpawnerAnimals.java:32) at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:100) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161)-- Affected level --Details: Level name: New World All players: 1 total; [EntityPlayerMP['SouthpawHare'/95, l='New World', x=-2833.94, y=146.00, z=-8480.88]] Chunk stats: ServerChunkCache: 696 Drop: 0 Level seed: 2559602177997567568 Level generator: ID 00 - TFCDefault, ver 0. Features enabled: true Level generator options: Level spawn location: World: (-32,146,-9744), Chunk: (at 0,9,0 in -2,-609; contains blocks -32,0,-9744 to -17,255,-9729), Region: (-1,-20; contains chunks -32,-640 to -1,-609, blocks -512,0,-10240 to -1,255,-9729) Level time: 2077200 game time, 2077200 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 5011 (now: true), thunder time: 52560 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: true. Cheats: falseStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)-- System Details --Details: Minecraft Version: 1.7.10 Operating System: Windows 8.1 (amd64) version 6.3 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 164100344 bytes (156 MB) / 537018368 bytes (512 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 17 FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 7 mods loaded, 7 mods active mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available tfc_coremod{0.79.20} [TFC[coremod]] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available terrafirmacraft{0.79.20} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.20.710.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available journeymap{5.0.1} [JourneyMap] (JourneyMap5.0.1_Unlimited_MC1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available ReiMinimap{1.7.10} [Rei's Minimap] (Reis-Minimap-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['SouthpawHare'/95, l='New World', x=-2833.94, y=146.00, z=-8480.88]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' It has happened before that my game lag's specifically when I am out at sea while it rains. I also recall having a crash like this occur in the far-flung past, and I believe it fixed itself just by trying repetitively, though I have yet to have such luck this time. The index in question is generally different every time the crash happens.
  11. Ranged weapons vs. Skeletons

    It is pretty clear that people here don't agree with me, so I'll just drop it. I want to make it clear, though: I'm not an angry, raging troll, and I'm not complaining because I'm actually having a lot of trouble with it and because I'm upset about dying - I'm a very experienced, long-time, hardcore-mode player who can indeed take out skeletons just fine (with hammers now) when really needed (after lowering my draw distance), and do usually just run from them and ignore them instead anyway. And that's all fine, it's not exactly a game-breaker. It's just something that irks me a little bit; having to ask myself, "Why can't I just MAKE something to fight them?" like everything else. It seems inconsistent with the world of TFC. That is all, though - if you don't agree, we need not discuss it further. I will continue to love and enjoy TFC regardless.
  12. Ranged weapons vs. Skeletons

    I strongly disagree - this is exactly how I treat TFC. I treat it as a game about crafting whatever you need for the situation. If you plan on facing zombies, make sure you not only have an axe, but a second extra axe at the ready. If you're going on a long trip, food and water jugs should be carried. If you're worried you're not protected enough in case of trouble, get some XP or raise your nutrition to end up extremely tough. As it stands, the game can already be played like this. The game has mild RPG elements in the skill and nutrition stats, and it has even more RPG mechanics with its "tech-tree" style progression. It definitely is an RPG - at least, as I said, that is one way to play it, out of many possibilities. I don't expect to force my style of play on everyone else - just that the possibly that my style of play continues to be an option among many, as it always has been.
  13. Ranged weapons vs. Skeletons

    Considering that skeleton arrows/javelins are the only enemy projectile in the game afaik, and that I am suggesting that it requires some timing to use in addition to being a dedicated item with only one single purpose that you have to lug around, I must disagree. Its very limited situationalness counteracts how powerful it would be. This is sort of really getting to the point I'm making about how I see Terrafirmacraft in general. As a game about building up technology from the ground-up in order to survive, I see the core skills of TFC being ingenuity, inventiveness, and preparedness. I think that there should be a tool for every purpose, and that you can get yourself out of any situation by making and carrying the right items. That being said, I think TFC already succeeds at this wonderfully and I am very satisfied with how it facilitates this sort of playstyle that I want. I simply think that skeleton projectiles are one of the only exceptions to this.
  14. Ranged weapons vs. Skeletons

    Defense against them would be the next best idea, then. The idea of a shield that fully blocks projectiles, perhaps? Yes, there is armor, but you still take damage through that. What it comes down to is that I do not think that an experienced warrior would rely on their ability to avoid arrow-fire even if they could and were skilled enough. It's just not a smart way to fight. A good warrior would use his head and come up with a better idea.
  15. Ranged weapons vs. Skeletons

    I think the reason for this is because the concept of blunt projectile weapons are indeed primitive. Skeletons would be weak to, honestly, "throwing something, anything, heavy at them," which is something that a primitive caveman could do. If you're concerned about game balance, you could make it so that you need to make sling bullets out of metal or something, or make only metal weapons throwable - it would just be clear that this is something of a stretch.