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  1. Serverside Error

    Looks like MobProperties is configured with a reference toTerraMisc, but you do not haveTerraMisc installed. I would say either installTerraMisc or remove the tfcm:item.Chain_Square_Bronze entry frompigZombieTFC.json.
  2. Block Heads [0.79]

    I've got a copy from 2016 for anyone still on the hunt for this:
  3. Mechanics that can be sourced from other mods

    I know a lot of effort was put into tree schematics, but...Dynamic Treesis a wonderful mod that grows trees/forests dynamically instead of just popping into existence. As a bonus, it already has a ton of compatibility for other mods built in.
  4. [0.2.4] TFC2 Prerelease

    I've had this problem, too. It seems like something in world generation, or perhaps the sudden appearance of gravity-affected blocks (like all of the sand in the nearby ocean),is chewing up cycles and lagging item drops hardcore so I end up sitting on the beach twiddling my thumbs for a while before things start happening. Dropping my render distance seems to help, though.
  5. Weapons, sheats, and ranged weapons

    I've messed around a bit in 1.12 and I don't know if I'm just not used to it yet, but I'm not sold on the vanilla recipe bookeither. I ended up installing JEIanywayfor recipe lookups. Idolike thejson-based recipes they introduced, though. TheRecipe Manipulatormod exposes that to the user, but I would be surprised if that functionality doesn't find its way into Forge itself somewhere down the line. I would love to see TFC crafting interfaces using json recipes, either way.
  6. Encumberance Inventory system Here's a very interesting video of three guys outfitted as an armored knight, a modern infantryman, and a present-day firefighter each running an obstacle course with and without their full kit. I would say the infantryman is basically light armor plus heavy chest (ballistic vest) and full inventory (rucksack), the firefighter is medium-heavy armor plus partially filled inventory, and the knight is heavy armor with completely empty inventory.
  7. Encumberance Inventory system

    I think if you make that change, barrels should still be useful for long-range transport by loading them onto carts.
  8. Encumberance Inventory system

    Thanks, I kind of just threw that image together off the top of my head. I'm worried that the way I set it up there relies too much on leather, though. I feel like there should be more variety in containers.
  9. Encumberance Inventory system

    Just for fun, I made a mockup of what that might look like. Obviously, there are about a dozen other ways you could go with it.
  10. Encumberance Inventory system

    My original idea (and why my system treats unstackables the way it does) was to combine weight and size into the single element of encumbrance. The way I look at it, stack size is how Minecraft alreadyrepresents the size of the item. Larger items have smaller stack sizes. Of course, there are exceptions like potions (as Darmo pointed out) and any small items that take damage. I am actually cool with a certain amount of illogical container-holding for gameplay purposes as long as there is consistency to it. I'm going to have to disagree with you that the container doesn't care about weight, though. You can stuff a pillowcase full of feathers no problem, but try the same thingwith bowling balls and the pillowcase is going to rip apart at the seams. Get rid of the inventory altogether? Uh... no thanks. That's going to be a hard sell however you try to do it. Personally, I don't foresee minecartseverbeing useful for actual mining unless the resources required for them are dramatically reduced. Or if we can make minecarts/rails out of wood. But that's a different discussion. I can geton board with this. I went with weight tiers instead of pure encumbrance tiers just because I thought it would be more intuitive for players. I'm trying to get my head around your hotbar suggestion. Basically, the entire concept of encumbrance is thrown out the window and instead you are classing items based on what part of the player inventory they can be put into? That has a lot of potential. I only have limited experience modding inventories, but there's noreasoncoding-wise that the player's inventory has to be a single undifferentiated block of items. Internally, I think all Minecraft really cares about is Slot ID and in your GUI configuration you tell the game where each Slot ID exists on screen. So I think it is doable to code it suchthat specific ranges of Slot IDs cannot hold certain items, then you would need to change the inventory GUI texture so that each "section" of slots is visually distinct. Hell, you could evenincreasethe total number of slots available to minimize the number of general purpose slots eliminated due to conversion to specialized slots.
  11. [0.2.4] TFC2 Prerelease

    I made a pull request on github that implements Forge BiomeDictionary biome types. Without that, Forge was setting all the TFC2 biomes to the PLAINS type. The Paths dimension still needs its own biome, though. Like how vanilla has a "hell" biome just for the nether.
  12. Encumberance Inventory system

    The main goal of this system is to add a layer of abstraction between the raw numbers and the player. Unless we are all carrying a triple beam balance around in our pockets, how do we know the precise mass of everything in the world? Secondly, on the dev side, it stops devs from wasting time trying to answer the useless question of "how much does this item weigh?" and gets them to ask the real question of "how much encumbrance does this item give to the player?" since it is split up by Encumbrance Pointsinternally. The main disadvantage I think is simply that it is a new system and is pretty much guaranteed to need some rebalancing and testing before it really starts to work smoothly. Absolutely, carts should be able to carry items that would otherwise immobilize the player and if more weight classes make that function better, I'm all for it. In fact, I'm thinking maybe the jump between Medium and Heavy is a bit much in my example and we might be able to slide another one in between those two or make Heavy less restrictive and add something else higher than that. And yes, the way I'm trying to balance this, a player wearing a full Heavy armor kit should be right at (if not slightly over) their unmodified encumbrance threshold. I am envisioning a significant buffer between the threshold at which encumbrance starts causing penalties and the max encumbrance level at which the player is immobilized. Want to keep your mobility in heavy armor? Get on your mount, of course, or drink a swiftnesspotion (or TFC equivalent spell/charm/rune/blood sacrifice/whatever). Otherwise, you can expect more agile enemies to dance justout of your reach. Also, maybe if you eat your greens and push your max health up you can increase how much you can carry, as was discussed in the other thread. Or we could use this to incentivize the use of pouches, sheathes, and other encumbrance-reducing accoutrements. Also yes, I expect anyone looting a dungeon to bring at least a wheelbarrow along with them. That's only common sense. Plus, Medium probably sounds about right for most loot items, and (though I haven't done the math) I think even if your armor kit brings you right to your encumbrance threshold you should still be able to hold well over 100 (stackable) Medium items before you hit your max encumbrance level.
  13. Encumberance Inventory system

    Since Bioxx's original thread on encumbrance hasn't had any new posts since last year, I'm going to put this suggestion into a new thread specifically aboutwalking away from the idea of assigning items individual weight values and movingback to a tiered weight system. Internally, each tier is worth a number of Encumbrance Points, but instead of showing the user raw numbers they are shown a gauge and/or percentage of their total encumbrance based on what they currently have in their inventory. In my examples, I am going to assume that a player can hold a number of items worth 1152 Encumbrance points before becoming encumbered. This is only my initial stab at this idea, so obviouslyit can be tweaked, tiers can be changed, and items can be rearranged, but I'm thinking something like the following: Tier 1 - Featherweight Examples: feathers, straw Encumbrance Points: 1 (64 unstackable) Max carried: 2 inventory rows (18 stacks of 64) -1152 items (18 unstackable items) Tier 2 - Lightweight Examples: "snack" foods, thatch, leather chest armor (unstackable) Encumbrance Points: 2 (128 unstackable) Max carried: 1inventory row(9 stacks of 64) -576items (9 unstackable items) Tier 3 - Mediumweight Examples: "full meal" foods, wood blocks, empty barrels (unstackable), chain chest armor (unstackable) Encumbrance Points: 6 (192 unstackable) Max carried: 6 stacks of 32- 192 items (6 unstackable items) Tier 4 - Heavyweight Examples: stone blocks, full plate chest armor (unstackable) Encumbrance Points: 12 (384 unstackable) Max carried: 3 stacks of 32 - 96 items (3 unstackable items) Tier 5 - Burdensome Example: anvils (unstackable) Encumbrance Points: 1152 Max carried: 1 item (burdensome and above are always unstackable) Tier 6 - Immobilizing Example: bloomery blocks (unstackable) Encumbrance Points: 2000 Max carried: 0 items - max encumbrance, player is immobilized EDIT: Yes, you read that correctly. In this example, wearing plate chest armor eats up a third of your unencumbered carrying capacity. This is by design, as you shouldn't expect to be able to carry much more than your weapon itself when fully equipped in plate armor. Perhaps there could be a weight-modifying spell you could enchant it with, though...?
  14. [0.2.4] TFC2 Prerelease

    The changelog says "Willows are now only allowed to be swamp trees" in 0.2.0, but I've got a deciduous forest full of them. And since willows are natural mob spawners, it is a forest of death. World Seed: [8237175597278424075] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1233, y=64, z=-6904}] EDIT: We also have here the majestic tree-elk, which appears to be building a nest with its mate at the top of one of the willows. World Seed: [8237175597278424075] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1897, y=114, z=-6597}]
  15. Weapons, sheats, and ranged weapons

    Last I heard, real-world weight measurements are probably going to avoided and things are going to be a bit more abstract/relative. I think it might be more useful to simply say that a particular weapon weighs X number of ingots worth of it's base metal, then everything scales automatically depending on what Bioxx sets an ingot to weigh. Edit: This would make intuitive sense for the player, as well, since they would expect a finished item to weigh roughly the same as the materials that went into it.