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Rhapsodyman2000

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Everything posted by Rhapsodyman2000

  1. I'm Back!

    Welcome back
  2. An Idea

    An In-Game directory would be an interesting idea, especially if it is limited to the scope of your current "knowledge". On the other hand, I do not see any way of acquiring that information without using the the Achievement system already in Minecraft. It's an interesting idea, but you have this in the wrong location, next time put Idea's in the Suggestion bin. (the only real exception are Polls)
  3. Public Service Announcement -- MCEdit

    Manual way to get Forge + SPC. There used to be an easier way with Magic Launcher, but I've forgottento write down theparameterson this computer...STEP 1:download and install the latest version of singleplayercommands (singleplayer commands can be found here- http://www.minecraftforum.net/topic/94310-162-single-player-commands-v49-official-download-spc-noclip/)STEP 2:install minecraft forge and run the forge profileSTEP 3:navigate to your C:Users(user name)AppDataRoaming.minecraftlibrariesnetSTEP 4:create a folder named singleplayercommandsSTEP 5:create a folder named singleplayercommands within the folder you created in step 4STEP 6:create a folder named MC1.6.2_V4.9 within the folder you created in step 5Step 7:copy the SPC archive into the folder you created in step 6STEP 8:rename the SPC archive to singleplayercommands-MC1.6.2_V4.9STEP 9:copy the worldedit jar from the SPC archive to your minecraft bin (create the "bin" folder if needed)STEP 10:delete the worldedit jar from the SPC archiveSTEP 11:make sure your SPC archive is saved as a .jar and not a .zipSTEP 12:locate and create a backup of your minecraft forge folder located in C:Users(user name)AppDataRoaming.minecraftversionsSTEP 13:change the name of your forge to whatever you would like by renaming the folder and both the items it contains as well as the id located within the json file (make sure all the names are EXACTLY the SAME)STEP 14:within the json file start a new line at line 8 and put the following there and then save the file:{"name": "net.singleplayercommands:singleplayercommands:MC1.6.2_V4.9","serverreq": false},Note: Step 14 is easier with notepad++STEP 15:go to your minecraft launcher and create a profile for your new forge + SPC jar (make sure to choose the name you gave the jar as the version the profile will use)STEP 16:in the JVM Arguments put a space after the -Xmx1G and then paste"-Dfml.ignorePatchDiscrepancies=true" into the box (be sure to include the quotations)STEP 17:run minecraft and enjoy other mods alongside SPCI Sinserly Hope This Works It Did For MeAny Questions Drop Me A Message
  4. Public Service Announcement -- MCEdit

    Nice, I've gotten SinglePlayerCommands to work with TFC. You may want to try it out yourself!
  5. An Alternate Dimension

    maybe semi-fuse the "Nether" realm with the Overworld (Maybe with a portalinvolvinga ladder going downto send you down if you are atY:1 to 5)but replace theit witha more believableenvironment (a continuation of TFC underground)that is hotter, more hazardous (more Lava pockets, And old nether mobs like the Blaze and Wither Skeletons), andend itwith a sea of lava (kinda like it is now in the overworld, butjust move that down to the new realm.) On the other hand,this topic has already been address before hasn't it?
  6. What about a big battle between TFC players?

    In Roleplay, I've seen skirmishes ranging from 1v2 to 5v7, sometimeswith the lesser side winning. It all depends on how your player base acts in TFC. Most of the guysI played with who did these battles trained up their EXP/Health to levels within therangesof 80 to 160. Although armor helped (A LOT), we found that fortifications and defensive combat was what really made the combat. I've found that, at least with the crowd I played with, they were very sensitive to the amount of work they had to put up with to get the armor or levels they needed to compete with others. So it wasn't surprising that range combatproceeded everysiege, retreat, and ambush I've seen.With TFC's ore system, we were very aggressive with mineral right, especially with iron,andany hint of imbalance sparked ambushes and land grabs; so we either fought, traded, or compromised.
  7. Stay real

    Sometimes we do enjoy reality, but we don't have the resources, time, or money to preform such tasks. That is why some people may play games like TFC.
  8. The probability of large kingdoms in TFC

    I've staffed many RP servers that have large kingdoms and outlying towns, however, you need a reason to motivate players to create large cities. For our server, it was wars with other NPC nations (which the staff built and DM'ed), and for protection against raids. there are many different walls that have been built up and torn down due to this.
  9. why no maps?

    I have a 5-6 old server Roleplaying maps from past versions of TFC. A bunch of Hand-built castles, monuments, fortresses (Dwarvish & Human), towns and a few cities. The problem is that as TFC updated, those maps became either outdated (forced update due to incompatiability with future clients), filled with ruins, or we did everything that could be done on that map.
  10. Hey! Why no to NPCs?

    I thought Python was used for Java and HTML.
  11. Improve dogs.

    The issue is that you need A LOT of them to be effective. By themselves, they are good as distractions to Creepers.
  12. Arquebus (primative 15th century firearm)

    Guns are in iffy subject here on TFC, although firearms have existed in one form or another throughout the 1st millennia, they would be so compromising to the integrity of TFC and the era it evolves in, that guns would not be worth the hoop-jumping that it would cause. Gun create an uncomfortable challenge to TFC combat, especially with the era we work with. Guns would only spoil the challenge and create a one-sided environment for players. With the range and power of guns, and with the superiority of guns over all protective armors of this era, there would be no "Believable" way for someone to initiate combat with someone with this advantage, without themselves using a gun. Guns truly changed the way we approached combat. Hand to hand combat as a practice died with the era of handheld guns. On the other-hand, I do believe in some firearms, like Cannons, can be used safely without ruining the gameplay; however, I do not believe TFC has either the infrastructure or the motivation to include such a feature.
  13. Rare Drops.

    I did talk about "Mob Scaling" and the like, however, you are correct that I do not talk much about PvE. This is due to the fact that, as you mentioned, it would really only take an increased drop rate of armor/weapons to motivate players to kill Mobs. This is due to the fact that in both PvP and PvE combat, the expected reward is loot, however, in PvP it is more coveted. NB. Wrought Iron is the highest level armor among Mobs.
  14. Corpses, Food, and Butchering

    It means, no work has been done on it.
  15. New Cooking Methods

    I think that at this point, it would be better to invest into the basics before we get to the complex. We don't really have prospective yet of how difficult or balanced features like spoilage, nutrients, and quality. I don't want TFC to become like the Sims, were you spend all your time filling meters.
  16. Why do planks now require a saw, period?

    We were able to split logs with an axe before, we had MC health before, we had more storage space before, but things changed. It is for the sake of immersion, like said in the post above, that we make it this way. However, if you insist on using the old way, there are mods in the Addon section which will suit your needs.
  17. Gems?

    Maybe we could grind the gems down to be used in Stained glass windows?
  18. Impressions from a new player.

    To me, a TFC map gets better as it matures, especially on Multiplayer. I remember once on my Roleplay server, we had been playing on hardcore. We would build towns, outposts, compounds/castles and walled cities. As players died, or a town was razed, or we ran from threats, ruins formed slowly throughout the server, really adding to the immersion.
  19. More food needed

    I do not believe that it is for a lack of trying that we don't have food spoilage. this is a little more difficult to do than we may expect, especially because they have not real references in Modding to go by. Thought I think RailCraft did it with Wheat, but you needed it to be in your inventory.
  20. Stay real

    I Agree and Disagree.I Agree, because with a mod like TFC, realism is the greatest way to enhance the quality. Complexity in TFC creates the greatest motivation for advancement. The Rule of Thumb I've found is the "Ease your Environment Motive." What this means is, you strive to advance to ease the burden of the environment, "problem solving your way to victory!" as i like to call it. However, with this, we should balance it by expanding the horizon of Solutions, things like the mechanisms of engineering and discoveries of science have done to shorten task lengths and decrease the need for physical labor.I would love to see the mechanisms we've all seen on BetterThanWolves like the windmill, water mill and pulley lifts.I would like to see more science stuff like Extrafirma is currently working on with medicine and liquid brewing and distilling.However, I would also like to see challenges like limited player inventory and encumbrance meter.Also, features I've already addressed in my Combat Revamped post and an overhaul of food (food spoilage and preservatives, rebalanced yields and fertilizing).I Disagree, because balancing and believability is necessary for us to have a smoother game. Yet, I agree that focusing on it for too long can be damaging. I believe in the policy of implementing a large number of features over one or a few updates and balancing it all over time with hot fixes like we have done recently. It fits the model of Minecraft Updates, gives players time to test a larger number of features, and to see the relevance of each feature. The only faults being that the developers would need to divide task among into Three departments (Bug checking, Balancing and Development) and it risk creating very linear gameplay (this can be avoided by scattering your features over many projects.)
  21. Adventure maps

    Anything to help a fellow roleplayer! I havebuilda few dungeons and DM'ed many eventsour serverteam constructed. I'm glad to share the rescources i've gathered.
  22. Stay real

    Of course, if people didn't, we wouldn't have the motivation to play any mods. Yet I still question their motives, especially for those who I discover to have a parasitic ideas. What I mean is that during my RP days with TFC, I've had a number of people leave with various issues they had. Most said that the mod is too convoluted for them or they wanted more *magic (* mostly influence by the fact that this was Roleplay). Some of the less attractive excuses to leave ranged from "I left because X mod is incompatibility" to "I left because its too hard to learn things like .... ( ie. Prospecting)." Although these are their own opinions and they have every right to choice what they play, I disagree with people who make entreaties without being transparent with their ideas.
  23. Stay real

    Your words confuse me. I understand if you believe that this mod has become too convoluted with its methods of accoplishing task in the likeness of real life (or more accurately, trying to be like real life). However, if your opinions mirror the one you stated in your last comment, it makes me think that you enjoy some of the fantastical in mods. I assume my first opinion was too shallow minded of your true intent, maybe you mean that you want a little "mystery" to the mod. The kind of mystery that can "leave things out" without leaving the player totally lost and using the wiki as their crutch. Maybe you mean that you don't like (what you consider) the "narrow minded path" of the mod. Maybe you think that the mod needs something new, whether it change its path or add something foreign that inspires curiosity. Unless convinced otherwise, I still agree with the OP. TFC needs to focus on what it does best, let the community create and share their own curious creations. I fear that if any of what I've just said is true to you, that nothing will ever satisfy you. How I've seen it since a year ago, when I started playing this mod, the creators have attempted to expand its horizon while becoming more "concrete" in its balancing, challenge, and entertainment. Hell, it wasn't till after my friend Mbolz created the Medical Mod for our roleplay server and published it here, on this forum, that common TFC players have been able to easily access Third-Party content without getting yelled at for using TFC source. Many strides have been made here, and I think, with petition and patience, we may get farther.
  24. Adventure maps

    http://www.kodevelopment.nl/minecraft/customnpcs/dialog
  25. Combat Revamp Opinion Poll

    The problem is, if you move slowly, you are an easy target. The Player B has the advantage not only because he can move quickly, he is harder to hit. Player B can afford to shot at Player A at a farther range because his actions are more predictable, where as Player A needs to be closer to shot him.This is why Player A needs a Crossbow, it shots faster and straighter, but takes time to reload. However, Player A does indeed have the greater advantage overall, Player B would need to be a Skilled Dodger and Archer to kill Player A.