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Pakislav

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Everything posted by Pakislav

  1. [B69]On load crash.

    Alamurla is right. When the bloomery cools down and you still have output ore inside, it will crash and wont allow you to load your world due to ticking entity error or w/e. Lost third world to this bs now. I don't feel like playing TFC for the rest of the year now.
  2. Horse meat

    I guess you can have it if you want it. Poor ponies ;<
  3. Improved Inventory

    Exactly. It's a good system, but what about item stacking? It could be solved (Or already is solved) by making the items that aren't 1x1 unstackable. Also, Bioxx in his responce in the other thread mentioned shift clicking mechanic as a problem. What do you guys think about completly removing the shift clicking and having to transfer everything manually? click-drag-click?
  4. Horse meat

    I find this disturbing... Leather? Fine. But honestly, I don't see a point for horse meat. It would make more sense for horses not to drop meat, because it would make us actually breed cows and other animals who would have specialised purposes. Otherwise it would be just a horse ranch everywhere, that makes horse leather attire, horse meat burgers, horse pie, horse stew, horse dogs, and organise horse races every other day.
  5. Where's the Mutton!

    Mutton would be great. These sheep aren't sheep. They are sponge creatures which tissue closelly resembles wool in it's texture and usability. For killing babies, in dire-times when crops have been destroyed and you are out of food stockpiles for the wintery winter, you have to kill that calf, even thought you won't get a lot of meat out of it, because you'll starve otherwise. Not necessary and important, but wouldn't hurt the TFCs belivability.
  6. Leather Lodges

    I like this idea. I don't know if it fits well within the TFC, but it would be cool if we could place leather pieces like you do glass panels and iron bars. People used to cover their windows with leather or furs, or even fish bladders to let some light in after all, since glass was either very rare or they havn't invented it yet. Would be cool if you could build a frame out of sticks, or maybe support columns, and make the walls out of leather.
  7. Dynamic Inventory Size [Better Wall of Text]

    I realised that, which is partially the reason why I argued about leaving vertically dynamic inventory (Full rows of 9) out of the idea entirelly. But as with all our suggestions we (I hope others realise this too) don't expect any of them to be implemented. Thanks for appearing, oh Great Bioxx, to cool this thread off thought.
  8. Dynamic Inventory Size [Better Wall of Text]

    "Our"? You really have to think about what you post more carefully, and preferably take your head out of your ass. "If he doesn't like things to get a little more difficult and require a little more time and effort to get back to normal." What am I proposing this entire time? Maybe you should join some reading classes, I'm pretty sure they hold them for their special students at your nearest school. "I'm fine with three, i'll just we hold in our teeth or something, maybe under your arm." Maybe while on your way to your reading classes you should also join the army. I'm sure their army games will be realistic enough for your taste.
  9. Dynamic Inventory Size [Better Wall of Text]

    An argument? Why in the world would I attempt to make a solid and elaborate argument to confront something that is so obviously flawed. Starting the game with just two slots is unplayable. Do you imagine starting of, gathering stones and sticks, then droping them on the ground to be able to have one tool, and later throwing everything on the ground to maybe place a chest, and then to gather anything at all, run back and forth a hundred times, and if you happen to have bad luck not encountering any bag-making materials, having to endure this for how long exactly, with wild animals on your toes especially? Already, with current expansive vanilla inventory it gets cluttered with shit very fast, having just two slots for what ever period of time, is unplayable. And following your ridiculous logic of uber-shitty-realism, to expand the hotbar would you have us craft a batman utility belt? You, havn't made a single argument other then "we have two hands, we can hold only two items, blargh", that would support this idea over which you seem to be ready to go on a killing spree. So stop making this ridiculous statements about supposed others people incompetence at reading, and at least attempt making use of this skill yourself. Starting with only full 9 slot hotbar is already pretty hardcore in itself, but not to a point of rendering the start of a new game a frustrating and pain-stackingly boring process of desperatelly shifting items.. In combination of inventory expansion throught three container tiers of a pouch, a satchel and a backpack, or any combination of the three, it works itself perfectly into the belivability of TFC while not irritating anybody with much despised forced realism.
  10. Dynamic Inventory Size [Better Wall of Text]

    To make two slots inventory, for what ever period of time, you would have to change the entire game, and for that instead of moding you might as well make it from scratch. The idea of having only the hotbar at the beggining without expanding the inventory with bags and what not, is already fairly limiting while not completly game breaking. Going for two slots is just ridiculous, and going for 5 is too much trouble for too little worth. Making it just the hotbar is effective and easy. It's the golden middle of entire discussion.
  11. Dynamic Inventory Size [Better Wall of Text]

    Going for insults really makes you look mature. You won't listen to any kind of reason, so I would advise you to start a new world and use only two hotbar slots. When you'll stop raging about how unplayable that is, and after you've consulted your psychatrist about your anger management issues, come back for your second attempt at being an adult.
  12. Random Items

    It's pretty hard (Impossible) to start a fire on a log without gasoline. He ment paper for kindling. But we already have sticks for that purpose. Also, what's the point of having one satchel that holds three items? Satchel suggested in Dynamic Inventory thread expands the base inventory (From just a hotbar.)
  13. Dynamic Inventory Size [Better Wall of Text]

    Yes, because they are not very good ideas, that don't add much belivability and completly devastate gameplay. Do you seriously want me to waste hours upon hours to do anything with just two hotbar slots, just because we have "two hands", which are really just two rectangles, in a world that is build of perfect 1m*1m blocks? Hell. No. And about Herbalists bag. No, you can't put a rock in there because it has a lot of small compartments that hold seperate seeds not to mix them up, that a rock doesn't fit into. For example. And it wouldn't be a real bag, just an idea to fix your unmanly seed stacking problem, by putting all the seeds in one slot in another bag. This man speaks the truth. What about limiting hotbar to two slots? If that doesn't compromise gameplay then nothing does, and everything is allowed.
  14. Painting

    Ugh, I can't watch even material that makes FUN of Twatlight....
  15. Dynamic Inventory Size [Better Wall of Text]

    You. Is there buczkowskis post that I am missing here? Because he posted last in the previous page. And sorry, I read that wrong, because there were sizes, and other sizes and you mentioned reaching weight capacity and stuff.... But all in all, to be honest I don't really like the idea of a dynamic inventory size beyond expanding maximum inventory with backpack-like items.
  16. Dynamic Inventory Size [Better Wall of Text]

    Doesn't weight affect how many items can stack in one inventory slot? I don't know if the number of slots in inventory should be dependant on weight of items, as it represents the volume the items have, and already limits the number of items you can carry in one slot. So I am not prone towards the idea. And about the seeds and stuff, you just have to live with it. But how about some item-specific inventory items? Like a "herablists" bag, in which you can carry many different seeds but no other item type?
  17. Dynamic Inventory Size [Better Wall of Text]

    I like your idea. But I think that the satchel should be able to carry medium sized items at least
  18. Fire as a deterrent?

    Oh I hope so. I hope so.
  19. Add "mode" toggle to log placement

    I suppose it would be easier. It would at least allow us to use shift not to fall off of the edge of our roof and place a log for construction. And since the modes are already implemented for some tools, it shouldn't be that hard to make the same for logs. Maybe logs placed by the palyer could be easier to destroy then the naturally grown trees as well? Putting a log on the ground by accident can be frustrating. x)
  20. Dynamic Inventory Size [Better Wall of Text]

    Yeah, making metal be required to make a backpack makes sure that we will use lower tier containers, at least for some time. But what do you think about making both the satchel and the backpack usefull throught the game, but for slightly different purposes. Satchel for fast and light traveling, and a backpack for longer journeys and transportation. Beyond the slowness debuff for a backpack, would it make sense if we needed to, for example place it on the ground to acces items inside it? Since it's easy to acces the contents of your satchel, but you can't open a backpack that's on your back. It would add belivability and make both satchel and a backpack more uniquelly usefull instead of just being interchangable.
  21. Fire as a deterrent?

    Yeeeaah, that's why it wouldn't be gamebreaking and over-powered, because it wouldn't be effective against more then one or two wild animals at a time.
  22. Painting

    The only way I see this could be done ("easy") would be to use the mechanics of paintings that are already in the game, and just eddit them to look as if they are made of stone.
  23. Fire as a deterrent?

    But it won't try to bite a stick that's on fire, and since it's(stick) between you and it's gnawing face, it won't bite you either.
  24. Dynamic Inventory Size [Better Wall of Text]

    Exactly. But do you think that the satchel should be upgradable or a completly different item that is easier to make? Because I have a hard time coming up with the restrictions to make the lower tier containers a valid option for use. And if you want it to add 1 row each, then maybe just add a normal, simple bag as tier 1, then satchel as tier 2 and a backpack as tier 3. But again, what would make us make a bag and then satchel instead of just making a backpack? Unless textiles and seweing would be added, maybe a simple bag could be crafted using the chest recipe, but out of leather? And the other containers would require metal elements and 'hardened leather' or something alike? Also, another 'down-side' of a backpack compared to smaller containers, could be that you can't acces it's contents directly, and have to perform additional action of opening it before?