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Thrainn

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Everything posted by Thrainn

  1. Forests on the equator

    Completely reasonable, thanks for the explanation, Kitty Was just an idea that came to my mind while thinking about the earths tilt ...
  2. Forests on the equator

    Would be interesting though, if the tilt towards the sun also influenced the lenghts of day and night in the different seasons
  3. The Night

    It indeed is interesting! I don't really want to say the same things over again, so I suggest reading two threads that offer some quite detailed arguments for the complete opposite of this suggestion: http://terrafirmacraft.com/f/topic/6405-spawn-point/ http://terrafirmacraft.com/f/topic/6590-facilitating-long-distance-travel-allow-your-latest-firepit-set-your-spawn-point/ Other than that, nobody has to use beds if they don't want to, as Pailsight already pointed out (yah I know, temptations,temptations ...), and I don't really see the excitement in digging myself into a thatch box and wait for the night to pass doing almost nothing for the hundredth time, instead of just using a bed. In my opinion, that doesn't make the game harder at all, just more of a tedium. Except, of course, if you find it exciting to run through a monster infested night without camping - by all means: do it! I find it a bit unfair for Pailsight to accuse us to "want the game to be easy", because I really don't think that's the case here. Not everybody has the time to play 5 hours every day to make some progress in the game, and without the ability to skip the night (at least at some point at the game), half the time is more or less wasted (and not really harder). With one point I do agree though: plop down your bed in the middle of the wilderness and skip the night - that doesn't seem quite right. I'd like to know if there is any possibility in minecraft mechanics to get assaulted while sleeping?! Like, for instance, the resting mechanic in good old Baldur's Gate, where there's a chance to get surprised by enemies while resting (which also cancels the rest!). Such an addition would force the player to protect his night camp, even when carrying a bed ...
  4. Cold Suggestions

    In fact I haven't, despite growing up countryside ...But still, I agree with Reyvinn, needles should only be used for kindling, not for building, for balance reasons. Like that, in combination with snow, i kinda like the whole idea
  5. Cold Suggestions

    I like the idea of needles falling, that would give forests an interesting ground texture ...But do you really think, that needles are stable enough to build ANYTHING?I think that falls way too short of believability, let alone realism.
  6. Slow down on animal model details

    I'm interested of how your "a little too real" vessel model looked like, if you still have it :)Could you post a picture of it?
  7. Map generation

    Honestly, I very much prefer being near the coast than spawning in the middle of a huge continent, even it's just an island, because I find travel on water so much faster, besides you can travel large distances also at nighttime wothout monsters bothering you; much more efficient than losing the time on your bed :)The only major drawback is transporting animals, but that should hopefully be solved with the sailing boats discussed in the Canoes thread - hope that won't take too long ....
  8. @scottjfox - sorry for OT, but what shader are you using here? Looks very nice, don't know if my laptop could take it though ...
  9. Torch Discussion

    I know it's getting off topic here, but I have one last question about the spawn protection: does the protection accumulate while sleeping as well? So if you sleep from dusk till dawn, would you get the about 12*8 hours protection while sleeping in the center chunk?
  10. New Torches and Light

    You get the whole torch back after braking it. Basically that means, that if you have one torch left and are deep underground in darkness, it would still be possible to get up: place torch to see where to go, brake, go on, place, brake, etc. (confirmed by Bioxx)Why would you want to prevent people from breaking and placing again? I think nobody would plant a torch forest and replace the whole thing every 48 TFC hours
  11. Topple the pillars!

    What you are suggesting is that you die when you climb too high?Then you'd never be allowed to climb mountains ...
  12. I agree that that would be possible if you already have established a proper base with an animal farm or the like. But with my playstyle I'd already have explored about 100 square kilometres before even building my first proper house, maybe just having a place where I store my treasures when I come by, I even may have gained the ability to build beds while on this nomadic travels. In my opinion, that's exactly what the 'nomadic' stone age should be, so what you suggest won't really help in this case. What I really need is some kind of Original Spawn at the center of my explorations, and further the ability to sleep through the night without resetting this spawn point. Some kind of travel bed! Fortunately Dunk seems to agree with me on that one, so I'll be patient and see what he will come up with Of course such a travel bed wouldn't be able to be crafted without at least a saw, so you couldn't skip the night before you'd gain the normal bed ...
  13. Did you read the posts above mine? I think, you didn't quite get my (or the OP's) point here - it's not the dying itself that's the problem, but if something like that happens, it's just outright frustrating to run back there from the original spawn point, if it's about 10km from where one died! I don't know about other people's playstyles, but I do like to explore a very large radius in my TFC-worlds, and if an unfortunate death happens somewhere, I sometimes even think about deleting my world in my frustration. I do agree that one should pay attention to his surroundings to prevent such mishaps and that one should value dearly the life of his little TFC chars, but sometimes death just hits too hard, because of the large distances involved. The simplest solution I can think of would be that the original spawn point would be deleted as soon a new spawnpoint is set, that would act like the original one. That may be in form of a firepit, like the OP suggested, or whatever else would fit into TFC. Like that it would be so much less frustrating, if I have to run to where I died from where I camped last night, even if I loose the distance of a whole TFC day - which would still be punishing enough in my opinion! I do admit to have died of similar reasons like stated above - so am I therefore an idiot, dear Kitty?
  14. Even Blue Steel armor doesn't protect you from the natural hazards that commonly occur in TFC like hidden ravine traps or accidently placing a torch too near the dirt in a dirt-roofed cave for instance ...
  15. A month ago I started a thread on that issue, but it kind of died down, i guess ... http://terrafirmacraft.com/f/topic/6405-spawn-point/#entry88592 I still think this is a problem, as traveling large distances is much more important in TFC than in vanilla, and you could die so easily by stepping on one dirtblock covering a ravine or something, so I feel there really should be a solution for the spawn point issue, however it may look like (firepit, sleepig bag, whatever).
  16. Books

    Kitty, you are so much present in the Forums and the IRC channel as well as the Wiki, that I'm sometimes wonder if there actually is a live outside of TFC for you I am downright amazed how much time and effort one can put into a hobby and still are able to do the things they actually have to. I really admire your great work, Kitty! (Of course, the same goes for Dunk and Bioxx, they're just not as present here on the forums as you )
  17. Canoes

    But still, while on the ocean you'd just have to place it on the smallest island or build a thatch tower on the ocean floor if you desperately need to drink on the way
  18. Canoes

    Actually I am not so fond of the idea to build multi block ships like in the Ships Mod. And I also don't think that would even be possible to code with all the sailing mechanics discussed earlier in this thread. I think Dunk was quite clear about his ideas. Let's not bite off Dunk's whole hand, just because he has reached out his small finger ... Nothing prevents you guys from using the Ships Mod in TFC
  19. Canoes

    As I understand it, the wind won't change directions. I think there will be a fixed wind direction for every chunk based on latitude (e.g. the whole row on chunk x-coordinate 50 will have north wind, the next northern row of chunks will have north-western wind etc.), the whole thing based on the general wind directions of our real life earth.I also don't think Dunk will go so far as to change wind speed etc., so it won't even be as complicated as temperatures and climate in TFC
  20. Canoes

    Thank you for the answer I'd still like to hold onto the mouse wheel for several reasons: - Adjusting the sail with every small change of direction One reason which would make the [w] and keys impractical is changing directions: you'd need to constantly adjust the sail while steering. For example, when you are beam reaching and want to luff (e.g. the wind is coming directly from the left and you want to steer closer to the wind), you'd have to pull the sail ever closer, the closer you are to the wind: press [d] to steer left and continuously hammer with your middlefinger to keep the right angle of the sail? Or bear away from the wind and push [a] and [w] the same time to let the main sheet go. To be honest, I think the mouse wheel would still be the more elegant solution for that. - The large movement of the boom and main sail when changing tacks. Especially when gybeing (changing tacks with the wind coming from behind), the boom would move from about 90 degrees on one side to about 90 degrees on the other fairly quickly, a movement of almost 180 degrees! How would we control such a movement just with [w] and ? Another thing to consider is that this movement would happen by the force of the wind, rather than controlled by the sailor (which is also one of the dangers of sailing, when the boom suddenly flies all over the back of the boat. Such an unintended gype can also cause a sailing boat to capsize). I think, tacking could happen similar to the "Small boats" mod, where I like the look of the "automatic" tack changes with the boat slightly heeling leeward, but much more complex of course ... - The mouse wheel would allow for quicker and more precise adjustments in changing conditions. I guess, if you want to utilize [w] and for adjusting the sail, you would need to seperate the different angles of the boom into several steps. But wouldn't that be far too slow, if every small step means another pressing the keys? That could work, if you only use 5 or so different steps/positions (like -/I-). But if you plan to make more possible angles to adjust the boom more accurately, surely the mouse wheel would be much more flexible? I think, 9 different angles would be apropriate: -90, -67.5, -45, -22.5, 0, 22.5 etc. degrees relative to the centerline of the boat. - Lastly, if you want to eat or use a sword from your hotbar, you could always still use the number keys, you don't necessary have to use the mouse wheel for that If it should be too difficult or complicate to make the mouse wheel to the job, I think the [w] and keys could work as well, just not as elegant ... what do you think? After all, I have no idea about coding. Honestly, I don't have any experience with gaff-rigged boats. This is mainly because they are more or less completely out of use nowadays and all modern dinghies and yachts use a bermuda rig (a triangular mainsail attached to the mast) which don't have a gaff and therefore don't have to be adjusted via peak halyards. I can only guess that the peak halyard can be losened to make a bigger belly on downwind courses and be tightened for upwind. The throat halyard will most likely only set the sail and bring it down. In my opinion, we can confidently pass their uses and concentrate on the boom/main sheet - although we should be able to set sail and bring it down when anchoring Historically the gaffer may be more appropriate for TFC, on the other hand it would need more work and I wouldn't want to do that single-handedly. Another possibility for an old rigging (but even more work on deck) would be the latin-rigg.
  21. TFC Dock

    I agree completely.That should be makeable?
  22. Canoes

    Wow! Having quite some sailing-experience myself, I always thought, how incredibly amazing it would be to have such more or less realistic simulation of sailing in TFC; I just never thought you were ever even considering that! You really sparked my hopes, guys Although, I wouldn't allow bigger ships for that, only small sailing boats for maximum 2 People (or one animal with the helmsman) and a chest ... Some thoughts about steering: In my opinion it would be fine to let [a] and [d] control the rudder, but inverted - to simulate that you'd have to move the tiller of the rudder to the right side to steer the boat left. That likely also needs some practice to get used to, which is never a bad thing in TFC, right? As for the boom - I think that would be a bit trickier: in real-life you would never have to push the boom away from you (that's what the wind is for!), only pull it against the wind if needed (as is in most cases, except when sailing directly in front of the wind). The question is, how that could be implemented. At first I thought you wouldn't need two buttons for that, since the forward-motion of the boom would be handled by the wind. The Problem is though, that you would have to constantly push the "pull" button. But - I think the most fitting solution in my opinion would be the mouse-wheel for that job, simulating the pulling and letting go of the main sheet (the rope that adjusts the boom/main sail; you would never directly adjust the boom - it's all pulling ropes!). Would that be possible? To take that one step further, would it be possible to make letting go of the sheet rope (move the mouse-wheel forward) much easier/faster than pulling it against the wind (move the wheel backwards)? I think that would feel quite real and doesn't seem too complicated to code ... Just one more question - how would you get wind into TFC? [Edit:] I also plan on adding some thoughts about tacking, heeling and physical drags of a sailing boat in the water (namely "luff" and "bearing away") and how that stuff could be implemented, if you guys are interested! After all Dunk wanted to make steering of the sailing boat more difficult
  23. Spawn Point

    Yeah, that's exactly, what I meant. What Djakuta was suggesting could really be considered overpowered, because that way death wouldn't really matter anymore, would it?I like to be forced to be careful and avoid to die, otherwise be punished. If you ran 10km from you base then die, well, you have to run again to get your stuff back and be careful. It's just that if your base is far away from Spawnpoint, that punishment is a real bad pain in the current version. Especially if your death was caused by one of the "traps" in the current world gen, which are almost impossible to avoid (eg. fall to your death into a Ravine covered by one block dirt).My most painful death was caused by placing a torch too close to the dirt roof of a cave, after exploring for several hours in the nomadic stage. Btw, is it in some way ever possible to get your stuff back after having died due to a cave-in/suffocated?? I dug fanatically around at the place, never found anything anymore...Sorry for trailing off, again, I would be very happy, if something like what AllenWL suggested would be implemented!
  24. Spawn Point

    This problem bugged me for a long time, just never thought of posting it here ... When travelling large distances, I like to bring a bed with me (like most players do, I guess). So, the problem is, when I die underway while having the bed in my inventory, I'd spawn with nothing on me back at the original Spawn Point, which would be OK, if your base is near that, but is quite catastrophic, if you chose to settle quite some distance away, which could easily result in several more deaths on the way back to base due to lack of equipment/food/water! So would it in some way be possible to change your permanent spawn point to where you chose to settle down? Maybe build a structure like a shrine or obelisk, or simply make a stationary straw bed some kind of secondary spawn point if your bed is "destroyed or obstructed"? Thoughts? Suggestions?
  25. Spawn Point

    You mean the one which causes you to fly backwards and suffocate in the next wall you meet? No thanks http://terrafirmacraft.com/f/topic/5761-incompatibility-open-blocks/Otherwise, yeah, that's kind of what I was looking for ...