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Thrainn

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Posts posted by Thrainn


  1. Die Frage ist, ob es sich lohnen wuerde. Gibt es so viele deutschsprachige Mitglieder, die der englischen Sprache nicht maechtig sind, sofern meine Annahme stimmt, dass das Altersniveau deutlich ueber Vanilla Minecraft liegt?

    Also fuer mich persoenlich liest und schreibt sich englisch nicht schwieriger als deutsch, und hab MC noch nie mit lokalisierter deutscher Version gespielt, Und selbst wenn es ein deutsches Forum geben sollte, werd ich mich trotzdem grossteils in den Hauptforen aufhalten ...

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  2. I think the rail wagon idea is by far the best solution, because it keeps within the tfc time frame, style, and answers all of our (I think XD) problems/ questions. Kitty is there anything you want to say?

    Kitty would only point to threads like these:http://terrafirmacraft.com/f/topic/6726-rail-rails-rails/http://terrafirmacraft.com/f/topic/1256-period-appropriate-transport-logistics/http://terrafirmacraft.com/f/topic/1239-beasts-of-burden/http://terrafirmacraft.com/f/topic/6437-dog-sledhorse-and-carriage/... where this topic has been beaten to death several times.That is, IF she had a good day and was nice and patient ;)
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  3. 1. The only time that it doesn't fell the entire tree at once is if the axe doesn't have enough durability to break every single log block. I'm assuming that you are suggesting that instead of breaking every block that it can, the axe just breaks and the tree doesn't come down at all? Where does all that durability go then? It doesn't make sense for the durability used to somehow be "stored" in the log you attempted chopping, and it really isn't possible for blocks to store that data currently anyways.2. Leaves disappear when the tree falls for balance reasons. Players have enough of an excess of saplings and sticks as it is, they don't need any more. Vanilla Minecraft also requires standard leaves to be within 5 blocks of a log in order to stay around, or else they will despawn all by themselves.

    1. Or, you could just let the last piece of durability on your axe allow felling the whole tree before breaking.I don't think that it really would unbalance things, if you only need 5 stone axes to fell 10 trees instead of 6 (just a very rough estimate, but you get what I mean).If you really think that this would be overpowered, I also would settle for the axe breaking when felling a tree that would leave 10 or 15% or less of durability on it so that you don't get tempted to use it on another tree.Aside from realism or believability, you have to admit that it's a real pain gameplay wise if you slightly miscalculated the durability of your axe and you are left with one or two log blocks of a tree because your axe broke, for which you again have to spend considerable time to get rid of afterwards.Either of my two suggestions would adress this issue by ensuring that always when you fell a tree the whole thing goes down.What do you think?
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  4. When the mobs are moved underground, I assume they find replacements for them on the surface, and in my opinion they also should utilize the damage type system when they do that. Otherwise it would seem as quite a waste if this mechanic is banned underground together with the monsters.

    In general I very much support a means to fight those damn skeletons from a range. but throwing clubs? I don't know ...

    But I really like the idea of slings!!

    About dedicated TFC blunt weapons: you do realize that TFC has maces??

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  5. Glad you have been able to fix your problem :)

     

    Just a hint for the future: your bug report would have violated rule #4 of the Support Forum, which instructs us to use the template for more detailed information. Failing to do that results in locking the thread, usually without an answer to your issue.

     

    Also, according to rule #6 you should edit your thread title and add [solved] to the beginning, so that the Devs can easily filter out which thread still needs attention and which not. Please go and save them some time, will ya? ;)

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  6. You guys really are amazing!!

     

    I really don't get those comments, that occur now and then, about you ignoring valuable input from the community. That simply isn't true, as you have proved many times just recently :)

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  7. Maybe a picture will help?

    Posted Image

    Brown is the support beam, and red is part of range of what the support beam supports. Yellow is the block you mined. Green is part of the horizontal range that yellow scans when looking to put the center of a cave in. The green block with an X is outside of the support beam's range so it can cave in, and it is within the range that the yellow block scans. Hence, cave in.

    Isn't that a bit too much? The yellow, itself safe block, causes a cave in elsewhere, which can propagate back to the support beam and let it collapse too, right? If even the yellow block isn't safe to mine, than what is??

    Another thing I noticed is that mining one block above and besides a vertial beam also frequently causes cave ins. But I remember you posting a screenshot where you demonstrated save mining up in a staircase manner, with each step having a support beam. How was that possible?

    One last thing: cave in cobble seems to have a physics issue - it often doesn't slide correctly over an edge but remains suspended next to the edge above an air block, like this:

    CC

    SS

    SSSS

    C being cobble, S smoothstone. When I get to it, I can post screenshots too.

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  8. One of the problems I think is how much work you guys put into creating the chisel mechanic, and I love the chisel and use it all the time, don't get me wrong. But most times when building a road or a roof I just wish we had the same vanilla system for slabs and stairs. It works fine for most building projects. Not saying to trash the chisel, it could still be used for thin slabs , microblocks, creating smooth stone etc.. but for regular stairs and half slabs, I would prefer to have a grid recipe, it could even require the chisel in the crafting grid.I guess them the only issue would be item numbers and texture, since the code already exists in vanilla. It is still a huge work, but my question is more around the issue of if this is something that could be implemented if someone did the work, or is a question of not using the vanilla code, for some other code issue?

    I tend to agree ...The main reason being the possibility to retrieve the blocks after placing. It just is such a pain if you are building a larger project with slabs or stairs and while looking at the whole picture decide it looks crappy and want to change the whole thing - you lose every single slab/stair.I just recently had this problem - chiseled the whole ceiling of my new house to half slabs, because I find 3 blocks to high and 2 too low. When done I decided that I wanted another wood type that would better fit my planned walls. With vanilla items - absolutely no problem. But here? Either loose stacks over stacks of hard earned wood/stone, or live with a bad decision. This is definitely not ideal.
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  9. Last time I checked you can enable the vanilla recipes for stairs and slabs in the TFC config.

    Not sure though if they behave like vanilla ones and if you can retrieve them after placing. Just try it out ;)

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  10. The requirements for peat are quite a bit steeper than those for clay. Peat only spawns in Swamp Biomes, but there it should be quite common :)

    [Edit:] Ah, and there are no flowers indicating their whereabouts, but when you found a Swamp, you'll likely be surrounded by it anyway ...

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  11. I did understand before what you meant by a vertical slab and how the code works with slabs in general with rain, thus my answer that this issue most likely won't be solved.

    But I do appreciate your very detailed explanation :)

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  12. The problem here is that slabs have different orientations that the sky check really can't look for. Thatch is a completely solid block. A slab could be a vertical slab where 7/8ths of the block are missing, so it would make perfect sense for it to put the torch out, or it could be a horizontal slab where the entire bottom is covered. The torch doesn't know which is which though.

    But that's still weird: if you take your example with 7/8th of a vertical slab block missing, it still wouldn't let the rain particles through, right?Well, I guess this cannot be solved then...
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  13. If that's the case, the difference in lag between the two is negligible, if it even exists at all.The reason that the rain particles stop, but the forge still doesn't work is because the two use two separate methods. Rain searches for any block that is not air to stop where the particles happen. The forge checks for direct access to the sky, which is only stopped by opaque, solid cubes.

    But if torches under a slab roof are put out by rain, that's another issue.Seems similar to the issue that fire pits were put out in rain under a thatch roof even if the rain particles did not come through. This one has been fixed a while ago, maybe you can use the same fix for slabs/stairs, if this is the case?
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  14. Ah I dont know ...

    You are speaking of a lot less limitations, but I think in truth that would mean much more stress and pressure to make something "complete", which TFC intentionally is not. It's work in progress and changes all the time, sometimes quite a lot. You would not have all this freedom with a commercial game. Besides it would mean the duty to meet the expectations of their customers. The commercial game industry is a very harsh one and I would not like to see this pressure on our Devs, to be honest.

    To give you an example: I'm a professional musician, and more than a few times I outright envy those who play music just as a hobby, just for their own and still please their listeners. It is a difference to be able to play what you like how you like in contrast to having to do what you are asked for to earn your daily bread, if you like that or not.

    Do you get what I mean?

    As for your second suggestion: this has been suggested before just recently, you might check the suggestion forums for that.

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  15. Alright, after one ingame year of playing, I finally came to the point where I disabled the burning out torches, especially because I am building a proper home now which is spread out much further than the base I used until now.

    Most reasons have been mentioned here several times already, some being the tedium of relighting, the lack of having a welcoming home - a light in the dark, the aesthetical pleasure of a lit home, but the one reason that bugged me most, the one that made the top tip for me to make this decision, was this annoying bug that made burnt out torches still emit light!

    What is the purpose of burning out torches, if there is still light?! That really disturbs my immersion in the game, much more than ever burning torches do, so I'm done with it for now.

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  16. (...)But it is true. The behaviour sometimes is very unprofessional. Only considering changes that will cost the dev little time is ... unprofessional. The question is how much will the product benefit and if the executive decides that this feature will make it into the product all the programmer hears is the question "can you get it done in time" and if you keep answering that "no, it will take me too much time" than sooner or later you will be replaced by someone more "productive". Its a f'ed up industry tbh.

    Erm, why is it, that this "product" is constantly compared to the commercial game industry with publisher and developer, with a lot of money involved?There is no executive, no publisher, no money. If the creators of TFC decide one day that the time and effort and headaches at dealing with how big this project and its community has become just isn't worth it anymore, there is absolutely nothing you can do about it.As far as I remember that these are exactly the reasons why The Creator Notch has left it all behind ...
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