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Thrainn

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Posts posted by Thrainn


  1. @Kitty - I guess, Trenix is right here. I do believe that you put quite some time and work into the new meal GUI, but so did Trenix for his suggestion, and outright locking it because you are (understandably) unwilling to declare your own effort naught does seem a bit harsh and unfair too.

    Nobody forces you to make this change, but you should at least give the community a chance to respond, to state what they like or not, even if this change will never happen. I personally am happy with the current UI (I think most people are), but his suggestion is valid nevertheless. Besides, I assume you will have to rewrite the GUI if ever new meal types like soup or stew come into place :)

    Back to topic: this reaction was quite the slap in the face, and if I remember correctly, not even suggestions about animal excrement for fertilizer or whatever have been locked in the first instance!

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  2. However, I see that there isn't much willingness to discuss a change in mechanics in this forum, so I will let it go, and just accept that this is the kind of mod where you have to restart until you're lucky enough to get a viable map.

    I would very much recommend to do so. The thing is, it would just cost a tremendous time and effort to code this, with very little reward in my opinion.I have created several TFC worlds, and in none so far had I any lack of clay. The 500 rainfall requirements are really not so rare (rainfall values go much higher than that!), and where this is the case (if I had to guess, in about 80% of the surface?), clay is so abundant that you'd never know what to do with it. You also won't find any clay in the real life desert or savannahs or similarly dry regions on earth.I assume you had bad luck and spawned once in a dryer area and got really frustrated when not finding clay in the first few ingame days. But I really do not believe that this happens so frequently when creating a new world that it would really justify a coding commitment like this. It just doesn't happen often enough.Wouldn't you like to see the very limited time and effort of the devs rather put into things like the announced body temperature system, better surface mobs, canoes/boats and the like?
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  3. (...)

    I agree completely!To underline the concept of stepping stones: In my current world, I basically swim in iron! There is Limonite and Magnetite everywhere, but only after some exploring did I come about Copper, which was pure luck too, because it cannot spawn in my top layers (all sedimantary for very far, so the only veins I found were at where the top layer was thin enough for nuggets to be generated on the surface).And I have yet to find ANY flux!So just like you can't do anything with all your copper until you find clay, I cannot utilize any of all the iron until I find flux somewhere. That's the way it is ...
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  4. I rather like this idea.One of the big problems I see is that at the start monsters spawn more often and are very hard to deal with, and late game they barely spawn and are super easy to deal with. I feel it should be a bit less that way, and animals could help solve this.

    It seems like you are talking about the spawn protection system, which operates in a 5-chunk radius. If you want a challenge now and then, just leave your home chunks at night and you will notice, that outside of your spawn protection, mobs will spawn just like on your first day ;)
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  5. Making your soup in a clay cauldron or a iron cauldron should not affect the quality or flavor of the soup. The only difference is the durability of the cauldron itself.

    The reward Trenix was suggesting was not a difference in flavor, but cooking time, which makes sense in my opinion.A relatively thin metal cauldron would heat up its contents notably faster than a centimeters thick clay pot, I guess ...
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  6. I'm on board with the philosophy Kitty is describing. I like how in my first few seasons, I lost my crops in late spring because of a cold snap and I had to plant them all again. Then I lost some of the less hardy ones in the fall before I could harvest them. If I had starved that winter, it would have sucked, but I was fine and I had to start over the following year with what I had learned. It's the kind of "tough love" experience that enriches the game in the way it was meant to.Actually, along those lines, it feels cheaty to be checking F3 for the temperature. [Goes to "Suggestions" section to see if in-game thermometer has been proposed.]

    I agree! I too lost quite a bunch of crops to the cold, and one little experience richer, I will things do a little differently next year ;)As for thermometers, I think they are a little out of range in my opinion.I don't feel using F3 is all too cheaty, until body temperature comes into play with possible other temperature indicators. After all, in the real world you can judge temperatures with your bodily senses to a degree, and since that's missing in a game, using F3 seems just fine for the time being :)
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  7. *sigh*Ok, you win ...But to go back to my original post, every food except grains have their preservation method now, so if you utilize everything possible, your grains will be the first to rot away, and that strikes me just as wrong, especially considering the extreme versatility of grains gameplay wise: you need them for bread, sandwiches, luring and taming animals, breeding them, make alcohol with every single species of this category, and if you are starving even can eat them directly. Which other category could say that?So my little suggestion would solve this problem as simple as possible, until grain can be preserved with other means.
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  8. I'll look into it, but keep in mind that this is how it works for all categories. I.E. Every single fruit decays at the same rate, every single vegetable decays at the same rate, etc etc. As soon as exceptions are made within a single category, there are going to be players who are not happy until exceptions are made in every single category.

    Meh, I don't think so ...For one, no other category has as much different processing stages as grains do, in fact they can't be processed at all, so that's not the same really. Besides, every vegetable and especially fruits contain a lot of water in contrast to grains, which greatly encourages rot, so there really aren't that much differences between their decay rates. Grains on the other hand are harvested in their driest state, that's why they can be stored for so extremely long time.Finally, grains are seeds. If we would consume the seeds of fruits or vegetables rather than the water containing fruit part of the plant, we could store them for a similarly long time (nuts for instance). That's why there should be such a great difference between fruits/vegetables/meats and the grain seeds.
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  9. Yeah, after some thinking I figured it out just now ... please see my Edit above!

    The harvested item won't last too long I guess, because the plant rots much faster than the grain itself, but would "infect" it with rot in the process. Flour is also prone to rot. So in my opinion, let the rate be as it is for everything but the seed (aka the 'grain item'). How's that?

    I think the decay rates of the single items differ enough to warrant a difference in the game. For simplicity's sake make it like I said above.

    If you ever plan to put in grain preservation means such as granaries or something, I don't think you'll be able to avoid a difference, since you won't store dough etc. in granaries, would you?

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  10. The rate at which grains (the category) decay is an average between all the different stages of grain.

    Stages of grain? You mean the growth stages? I don't get it ...

    While it is true that grains (the individual item) decay at a very slow rate IRL, this is completely not the case for their much more perishable versions, dough and bread.

    That is true, but who would store dough or bread for long? Of course I meant storing the grains in seed form ...[Edit:] Did you mean that the whole category including dough and bread decay with the same rate? Does it have to be this way? Can't you seperate it?
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  11. My playstyle is kinda cheaty. I store all my food at block height where temps are coldest year round....Anyway, disabling grain decay is not on my wishlist. In the future also grains can be preserved longer so just hold on to your horses.

    This why I said 'for the time being', which could be easily reversed when new preservation methods are in place.
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  12. Considering the view of "salt from salt water" I doubt this is possible.

    Well, it's way easier to pour salt into water than to extract it out of it ... I'd support the idea.Otherwise the whole preservation system all but forces us to settle near the ocean. What if you choose to settle inmidst a large continent? I do not have the experience Bunsan is stating, that water bodies that are not oceans contain salt water. It should be much easier to find rocksalt anywhere, take a full inventory of stacks home and settle wherever you like! Opposed to bring one barrel of salt water at a time over many kilometres to your home.This really should be something to consider by the devs.
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  13. Longest record for going without water is ten days.TBH, I love the current system. It is very relaxed and peaceful, which is how I play TFC, instead of the OMG I must have everything NOW! that some people do

    Yeah, well, I would very much like to play relaxed amd peaceful too, but how, when the days in minecraft are so ridiculously short?! :(
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  14. Could you, beloved Devs of TFC, please disable the decay of grains completely, at least for the time being? At least make it ridiculously low.

    I'd like to suggest this for several reasons:

    - As several users pointed out already elsewhere, grains decaying without any possible preservation method is neither realistic nor believable, nor serves any obvious gameplay purpose.

    - Grains are the only food that cannot be preserved for a longer time, while it should be the one eatable thing that could be stored for ages! After all, they did find several thousand year old grains in egyptian tombs, didn't they?

    The only thing you should have to worry about when storing grain should be humidity.

    - From a gameplay aspect, it's a pain to manage grain until mid-end game, since you need it for so many things, especially sandwiches (which are the only 'meal' besides salads currently) and for the whole animal familiarity and breeding system, which literally 'eats' lots and lots of grain! Lets say, some of your animals are just about getting the white border on their familiarity indicator, but that pig just ate away your last 10 ounces of wheat - oh my, you just have to begin from scratch when you finally get some more grain from the harvest!

    This is even more annoying when it happened because of a bug, that eats away on the grain you are holding without doing anything! I'm not even sure if it's the animal or your char biting off one more time. This happens to me frequently when feeding animals, seems to be the ages old "double-bite-bug", only with animals now.

    To conclude: everything I mentioned here is more akin to annoyance and tedium than adding reasonable difficulty to gameplay.

    If you disagree, please discuss :)

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  15. If you click edit the first post and then click Full Editor at top right of formatting bar I think (can't check exact name or location), you can edit title.

    No idea why I didn't even try to just edit the opening post ... Thanks, Bunsan! :)
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  16. what about a wild tribe instead of apes, they can use spears and arrows too...

    Has been suggested before, last time just recently (by you yourself, I believe). I don't think the devs like the idea, and I personally don't really either.How do you want to implement humanoids believably into this game without creating some kind of civilisation for them? Besides, I don't believe that even in the stone age every human you come across will want to kill you at sight, unlike natural predators who want nothing more than to feed their offspring, for instance.
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  17. Someone actually came up with some type of replacement for overworld skeletons. Good job thinking outside the box

    The problem is, you won't find primates in every climate around the world, or any other animal for that matter.I'm sure the devs have thought about that, and this may be one of the reasons for them seeming so reluctant to finally replace the fantasy mobs with real life ones ...
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  18. Somewhere Kitty made a huge post about everything preservation. If I remember where, I'll link it.(...)

     I believe THIS is the post you were looking for.Would be a shame if I didn't know that ;) Further interesting literature would be THIS Thread, and THIS interesting guide that I just found should answer some of my questions from a more practical standpoint.

     

    1. Only meats can be dried/smoked currently. It is intended for you to be able to smoke cheese as well, but it was forgotten.1a. Yes. Hanging a piece of meat on the drying rack will dry it no matter what. If at the same time the meat is also being hung above a running fire pit, then it will also be smoked.1b. No. TFC simply checks for if meat is raw or not. If it has not been cooked to at least a rare state, you cannot eat it.1c. A single fire pit smokes a 3x3x3 area above it. Each block of smoke rack can hold two pieces of brined, raw meat of any size (So max 160 oz * 2 per block) 2. Only meats can be salted. Any food except for grains can be pickled.2b. Pickled status affects decay no matter if the food is in vinegar or not. Storing pickled food in vinegar is an additional bonus to the pickled status.

    Thanks for your detailed answer!

     

    ad 2b. Could you please elaborate?

    In one of the above links, Bioxx stated that "Pickling is not meant to consume vinegar. Pickling alters the flavor of food and gains most of its decay resistance effects while sitting in the barrel of vinegar. Vinegar is meant to be used to store your food."

    So what can we expect here? You stated once, that pickling retains 75% of normal decay rate, so what does long-time sitting in vinegar do for the food?

     

     

    P.S.: Kitty, can you please correct the annoying typo in my thread title? This 'perversation' really bugs me -_-

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  19. That's great then :) If someone really wanted to, they could really play this game hardcore and only use maps made in game. I might try that if I can get good enough at this game to keep track of locations.

    That's exactly what I plan to do. As I said, I never used map mods, ever. For my B77 world, I believe, I even drew a map with a pencil on paper that covered a considerable area with points of interests on it.I do this not because I like hardcore in games, but to work with high tech GPS systems in a game like TFC really seems immersion braking to me! I do use F3 in combination with screenshots that I may look up when outside the game, and make notes on paper with coordinates but that is as far as I'm willing to go.We really need ingame maps worthy of TFC, but that horse has been beaten to death several times, I guess ...
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  20. I'm finally looking into the new food preservation options ingame and I'm interested in what you found to be ideal for various kinds of food.

    Do you pickle all your vegetables? Do you smoke or just dry your meats? Etc.

    I'm just looking for some experiences as I am a little overwhelmed with the complexity and am not sure where to start.

    Finally I have some technical questions, since the wiki hasen't been updated yet to the whole food preservation mechanic and the change log is not very specific:

    1. I assume, only meats can be dried or smoked?

    1a. If you smoke a meat on a drying rack, will it get dried at the same time?

    1b. Can you consume a smoked/dried meat directly without cooking it? Realistically, you should.

    1c. How many items can be hung over a single campfire and what weight limit is there to each item on the rack?

    2. Can you pickle or salt any piece of food, or just e.g. salt meats and pickle vegetables?

    2b. Does the pickled status only apply as long as the food is in the vinegar container, or can you take it out after the process and put it into a vessel and a dark place, still retaining the pickling benefits?

    Thanks in advance for your help!

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