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Posts posted by Cerus



    the form does not apply to this question...


    Maybe not, but the READ BEFORE POSTING thread does.



    Features/Won't Fix/Can't Fix:

    [*]Name: Alloy Mixing

    Description: Adding the output metal to a mixture results in unknown metal. Example: Adding bronze to a copper/tin mixture.

    Semi-Fix: Shift clicking unshaped ingots into the crucible now places them into the output slot to reduce accidental additions.

    Note: This is a limitation of our extensive alloy system. There is no elegant solution that doesn't require essentially rewriting how alloying works, which is why this is in the red category.


  2. If you don't mind me asking, why? For me personally, staying within a restriction, be it self-imposed or forced upon me by the game, is equally satisfying. The only difference that I can see is that it's easier to break self-imposed restrictions and cheat, but that doesn't make very much of an impact, considering I can almost just as easily break the in-game restrictions using commands, editing NBT data, adding other mods, and switching to creative mode.


    It's a personal preference, I get much more satisfaction from solving a puzzle that had me thinking for a while, but in the process of solving the puzzle I often find myself annoyed when it pops into my head that I can reduce the difficulty with less effort. As for alternate means of breaking in-game restrictions, deciding to drop a self-imposed restriction is instantaneous, every other solution is not. But hey, I understand your perspective too.


  3. Rather than coding this, why don't you just write down some rules to follow while playing? Ex: Can't sleep in a bed if shelter is innapropriate, or jump down a certain height to wound youself if you spent the night in the rain at 5°C. You can also keep youself from eating a food type to lower your Max HP and pretend being sick. Heck you can have IRL penalties such as doing pushups to motivate yourself to play right.It may sound silly, but I thinks its better than adding to the devs workload. Wanna eat pancakes in TFC? Good idea! Don't want to program it yourself? Then that bread, egg and fruit sandwich will do the the trick.


    It's significantly less satisfying for many gamers to self-impose restrictions in the way you suggest.


  4. How expensive would it be to have a heat source throw a few hundred random pathfinding tests in an area around itself, spread over a few hundred cycles as it warms up?


    If it averages its heat output through the distance to the player, based on the results of those tests, and had the player perform a similar test to find the heat source. You'd have something that felt like a heated room after the warm-up period.


    It'd take a while for the fire to lose heat to the "room" if say, a directly adjacent wall disappeared suddenly. But we're all apparently okay with water spreading like molasses, so I don't think that'd be a problem for most of us.


    Besides not knowing if MC can actually handle that kind of logic, I'd have to point out again that this wouldn't necessarily work well for warming up containers or anything like that.


  5. With no wind the only reason to need to enclose a building is if the heat was reflected not just conductively in one direction. Even in the simplest form I would think this would be a huge amount of calculations.


    I can think of a few a relatively efficient methods for calculating player heat relative to an active heat source using A*. Wouldn't be efficient for say food storage or anything like that, but it'd be fairly believable.


    Edit: (May not apply to this particular engine though, as per Kitty's rant.)


  6. I don't set out to build a house, I just want to block line of sight for the inevitable skeleton that wanders over and keep the rain out(I don't like the noise). Somehow the solution to these two problems seems to resemble a(n) (ugly) house.


    I've got a much bigger problem caring about metal tiers. I only ever progress to iron because I've accumulated so much bronze that I got bored with it and turned some of the excess into a bloomery. The difference in metal quality is too low for me to care ( With bronze being "weak" and everything above it feeling "weakish", eventually tipping over into "technically superior but kind of pointless").


    That's just single player though, the game really doesn't work all that well by yourself, despite how most of us apparently try to play it (including myself, for reasons I can't articulate).


  7. I am thoroughly enjoying the recent changes. Playing on an island world with limited resources, though, has raised a question. Is it an oversight or a design choice that drying racks must be made from wool yarn only, and not spider string? I could understand and accept if it's intentional, but allowing drying racks from string would be a welcome change if it was originally an oversight.



    Probably intentional if it makes it harder to acquire. That's usually how it goes in TFC.


  8. Is it possible to change to peaceful in the middle of a game? Sorry for the silly question, but I have never thought about that before.


    Yeah, once we had a nice little town going the admin just:


    difficulty 0


    in the server console. (op with sufficient permission can do the same)


    It was fun having monsters in the beginning, before we had walls and good equipment.


  9. I kinda get the feeling that a lot of people are ok with the torch changes because the jack-o-lanterns exist. Based on player actions we really need a real permanent light source. Base aesthetics are at an all time. Extrafirma save us!. Carpenters torches are cool too but people are less willing to use the mod.


    Yesterday my server voted to just go to peaceful mode after we got settled, partially because of torch changes, but mostly because dealing with monsters overall just turned into a harmless, but pointless and time consuming nuisance.


  10. I have a single player world started in 79.4 that hasn't found graphite in over 2 years of searching for it.


    Thinking I'll probably add a recipe to convert coal to graphite*. It's cool that TFC has a strong exploration focus, but I've got my limits for when something stops being fun, and becomes mindless work.


    *(It sort of makes sense, you know, other than the ridiculous heat that conversion requires, Thinking I might make it a % chance to drop from lignite/bc instead, since those deposits seems to generate normally.)


  11. The intended use for support beams is to prevent raw stone from turning into cobblestone and collapsing. Any behavior experienced when using beams in any other way is neither a feature or a bug because you are not using it for its intended purpose. It's like asking if it's a feature or a bug that liquid goes through the tines when you eat soup with a fork.


    Is using it to suspend dirt considered valid?


    Mostly curious because I'm currently relying on support beams to prevent my charcoal pit from flipping out with dirt falling in during the collection phase.


  12. So I spoke with Bioxx about this, and we have come up with two options:


    1. We don't change anything. You keep getting 4 bowls from the single pattern, and nothing happens when you try to do the double pattern, and you guys stop complaining.


    2. We change it so that the double pattern gives 2 bowls because you made two bowls on your screen, and the normal pattern only gives you 1 bowl instead of 4, because you're only making 1 bowl on your screen.


    The choice is yours.


    I like option 2, provided that we stop eating the ceramic along with our salad.


  13. The huge thing YOU are missing is that lanterns will not address the lighting needs of a huge amount of people, and they won't be in the mod for a year or so.Vanilla torches have a very specific purpose. They give you a convenient freedom that makes the game less boring, because you can do the fun stuff and don't have to worry about replacing torches. That allows you to have a huge variety of playstyles in one game.In TFC you are going the opposite route. You remove all the convenience, forcing a very narrow playstyle that matches your own. You may enjoy making a small hovel that has two torches in it, but a lot of people won't.You ARE dismissing and ignoring feedback that doesn't suit you, and you have been doing it since forever. This is not something I noticed today, it's always been here. It's everywhere, too, in the mod, on the wiki, on these forums...


    With spawn protection, I don't have to worry about placing or relighting torches anyway. There's literally zero torches anywhere near my house and farm (occupying about an 8x10 chunk area), and it's perfectly safe at night. The only significant effect torch relighting has had on me is that distant mines can now go dark and become dangerous again. Honestly, I think that's an awesome feature.


    The only problem I'm having right now is that spawn protection sometimes doesn't extend as far as you expect because of chunk boundaries, leading to weird little pockets of monster spawning in some parts of our walled-in town (away from my house/farm, but between my house and the one right next to it, even though they're pretty close by), just because we don't idle in a random corner for long enough.


  14. I have to agree with the growing numbers, as I also said. The torch mechanic really is a feature that splits the playerbase, not because they can burn out, but because there's nothing that doesn't burn out. (Or doesn't last a hell of a lot longer, at least.)The idea itself, I think wins the majority without effort, but with the addition of another light source, or even a few more based with the ages of TFC, everyone would be happier.


    Yep, I love the idea. I never liked seeing fields of torches, and I love that abandoned or infrequently visited areas can become dangerous over time. My sole problem right now is how badly this impacts the design of villages.


    A single, small house and farm is (usually) fine with spawn protection, but trying to secure a group of them inside a wall is frustrating me greatly.


  15. You make a very good point. Yet, i feel the need to offer a response. Torches go out over time, so who still needs stacks and stacks of them? Acquiring enough sticks is not a problem. Therefore, the quick lighting of sticks into torches feels cheaty :D Why not put a time delay on the lighting of each torch? More ahem "realistic". Also then there is still some reason to use the forge later on.


    I barely make any torches now, feels like there's no point. And with cave exploration still feeling as unrewarding as ever, torches are mostly decoration now. 


    My starting hovel doesn't really need them anyway because of spawn protection.

    Unfortunately, I can't make anything much larger than the peasant hovel anymore because of the reliance on spawn protection, so that's kind of unfortunate.


  16. Things breaking blocks is the big no-no. Not if they can do it without provocation (ie Creeper). The amount of backlash against that enderman mechanic in vanilla had it so that they pretty much nerfed it to only dirt and sand, and that was random. If it was targeted at player structures, especially in TFC where these things are hard to build and might collapse if one thing is removed, I can see people ragequitting and honestly just not building. 


    If anything can be broken, it has to be *one* specific thing, or a *set* of specific things, ie it shouldn't be everything can be broken except this, but rather, nothing can be broken except this. The door mechanic is a good example. Even then, it's limited to hard mode. It means people can build around the mechanic. But indiscriminate block-breakers? As a builder, I can't support that at all. In fact, having played minecraft survival mods where block breakers are a thing, it's fun for sure, but only for a couple of hours. It's more of a short term 'survive as long as you can' feel and then give up and just restart to play again. Not many people would ever get to bronze, for goodness' sake. 


    I see the block breaking mechanic as akin to the TFC starvation mechanic. Ideally, it *never* happens, it mostly just exists as a distant threat if you do something very wrong.


    Even so, it needs to exist to drive the whole thing forward, ya know? Right now it's ridiculously easy to make an entirely safe little area, and "fortifying it" against monster incursions is literally as boring as sitting inside it for a long time. At the same time, large bases are really poorly handled by the spawn protection system, it's possible to have two otherwise identical layouts have different monster spawning problems just because one of them is sitting in a weird position across multiple chunks, that just feels wrong.


    I don't think comparing it to Enderman is entirely fair, since Endermen spawn and pick things up randomly, but the threat here would be very telegraphed, and designed as an obstacle intended from the start to be mitigated. Just as hunger is mitigated. If you lose an important structure it means that you failed in several very specific ways, either it was outside the wall (and blocking the path to a valid target) or you allowed a wall to be breached after many waves of monsters arrived from that direction who didn't have the capability to break your wall.


  17. I love it, mining felt way too safe before once you learned how to dig without any risk.

    Now I'm carefully planning out the shape of my mine, placing support beams, keeping monster spawning in mind now that torches go out, etc. It's really fun.  :D


  18. Personally I like the idea of mobs being able to break blocks, but it would definitely be something that would have to be either configurable or hard/harcore only


    I figured that item would be a bit controversial, configurable would definitely be good.


    In my mind I can see the destruction aspect primarily coming into play if you're rather carefully ignoring everything around you. With slowly growing nests and a threshold before they start sending block breakers, you'd see a warning sign in the form of a group coming at you from a specific direction many nights in a row before your wall would ever be in danger. In a way, this also gives players more "roles" to play in a town, by proactively scouting the surrounding area, tearing down small nests, and reporting large ones before they become a problem. By tying nest growth and hostility to player activity, you can also reduce the impact this has on singleplayer and hermit players.


  19. @ Cerus


    I too dislike the Vanilla spawning method, it is a terrible system. While this sounds like a good step, it may not be the direction that the devs are going since I think they are going to make new mobs that are more believable.


    Yeah, I was wondering how this might rub against their eventual plan to put all the "fantasy" type monsters underground. In theory though, this kind of system wouldn't have to be restricted to monsters.