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Everything posted by Cerus

  1. [Rule #1] Alloy calculation weirdness

    Maybe not, but the READ BEFORE POSTING thread does.
  2. I am missing reasons to build a shelter

    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. I am missing reasons to build a shelter

    It's significantly less satisfying for many gamers to self-impose restrictions in the way you suggest.
  4. I am missing reasons to build a shelter

    Aww, well that sounds discouraging. I will poke around in there though, thanks!
  5. I am missing reasons to build a shelter

    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.
  6. I am missing reasons to build a shelter

    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.)
  7. I am missing reasons to build a shelter

    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).
  8. Drying rack from spider string?

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

    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.
  10. Torch Poll

    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.
  11. Graphite

    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.)
  12. Gravel ignore support beams

    Thanks, looks like I'll have to redesign the charcoal pits.
  13. [79.6] Kaolinite and Graphite near spawn

    Huh. I'm not seeing any graphite at those coordinates. Although to mention it, I haven't seen graphite anywhere since B79.
  14. Gravel ignore support beams

    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.
  15. I like that, but I think I'd rather have it work like the pitchers jugs. One or two bowls instead of 4, and a small chance to break when you finished your meal.
  16. I like option 2, provided that we stop eating the ceramic along with our salad.
  17. Torch Discussion

    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.
  18. Torch Poll

    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.
  19. Torch Poll

    I like the mechanic, but dislike the new reliance on spawn protection.
  20. Torch Discussion

    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.
  21. The expiring torch mechanic discussion got me thinking about ways to make monster spawning on the surface more interesting, primarily removing the tie to light levels, while also making monster behavior more dynamic and threatening. [*]Disable light level based spawning on the surface. [*]Monsters spawn at "nests" [*]Nests grow over time, up to a limit based on geography/proximity to other nests and nearby player activity. [*]Monster "groups" are generated from nests (loaded or not) and expand into areas without nests, placing new small nests. [*]Certain types of player activity in an area marks that area as a "player nest" of sorts. [*]Monster groups are attracted to nearby player nests, as a player you'll see a group of monsters approaching your settlement at night from the direction of a monster nest from time to time. [*]Nests that are allowed to get too large start spawning a variant that can target and destroy walls. [*]Nests are defined by special blocks or structures, a player can interact with these in some way to destroy or reduce the size of the nest. The drive behind this kind of a spawning overhaul is threefold: First, it eliminates monsters from spawning inside surface structures in a sealed area if that area is not already a monster nest. Second, it makes monsters far more of a threat to large settlements (identified as big player nests), attracting monsters from many nearby monster nests. Third, it puts control of the local monster threat more directly into the hands of the players, by allowing them to attack a nest directly to put a stop to the groups spawning there. As opposed to the passive spawn protection system we rely on now. Note: None of these changes would affect spawning behavior below ground, unlit caves would be every bit as dangerous as they are now.
  22. 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.
  23. Mining in b79

    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.
  24. 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.
  25. IGN: Cerus Age: 29 Why?: Just recently got back into playing TFC, would enjoy playing with some like minded co-op types. Me: Your average IT guy, does a lot of cooking, plays a lot of Planetside 2,loves running long Shadowrun campaigns.