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Hyena Grin

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About Hyena Grin

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  1. Less thirst and hunger decrease while idling

    I actually did not say that. I said that I did not notice a change in rates when standing still. I realize you are kind of half arguing with me and half with the OP, but let's be careful to address the things that are actually said. (Edit: I see where you might have gotten a different impression when I mentioned mining vs standing around. I was trying to emphasize 'standing around' not talk about mining vs not mining. I am aware that while sprinting and performing certain actions, that your hunger and thirst decrease more quickly)What I said, is that periods of genuine, actual inactivity should result in lower hunger/thirst depletion. I don't see a problem with having another factor which helps to determine depletion rates. Other than the fact that you appear to believe that what is implemented is 'enough.' Obviously I disagree, and I'm assuming the OP disagrees. It still makes perfect sense to slow hunger/thirst depletion when standing still. It makes perfect gameplay sense, and cheerfully, it also accurately reflects reality. Again, seems like a no-brainer, and I haven't actually seen an argument against the suggestion. Would the game be worse if this suggestion were implemented? Is it impractical to implement? Surely it's a minor thing to track whether the player is moving or not. So why is the existing hunger depletion mechanics an argument against further tweaking of those mechanics to reflect reality a little better and also make the entire food/hunger system in the early game slightly more manageable?To Hubertus, no matter what hunger/food system is implemented, you will always be able to reach a point where you have more food than you need, that's not really an argument.
  2. Less thirst and hunger decrease while idling

    I didn't say that you don't burn calories while being still. I said pretty specifically that it should reduce the speed at which your hunger decreases. And it should. Because it does - significantly. And with good reason. As for your latter comment, it's a very noticeable feature to me, in that its absence struck me as immediately conspicuous and kind of annoying, and I consider myself a pretty average player, so you might want to reconsider your response, because from my perspective it's a little baffling! It's not like this is a concept without precedent. The Long Dark makes a pretty big deal about burning calories through activity and conserving energy is an important part of gameplay/survival. They aren't identical games, but TFC does often (particularly in the beginning) include periods of inactivity, such as waiting through nights, or waiting for things to cook/melt. It makes sense to adjust the tick of hunger/nutrition based on these kinds of factors, because its absence has a huge impact on how we play. If you are constantly mining for 24 hours straight you SHOULD require more food than someone who spent half the day indoors waiting around.It also gives a little extra breathing room for the early game, when food is scarce and periods of inactivity are more common. Later on, when lots of food is available, you can spare the extra food to maintain activity throughout the night and day cycle.It seems like a no-brainer to me.
  3. Less thirst and hunger decrease while idling

    Activity burns calories, degrees of activity burn more or less calories. That is the reality of things. So what is the actual argument against this suggestion? 'Just log off' is not actually a valid response to what the OP is suggesting. There needs to be a valid gameplay reason to not implement this before it can be so easily dismissed. I have also wondered why we don't have a system where the game recognizes when you are not moving and adjusts hunger rates accordingly. Conserving energy should be a valid strategy.
  4. Water Seepage

    I realize on the face of it that the processing requirements for this may be prohibitive, so grain of salt: Water has a way of passing through permeable substances and even minute fissures in hard rock. I feel like digging very near to water sources should be more involved. Basically, water should begin to seep through semi-solid and solid blocks given the right circumstances. Basically, the deeper the water on one side of the block, the more penetration the water would have through adjacent blocks. Basically, water blocks would need to be aware of how many water blocks are above them, then pass that information to all solid blocks adjacent to them horizontally and beneath. This would flag solid blocks with a 'waterlogged' trait that checks a threshold (this could be different for different material types, lower for dirt/sand/gravel, higher for natural stone, higher again for masonry and certain other block types). If the threshold is surpassed, the block then passes half of its 'waterlogged' value to blocks adjacent to them horizontally and beneath. If there is open space instead of a solid block, it will generate 'moving' water, or a waterfall effect. Blocks that receive more than half of their threshold (but less than the amount to allow water to seep through) will 'weep,' causing droplets to form on the wall or ceiling - a harmless indication that digging the block out will almost certainly result in water forming. Legend: W~ = Water G = Gravel ~ = Seepage + = No seepage 0 | 1 | 2 | 3 : 0 = Water column, 1 = First block column, etc. W~ | G+ | G+ | G+ : 1 horizontal block deep, no seepage (perhaps weeping walls but no water formation) W~ | G~ | G+ | G+ : 2 H-Block deep, water will seep through adjacent block, forming a waterfall effect in 2nd block column if dug out. W~ | G~ | G+ | G+ : W~ | G~ | G~ | G+ : 4 H-Block deep, water will seep through two adjacent blocks, creating waterfall in 3rd block column if dug out. W~ | G~ | G~ | G+ : W~ | G~ | G~ | G~ : 6 H-Block deep, water will seep through three adjacent blocks, as above. G~ | G~ | G~ | G+ : 7 H-Block Deep, 1 V-Block deep. Water can only travel three blocks away from source at this depth. G~ | G~ | G+ | G+ : 8 H-Block deep, 1 V-Block deep. Diagonal fall-off of seepage is more pronounced. G~ | G+ | G+ | G+ : G+ | G+ | G+ | G+ : 10 V-Block deep, water no longer penetrates. This would make digging around lakes, beaches, rivers, etc, a little more interesting, making accessing certain clay deposits somewhat more complicated, and also simulate a rudimentary 'aquifer' type effect in some areas. I do realize that this might not be practical in terms of performance or coding, it's just something I've been kicking around in my head without the benefit of coding experience in Minecraft.
  5. [Solved] Duplicate Rocks/Sticks

    Thank you kindly!
  6. [Solved] Duplicate Rocks/Sticks

    Version #: 0.79.6.279 SSP/SMP (Single/MultiPlayer): SSP Suggested Name: Debris Duplication Suggested Category: Severe-Annoying-Minor Annoying Description: When 'breaking' rocks and sticks (debris) on the ground, two objects are spawned. Notably, when you pick one of the two objects up, both disappear and only one object is placed in the inventory. This appears to happen with all rocks I have tested it with, including nuggets of ore. Have you deleted your config files and are still able to reproduce this bug?: Yes Do you have any mods other than Forge and TFC installed?: No. Fresh install (deleted .minecraft folder and started from scratch), nothing but Forge and TFC. If yes, which mods? N/A If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? I do not have either installed. Pastebin.com link of the Crash Report: No crash report.
  7. Torch Poll

    I think that 48 hours makes a lot of sense in the context of a game that has additional lighting options. I originally voted that I like the mechanic and use the default values, but I am thinking about changing that to 'edited config to make it easier.' I think that until we have some longer-lasting options (candles that do not have to be relit as frequently but have a smaller light radius. Lanterns that use some manner of fuel and can last for a very long time as long as they are full) I think a good compromise might be to make torches last longer until more lighting options are available. 72 hours per torch might be a little easier to deal with in larger settlements. When we have other options for lighting our settlements that will be less labor-intensive, we can drop the torch burn-time back down to 48. Just a thought.
  8. slower starvation

    Honestly I'd like to see a longer period where you are 'starving' but not 'dying.' It takes a long time to die of starvation! Maybe reduce movement speed, reduce damage the player deals to enemies, increase damage enemies do to the player, maybe apply a greyish filter to the player's vision as a visual indicator that you are in a poor state. This would make it extremely desirable to avoid being in this state. The handful of times where I have died to starvation have been pretty annoying, and it's usually because I lost track of things while exploring and have low health already, and suddenly I have very little time to get back to a source of food before I die. Just a thought.
  9. Useful lava

    I think they are planning on changing the way lava works so that it is less of a persistent thing. I don't know the exact details (maybe someone else does) but they have talked about geological instability and earthquakes and volcanoes and things. I never liked that lava was persistent. Lava cools into stone pretty quickly and it's rare to have a source of lava pushing to the surface for very long. Lava should turn into obsidian after a while of being exposed to air (with the exception of lava pockets below a certain Z level). ... as you can probably tell I don't really like the idea of lava blocks providing an infinite, intense heat source. Heh. Just my opinion though.
  10. Grindstone, Sharpen your sword !

    I also like this idea, but it will probably just result in people carrying around a half dozen tools so that they don't have to stop to sharpen every time. And that causes inventory stress. I have a hard time imagining a way of implementing it without the net result being people finding tedious and non-fun ways around it. Which would just make people complain. Unfortunately. Because it is a good idea, in principle.
  11. Inventory Space: Oh my god it's a thread about Inventory

    There's no point in restricting inventory until there's infrastructure in place to support moving stuff around. Any reduction in inventory capacity is going to annoy somebody. You can't really expect otherwise until more thought has gone into how you're going to alleviate inventory stress in a way that fits in with the TFC theme. Wagons, pull carts, ways to expand inventory, etc.
  12. Salt Flats / Pans

    I like it! I'd keep them to a relatively small size so as not to completely dwarf the need for rock salts, but it'd give players a reason to explore deserts. Since at present they don't usually offer much in the way of stuff to gather (beyond endless sand for glass).
  13. [Added] Colored pots

    Perhaps a pale red (pink) and pale yellow dye made from the flowers that spawn? They don't need to be attractive, just available.
  14. How the game looks to a new player.

    I am inclined to agree where it comes to games that people pay for. But when you're talking about a mod, where the developers are working within the framework of another game, and trying to build a specific experience, I start to disagree. The game is not terribly intuitive, but with like a great many free/roguelike/mod type games, the learning curve is entangled with the community. The forums, the wiki. That's how you learn to play these things. That's not a bad thing, that's a space that mods have always occupied.
  15. [Added] Colored pots

    Love it. I would use the heck out of this if it were implemented. I have a bad memory for the most part, so I like to organize things. Color coding ceramic vessels would make inventory management a lot easier for me. And also storage of items outside of the inventory, potentially. And frankly it would just look nice.