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Stroam

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Everything posted by Stroam

  1. Boats/Rafts

    Clarification First we'll start with the port. In the first idea,theship isn't awesome. It is the only way you are leaving the island, and the port is the only way to make it. The port would be a large multi-block structure that has some specifics. you can have different types of wood for your docks, and different solid blocks for this or that.The port will give the boat different durability based on the materials you give it. The islands have a mandatory amount of water around them and a level. The level of the island determines how choppy the water is which determines how much damage it does over time to your ship and how much endurance it takes to swim through it. A level 1 boat with a player with 1 endurance will have their boat eaten up by the water super quickly, and then that player will drown because they don't have the endurance to swim through that choppy of water.The further from the first island you go the more choppy the water/island level is and the greater durability your ship will need to survive the crossing. You will need a new port for each island, because if you don't have one your ship will constantly take damage while in the water and eventually break. It can not be repaired/upgraded outside of a port. This means each time you sail to an island for the first time your probably going to lose the ship unless you drop of some resources and immediate head back. Eventually when all the resources for the new dock are there you can park your boat, build the dock and put your boat in the dock. The second idea is that the ports are essentially teleportation devices that you have to link by sailing from one to the other in a boat one of them spawned. The point of the mini-game is to require some effort on the part of the player, and to stop them from getting bored waiting for however much time it takes to finish the teleport. If you have ever played World of Warcraft they had flight paths that you'd essentially sit for 5 minutes while being transported to another location. A lot of peopledownloaded a bejeweled mod that they played while waiting. The mini-game however is not necessary and you can have just a timer with a 100% chance of success. Back to your multi-block suggestion. I do see your issue with all ports looking the same. In my original concept All would have the same structure but different material. However I do like your idea of being able to arrange things differently. So what is possible is possible is that you can have key blocks for your multi-block structures. Lets for the sake of argument say there is three. Well call it the lighthouse lens, dock block, and captains block. When you place the light house lens it checks the basics of a light house. There is a solid block within 5 blocks above it, a solid block directly beneath it,andthere is no solid blocks north, south, east, or west for 20 blocks in each direction.That's it, then you can make it look like how ever you want as long as that criteria is met. If the criteria is met it lights up, if it isn't it doesn't. The docks block and check that there is a 5x5x3 section of water surrounded by tarred wood blocks at the same height or 1 higher, and then that criteria is met. Then you could place down the captains block which makes sure there is a block within5 above it, a block within 5 below it and one below it. You can then link the dockblock with the lighthouse lens, and captainsblock by tapping on them with an item. The dockblock will then allow you to make boats as long as it's criteria is met, and the lighthouse lens,captainsblocks say their criteria is met, the linked blocks are within x/z range,and the lighthouse lens is higher up the Y axisthen the dockblock. I would have the key blocks perform their checks each time the dock block want to finish making a ship.Then if you want to increase or decrease the cost all you have to do is change the recipes for those three blocks, and if you want to change the cost of the ships you can do that seperately. Then you can largely make the docks look however you want.
  2. Smithing depth

    I like the Idea of etching and customizing your tools/weapons/armor. It'd be nice if some of the changes you go do were aesthetic as well. Something likeplating, engraving, or a sword handle using different types of leather that effect color or stats.
  3. Boats/Rafts

    I too like the idea of boats.I used them for exploration and transportation. I also know the strain that traveling fast puts on the server. I am all for boats with less issues.Now I do see a couplegood ways of making boats better without increasing stress on the server. Now the small boats are already like canoes, leave them as is. Have players able to make a large multi-block structure that when given the right resources creates a bigslow boatsimilar to Archimedes ships, that could carry a few barrels. These ships would have a manual control that is left, right, faster, slower. Their speed would vary based on the wind and you aren't getting these up any river as they are too slow and big. They have a durability and can be repaired at the same multi-block structure in which they were made. You would not be able to pick these boats up and when the durability ran out it'd break into sticks and planks just like a vanilla boat. Even though these would be slower than vanilla boats, because it can carry a lot of resources it makes up for that. In addition you should be able to create an item called a captains log. You would put paper into a slot and hit record. It would then keep track of the path you are taking. When you are done recording your path you take it out and put it into the captains log and give it a name. Then when you want to take that path again you can select it in the captains log, set it in a slot, click go and it'll check to see if it's close to the starting coordinate, if it isn't it'll let you know it failed, if it is close to the coordinate it then go to the first coordinate and follows the same path you took last time and you can sit back and relax. Captains log of course needs to be made out of a compass, sextant/astrolabe, spyglass, book and quill. Another implementation I could see is creating another large multi-block structure called a port. You provide the port with some supplies and it again spawns a boat that you can't pick up. You sail this boat to another port and when you get out it checks to see if it's in a harbor, if it is it links the port that it was created with to that port. Now when you want to travel or send supplies you no longer have to sail. You essentially go into a very slow teleport which varies the time based on how long it took you to get the boat from one port to the other. What can you do while waiting? Well you could just wait, there also could be a mini-game that takes the same time as the teleport and lets say you fail half way through the mini-game, it would teleport you half way along the path you took and you'd see wreckage of you ship that was lost to a storm/sea dragon/excuse. The second one minus the mini-game seems the easiest to me and least resource intensive. I'm not sure how to do the first one without the same issues vanilla boats and Archimedes ships have. Maybe the new vanilla boats in minecraft are coded better and you can borrow from that. The island thing works great with the first idea if you make swimming a very tiring and when the player runs out of energy starts drowning. Then when you make the boat with the durability, it loses durability based on time when not in a harbor, and how rough the water is. The water could get rougher the further out from the first island you go. As you get higher tier resources you can upgradethe boat out of stronger stuff to increase the durability allowing you to travel through rougher water for longer. The harborI would make super expensive. I'm talking worse than gregtech bad. Takes three people working on it 10 hours a week for three weeks. That way it discourages people from having private harbors. Harbors took a lot to build and were places people gathered for trade and other things. By making it really expensive it would encourage this behavior. What are your thoughts?
  4. Tree Schematic Contributions

    This looks like fun.
  5. Nomadisim vs Settlement

    I am a bit late to the show, but here to relate some different play styles I have played and the successes and failures of the different styles. Did a community based world which worked out great. Everyone managed the crops and food storage when they were on so that no one starved. The settlement was located pretty far north so we only had a brief window to grow crops, and then the rest of the year everyone was going out and bringing various metals and woods back. Having others chip in and help made mining go quicker and less boring. It cut down on the amount of animals that we needed to take care of everyone. The only thing that I wished in that one was for self driving boats. There were set ports that we'd travel to for collecting materials and some of the boat paths such as going to the far south for charcoal took a good half hour to complete. If you could do the same thing with roads, that would have also been awesome. We also had people who were unhappy with the main city and wanted to branch off but the fear was it would take more server resources and could lead to the main city missing it's growing season and not having enough food, though that got solved with the cellars mod. Eventually that place stagnated and people stopped showing. The other way I've played is everyone spreads out. People stayed around the equator and was constantly starving because when they logged back on their crops were all dead. Those who didn't starve had a mountain nearby that they collected snow from and stayed on long enough to harvest one set of crops each time. There was a strict no griefing policy in place which meant you could not take or use anything anyone else had built or gathered including crops. This meant there were tons of little ghost shacks with dead crops out in front of them. Around spawn there were no animals or good places to grow crops. Your first time investment on the server had to be enough to get away from spawn without dying, finding the resources to build a boat and sail away to a place with no signs of other players. Finding resources in some area was tough and littered with empty mines. Places with resources were really far away and not a soul in sight. Not many were willing to share as the closer to spawn you got the more scarcity there was with some of the older places having ingots of various metals that no one dared to touch. Both of these places had advantages and disadvantages, some of which were policy and others weregame design. It would be nice if TF2 addressed what it could without compromising the game play which I thoroughly enjoyed.
  6. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    Makes sense. I found the repo so I'll just follow you on there.
  7. WIP [TFC-0.79.29] TerraFirmaProgressivePack

    This seems like a more stripped down version of Terrafirmapunk. I wonder now that minecraft has made some vast changes, if current mods will update or drift on over to TFC. If TFC ever updated to 1.9 I would wonder how much free time the developers had, because that would be quite the feat.
  8. Looking for server

    The last mod pack I played with other on was Blood and Bones. It is a very difficult progressive pack that didn't have a whole lot of documentation and completely changed the rules. Loved it. I looked up what I could, and conducted trial and error with the rest. I understand your fear and while I have not played it, I have watched https://www.youtube.com/watch?v=57xRBKyfELI on how to get started. How ever I will take up your suggestion. Have already applied to be whitelisted on your forum. *upon playing some terra firm hardcore craft I see what you mean*
  9. Looking for server

    I have never played Terra Firma Craft and am looking for a server to play on. Things I'm looking for are - a server that promotes people sticking together to form towns rather than playing on opposite sides of the map where the only way I know there are others is from the chat. - I dislike large abandoned structures, ghost towns, and everyone too afraid of "griefing" to tear them down and remake them even if the person is gone for over 2 months. I expect that if I'm gone for that long my stuff is free game. - servers where the main town is a place that never changes and you can't build/destroy/harvest/use item/ do anything in them other than run around and talk. - Loose theme laws. I hate being next door to the cobble/netherrack house or lava mountain or the sky base, sky pixel art, and houses made of only chests. - can get on 24/7 and don't have to worry too much about being gone for a week at a time. - public works such as farming areas, weapon and armor work shops, player ran stores, etc. - a little protection from people burning the house down every day or stealing every diamond you ever get. Can be as simple as police admins with a whitelist, or towny. An asteroid once a every couple of months or a town fire is okay as it gives people something to do and keeps things feeling dynamic. -
  10. looking for players

    I'm also PST and can play during those times but I like Aisika, I'd prefer 24/7 and as I have other stuff I'm working on so can be gone for 4 days at a time.