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stringburka

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Everything posted by stringburka

  1. Config Option: Should Nutrition Levels Restore on Spawn?

    There is an important difference though, between when you're completely new on a map and when you already have gathered food. If I've just spawned, I have no idea where food is or if there's even any non-seaweed food within 10 km from my starting position. If I'm three IRL days in and malnourished and die, I'll still have whatever food I've gathered there which, while it may not prevent all kinds of malnourishment, will keep me from starving for quite a while. And the idea isn't really to lower the nutrition you have when you die, but rather not inrease it. So if you have, say, 95%/0%/70%/40%/95% when you die, you'd have 95%/0%/70%/40%/95% (or 95%/10%/70%/40%/95% if one wants to keep death loops away) when you respawn. So dieing wouldn't make your nutrition worse, apart from the time and food you might have lost by dying, but rather not filling your nutrition state fully. No-one's saying starting a new game or new life should be a constant grind, if you die you should be in the same situation afterwards (except for what items you might have lost), and this change would not affect a new game one iota. If you're having a hard time getting nutrition after you die, it's because you had a hard time getting nutrition before you died. Dying just doesn't help you with nutrittion anymore (unless you where below a certain threshold, whether 10% or 30% or what have you). Thanks for the info on how it works. I suspected it was something to that effect but it's good to have it black on white. Though personally, I think the fact that nutrititon is really hard to increase except through dying is even more of a reason to remove that benefit of dying.
  2. Config Option: Should Nutrition Levels Restore on Spawn?

    Yes, well, I am the server admin
  3. my .79 playtrough

    For a 6 high 5 by 5, I don't think you can get anything decent-looking without detailed chiseling which will take hours upon hours to do, at least not if it's for a circular 5 by 5. If it's a square you can simply do the old method of "circling" slabs.
  4. Illness

    Perhaps zombies are already living rabies-infected humans? Pretty much no human disease is so zombiish as rabies; increased saliva, aggression, a craving to bite others (which spreads the disease), sleeplessness, loss of sensation and partial paralyzation. Heh.
  5. I don't know if I understood you right, but from what I can see you are the one with the older version. 0.79.15 is newer than 0.79.13.437.
  6. Config Option: Should Nutrition Levels Restore on Spawn?

    My vote is also on the "Yes!", I would definately use such a feature. And while I don't think it's common for people to _deliberately_ go out and say, jump off a cliff, I do think that the game currently incentivizes getting killed on occacion, especially in the early game. If I'm down to 400 hp due to malnutrition and is attacked by spiders, as the game currently is I'm much better off taking the chance and fighting back than fleeing. Either I get XP or I get nutrition. If on death your nutrition in each category was set to 10% or whatever it was before you died (highest of them), then death would nearly only be a penalty, and in nearly every case you'd want to avoid it at all cost. It'd be like a "hardcore light" option that, unlike HC, works in multiplayer. If not officially implemented, I would _love_ an addon that did this.
  7. So, I'm soon probably gonna start a small multiplayer server, and I want to keep survival the main focus. As such, the current system of "when you die, you get full nutrition/water/health/hunger" is kinda bad, since it incentivizes dying a lot. But as a multiplayer server, hardcore mode isn't really feasible. So I'm wondering if there's any config or addon or another mod that can lock these, _especially_ nutrients, so that when you die you respawn with the same as before (well, not with 0 health, but apart from that)?
  8. Illness

    With this change, you would be able to eat raw meat, it's just that it'd be risky. And yeah, with sandwhiches and salad you'd need to eat them decently quick or they'll go bad, just like in real life! It'd mean food spoilage isn't an on/off switch, but rather a gradual thing, so you have to weigh between minimizing risks and maximizing how much nutrition you get out of each piece of food.
  9. Prospecting Skill Tweak

    @Kittychanley: Wouldn't that depend on how much XP you got? Would be possible to tweak it so you'd only need to hit, say 70% for master? which to me sounds reasonable to master status...
  10. Prospecting Skill Tweak

    One option might be to give bonus XP for the first time you get a specific message of a specific mineral? So there is no need to store info about the specific blocks, but each character has an invisible list of minerals and virtual "checkboxes". Basically something that would be something like:Bismuthinite: Traces [ ], small sample [ ], large sample [ ], spot-on hit [ ] Native Copper:Traces [ ], small sample [ ], large sample [ ], spot-on hit [ ] Native Gold: Traces [ ], small sample [ ], large sample [ ], spot-on hit [ ] Magnitite: Traces [ ], small sample [ ], large sample [ ], spot-on hit [ ] and so on, and the first time you get the matching message, you get a big chunk'o' XP for that skill. To compensate, further decreasing the amount of XP gained from poking at random rocks. That way, while you could in theory still spam it, it's much less beneficial than going out and finding different ores! The reasoning would be simple, in that the more different minerals you've learnt to recognize and study, the better you get at recognizing them
  11. Is there any up to date tutorial/guide?

    Thanks a lot. It didn't seem to work on wild plants, but I simply waited until all the tomato plants had the same sprite and then harvested them. Now I have fresh water, a decently safe base, and food for at least a few days as well as six newly planted tomato plants, and some kind of wild onion/leek/garlic/whatever I haven't dared harvest yet. Woohoo, for once I'm surviving at least a few days. I also saw some chickens in the woods, but then I got lost and had to spend a night running from zombies so I don't know if I can manage to find them again... EDIT: One thing I love with TFC that I haven't seen in _any_ other minecraft mod, is that it creates stories. It doesn't play the same way every time, and it feels like you could actually write a short story based on a (hc) playthrough. I guess it's part the "believability", and part the way you fight the environment rather than just building up a safe spot in no time.
  12. Crafting Sandstone

    Just wanted to say that the Millianaire mod has mud bricks that dry in the sun. Don't know exactly how it works technically, but my guess (based on my experience using them) is that there is a check for if it's exposed to sunlight and the light level, and if it is, then it's a small random chance that it turns from a "wet mud brick" block into a "dry mud brick" block (don't know exact names). That seems reasonable. Right click thatch with a clay ball and it turns into "wet brick", then using the method described above, after a while it turns into "dry brick" which is non-transparent.
  13. Is there any up to date tutorial/guide?

    Oh, so I shouldnt gather the plants for seeds then. Is there any in-game way to see if something is ripe? Other than comparing sprites to the wiki?
  14. Is there any up to date tutorial/guide?

    Oh, that's very very good to know! Thanks! Then I don't have to panic about food as quickly. I also found out that certain lakes you can't drink from with hands but can with a jug. Had a really good start this time, on a clay field with both pigs and cows nearby and a few lakes that I could get water from with jugs. Also found some soybean seeds. Now, considering that the area is dominated by douglas firs and sycamores, I just have to worry about a circle of twelve sycamore saplings and a red curtain...
  15. Is there any up to date tutorial/guide?

    Thanks, I've checked those and found some, but it's kinda hard slogging through the changelog to try to find ideas on how to survive, especially since it's probably about 20 builds ago I last started a TFC world. Got any tips on early options for food? I only seem to find seeds, though hunting seems to be an option if I'm lucky and spawn near to animals. You seem to starve to death in about 24 hours, which IMO seems a bit too harsh... A heavy debuff sure, but it seems you should survive at least 2-3 days without food. Any tips for fresh water other than lakes? Should I just haste towards getting ceramic vessels up for collecting rain water and hope for rain before I thirst to death? EDIT: Just found Dunk's b79 let's play. That looks like it will be very informational.
  16. Thaumcraft compability/crossover

    Is there any possibility of using TFC with Thaumcraft? I went away from TFC some time ago to play tech mods for a while, but some of the tech mods have moved into a more hands-on design and I got interested in that again. Watched the b77 update and was intrigued, haven't really played heavily since like b62 or something... But I still sometimes feel TFC is a bit too limited for me, I like to be able to do a bit more. One mod I feel would fit quite well with TFC and that I enjoy is Thaumcraft, which is kind of half-way between a tech mod and a hands-on mod, though "magicky" in feel. But since it relies heavily on vanilla and mod metals, and I'm unsure how TFC works in relation to the ore dictionary, do you know if it's possible to get them to work together? :3
  17. Game tips! Neo Scavenger

    So, having been stuck in front of the game Neo Scavenger for a few days, I realized how much of the feel of that game aligns with the feel of terrafirmacraft, despite having completely different mechanics. So I thought that some people here might be interested in that game! It's a turn-based rogue-like set in a post-apocalyptic world, with a very heavy focus on survival. Now, most rogue-likes are very deadly, and so can TFC be, but nowhere near Neo Scavenger. Lack of shoes will often kill you quickly. Lack of water will almost always kill you quickly, and even if you get water, unless you get some way to clean the water, you'll still probably get gastroenteritis or cholera and die after a week or so. A rabid dog can be deadly. Exploring a crumbled building can be deadly; not so much in the short term, but that it might collapse on you, causing bruising and cuts that might either be infected or simply make you so weak or be so painful you can't keep up with the things you need to do to survive (like get more water, try to get food etc). When you see a potentially hostile creature or person, you can't just dive in, you really have to consider the risks - it's not "can I win?" as much as "is it really worth the risk of getting wounded, even if I'm almost guaranteed to win?". Unlike most other roguelikes, and to a large degree unlike TFC, running is often the best way to stay alive. And you have to consider things such as if your tracks will reveal you, or if you want to make a proper fire - it will keep you from getting hypothermic, but it might also draw in unwanted visitors. It really feels like a survival game. Maybe not realistic, but very believable. It's a game where you'll be happy over finding a left foot sandal, because you've only found two right shoes before and your feet have loads of blisters from wearing them on the wrong foot to protect you from the hypothermia. It's really, really good and really, really hard. I haven't managed to finish it so far, at most I've survived about a week. a let's play (not by me). Check it out if it sounds interesting! Regards // stringis
  18. I reaaally dislike the way pottery rotates constantly, or food on the meal making table for that matter. I really liked the old way of rendering food on the table, is there any way to get that back? And to stop the pottery from rotating? Looked through the configs but couldn't find anything. It really detracts from the experience as I can't make a good-looking home/cave
  19. Increase soil nutritient capacity, balance crops (?)

    IMO, all growth should be slowed down. But it also depends on how much they value balance vs real-life; because lets face it, real life soy beans arefrakkin' awesome food. If we stopped feeding cattle soy and ate the soy ourselves we could double the worlds protein production IIRC... But i guess taste of food could also be a thing, even if nutrients arent implemented. Basically, when making meals, set saturation based on the saturation of ingredients, and set soecial abilities like junp boost based on speed.
  20. Increase soil nutritient capacity, balance crops (?)

    Soy beans generally dry before you harvest them, and hold a very very long time. Far longer than potatoes. We have soy beans in a sack here that are over 18 months old and still use them. Granted, that's with the modernity of plastic bags, but they don't spoil quickly. Green beans is a whole other matter. If I were to make a food spoilage system, I would have something like this if just kept around: 1 year: Dried rice, soy beans, certain other kinds of dried food. 1 months spoilage: Potatoes (instead of spoiling, becomes plantable shoots), onions, cheese, most cereals, garlic etc 1 week spoilage: Most fruits, cooked meat, tomatos, bell peppers, bread etc 1 day: Raw meat But then allow proper storage (differs depending on food type, but for example storing potatoes in dark, dry spaces or meat in submerged skin sacks), which increases the longetivity one "step" (and letting properly stored dried rice/beans etc never spoil). It keeps the system simple to understand with such clear increments, it makes storage important and allows for a lot of balancing measures to be taken into account. And it prevents a single fruit tree from feeding a village for a year.
  21. Scythe work

    That would mostly add tedium However, a combination of: 1. Requirement of larger areas to get enough amounts of food and 2. Food that goes bad if it's kept too long and 3. The risk of a field going bad with spreading sicknesses would add actual difficulty and require a lot of more considerations. Especially if point 2 and 3 is affected by how one does the farming (areas, nutrition amounts, temperatures etc - perhaps while a warm environment is generally beneficient to farming, it also increases the risk of the crops going sick and makes certain food types go bad faster).
  22. Possible to disable the rotating entities?

    Well, the fast graphics didn't help - the stuff on the table continued to rotate but where only visible from one side, weirdly enough. I wonder if the devs will bring back the old rendering as a config option. And hopefully also 2d sprite rendering for placed ceramics (without having to have fast graphics). TFC is fantastic, but the configs are a bit lacking :/
  23. Possible to disable the rotating entities?

    Yeah, I guess I could do that, but then they do the weird "always facing me" sprite thingy... And that's only appropriate in Doom95. I guess that'll have to do... Do you know why the table placements from older builds were removed? It still seems a lot of other mods can do that (bibliocraft, thaumcraft, tinker's construct etc) so it seems they should be placeable like that? I hope they turn the ceramic vessels and stuff into true 3d though... EDIT: Goshdarn, realized optifine is buggy with TFC, and can't have all graphics to fast because I can't stand the solid leaf blocks. Oh well, looks like I'm frakked. I guess I shouldn't be so picky xD
  24. T1 container: Straw basket.

    Agreed with dantedarkstar. It'd also look awesome. The issue with early-game lack of storage isn't so much carrying capacity but that until you have working ceramic vessels, there is no way to store most items safely. Unlike in the real world, if you have a large stack of stones and dump them in a hole they won't stay there more than five minutes - in real life that is only true for erasers and kittens.