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Shirolol

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Everything posted by Shirolol

  1. Why couldn't there be an option to disable useless items? I made myself glass bottles because I ASSUMED you could put water in them and drink it, because that would make sense, but it turns out they are completely useless. Why are there so many useless items in TFC? Because this is not the first time something like that happened to me, it's annoying.
  2. Useless items are really annoying.

    Though I have no idea what alcohol is good for right now, aside from making cheese and things like that, but thanks for the information.
  3. Finding rock for flux

    There are two tips that make it a tiny bit easier: 1. Rock Salt has veins of flux bearing stone. 2. If you find malachite, then there is a marble layer under the top layer.
  4. While TFC is a very immersive mod, but what constantly throws me off is the necessity to constantly hit F3. Where is my house? F3 Where is north? It rain, I can't. F3 Am I north or south? F3 Dry zone. Am I moving towards or away from wet zone? F3 Does plant X reliably grow here? F3 (or just live at the center of the world) Can I theoretically find animal X here? F3 Having to look up things on F3 happens in Minecraft too, but it's really rare and almost completely avoidable. There are just way less variables to consider, maps are easy to make and pretty powerful, compasses are a thing. I really only need F3 to locate chunks for Thaumcraft and things like that. Now I don't know if any of this will still matter in TFC2 because as far as I know you want to drop the idea of beliavable geography almost completely with resource-locked and tiered islands and portals and all that, but if some of the stuff from TFC will still matter, why not add a lot of slots for primitve measuring instruments or hints in the landscape, like the sun arcing more to the south when you are far north(doubt this is possible, but still), making a rainfall meter with a Pine/Spruce/some other fir-like sapling and a stick(it works! Kind of), a glass thermometer and things like that, or making moss grow on one side of trees, adding better maps... I don't think debugging so much should be a necessity for playing. Oh, also maybe we should be able to see the time without a kind of watch in our watch-slot, because that's kinda weird.
  5. Less F3(another suggestion based on assumptions)

    Well they are much more common in vanilla MC at any rate. Like 30% of lakes have them and large lakes and rivers(which don't really seem to exist in TFC) pretty much alway have them. My "house" is at a very large lake and no reeds there. That still leaves iron being extremely hard to get...for vanilla standards... So is that where my post goes? Can I at least have approval for the fir cone rainfall-meter?
  6. Less F3(another suggestion based on assumptions)

    I've come to know TFC as a mod that is hardly compatible with anything because of it's unique concepts and completely changed mechanics, because of which I didn't install anything. I'm not a modpack perosn, I just gather together a bunch I like after having tested some thoroughly, that's why I didn't add in a better maps mod right away, I thought it would make sense to adapt cartography like you adapted, well, absolutely everything else to fit the TFc world, oh well. And no, I did not confuse them, but...maybe your mod does. I am at the edge of the dry zone, rainfall JUST high enough for clay to appear and pretty far in the north(avg temp is 9°C according to F3) and the sugarcane grows just fine and is all over the place...well crazy slow, but mid autumn it should be ready and I think sugarcane grows slowly everywhere. However, there is not a single plant of reeds in a huge radius...I assume after having travelled a very large distance by boat and having searched the land for bismuth and zinc(tin is surprisingly impractical)
  7. Less F3(another suggestion based on assumptions)

    I want to get a 100% TFC experience before I do anything like that and the problem is not that vanilla maps are useless to begin with, even though they are pretty useless, TFC nerfs their usefulness a great deal by forcing players to travel much further without finding anything of use and making them REALLY hard to craft. I mean you need reeds, which require 1000+rainfall apparently, wrough iron, which is mid-game and redstone, which can be very hard to find. I know minimap/better maps mod would fix it, but I felt like it would make more sense for TFC to fix the issue it created rather than relying on the player picking up external mods. Also I think minimaps, at leats free ones are definitely cheating. Especially if they come with endless-reach waypoints, mob detection and global map and all that like most do.
  8. Glass works

    Just for the purpose of getting a fancy block for my TFC house(where fanciness is huge luxury) I would want to use this system, however, I feel like other than that there is virtually no motivation to try and get better glass, do you have ideas for that too?
  9. This should have been in the known bugs post, which I somehow couldn't open. Thanks.
  10. Not sure if this is in the bug list, because I somehow cannot view it. I did shift-click, but I kind of doubt that that was the problem, it worked just fine before. I was pouring some molten bismuth bronze into an empty mold and withdrew it a tad too early, I did get a full ingot though and there was 1 extra unit of bismuth bronze in the vessel afterwards. I poured it into another mold so I can get my vessel back and now there are 2units of bismuth bronze in the other mold. Weird.
  11. Future of Building in tfc2

    I have been looking for the right post to say this on. Despite all the issues the old worldgen had I loved how realistic it felt, not realistic as in true to real life, but very close to it realistic as in it (almost) all makes perfect sense, it feels like a real world, it feels exactly how I would understand "terra firma". You are thrown into a great world. There are so many things you can do, but the game does not make them for you, they just occur in the world and if you are skilled, you can find them, that is how the "terra firma" is, tough but fair. There is always something you can do(unless the worldgen really screws you over, but checking whether you dropped the player on a small island in the dry zone is probably easier than completely rewiting everything.). I actually learned quite a bit through TFC because some things in the game, that are addressed in no other game are done so accurately that it made me curious to look it up. While of course there is much room for improvement, isn't this what you wanted to achieve? TFC2 as you are describing it probably wouldn't feel like that at all. You are making it very clear that the world is being conveniently and considerately generated around the player and with all it has just for the player with a very clear and narrow progression path laid out for the player(Yes, TFC also has some very ovious progression barriers, but aside from the amount of anvils you need I find them very believable), oceans are merely an annoyance, nobody will ever set foot into them unless they are bored or want salty water. Is this what you wanted TFC to be from the start? Excuse my neophobia, but I just recently discovered TFC, absolutely loved it so far and then found out that apparently the developers are tired of what they did with it and want to make something completely different.
  12. Future of Building in tfc2

    I can't help but feel like TFC2 won't be nearly as immersive as TFC now, but I guess I can only wait and see. Or maybe I'm just neophobic.
  13. Future of Building in tfc2

    Really? I thought it was made so that being able to stay in one place is a desirable endgame goal. To make your own little paradise and to make it something great, because it is very difficult to do...even though many places have all you technically need in order to advance and you can't even starve. Also is there anybody here who did not like the idea of stone layers?
  14. Future of Building in tfc2

    Well TFC1 does not rely heavily on Minecraft mechanics. You basically used the engine as a framework to make an entirely different game and I don't think there are not too many mod combinations with TFC that actually make sense, so there is no big reason to try to force the same mod into a newer version and with 1.9's mechanics it could not be the same anyway. You have already been replacing mechanics that dissatisfied you with your own ones to the point at which telling that what I am playing used to be 1.7 is actually pretty difficult. I mean if Mojang cared about backwards compatibility then TFC2 would not be a thing and TFC would be around 90% (or rather 110%) of what it is right now. I just think TFC2 is so different from TFC that it may have a different type of fans and give those a not better, not worse, but very different experience than TFC. Like giving someone AE2 instead of IC2. He might like both or neither, but he will pretty surely not think they are about the same. (Aside from the new collapse physics we've been shown, from what I've seen they are strictly cool and pretty sure all TFC players love those)
  15. Future of Building in tfc2

    [Still the combination of tiered islands and portals would not feel like TerraFirmaCraft for me, more like RoguelikeDungeonsWithoutCeilingCraft. Minecraft has the Nether and it can with massive preparation be used for quick(speed*10) travel, but why would improved geography with better boats/rafts, maps and solar orientation be such a bad idea?] <--Repost because this forum confuses me. I expected TFC2 to be a lot different than TFC in many ways, that's why I held back with suggestion based on TFC, but to me this does not only feel like not the same mod, but a mod that is trying to achieve something completely different, like a not-at-all-marginal portion of players might like TFC and dislike TFC2 and the other way around. I still can't know. TFC2 is not out, I have not played it and this is just a single semi-founded opinion. It will probably be great in any case, but if it will really be so different, perhaps TFC should not be abandoned after all.
  16. Future of Building in tfc2

    Still the combination of tiered islands and portals would not feel like TerraFirmaCraft for me, more like RoguelikeDungeonsWithoutCeilingCraft. Minecraft has the Nether and it can with massive preparation be used for quick(speed*10) travel, but why would improved geography with better boats/rafts, maps and solar orientation be such a bad idea?
  17. Future of Building in tfc2

    The whole tier thing really confuses me. A world that is directly separated into different difficulty levels with resources according to level and mutually exclusive? I can see how this would make sense in SOME MC mod, but TFC? I thought your goal was to make the world behave in a way that one could fully accept it as existing world and you acieved this quite well so far. There is barely a more immersive mod or even modpack than TFC and I can't see how the "island levels" thing would be able to achieve that. Am I missing something?
  18. They were in a river trying to reach me, most mobs seem to be affected, but bears move out of that situation much faster than zombies it seems. I will be testing that... Edit: Okay, I THOROUGHLY tested it and it's the water. Zombies and I therefore assume most mobs move through water very quickly, while in TFC water they frequently stop and spin madly for a few seconds.
  19. I really like TFC, but currently I would classify it almost as "broken mess" because the amount of bugs, even near game-breaking ones is pretty stunning and TFC2 will not be released in the near future and when it will be released it will probably be even buggier.
  20. 2. I experienced it many times in survival and had it with large stacks of items. They update fairly little, so I didn't notice it was just visual. v_v 3. Harvesting an onion at night failed for some reason.... explanation would be it was not ripe, but I'm sure I saw yellow... but that was before I have been using this forum...which was in the current version but a world that is long gone. I just really created the most pointless thread on the entire site I think... Now I could mention the spinning zombies in rivers, pretty sure that doesn't happen in vanilla, but I guess everyone knows about that one and if it could be fixed it likely would have been fixed.
  21. It doesn't seem very finished, though. My post was made out of substantial annoyance. Actually caused by a feature, which I thought was a severe bug. So really sorry. That was my fault. I'll do at least something productive and 1. Clarify I actually THOUGHT Kitty said no more TFC updates unless a crash occured. 2. Richt-clicking a pickable item with a placable item seems to destroy the placable item. 3. Breaking a ripe crop with too low light level seems to destroy the crop without yielding any seeds. Should I test these two a bit more and make a topic? I'm sorry, Kitty, please don't eat me.
  22. Bigger islands or big enough?

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted. This is a question and a set of suggestions. I don't know if this is relevant for TFC2, because I am assuming things will work the way they did in TFC1 I am not sure about the intention of the island size. I personally perceive it as too small in 95% of cases, because usually you spawn with an ocean in sight, most of the time (for me) the ores on the surface are not enough to create any alloy, oftentimes you can even stand on a hill and see the ocean to all sides around you, in like 40% of the cases and usually flux doesn't seem to be available, therefore no leather or progress in general. Earth is about 30% land and 70% water I think. TFC seems to be around 1%/99%. The question is, is it intentional that to get everything you need to make progress you need to visit several different islands? I am still relatively new and my inability to find ores to make even simple alloys might be related to my distrust of caves and ravines in TFC, my lacking foraging skills and the fact that I have no real clue how to mine since any falling TFC block destroys ores and I doubt that you could find missing ores underground before your precious curved stick of progress breaks. In fact I never even got to make any kind of anvil, because the sight of oceans and small islands in Minecraft has always been very depressing for me, I don't feel very motivated to play on a - in my opinion - tiny island with no land in sight in any direction. It doesn't help that there are no immersive and efficient means of finding your way. The vanilla maps are way endgame - assuming you actually found reeds - and don't really help with finding your old home again, because for TFC oceans they are probably too small. Leaving your home is always a hassle, because building a new one is pretty difficult in TFC and you have very limited capacity when travelling. This leads to two sets of suggestions, all in one post because they are related. 1. Making us more likely to find what we need on our island. Like bigger islands, smaller oceans higher resource density? I have no idea which one would make most sense. 2. Better means of travel. I am sure there are plenty of suggestions about boats rafts and portable containers, so I will limit this to better maps.
  23. Bigger islands or big enough?

    My hunting skill is currently limited to "Stone Javelins don't work on bears" Sorry for not looking too thorough then. I have tried many, MANY worlds and I would classify 95% of them as islands. Considering my RNG luck it may be 80%, though. When I make assumptions and suggestions about TFC2 right now I am mostly stirring in limewater anyway. I'll make better suggestions when it's out.