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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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drkoaeg

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Everything posted by drkoaeg

  1. I 'd like to know if there was a way to differentiate between WoodSupporthoriz vs. WoodSupportvert? I can not find another block name... thanks
  2. Differentiate WoodSupporthoriz vs. WoodSupportvert

    hmm I am sorry, but could you give me the com.bioxx.tfc.Blocks ... localization of the horizontal ones, please?
  3. Differentiate WoodSupporthoriz vs. WoodSupportvert

    OH, excuse this silly question, I thought the change that removed the horizontal ones as items, had also affected the blocks! Thx
  4. Differentiate WoodSupporthoriz vs. WoodSupportvert

    I use block physics mod, and I would like to bring to vertical supports gravity, but of course not to the horizontal ones
  5. But I could also live without these tools in early-game. Actually, I did play like this. I usedthatch towers with torches, or cobblestones dropped, tried to keep in mind, how the landscape and my ways went. Quite more intense, if you asked me. Also, I oriented at sun/moon, so I went in straight line. Another fact is, that at the beginning you do not have a base and you are enforced to walk around, carry your things and find food. So it is not that important to find a fixed place. Could be intended by the devs...
  6. Yeah, I see, it is unfortunately that both tools for orientation depend on the same tech tree. Maybe that could be fixed...
  7. I think it should be atleast bronze tier, because you can make maps with them...
  8. Port Aleswell (WIP) (PICTURE HEAVY)

    Looks very good! Thx for sharing The ceiling in the Silver Dragon Inn looks a bit plain, maybe you want to chisel the lumber between the logs. But it looks already really cosy, I like it.
  9. Thank you very much for having checked that
  10. Halp Pls boss

    there is also Ancient Warfare 2 mod, it does only have these medieval/early industrialisation technics
  11. What I wanted to say was lighting should be treated special, I don't think there is any way to make it believable, simply because of most of the time people did not have light source in our sense. That had many reasons, so it will not get believable. I would propose to take this subject mainly in game mechanics way.
  12. Believable torches are not possible either way. They would have to smoke far more, use up oxygen in small rooms (caves, inside buildings) and because of the big flame and it's emitting brightness, it needs far too much fuel (lasts about half an hour irl).
  13. Clay working

    I have a different opinion. I think the vessels and jugs are at the moment way too easy to get. They don't have any value, thrown everywhere. But if you must do more effort to achieve these, there is a big influence on game mechanics. I still think the clay knapping should be removed for these.
  14. Water Table and/or Wells

    I like the second proposal, because you could also make it highly variable in which y-level you will meet water. Maybe even variable of weather? So your searching proposals would work with this smoothly.
  15. Clay working

    I have no idea what you can do, if you did the forming wrong on the table. So as you are experienced, what mechanism would you propose. Should the half-made vessel be destroyed or could you somehow fix it or doesn't it even have a major influence and you just will have to adjust in game that those vessels have for example less inventory?
  16. Clay working

    I was unsure about this, but I think it will be much easier to animate an elliptical shape than something organic. Another aspect, and correct me if I am wrong, if you looked in slow motion what happens to a soft clay vessel on the wheel when it gets pressure on one side, you would see the material moves forward. And because it's a wall, that can't simply be compressed, the material gets forces in star formation away from this place. That is one effect on how the pot grows in height but also, and that's what we see when looking from above to bove sides. This described mechanism is dynamic and very fast (the wheel moves the vessel on and with it the pushing hand). So macroscopic view is smooth fluent change between elliptic and round shape after clicking. That would also be much more handy to code I would imagine. So you see in the.graphics only the three extreme cases between them it iterates. You have already pointed on some"stage" mechanics for bulging: The movement speed could be varied as well as your next point is leading in: Yes, the four X's show the last stage. There you have to control the bottom shape as well as the neck. I added this side view for better understanding, but I love this idea of using this as timer. So new players hopefully understand that schematic. Also it could represent what item you have actually chosen to produce. Yeah I think those variables to balance out will be the essence of how much fun this game can make.
  17. Clay working

    Feel free to suggest better game mechanism, that fits your expectations...
  18. Clay working

    So can you tell me, that all the other minigames in tfc are based according to the moves irl, I don't think so. And what is wrong with eye-hand coordination, I mean, that is essentially what you are doing at a computer? If you have a defined mass of clay that you form to a bowl, you will have to make the walls thinner to have enough material for making a whole vessel out of this. That is believable. When you push on one side too hard you will get an elliptical shape. Of course through rotation this is only a very short moment, but it is real. That is the physical movement of a soft ring (imagine vessel cut into rings) when you push one side in, the material gets pushed right and left side to elliptical form.
  19. WIP TFCTech Addon

    It might even be possible to use such kind of contraption for rope making.
  20. You could make your own topic with this. I would enjoy this feature, the huds at the time were also pretty badly illuminated.
  21. Clay working

    Yeah, you are describing how it is done if you want it to make it realistic. But everywhere in this forum there is told that believability is the way to do it. So I thought about how to make it like a simple mini game with raising degree of difficulty out of this. And for me, who has made some vessels with no professional instruction, it is completely believable.
  22. Clay working

    Yes, I would propose that you have to keep it in shape for an amount of time. The good thing of this way of view (see graphic): You start with the bottom, there it is easy, the rotation force is low, the "higher" the vessel is generated, the more rotation force you will get, also the thin walls may get instable, so the movement of the walls (darker blue circle) raises. You must click all the time on that side where it makes baggies. The third and most difficult step is when you make the neck (last row in graphic): If you look from upside on the vessel you see two borders, the big light blue one is the vessel, the smaller one the emergent neck. Now you have to click both borders to keep it in shape. So I would suggest that this would be similar for all jars possibly implemented. So if you want to make a vessel or jug or maybe bowl could be decided by how many clay you take or as you propose by button clicking. Yeah, good point, I don't know, if you must fire it, but I like this recipe. I think it is sufficient if it's too heavy to take it with you. See vanilla crafting benches, they are not carried arround but thrown everywhere needed...
  23. Clay working

    I made a rough schematic, how I could imagine this mini game: The game shows one circle (the pottery wheel turning). From up to down is the timeline of the creation of a vessel. From left to right the potential movement of the clay which has to be slowed down by clicking at the dissolute border of the vessel.
  24. Clay working

    Actually I would like to see the clay clicking recipe for vessels and jugs removed, and jugs/vessels would only be obtainable with the pottery wheel.