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Gil

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Everything posted by Gil

  1. Is there a reason why you want to improve the prospecting ability? In my experience, the current pro-pick is already VERY accurate (only 40% false negatives) and dead easy to use. If you're looking to upgrade it, it's far more likely that you are not using it correctly.
  2. Map Never Loads

    You have to delete the configs for each new release, generally, to avoid this issue
  3. No Durability / Weapon Sharpening

    Very fair point. I should do some deep thinking to find a way to make that work, without resorting to either a grind, or vanilla-like hand-waving.
  4. Map Never Loads

    Delete your config files and try again
  5. TFC Build 76!!!

    I never have excess clay At most, I have maybe a double chest of the stuff, which I go through pretty quickly once I start smithing. I leave craters all around the landscape, hauling clay. Last thing I'd do is use the stuff for aesthetics
  6. No Durability / Weapon Sharpening

    Just a bit of a tangent: how do we feel about killing fifty spiders actually adding an enchantment versus spiders to your sword? With TFC2 and the ominous "arcane" stuff coming, this doesn't feel very relevant, but still, it's an intriguing proposition if we were to have permanent weapons, since it would make enchantments a lot more viable too. I have a similar suggestion ready for smithing and enchantments that I'll try to write up, which is even more interesting, but not suited to this thread.
  7. Metallurgy Mechanics

    Yeah, I hear you. This is what I've been harping about with game-play diversity. It would be fun if different tiers actually opened up new game-play options and not just slightly better versions of the same old.
  8. TFC Build 76!!!

    Fair point. I'll relocate . I guess this does make flux and sand more important, which is probably a good thing. Also, I've been looking to add Simply Horses, which might be a good mod to transport tons of this stuff. Dunk, do you recommend the Simply Horses with TFC add-on (being our resident mob mod expert and all)?
  9. [TFC 52e] MultiMine configs for TFC

    It does, but you can't dig up charcoal. I assume it needs to be added to ignored blocks. I also noticed that the overlays don't work for logs and ores. The multimine feature does work for them, just not the graphic breaking animation overlay.
  10. Metallurgy Mechanics

    Yeah, to summarize, my point is that ores don't contain metals. They contain oxides and sulfates. Those oxides and sulfates contain metal in their chemical composition, but that means your ore is useless as a tool, unless you smelt it. Might there be certain oxides and sulfates that make the ore-bearing rock more interesting to use? Very possible, but it probably wasn't used much, as you indicated.
  11. Rail prices are TOO DAMN HIGH!!

    I came across another bot post a few days ago, don't remember which thread. Might've been an old one.
  12. Spumwack Reply Video

    It's is vanilla. We could do better things in TFC, but you couldn't do the leaves, the glowstone, etc.I've done some research and it seems like this is the origin for this building style: http://www.planetminecraft.com/project/medieval-building-bundle-98192/ http://www.planetminecraft.com/member/nebux/ http://www.youtube.com/user/JamziboyMinecraft http://www.youtube.com/user/lynchyinc
  13. Drinking Rain

    Yeah, it's debatable if purified water is less healthy (for example, people sometimes get part of their calcium intake from water), but it's certainly not unhealthy. The osmosis comment killster550 made is simply not true either. In fact, lots of water coolers are filled with purified water and I don't see Dilbert's kin dying.
  14. TFC Build 76!!!

    I'm really scared by the requirements for mortar, but apart from that, cool changes
  15. Hi.

    That second row of leaves is for people with graphics set to "fast". Also, on your first row of leaves, they are all grey, but I think the originals had the same colors as the row below. If you want proper foliage colors, you have to keep that.
  16. Zan's Minimap

    Oh cool. Will have to try. I'm hoping to try out the new Simply Horses and Zan's minimap with TFC this weekend.
  17. No Durability / Weapon Sharpening

    Yeah, I'm on the fence, I do like your mace idea. And yeah, they obviously need to have consequences. Aside from that, it's hard to balance, since either swords need to be REALLY good to compete with red/blue steel maces, or you have to nerf the high end maces. With your system, a blunt object is a blunt object, which makes it a lot easier to balance.
  18. No Durability / Weapon Sharpening

    I'm entirely serious . This suggestion makes sense on so many levels. In fact, I have similar game design documents lying around from a previous game I worked on in 2001, that are basically the same idea. In that game, the restrictions on carrying items were also very restricted, so that you couldn't carry around more than two or three swords (to avoid players gathering 70 swords from different players and selling those).I think that making items that you have to really invest in, but that then last forever are a very valid and cool gameplay mechanic. I do see a few small issues with the specifics in this idea, but overall, it's my favorite suggestion yet. For example, I'd leave maces at their current state, to offer the players two gameplay styles. You could either go for maces, where durability matters and where you always make new ones (the current way), or opt to make a sword, which lasts forever, but requires maintenance (and which is more valuable, dying suddenly becomes a big problem). Sure, I like the new design for maces better, but offering two distinct play styles trumps that, because the golden rule of game design is that more gameplay options ALWAYS trumps anything else. (Caveat: except in cases where one gameplay option is vastly superior in a competitive environment). Combine that with sensible ranged combat, which ALSO has different options (fast, short range bow, slow, long range bow or strong, expensive bow?) and suddenly players are making decisions. Whenever you have to make decisions (especially in sand-box games), you are having fun.
  19. No Durability / Weapon Sharpening

    I LOVE this suggestion to death. Seriously, best one I read in these forums. It's novel game-play, it makes combat more interesting, it's just brilliant. Watching damage output go down as your durability goes down is awesome. I propose an exponential decrease in damage output as the durability goes down, meaning that a sword's damage goes down rapidly for the first part of durability loss, then slowly for the rest. That way, if you want a really awesome sword, you constantly have to put time/effort into it, but if you don't, it's going to stay pretty sharp for a while, just not at its peak.
  20. Suport beams and their chandge

    It wasn't a thread dedicated to the subject, just a single post somewhere in the TFC2 forum and I can't find it anymore.
  21. Suport beams and their chandge

    1) IRC2) The support beam thing was mentioned on the forums by Crysyn I think.
  22. Suport beams and their chandge

    Someone has already confirmed that logs will be able to support roofs in TFC2 and that support beams will also stay.
  23. Metallurgy Mechanics

    Most of the metals in ores are actually trapped in sulfides and oxides, you need smelting to actually get the metal. Metal sulfides, oxides and even certain alloys can have radically different properties from the metal itself. What this all means is that, sure, people were making tools out of ores, I don't debate that, but you can't just treat any old ore as having properties similar to the metal they represent.To make this idea work would require a lot of illogical hand-waving, but like I said, who cares? What I'm wondering is, what brings knapping ores to the table in terms of gameplay? Better stone tools with low durability? Also, in your quest, look up arensenical bronze, it was actually THE way to make bronze until halfway up the bronze age, when people started making tin-bronze. Arsenical bronze is just the arsenic/copper alloy that you get when smelting tetrahedrite. And another piece of help, be sure to check out this VERY useful page: http://mygeologypage.ucdavis.edu/cowen/~GEL115/
  24. Drinking Rain

    Alright, time for some physics facts:1) Distilled water boils at 100°C, impure water has other boiling points, mostly close to 100% (if it's just a tiny bit impure of course) 2) Water can superheat, meaning it goes beyond it's boilding point temperature without boiling. This happens due to a complex interaction between vapor and ambient pressure, meaning the water vapor bubbles can't escape, so the liquid doesn't boil. 3) MDub's statement is an urban myth. Pure liquids are not required for superheating. I assume that any impurities causing surface tension of the liquid to drop, also lessen the chance of superheating, but the whole "distilled water is dangerous to heat" thing is just BS.