Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Kittychanley

Administrators
  • Content count

    5,850
  • Joined

  • Last visited

Posts posted by Kittychanley


  1. Try changing your theme in the bottom left-hand corner from Subway to just Default.

    Edit: Nevermind, there was a folder called myattachments that was supposed to be called myAttachments. Case sensitivity in folder structure is always fun. ;)

    I also went ahead and deleted that file for you.

    0

  2. On 8/8/2016 at 0:58 PM, EndR20 said:

    O wait! More news! I can shear my sheep Kitty! but again, they do not show they are at 30% familiarity! I think your display is broken! Ill try leaving the chunks and coming back.

    EDIT: nope, they are still nowhere near 30%, they barely habve 1-2 pixels in their hearths

    I don't know what makes you think that you need to have 30% familiarity to do stuff with animals. That's just what you need to make it stop decreasing when you stop feeding them.

    You can breed pigs at 10 familiarity. You can shear sheep at 10 familiarity, and breed them at 20 familiarity.

     

    Edit: Also, TFC animals don't have any sort of breeding cooldown like vanilla animals. The reason that you can feed that pig so much food is because you keep telling him to breed.

    0

  3. On 8/6/2016 at 6:56 AM, ciekma said:

    Let me hang up to this thread, is S:saplingTimerMultiplier=1.0 related both to normal and fruit trees?

    No. There's actually no such thing as a fruit tree sapling block. That timer is how long it takes for a sapling block to convert into a tree, which fruit trees don't do.

    0

  4. 13 hours ago, Sladki said:

    Not really expensive. It can help when you are smelting large amount of ore and making ingots at the same time in cold regions or with a small furnace.

    I'd just like to point out that the temperature of your region has absolutely nothing to do with forging. It has no effect whatsoever on the temperature of any device be it a firepit, forge, crucible, or blast furnace, or the rate at which items heat up or cool down.

    0

  5. That crash report makes absolutely no sense at all. Does it happen every time you try to generate a new world?

    Perhaps try downgrading to the version of forge that TFC was built on: 10.13.4.1558 and see if that helps. I also see that you tried to generate the world in creative mode, which we don't really offer support for. Can you reproduce the crash when you generate a new world with it set to survival mode?

    Edit: Also, try removing everything except for TFC. If your game doesn't crash when only TFC is installed, then the problem is with one of the other mods. I'd perhaps see if it crashes with just TFC and Decorations installed. If that's the case, you'll need to go to the topic for the decorations addon and make a post there to get support.

    1

  6. 2 minutes ago, TaeoG said:

    heh, well its not like they couldn't have added commands that work with a tile entity, but I get what you're saying. Just irks me because it is very inconsistent with how everything else is coded. Also a "block" with an inventory that can't be accessed with pipes/tubes/etc is always heartbreaking.

    You mean exactly like item frames, which are an entity not a block, have an inventory that stores and item, and can't be accessed with pipes/tubes/etc?

    Edit: Also, commands wouldn't work with tile entities because the whole basis is that they can move around freely, something blocks cannot do.

    0

  7. 6 minutes ago, TonyLiberatto said:

    So far I have not seeing the reason to try to code some kind of mechanism to prevent the player from by passing this system.

    Because it's not just the difficulty that's scaling with the islands, it's the resources that you can get from them as well. Imagine if in TFC1 you could completely bypass the progression system and skip straight to red steel just by swimming.

    0

  8. Using the vanilla world border isn't an option because they have to be rectangular in shape. As players explore different islands in different directions the shape of the explored area definitely won't be rectangular.

    0

  9. 1 minute ago, ChunkHunter said:

    If you're going to have a single dimension with a grid of 9 by <x> islands, then I don't honestly think it's going to be easy preventing someone from travelling to an island where you don't want them to travel to

    Unless they are cheating and flying, at which point we're not going to bother to try and stop them anyways because they've already ignored specific design decisions, the only way to get from one island to another without using teleportation is through the water. By making water blocks that players cannot swim or boat through, we effectively stop them from travelling to other islands.

    0

  10. Sorry for the typo, I posted the reply using my phone so I wasn't able to easily go find a link and copy it over. In all honesty, the reason it's so hard to find information about TFC2 is because there really isn't any. We haven't made much progress, and in the last month or so Bioxx and I haven't really done much of anything at all because other things have come up. The last thing Bioxx did with TFC2 was back in mid-June, and the last thing I did was way back in January. We're still working on TFC2, just not super actively right at this moment.

    0

  11. There's a handful of different issues with using multiple dimensions. Off the top of my head the biggest one is orienteering. Minecraft and its mods rely very heavily on using a strictly coordinate-based system to determine an exact location. People are used to using cardinal directions (North, South, East, West) and have associations with them such as climate change going North/South. Imagine just how disorienting it would be as a player if every single island was it's own dimension, and the island was centered on 0,0. Minimap mods would be completely useless other than displaying only the area of the island you are currently on. You also wouldn't be able to have waypoints if you are using a minimap mod that you could see from other islands if they were all their own dimension. So it would be a lot more difficult to remember, "Oh I need to head East to get home" if you don't have some sort of fixed point to guide yourself towards.

    Pre-generating worlds would also be essentially impossible using the current tools provided. One would have to be specifically developed to load only a relatively small section of each dimension for a very large number of dimensions. It's infinitely easier to say "Islands are this wide and this far apart, and there are only 9 islands running North/South, so if I generate an area of SizeA by SizeB I'll have pre-generated # of islands for my players to explore without causing world gen lag"

    Edit: In addition to that, the behavior of travelling to different dimensions is just a bit wonky, and the codebase for it isn't all that great either. How would we handle death? The default behavior is that when you die you return to the overworld regardless of dimension you died in. I don't know if it's possible to override that behavior or not to be honest.

    0

  12. The problem with teleportation is that it could easily be misinterpreted as "rubberbanding" lag. This is especially the case if the player is using a minimap, has F3 up, or is using some other HUD that displays their coordinates. Multiplayer is even worse. What if two players decide to swim out together, and one gets a bit of a head start? The second player is going to see the first player disappear in front of them and reappear behind them.

    Edit: As for fatigue, the problem with spacing the islands further apart is the fact that world save files can get fairly large fairly quickly. Ideally, you want the islands as close together as possible to help reduce that as well as world generation lag. A lot of servers like to do pre-generation before opening it up to players, to help reduce the lag. If the islands are all super far apart, that's going to be a massive world they'll have to pre-generate.

    1

  13. 2 hours ago, ChunkHunter said:

    I think what you're saying is that there's a boundary <x distance> from the coast.  If you hit that boundary (or perhaps beyond it - just in case) while riding a boat you automatically get teleported to near (i.e. not so far away as to trigger the boundary, of course) the next island (or the "world map" pops up and you select your destination).  If you're not in a boat you'll just be faced with endless ocean.

    I like this idea - it makes some sense in that you can't swim huge distances, and it also fits with Bioxx's idea that he doesn't want you to skip islands.  It will also allow for limited coastal use of boats as long as the boundary is a reasonable distance from land.

    (This also doesn't preclude NPC boats appearing at player-made docks either.)

    How do you implement "endless ocean" between the two islands in the world gen though? Islands have fixed coordinates, there's no way to put an infinite number of water source blocks between those fixed coordinates.

    0

  14. TFC1 fluids were already "real" and registered in forge's fluid registry. We only disabled placing them, you should be able to do everything else like run them through pipes and store them in other mods containers. Did you ever actually try doing any of those things?

    0