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cevkiv

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Posts posted by cevkiv


  1. 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 slightly different suggestion than it might appear to be.  An in-game wiki for the purposes of gameplay would be a nice thing, as, at the very least, it could contain patently up-to-date recipe information, and remove the need for Not Enough Items, or similar add-ons, thus reducing the problems that can arise with multiple mods interacting.  That is not the gist of my suggestion, however.

     

    Without quibbling over definitions, this mod hopefully will contain a great deal of content, much of which may be entirely alien and unfamiliar to the modern player.  Some of it may be counter-intuitive, while some of it, to someone unfamiliar with such low-tech means of survival, may be unbelievable.  I would propose an in-game wiki whose primary purpose is to offer brief (or possibly not so brief) explanation and/or information about the item, block, process, or concept.

     

    As I think back to my childhood, and certain games, such as Age of Empires, which included manuals that contained a great deal of information about the civilizations involved, I recall that said games were something my father (my mother was largely uninterested in anything to do with the computer) highly approved of, even if the educational aspect was not very deep or developed.

     

    Such a thing could also have benefits beyond education.  Aside from such non-gameplay related information, instead of revealing exact mechanics, brief descriptions could be given of the benefits of a given technological upgrade compared to previous methods.  If one were upgrading from, say, a pit-kiln to an actual oven-style kiln, it could be explained that such a thing allows more control over the firing process, and allows higher temperatures, which would allow both higher-quality (if a quality system existed) and different materials to be fired.

     

    Such a thing could also allow a bit of record keeping, based on what the player has discovered/unlocked within the Wiki, allowing some sort of gauging of the player's technological advancement in different areas, such as metallurgy or farming, which in turn could lead to information on historic societies at those levels of development.  Someone who has recently achieved the ability to work Iron could have information given about the rise of ironworking, the reasons for it in different areas, and the times at which various regions or societies developed it.

     

    I understand such a thing is unlikely to be added and even were it to be added would likely be a very low priority.  I do think it would open up gameplay options for certain players and servers in terms of roleplaying, where being able to emulate a given society or culture in terms of what they did and did not have, especially on servers where active trading between communities is a thing.  Such a thing, for multiplayer, would help add some depth and atmosphere, I think.

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  2. so um... can't we just make a new hive every time?

    Kinda like farming crops. make a bunch of hives, let them 'grow', then break some for honey, and leave the rest to get more bees

     

    Basically, how it works, is you create an artificial structure wherein the bees will make their hive.  However, harvesting the hive to get the honey out completely destroys the beehive.  So you need to keep lots of them, and 'split' some of the mature ones, and harvest others.

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  3. The problem with adding any sort of beekeeping is that modern beekeeping didn't come into existence until about 150 years ago.  Before that, it was much, much harder to create an artificial hive structure that didn't get completely destroyed when harvesting the honey.  The moveable frame style of beehive that we use today is a very recent invention.

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  4. Anyways, I personally don't care about the tiers and ages and etc... The only reason our ancestors didn't leave from stone to copper age in an instant is because they didn't know copper was useful for tools. Same with the people of the bronze age. They didn't know iron, or it was too hard to work that they preferred bronze. But not necesarry, for example, if some pioneers settle in the Great Plains, will have to go all way to the bronze age. (If I can explain myself). They went directly to the iron working. So what about, bronze and copper tools could be made, for example, if you run out of iron for some reason, or you are in a hurry. So yes, make bloomeries of 8 brick blocks (Considering you must still be in the copper age to get them :) for mining the stone and sculpting it with a chisel). And make blast furnaces with firebricks and a crucible. (Even if you can still mine kaolinite and graphite with copper, the amount of mining it will require will make you get bronze tools in the middle, so there it goes, the two damned ages before steel age).

     

    The reasons this works:

    -You need copper tools at least to get the stone for the brickblocks of the bloomery

    -If, when mining for the kaolinite and graphite you find cassiterite, bismuthinite, or sphalerite, you can make bronze tools, as common sense says bronze tools work better than copper ones. (And believe me, on my way to find kaolinite and graphite I have found atiborrant amounts of tin and zinc.

    -Getting bronze for new other bloomeries is very annoying.

    -The ages happened because people knew only to work certain metals

     

    So, please, start changing the recipes of the bloomery and the blast furnace

     

    This is incorrect.  The reason we did not go from Bronze to Iron immediately is because Bronze is actually a superior tool material compared to most Irons.  It takes far more skill and finesse to make an iron that is as good or better than bronze than it does to mix copper and tin (and other metals) together to make various bronzes.  The reason bronze fell out of favor and we went to Iron is because at the end of the Bronze Age some serious shit went down in Europe and the trade routes that supplied the tin to most areas in the Mediterranean and Mesopotamia broke down.  Not because Iron is better.

     

    [edit]If you actually wanted 'realistic', then you would have bronze be better than Iron.  And you'd include soft and hard irons.  And cast iron.  And pattern welding, etc.  But most people don't actually know anything about real metallurgy, and the Stone -> Copper -> Bronze -> Iron age progression is parroted by people who don't have Classics majors for fathers.

     

    [edit the second]Also, I recall at some point long ago cast iron was nixxed, and more 'realistic' metallurgy, firstly, is much more complicated than I think you'd like, and secondly, not very believable to your average person, because, again, they know nothing about it and refuse to believe them when you tell them bronze is a better tool material than iron.

    1

  5. Not entirely sure if this is an actual bug, or the result of bad luck.

     

    Version #: 78.7

    Suggested Name: Worldgen/Biome Rarity Problem

    Suggested Category:Annoying

    Description: I've genned 11 worlds now in build 78.7, and gone from the equater to the poles in all of them, both directions, and not found a single Forest Biome.  I have seen TFC Plains, TFC High Plains, Mountains, Rolling Hills, High Hills, River, Ocean, and Swamp.  I have not seen a single Forest biome.  I've explored tens of thousands of chunks doing this, and I've also noticed there seem to be very few trees anywhere outside of Rainforests near to the tropics.  Crops are also exceedingly rare, and I've only encountered maybe two dozen fruit trees in all of those worlds.  I'm not sure if this is bad luck on my part with seeds, or if there's some actual error (as I would expect to actually see a 'Forest' biome in the F3 information at some point.)  You can go hundreds of chunks north-south without ever encountering a single tree, let alone crops or fruit trees.  I'm not sure if this is 'as intended' or not.

    Have you deleted your config files and are still able to reproduce this bug?: Yes

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  6. Version #: 78.6

    Suggested Name: Meals Not Disappearing When Eaten

    Suggested Category: Minor

    Description: Meals do not disappear when you eat them all.  They remain in your inventory, and the 'eating' animation can still be played when you use them, but they give no hunger.

    Have you deleted your config files and are still able to reproduce this bug?: Yes

     

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  7. Hotfix #: 78.5

    Suggested Name: Decayed Food in Container Crash

    Suggested Category: Severe

    Description: When attempting to a ceramic vessel that contains a meal that has decayed completely, the vessel is said to contain "0x Meal" on the mouseover tooltip, and when you attempt to open the vessel, the game crashes. Reproduced 3 times.  Does not seem to happen if you have the vessel open when the food decays completely, just when you open a vessel containing a completely decayed meal.

    Have you deleted your config files and are still able to reproduce this bug?: Yes

    Pastebin.com link of the Crash Reporthttp://pastebin.com/rud9TaAK%C2'>

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  8. I was provided with a seed that reliably reproduced this so I'm investigating it further now.

     

    Is it seed-related?  Because when I first started the vanilla launcher, I got put in the middle of a huge ocean and was not having this problem.  When I retried with the seed from my MultiMC install, I had the exact same problem (which sucks 'cause it's an awesome seed.)

     

    The seed I'm getting the error on is 850369642

     

    I'll try other seeds and see if it's seed related.

     

    Testing other seeds.  Hopefully I don't screw the numbers up copying them.

     

    Memory leak seeds:

    • 850369642
    • -9005276861257820150
    Unbugged Seeds:
    • 1309544743104517082
    0

  9. I'm using MultiMC, I'll try it with the vanilla launcher.  For what it's worth, I'm using Java Standard Edition Version 7 Update 45 (build 1.7.0_45-b18).  x64.

     

    I've retried it with a clean install of the vanilla launcher, with nothing but Forge and TFC.  I'm having the exact same issue.  So it doesn't seem to be MultiMC doing it.

     

    I'll try updating my video drivers, and see if that helps.  If it doesn't, I'll look up exactly what versions of what libraries Minecraft is using in the vanilla and MultiMC versions.  I'd try a 32bit version of java, but I need the 64 bit version for other software.

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  10. If you're on a Windows operating system, could you open Task Manager, and go to the process for your Minecraft client, and tell us how much memory it's using?  From the Applications Tab (if you're using Windows 7), you'd right-click on Minecraft, and hit 'go to process'.  You might need to hit "view" in the menu, and select "Select Columns" to get the proper column to show up in the process list.  Private Working Set is the one you're looking for.  It's the amount of memory reserved by Minecraft that cannot be shared with other applications.

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  11. Server memory usage remains stable and low, as would be expected for Minecraft running a single mod.  Client memory usage, when connected to the server, continues to climb as it does when in Single Player, and ceases to climb when disconnected and back in the main menu.  Continues to climb again once reconnected, although at a slightly slower rate it seems.  So this seems to be something limited to the client-side, since the server seems unaffected.

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  12. Upon further testing, the memory leak seems to only occur while a world is loaded.  I have tested this in Single Player, will attempt to test it with an actual server.  Upon exiting from the single player world to the main menu, memory usage ceases to climb, but remains steady at whatever high number I let it get up to ( currently 6,782,820 KB of RAM ).  Seems to occur no matter what I do, also.  Happens if I stand still, happens if I explore, happens if I don't build, happens if I do build.  Still have yet to experience a crash, although the game does become increasing nonresponsive as memory usage climbs, I'm assuming due to the severe number of page faults happening (over 6.8 million occured during that last testing period.)

     

    I am running Windows 7 x64 Ultimate with latest updates.  Nothing fancy or special about anything.

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  13. Builds Affected: 78.0 & 78.1

    Suggested Name: Severe Memory Leak

    Suggested Category: Severe

    Description: Memory usage constantly increases no matter how much memory the java process is allocated/supposed to use.  As of this writing TFC 78.1 Is using just under 6GB of my 8GB of RAM, and will continue to increase until it uses all available memory.  I have relaunched several times now, and tested this on both 78.0 and 78.1.  In the time it took me to write this, memory usage increased ~400 MB [edit: that's supposed to be a tilde before the 400].  This does not seem to ever cause a crash, just hogs more and more system resources until one is forced to manually terminate the process. [edit: in the time since posting this, memory usage has almost reached 7 GB of RAM.]

    Have you deleted your config files and are still able to reproduce this bug?: Yes

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  14. What I'm mainly on about is people keep on going ON and ON about NPCs when Bioxx explicitly said "Will there be NPC's to fill roles in cities?Added 8/10

    Probably not unless a very compelling reason is brought forth. I would rather see players take advantage of the systems than have a computer controlled NPC doing everything."

    No one has come up with a role where you absolutely need an NPC for anything.

    0

  15. Got Build 63 to install, started playing, sound was fine for about 30 seconds, then I noticed the cow I was punching was not mooing, then I noticed there was no sound.

    I am using PlayerAPI Render instead of PlayerAPI base, as base would not work.

    0

  16. Specifically, you're not penalizing the player by making them unable to play for X amount of time. You're annoying the shit out of the player. Personally, if I were to play a game where upon death I can't play the game for 10 minutes, I wouldn't play the game at all. I play games to have fun. I'm not having fun if I'm not playing the game. I've spoken with several of my friends about this, ones who have expressed interest in TFC, and they have all stated that they would have absolutely ZERO interest in playing TFC if that sort of mechanic were implemented. Some of these friends play Dwarf Fortress, so they're the sort of people who like !!FUN!!, and even they think it's a stupid idea, and there are few games more punishing than Dwarf Fortress, where a single cat dying can destroy a fortress you've spent 40 hours working on.

    Would you play a Mario game where the game stopped working for 10 minutes after you died and there were no extra lives in the game? Would you play TF2 if the respawn time was 10 minutes? Even games like Counterstrike Source, where once you're dead you can't do anything until the new round starts, typically have you dead for less than 2 minutes. And even then, the game is still "working".

    This mod is supposed to be about believability. It's already not believable that people magically come back to life after swimming in lava. Making them wait 10 or more minutes to respawn doesn't add anything on the believability side, and adds a whole lot on the "Why the fuck am I playing this?" side. There's a reason why you don't see this mechanic implemented (and I can't think of a single game where there is such a mechanic) -- it's because wiser minds than you or I when it comes to game design think it's a stupid idea.

    Here's an example of why it's stupid:

    I'm a griefer.

    I kill you because I take you by surprise.

    Then I go to your spawn point and wait 10 minutes for you to respawn at low health with no armor or weapons.

    Then I kill you again.

    And I'm a no-life griefer, so I can do this for hours at a time.

    This "mechanic" adds nothing in the way of difficulty, adds a great deal in the way of annoyance, and makes an absolutely wonderful tool for griefers.

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