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Posts posted by cevkiv
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Looking at the bug tracker, where I've been commenting on and adding bugs as I've found them, so far the most important bugs seem to be, in order of importance
Can't walk on TFC blocks in multiplayer
No Adult Animals
Plants have no textures (have not reproduced myself)
Surface rocks all drop as granite/Surface rocks can't be broken without breaking block under them
Smart/autowalk not working on sand
Ambulatory Animal Corpses.
That's just for bugs added today.
I still can't reproduce the whole "game crashes on opening knapping GUI" thing. I'm about to give up trying.
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Humans taste like pork. Salty pork. Don't ask how I know this. I'm an Anthropologist.
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Sphalerite had it's texture changed a while back, so yeah, that was the problem. That's part of the challenge though, isn't it? It's not always plain as day when prospecting for ores.
Yeah, but I'm fairly sure if I am surrounded on all sides by Shale and Shale mixed with Sphalerite, I could tell the difference between the two by the fact that sphalerite forms as crystals and I have depth perception. With textures on blocks, I'm denied the use of my depth perception. Additionally, there's a good chance that the sphalerite would not be similarly colored as the shale it was in.
And I don't consider it a challenge. This mod walks an extremely fine line between complexity and tedium, and making the difference between an ore and the rock within which it is occuring so slight that I literally have to stare at my screen for 10-20 seconds and even then I'm only getting it right half the time is just tedious. And why should one ore be so indistinguishable, while another is readily distinguishable?
I understand having a ore of one color in a rock of a similar color, but, as I said above, in real life, there are ways to distinguish between substances like that which we don't have in TFC.
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Also, there are no adult animals upon world gen.
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Additionally, I cannot break rocks laying on the ground. I have to break the dirt they're sitting on
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I'm running Windows 7 x64 Ultimate Edition.
I am running Minecraft 1.2.5, with the appropriate versions of Minecraft Forge, the most up-to-date version of PlayerAPI for 1.2.5, and TFC Beta 2 Build 48.
Additionally, I have installed (on both client and server) the 1.2.5 backpack mod and Smart Moving. On the Client I have additionally installed Rei's Minimap for 1.2.5 and Optifine Multi-core for 1.2.5.
I get the same "unable to walk, floating in the air" problem.
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I'm well aware of the tool/block you're talking about. I was entirely unaware that that worked on anything BUT that.
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Search function failed me, so I'm starting a new thread.
I have been playing b47, and while digging I got a hit on my propick that said I was near some sphalerite. Excited, I continued digging. I believe the rock I was in was Shale.
Anyway, I'm digging and digging and digging, and I'm more or less right where the deposit should be (I know how to use a propick).
Anyway, I'm breaking blocks with my pick and I break a shale block and it drops sphalerite. I'm all "WTF, Mate?". And then it happens again and again and again, but seemingly randomly.
Anyway, what was happening, if you didn't figure it out (and it took me a while to) was that the sphalerite was extremely hard to distinguish from the surrounding shale. And by hard to distinguish I don't just mean, "I couldn't tell at a glance what was what" I mean I had to turn the brightness all the way up and lean in towards my monitor and get a good, hard, long look at the blocks around me to even be able to get it right 50% of the time.
Has anyone else noticed anything similar? The sphalerite was mixed in with a bunch of tetrahedrite -- the tetrahedrite showed up fine.
Should ores be made more distinguishable?
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I was unaware that worked for anything but one object in the game.
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I miss the fire also .. It would lend a nice aspect to war as well (although sadly, this goes hand in hand with making griefing easier :S)
Isn't it rather hard at the moment to actually get a flint and steel?
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Yeah but it doesn't have nearly the amount of functionality. Yes it's pretty, but there's no farming, no hunting, no fishing, no survival. As far as I'm aware that is. I haven't played with it in a while, but it was pretty boring when I tried it.
What is, "Beta Phase 1", Alex?
If you actually read the "About" section on the website, you'd notice that they are seem to state they are still working on the "engine" of the game, which includes the mechanics and physics for placing and removing blocks.
This is like complaining that Minecraft during early Alpha/Beta didn't have the same things that it does today.
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Because it looks like Blockscape is being programmed by someone (or some people) who actually know a how to make a game.
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well thanks, but let's not get too aggressive here. This forum is supposed to be a place to share opinions. Let's not go around insulting eachother.
If I have insulted someone, that has not been my intent.
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are you talking to me? .___.
No. I like you. I don't find you to be an asshole, and you have made it very clear that you do not always speak as the Voice of God.
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Yeah man.. Your quotes, even the one with quotes, do not actually exist (though I can see if you skimmed a post how you could come up with them). If you have something useful for the topic that is on topic then by all means post it. I already gave my two cents and then gave it context so it is taken in the right light. The comments here, aside from just being wrong, have nothing to do with that topic and so I will just ignore them.
Kingdoms aka Beta 3 will be the next phase of TFC development. As usual I will no doubt add many other things along the way but that is what I aim for Beta 3 to contain. This thread is for brainstorming ideas related to this.
I won't be starting Beta 3 any time soon. Others have rightly pointed out that there is much work to still be done with Beta 2. Heck, agriculture still isn't done(its boring so its slow going).
What is Kingdoms about?
Kingdoms will be aiming to add a way for players to establish cities and towns in such a way that economies and politics can enter the realm of TerraFirmaCraft.
By Economy you mean..
Yes I mean money. There have been several threads related to this and I would like to see the best ideas brought forth here.
By Politics you mean..
This is purely an SMP game aspect. I'd like to see server enforced towns and land ownership etc.
Will I be forced to play with these rules? Added 8/10
No. If you want to play with no rules, then that's fine. Towns will never be required. I plan to give the players as much control as I can over the systems involved. As many of you have rightly noted, the players will do a much better job creating gameplay than I ever could myself.
Aren't there more important things to be worked on? Added 8/10
There are plenty of things that need to be done still. Just as I've done with Beta 2, I'll be working on other things as I go along. This idea however has me excited for the possibilities, which is why it will be the primary goal of Beta 3.
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.
What is the Home Stone and why do we need a block to represent the town?Added 8/13
I think a lot of you are failing to grasp why we need a stone Home Stone in the first place. First of all the name is taken from the World of Gor series of books. Secondly, I like to let things be represented in the world whenever possible. From a gameplay perspective, it offers a way for players to easily learn what they need to about a town such as laws or w/e else. I highly dislike the player having to type in commands into chat in order to play the game so they need. Also it offers something concrete in the world in which the supporting code is operated around. If I try to abstract out things such as borders of a town etc(while possible) it becomes a lot harder.
I will update this post now and again with revised information. Please keep all posts pertaining to these themes in this topic.
Emphasis in red is mine.
The next beta phase (3) will be centered on a purely SMP feature, which is the creation of cities and the mechanics for doing so.
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Also Trinitrotoluene is... interesting to make, and I don't think Steve has the materials or equipment to make it. Definitely should replace TNT with gunpowder or black power, whichever, just for believability.
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i love how this turned from a thread on fixing TNT and that stuff into a topic on the feasiablitiy of combustable lemons
It's entirely possible to burn someone's house down with lemons.
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I'm just gonna go ahead and say that I am pretty much as far from a griefer as you can possibly get (if anyone has seen .hack//Sign, I'm basically Bear in every multiplayer game).
However, one of my most favorite memories of Minecraft is watching a giant forest burn to the ground to clear enough space to build a town.
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...I said to add a fuse.
Unless you thought that was just for decoration, I'm pretty sure fucking fire gets hotter than 60C
Gods, some people...
Must be one of my fellow countrymen. The only way you actually get forced to use metric over here is if you are a science major in University.
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Seriously, it's really condescending and other words I don't remember how to spell to basically "sit around and laugh at how stupid you think other people's solutions to a problem are without actually contributing to the search for a solution to the problem itself."
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Crysyn, correct me if I'm wrong, but I seem to recall it being stated that this mod was moving towards a focus on SMP, and that it was being designed around SMP.
How, therefore, would the ideas being discussed in the Kingdoms thread be used only by a small portion of the player base?
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back on topic
could there be something added with dogs that will keep them from killing allies when they are accidentally hit in the mayhem of war.
http://terrafirmacraft.com/f/topic/1455-kingdoms-brainstorming/page__st__220__p__15575#entry15575
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It would also be nice if the PlayerAPI mod had some documentation so I don't have to actually decompile the stupid mod to be able to see what it does.
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No go. Got an IDE and the dev kit installed, but the program that's recommended to use to decompile minecraft's jar files won't work properly, and I can't find any help on google.
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Unable to walk in SMP build 48
in Support
Posted
Also, I've managed to reproduce all of those above bugs (save the plant texture one, which I do not have the patience to do tonight) on a basic install of Forge, PlayerAPI and TFC, with no other mods installed.