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EternalUndeath

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Posts posted by EternalUndeath


  1. No dice, I'm afraidDunk has already shot these down in threads that have been on this site longer than any of youPlus, meteoric iron was NOT normally pure iron. It also usually contains nickel, gallium, and trace levels of the primarily celestial metal iridium. Meteoric iron makes steel far superior to the stuff we make from plain iron.As I said though, Dunk shot this down LONG ago. Rule 1, kiddies.

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  2. The framework for individual abilities within animals is all there, and for the most part is already implemented. Animals have their own stats relating to size, strength, endurance, aggressiveness etc. At the moment, it's mostly randomized, with a bias towards the average, but you can always find the odd weak or strong animal if you look. Speciation wouldn't be too difficult- if I skewed the "normal" values for certain types of animals, it would probably behave like different breeds of horses existed. It's perfectly possible to breed your own species for whatever purpose you want, (well you could if there was anything those stats would actually do aside from sit there), but I do think there is an appeal to having certain abilities crop up geographically rather than completely at random as it is now. Either way, I don't know if I like bringing real breeds of horses into TFC. I'm not an expert on horses and I feel that it just limits us too much. I'd rather have a "work horse" breed or a "race horse" breed- if you want to call it a clydesdale in your head, I have no problem with that, but I'd prefer to keep things general.

     

    Adding uses for animals is always something to be looked at. I can't guarantee when or how it would happen, but it's definitely on the to-do list for some point. Thanks for posting.

     

    *Yawns and looks around* How odd... I don't recognize this place, and yet it feels... familiar. Like home.Well, at least my bro is here :V And speaking of which...You didn't tell me you added animal stats? Come on man, that so cool! Why haven't you done anything with them since, you could have animals interacting organically with the environment! Tie strength to jump height - tall areas will have only stronger animals! And if you add natural breeding, you'll practically end up with speciation naturally occurring - animals with low aggression stats will fare poorly in areas with lots of predators, so you won't find them. Weak animals will fall off cliffs and not be able to reascend, so you won't find them on mountaintops or plateaus. Large animals need to eat more, so you can't find any in barren lands.Man, there's so much you could do with these stats! Hop to it, squire!

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  3. I think you mean fusion.

     

    Fission products tend to be asymmetrical fractions of the fissioning nucleus, most frequently with a mass number of ~95 or ~135. See here.

    The fusion reactions that occur in our sun combine lighter elements into heavier elements. This is called Stellar Nucleosynthesis. This process reaches a quasi-equilibrium point when nuclei are about as heavy as Iron, which is what I think you're referring to. However, this is not necessarily the most common product. Carbon, Nitrogen, and Oxygen are also created by nucleosynthesis, and are more abundant in our universe than Iron. Also, Iron is not the upper limit of what can be produced by fusion, if that fusion occurs at energies much higher than in stellar nucleosynthesis where the S-process is more dominant, or in explosive situations like supernovae.

     

    disclaimer: I'm not a physicist, I'm just interested in nuclear science.

     

    I did, in fact, meant fusion. Though I seem to recall reading somewhere that forced nuclear fission in general (not specifically the one we as a race are using, that would be too narrow of reference to it as a process) also has iron as one of its more common results.

     

    Or rather this:

    Nuclear fussion stops yielding energy when producing elements heavier than iron. Nuclear fission stops yielding energy when producing elements lighter than iron.

    But since I can't remember where I read it, I won't really hold onto my words here.

     

     

    Iron and nickel are the two most stable elements on the periodic table, from a nuclear standpoint. They are too heavy to easily fuse, but too light to easily split apart; so while it can be done, the nucleus of an iron atom is simply not conducive to the complicated chains necessary to sustain nuclear reactions in either direction. It's why iron is one of the more common elements in the universe; lighter elements are made in stars, but those stars tend to keep fusing them into heavier things over their lifespan - and heavier elements are only created when a star with an iron core goes supernova

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  4. We already use the blockSolidOnSide check for chiseled plank blocks. From what I understand correctly, that method doesn't work with placed plank items because of their individual hitboxes or something.

    This was WAY earlier and I'm unsure if this has changed since, but I recall placing 8 planks on the top 8th of a block against a wall (so they were constructing the top face of a block at say 0, 1, 0), then I was able to place ceramic items on them (the bottom of 0, 2, 0), as well as turn it into a cooking area with a knife.

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  5. I came here to mention only two mobs, but one was already mentionned, the ninja carp of doom from DF. The other one is the malefic and extremely cruel Elephant of the legends of Boatmurdered. I didn't see mentioned, but I got tired of reading and skipped about 2 years worth of posts. Don't judge me.

     

    I would like very much to have hostile packs of elephants knocking at my door. Specially if somehow a hostile mob could be tamable. Again, don't judge me.

     

    Edit: Indestructible zombie giant sponges would be nice, too.

     

    Posted Image

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  6. Botanically they are fruit. Culinarily they are vegetables.

     

    fixed

    There is no set nutritive requirement for something to be a 'vegetable'. Tomatoes are considered such in cooking because they (depending on the strain and location) are generally more savory than sweet, and aren't terribly palatable to be eaten out-of-hand. As such they go best in other vegetable dishes, and do not go well with other fruit dishes.But you are 100% that yes, they are biologically a fruit.

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  7. The problem you are missing here is that those Biome values mean absolutely nothing in regards to what the world actually looks like. The only thing they do is general shape (hilly, flat, ocean, etc) and a very vague climate range. So you can have a "TFC Plains" in one area that is a warm, grassy plain with the occasional tree like the American midwest, and in another area it still says "TFC Plains" but it's a cold, flat wasteland that looks completely different with different animals and trees in it.

     

     

    And that's kinda why I support replicating this mod's functionality in TFC, as per my first post. TFC just works in a different way than most mods, and it needs dedicated resources to handling those differences

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  8. I think the main usage for a ship like that would be to transport animals.

    Is the one thing you cannot carry in your inventory.

     

    That is a GREAT idea, actually. The ability to keep animals on a ship will come in real handy the next time they try reimplementing Finite Water.

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  9. no, no, No, NO, NO.We've been over this a milliondy-billion times - magic, if it's ever even added at all, is on the absolute backmost of all possible burners. There are already like 7-10 threads on this, and the largest (mine) reached something like 12 pages. It's been discussed to death, resurrected, then taken several more fatal shots to the head afterward. Leave. Magic. Alone.

     

     

    Besides, even if it WAS up for discussion, emulating AM/TC is right out; it would be more like Visitor's post - old paegan rites that did not very much noticable, and had pseudorandom elements in them. Like... I can see TFC allowing to you build some kind of blockhenge, sacrifice a livestock animal on it, and the drops and xp get deleted right away (which would be your ONLY cue that the ritual even worked) - then for the next calendar year growth ticks for plants happen between 5-15% more often in a circular X-chunk area around the site.

     

    I deeply and sincerely doubt there will EVER be anything so flashy as spells.

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  10. I know this is a toughie for you Dunk, but... perhaps we could consider the construction of larger ships? Galleons, and such? You would build a frame using wood planks and support beams, cover it in wood blocks making sure that any one block on the boat can path to any other one block, and then you would place down something like a helm that scans the construction and paths through all the blocks before turning the whole thing into an entity,Or, if you don't want to rip off the Airship mod ENTIRELY, you can have some of us design larger boats for you in TFC, and you can pick one (or more) to set as a dedicated multiblock structure that must be the same every time, and is also 'activated' by placing the helm block, just like any other multiblock structure.

     

    ...actually yeah, lets scrap the first idea and do that. I'd love to see a medium-sized trireme and a rather large takes-a-few-people-to-make galleon design, that have to be built in-world and then activated by placing a helm block. Preferably the galleon would take a few people to operate, too, encouraging teamwork. One person on the wheel, 2 people on the sails, etc...

     

    Of course, the construction would all be clearly explained on a forum page, and left entirely unmentioned in-game - this would therefore simulate one person 'inventing' the ship (looking it up), and then teaching 'apprentices' how to build them as well. Sailing could just be one more profession on a server - large servers could have cargo galleons with dedicated trade routes - astronomy would become important for travel over open ocean, at least once you get rid of F3 cheatery - you could end up with a little East Minecraftia Trading Company

    shit would be so cash.

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  11. redacted

    just watch your language, eternalundeath.

     

    Edit> I curse like a sailor around here and it's never been an issue, as long as it's relevant. My Lewis Black rants are sometimes the most constructive post on a thread. What was the problem with this one?

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  12. Well, the primary incredient in silica sand is quartz, SiO2. The rocks which have the most quartz are felsic igneous rocks - in TFC, the available felsic igneous rocks are Granite and Rhyolite.
    Therefore, I suggest that we not change ANYTHING about sand, and simply make it so that whatever method we use to make it checks the sand's item metadata to ensure that it's rhyolite or granite sand.

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  13. Holy shit... so...

     

    ...if you place written clay tablets in a 2x2 so that they all face away from each other, you should end up with a 1.5 block tall obelisk with that writing around it~Adding more layers of tablets would make the obelisk taller, of course. Height always being equal to the layers of tablets + 0.5

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  14. I see this talk about atlas mod and how it needs to "just" support TFC biomes. There is, however, no such thing as TFC biome, in general there are only Plains, Hills and Oceans, that about it. To add proper TFC support, there needs to be consideration for at the very least forest templates (or however those are called), possibly dynamically splicing those by type (coniferous, foliate, mixed at the very least). All that sounds more like a separate addon mod to me, not at all an easy fix you are talking 'bout.

     

    Do keep in mind, getting "Hello World" out of java is my full extent of knowledge of that code. I have NO idea how it works, especially in a game like minecraft.These were just general suggestions - Dunk knows what I meant.

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  15. ...Therefore, I don't really see much point in continually attempting to educate...

     

    Because if we do not, then all D&B will hear is the constant outcry for these frivolous things, while those who understand that they aren't needed just sit back and assume that the devs will simply let what they perceive as the wishes of the community go unanswered. Plenty of mods added stupid shit because the players bleated loudly enough about them.

    The vote has to be contested, because so long as there is a divided audience, it leaves the devs free to listen to their good sense and creativity, knowing that someone will be happy with it either way. If we fail to stand against bad ideas, they'll be the sole voice of the community.

     

    I don't want that.

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  16. I have a question.

    What traits of animals are passed down by genetics and what are developed as the animal grows by environment and such?

     

    Those are both veeeeeery long lists, if you're talking about IRL. You'll have to be a bit more specific

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