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HiddenSage

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Everything posted by HiddenSage

  1. Reason #7 we need placable ingots: metal-based architecture.
  2. Of Trees, Ores and Latitude.... and Fruit!

    Tweaking the ore generation could be fun-- the problem with that is that in SSP, single players have to burn a LOT of travel time to have operations at significant latitudinal distance from each other. I don't enjoy having to spend an hour or two walking to get to my good mine. Not saying it's a bad idea-- just don't extremify it too much. Let a few of the crops grow in those northern and southern regions, and let some ore still be found in the temperate zones. In SMP, it means servers will have diversified settlements, with players nearer the equator growing crops and timber and charcoal to trade for metals from the players farther out from center.
  3. What do you think about TFC2?

    I like the large islands for a lot of things-- but I feel like they should maybe be a bit bigger than Bioxx is currently discussing. 2k across is a decent size, but it's going to feel small after dealing with the very landmass-heavy terrain gen of TFC1. I'd rather see them in the 3-4k range than the 2-3k one. Or maybe there could a way to toggle landmass size in the world generation? Small islands, large islands, TFC1 super-continents, etc.
  4. So, what you're saying is that when TFC2 is out/finished, and people start trying to build techmods that work with our mod, Brass will finally be important? Sweet.
  5. There's a lot of variance between the 3 starter metals and the 4 tool-worthy tier 2's. We unfortunately don't know all the details, just that bismuth is crappy, bronze is awesome, and making the one that's both at once is more crappy than awesome. Bioxx and Dunk are anti-number in their explanations, which is mostly fine by me.
  6. Leaving TFcraft

    The techmods are amazing things, no doubt about it. I've had a lot of fun with several (notably Tekkit and IndustrialCraft). I settled in the opposite path, and decided I prefer TFC's rugged survival challenge more for my limited time investment. But I can respect the choice. Now GTFO. We don't want you industrialist pigs in here anyway!
  7. Not my problem, but...

    My system of prospecting is a little too math-heavy to share on the forums without Dunk yelling at me for killing the immersion of the mod, but suffice it to say that if I get a read on an ore deposit with the pro-pick, I've found the related vein within 100-150 block breaks every time. The only exception is when there's 2 deposits close enough for their pro-pick reads to overlap, at which point I usually have to do a lot of extra digging to discern the direction each deposit is in. The pro-pick design is actually beautifully done, though it takes a ton of work to get used to. As Mephistos said: it's a learning curve issue, not a development one. The pro-pick doesn't tell you exactly where to go. If you want to click a button and know where the ore is, kill the game's believability and use X-ray. This tells you more obscure clues, but they can read plain as day for one who knows what they're looking for.
  8. No Nonsense, a stone-age guide; Construction

    Just going to chime in here to say thanks, once more, for the work on these guides. The no-nonsense guide (and more generically, the rest of the wiki) is the only reason I ever figured out enough of this game to play and enjoy. You're doing ka's work, sai.
  9. Waiting.

    Having accidentally wound up in the same scenario Rook is describing before, here's my suggestion (what I actually did, that is:) Set up somewhere secure for your character to stand (build a box around yourself, essentially) AFK for ten minutes. Spend the time on RL tasks like doing the dishes or drinking a beer or eating food. When you're back, your charcoal is ready. Victory achieved.
  10. Clay Mechanics for the Clueless Developer

    See, I want to agree with you. I really do. Being a decent human being is a good thing. But frankly, this forum is NICER to new people than my usual haunts (travian.us forums-- great community, but the game sucks), and my brain is just rejecting your statement that it's the TFC boards that need to be a bigger person.
  11. Clay Mechanics for the Clueless Developer

    While I can't speak with authority about primates of unusual fur coloration, I can assure you Rook's .02 is not a brick. Bricks are made of clay. And he doesn't have any.
  12. I just want to say that I love your series. You guys are weird and hilarious. Makes me think I need to find a server to play on.
  13. Mastery

    If you're going to brag up your building skills, I want to see it. My buildings always look like crap. I want to know what truly good work looks like. Also. WELCOME TO THE TFC FORUMS!!!!
  14. Mastery

    Blacksmithing is definitely my specialty. I've got the movement values of the various functions in the anvil GUI down with such precision that I can get most tools perfect, and all of them to at least 98% efficiency (the line will be there, but with no perceptible gap). Most of the time, perfection means going through a lot more hammer uses than if you wanted to settle for 95%, but it pays for itself in the extra uses on every tool you make.
  15. How to find better metals like hematite?

    Finding Gabbro has never been a problem for me. I thought it was one of the most common rock layers. Now chert, on the other hand-- is that actually still in the game?
  16. Which other forum did you join apart tfc?

    Besides this? The only forum I'm really involved on is the Travian.us forums. Despise that game for being addicting and grindy, but the forum community is pretty cool. I'm also a member of mafiascum.net, but I don't visit as often as I should.
  17. Post your TFcraft Pictures

    Depends on where the tunnel comes out, and how you frame the entrance. You could probably do some chisel work, frame an LotR Dwarven gateway, and have a road running down into the surrounding environment from it. That, combined with a bridge over the river on that side, would make the position much more accessible than it first appears. And look completely badass to boot.
  18. More chisel modes

    I think he was suggesting being able to glue the chiseled-off pieces of the block back on. Which would involve a glue item being created, a method for collecting the bits of block you slab off, and a way to apply both the glue and the rock chips back on simultaneously. Probably too little of a change to justify all the new recipes and code it would involve.
  19. Knapping an axehead makes a flint & steel.

    Bioxx reminds people all the time that we need to wipe that config whenever there's an update. But you never think of it until you start a new world and all the recipes are wrong. Trust me, that's the last time you'll forget. And PLEASE put that up for download sometime. I've been using the Kanto Albion one for the last couple of weeks, and while it has a lot of awesome to offer, it's sometimes a bit over the top in the detail level. I'd love to grab that pack and put it to work. Happy whatever-holiday-you're-celebrating!
  20. Knapping an axehead makes a flint & steel.

    Two things: What texture pack is that? I want it. And delete your TFC config file. If you update without clearing the old configs, all the recipes get screwy. I got spruce doors where the planks go last time I forgot that (and there's a thread on it).
  21. What does a stone's type have to do with where it spawns?

    It did change. Build 49 did away with the traditional notion of biomes altogether. The "biomes" we have now are generated by the system compiling three rock layers, three tree types (that is, what trees will be pre-generated there), a variable for elevation, a variable for rainfall, and a variable for the evt (evapotranspiration) rate. Temperature is then determined in an area based on what the z coordinate is (zero is warmest. The farther out you go, the colder it gets, until +/- 20k, at which point you've reached an endless taiga). The rivers are carved out afterward, again via random generation. So, a "plains biome" is really just an area that had a low variable in elevation and rainfall, so that it's fairly flat and too dry for trees to grow (but not so dry as to stop the grass growing and make a desert). A forest has higher rainfall and prolific tree growth. And the rocks underneath don't correlate to the surface at all anymore, AFAIK. ^drawn from the change log archive.
  22. Game Crashes :(

    Trolls happen. Ignore him, or better yet, mock him openly over a good beer, and he'll fall apart into rage.
  23. Localization

    My understanding of the tongue is minimal, but it is interesting to note that modern Italian retains greater than 80% lexical similarity with both Spanish and Portuguese. Pronunciation and grammar rules make the spoken languages somewhat different, but on paper, the three are almost dialects of each other instead of proper languages.
  24. Excess Metallic Ore

    I just keep two jar files around. One with the TFC stuff installed, one that is vanilla+rei's (map is very important for Civcraft). Open the bin folder, switch the names so that the one I want is labeled the plain "Minecraft" that the launcher seeks out, and the spare is either "MinecraftTFC" or "MinecraftCiv". Lets me play both with minimal effort.
  25. Excess Metallic Ore

    Civcraft references make me smile. I love that mod. But as to that point: I've actually been trying to plug the Civcraft admins to run a TFC server for a while now, but they only want Bukkit-compatible stuff so that their mods (like Citadel, which is where the reinforcements come from) can work with it. I have a few ideas on re-creating Citadel, PrisonPearl, and the bits of PreciousStones they use within TFC, I'm just too ignorant of programming to go and do it. Makes me sad. Civcraft+TFC= the pinnacle of all Minecraft experience.