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Lumireaver

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Everything posted by Lumireaver

  1. Sticks

    I'm only loosely informed on the subject. I don't believe there's a limit on IDs as long as you're using forge Well, there may be, but it's an absurdly huge limit we shouldn't need to worry about, I think... (Around 4096 if I'm not mistaken) Anyway items have IDs and damage values. If you want to conserve ID space, you can make different items share the same ID by changing their damage value...however because tools actually use their damage values, I don't think this is possible. Adding in three dozen tools shouldn't be a problem, but it would also make sifting through lists tough trough all that clutter. What I was suggesting was to directly add or subtract from the durability the tool had though. No new items. I have no clue how enchantments are stored. If I'm wrong, please explain as I'd like to know for certain. :U
  2. Sticks

    ...What? Oh, I see what you were thinking now. I had imagined that if different kinds of sticks were to be used with the current tools/tool heads they would just be adding (or subtracting) points to durability. (That seems to be what daxx is suggesting...) It makes more sense than adding a bunch of nearly identical tools with slightly different caps. edit: Yeah, I see where I misunderstood now. That flew completely over my head.
  3. Sticks

    We were perfectly okay with a stick for each tree. I don't think just three sticks are going to kill us.
  4. ore milling and concentration (get more ore for your hard work)

    I've never heard of Arthur's Gold, but I think I get what he's saying. He wants to add new blocks that are used in the construction of a player built structure. A loose example would be adding a ball mill tank block, and ball mill crank block, then allowing the player to assemble the a functioning ball mill. Obviously there are better, more creative ways to implement that, but I don't presently know enough on the subject to come up with a nice, clever idea.
  5. ore milling and concentration (get more ore for your hard work)

    I figured as much. Usually, as long as the methods don't entail totally synthetic things or microscopic precision stuff, the process is ancient. Thanks for enlightening me. Anyway, I heard from a person who heard from a person who apparently heard from Bioxx that as a rule of thumb, inventions from the last four hundred years are out. Of course that's not the case this time. :U
  6. ore milling and concentration (get more ore for your hard work)

    Err...I'm not comfortable with how modern these methods seem, but I can't find anything actual dates as to when they were devised, and the concepts that make them work seem simple enough. As a matter of fact, because of how straight forward the concepts are, I wouldn't mind if they were dressed down to suit a more dark-ages aesthetic. ...Could a manual ball mill even work at any reasonable speed? What kind of GUI-minigame could we devise to make it interesting? (Personally I believe the one thing this mod must absolutely avoid is complete automation.) ...Anyway, different concentration methods (Hydraulic/Froth/Magnetic?) could be used for different ores to encourage large-scale ore concentrating rooms/plants.
  7. Creation of Clothes

    Or make armour display have a higher priority and make clothes functionally the same as armour.
  8. Sticks

    I think he knows and this is a response to that--a sound one, too. :U
  9. Wheat Domestication Flow Chart

    Shifting the (advanced player's) farming focus over to fertilization and soil types is a neat idea as long as it only provided incentive to do it correctly...as opposed to being the only way to cultivate a decent farm. It could stand to be simplified a bit though. ...Also I'm not so sure fertilizer works that way...but I don't have a green thumb. Everything that follows, is one big, poorly thought out (bunch of dissociated) example(s): First off, forget random (quantity) drops. Greater drops would correlate with matching soil/fertilizer types, and growth times (assuming the appropriate climate) would also be modified accordingly. ...Currently dirt blocks change colour depending on the soil underneath them. In addition to this, each colour of soil could have different values in three categories. (Silt/clay/sand - Values would be assigned in accordance with their associated rock types, IE: Chalk -> Clay-rich soil...!) Tilled chalk-soil would be best for plants with high water requirements. Tilled conglomerate-soil, on the other hand would, be best for plants that drown easily. (This soil type would also need to be tended to more frequently...) I suppose more delicate plants would require their soil to be within a certain specific range or they would drown or dry out. - note, if you're reading this post, you'll probably sense a slight disconnect here as my train of thought veered sharply in another direction because I don't like where I'm going with this 'soil values' thing - After tilling, but before planting, you could apply fertilizer to a soil block. This would increase the loaminess of the soil. Each day (as long as a crop is growing) the loam value of that block would drop. The lower the loam value at harvest, the lower the drops? Over fertilization would result in terrible yields. Absurdly negative values result in the soil turning into sand or arid dirt and minimal yields. Note that you wouldn't be able to apply fertilizer after a crop is planted. Not irrigating at all in a desert biome might automatically turn dirt into arid dirt..?
  10. IGN: Lumireaver Age: ~666,365,000 seconds. Approximately twenty-one of your Earth years. Read and agree to server rules? Yes, and yes. What do you want to do on the server? Primarily to explore and watch people build things. If inspiration strikes I may build something myself.
  11. So could (flux) be made in-game by crafting the materials with a full water bucket? I mean, would that be reasonable?
  12. Logic way to make sticks

    I think I'd rather the addition of rarer tree-specific branch drops as suggested...somewhere in here. We need a thread directory. :U Benefits include: Directly craftable into the generic sticks for pre-scythe wielding primitives...Different variations based on tree type -> Enables different kinds of bows and other craftings...Being both rarer than, and craftable into generic sticks, avoids the inventory clutter issue...
  13. Placing dirt, sand and cobblestone into stacks

    Do you mean falling into nothingness? I thought that was a bug... I'd assume water!dirt would follow a couple of simple rules like only travelling two or three spaces, and only travelling if it can drop in elevation.
  14. Suggestion for the owner of TFC Forums!

    I'm pretty sure he's saying post counts encourage worthless posts because some people just want to inflate theirs so they can sit there admiring it...and we should reward well written posts instead of not-well written ones.
  15. Underground Ecology

    I'm all for tunnel vision/nausea subtlety. Gauges and bars don't make any sense unless you're Samus Aran. Some interesting reading regarding gasses. Certain kinds of gasses pose different risks. Lighting torches in a high-methane environment is an easy way to get killed. As far as actually implementing those...I came up with something odd. If a coder could tell me if/why it's possible, I'd appreciate that. Basically, if you could, independently from Minecraft, detect certain formations (IE: Exposed coal veins), select those regions (Chunk loads -> Detect coal -> Is coal next to air? Y -> Select all adjacent air blocks, limit 500), and define them as regions filled with WW% XXX gas. Once a player has initially stepped into those defined regions, the gas percentage would drop by .Y% for every in-game day. It could also go down while the player is within the region, however that would most likely end up being harmful to the player. The process could be accelerated with pumps, or nearby trees. No actual physics-air blocks means less Minecraft lag. Having an external file with gas regions means...maybe lag? If it's possible as is, maybe it's worth considering adding ways for gas pockets to spread, thinning out in the process.
  16. Having issues with Cassiterite (Cassiterite Blues)

    Can't bismuth be used as a starter metal instead of tin? I remember reading that bismuth could be found alongside lead, silver, tin, and zinc. edit: Well, that's not how it works in TFC so disregard that. :U
  17. [Offline] TFCraft Server - Prospector's Haven

    1. Minecraft name Lumireaver 2. Age I am ~666,292,000 seconds old... (Twenty-one) 3. Your favorite thing about TFCraft It's a bit deeper than the standard vanilla experience, and it's only getting better.
  18. Storms should also leave puddles everywhere. :U
  19. Big List of Mobs

    Did anyone say leeches? (Ctrl+F ...Nope) Leeches! They would live in swamps and jungles, hiding in the low brush and water. Get near them and they'll jump on you, dealing continuous damage (to a limit) unless you open your inventory and click on your Steve. If bug catching and stuff is ever implemented, they could be jarred and used medicinally.
  20. Placing dirt, sand and cobblestone into stacks

    Assuming silk touch will be kept, something like that would actually make it more valuable. Using silk touch would enable you to directly place dirt. ...Which would be a godsend if you ever wanted to quickly assemble some kind of dirt structure for some reason.
  21. Early power systems

    A stamina/fatigue mechanic could serve to emulate this. As long as it were implemented in a not-so obtrusive way... Greater susceptibility to illnesses...? Faster hunger loss? I don't know. I'm totally for animal-driven progression for TFC (as opposed to more sophisticated tech) as it would be vastly more interesting than what everyone else has done, but it's impossible not to acknowledge that setting up your equipment and stuff might end up taking longer than just doing it by hand as long as Steve remains so resilient. You could always balance the animal tools by giving them a greater yield, but that just seems like a lazy solution.
  22. Calamari and Mutton

    You should be able to change the algorithm used to resize in Photoshop. I believe it gives you a choice. You just need to change where it says 'bilinear' (or 'bicubic') to 'nearest neighbour,' but I'm not exactly sure if that's right as it's been ages since I used Photoshop.
  23. Calamari and Mutton

    Your affinity with pixels both amazes and arouses me. Even through the blurriness caused by resizing. (Please don't do that to your pixels.)
  24. Placing dirt, sand and cobblestone into stacks

    Okay, this doesn't sound as good as it did in my head yesterday... Would it work if you created a (functionally) liquid/water sand/dirt that turned into a solid block when it settled (Immediately after reaching it's max travel distance)? Digging up terrain sand/dirt would yield the liquid sand/dirt even though in reality they would be different blocks.
  25. Placing dirt, sand and cobblestone into stacks

    It seems that on their thread over at the Minecraft Forums people are complaining about the resource requirements, but it we've got cave-in mechanics here and everything is good, so I'm just going to assume TFC is optimized better. :U ...If we just got ornate masonry columns that function like supports, and the ability for horizontal supports to function without vertical ones when used in wooden houses along the ceiling, that would be cool also. Anyway, that's a little different than dirt and sand spreading outwards.