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Lumireaver

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Posts posted by Lumireaver


  1. Revivees ought to be saddled with increased mining times/reduced sprint and regen until they get specific foods in their bellies. Maybe a dish that's particularly hard to prepare, but not totally inaccessible. Alternatively, they might be able to ditch the penalties by returning to the location of their death and collecting their own skull..! ...Or some other, similar death-flag type item!

    I'm not actually here.

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  2. Food for thought. You can make blocks behave differently with out client modifications. (See: dozens of Bukkit mods) You can also apparently force texture packs. (Not sure if that's been completely implemented yet.) ...So with some clever sleight of hand, some wool blocks, and a nice texture pack you should be able to add "new blocks" (at the expense of coloured wool) using Bukkit.

    Not that this has anything to do with TFC. It's just too huge in scale to rely on parlour tricks.

    Easy-mode mod installation will have to wait for the API. :U

    Also Bill Clinton is speaking at my University. Cool beans.

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  3. That's about as ridiculous as not putting the info about UU-Matter crafting on the IndustrialCraft wiki. :

    TFC is intended to be more flexible than IndustrialCraft...as in, by design, there should be no clear-cut, ultimate endgame choice.

    At least, I recall something like that being discussed at some point.

    (Hey, why not make some materials have more than three forging rules and/or a greater margin for passable error to make them harder to work with no loss to durability thereby creating situations where x material is generally stronger, but more likely to be flubbed up by amateurs and therefore not as practical as y material which has less rules and won't craft unless its closer to perfect...but is generally not as long lasting? Just thinking out loud.)

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  4. I agree with you in that we need a fast and viable public transport method :)

    I'm getting a little bit too excited at the concept of trade between regions of the world .. So excited I am going to make a discussion thread about it :P

    Aye, I wasn't going to say it, but when I mentioned a faster means of travel, I had coal powered trains in mind. I think TFC could benefit from some Schizo Tech, applied with extraordinarily careful moderation.

    Ever since Bioxx mentioned Homestones, I've felt that we need a hard source of magical influence so we can preform neat tricks without utterly shattering any of the laws of thermodynamics. Nothing should happen for free, basically. I don't if ambient magical energy is a good idea since it's kind of cliché, but it's a good start, I think. Ley lines and stuff can be kind of neat. I don't know.

    Also, in case I haven't mentioned it here, I once wrote a post about how I've always thought of redstone as a strange peizo-magical material. When you apply physical pressure to a peizoelectirc material it lets out a charge. When you apply pressure to redstone it lets out enough force to magically push a cubic meter of stone, or whatever. If you wanted to build on that to ground it a little more firmly in reality you could make redstone require a less than negligible period of time to absorb ambient magical energy before allowing it to discharge. Optimization could involve building arrays to turn physical energy into stored magical energy or something. I never put a lot of stock into that idea for TFC because it seemed too overpowered, but I'm sure it could be balanced if someone cared enough. :U

    /derail

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  5. Quickpost. I voted for greater than 50k provisionally. Ten plus hours to get from the equator to the great white north isn't too bad as is. The huge time wall will actually encourage people to make multiple worlds or play in multiple servers to experience different climates and such. Also if a faster means of transportation comes around the distance wouldn't be as significant.

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  6. If you had to sleep every 48 hours, some guy could troll a sever by keeping his character from sleeping for as long as possible.

    That's why I specifically said "bed-touch," and not sleep. Forcing people to sleep is kind of like forcing them to use the restroom--unnecessary tedium, whereas requiring a bed-touch every hour of gameplay (approximately) is a nod to the fact that people normally need rest and a mechanic that will push people to set up camps every so often instead of sprint-hopping around the continent. Bring a sleeping back if you're going anywhere far. :U

    Also you ought to be able to bed-touch whenever you wanted. People take naps in the middle of the day. At least I do.

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  7. Unfortunately, we can't have any debuffs for not sleeping.

    And I can't tell if you're serious about the posture thing.

    I'm curious if the reason is a technical limitation, or a balance thing...and yeah, the posture thing was just a bad joke. The comfort thing was serious though. I bet if you spent your nights sleeping on straw mats the transition to over to memory foam mattresses would be a bit unsettling at first.
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  8. What do you want.

    Bed-touch requirements every forty-eight to seventy-two hours. No bed-touch makes mining take longer, and damage dealing tools less effective. :U

    I endorse anything that allows me to have more swag though.

    But isn't sleeping like a caveman very bad for you IRL anyway?

    I've slept on floors plenty, and it's never as restful and my back always kills me the next morning

    I'd imagine cavemen were used to it, but that might be the reason they all had such terrible posture.

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  9. But could tarnish gameplay, I think we'd rather let you alter your world externally so to speak than give you power of that sort in game, takes away from where we'd like to take the game.

    This thread has been getting posts like mad, but if you take a look at the post I wrote up earlier, splitting the Homestone idea up into a bunch of different Rulestones could potentially address this. Instead of half a dozen configurable settings you could just limit certain Rulestone crafting recipes to certain user groups, or something along those lines.

    edit: Not sure if that's what you're going for either, but I think it's a nice in-between that allows for Server Op limitations without choking everything through an intangible config file, even if they're fundamentally similar.

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  10. Locks are getting seriously discussed in the Kingdoms Brainstorming thread now. Here's a diversion. :U

    Please read that one thing I wrote about that one lock/lock picking minigame.

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  11. Transplanting post. :U

    Multiple stages of brokenness for each rock-tile in the knapping GUI (ie: fine -> cracked -> really cracked -> broken), semi-randomly generated tiles on opening of GUI, knapping a tile knaps the four adjacent (plus shape) tiles. Some rocks would be doomed to fail, and user error might screw a knap, but the idea should generally work most of the time as long as you work from the outside, in. You could also make it so that sixteen (example) strikes consumes a stone from your inventory (as long as you had more you could continue knapping though) to really add pressure, but that might not be as viable in my head as it is in practice.

    Feel free to run with that idea if you think it's unsatisfactory.

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  12. Excuse me while I continue not reading. (Actually I'm just too lazy to address every idea that I want to talk about at the moment. I promise I'm reading. ...It's that I just spent hours driving around town looking for my immunization records because US Universities are dicks. ...I didn't even find them. :C)

    Have some random ideas I may elaborate on later:

    Various Rulestones crafted of gems and (primarily) precious metal (alloys), each with different properties activated by engraving. For example, a Wardstone that keeps only engraved mobs away (limited to XX mobs per stone), a Harveststone that improves crop yield (but only for one type of crop), and a Reinforstone that makes buildings nigh impossible to destroy (on this stone you would just engrave the names of the unaffected players, I guess). An anti-pvp Kinshipstone (Not sure, maybe it would have a list of people who *could* be killed. Like a town blacklist/wanted dead-or-alive list?) Also more government oriented stones so players could build their own government piece by piece, only picking the features they want. For instance, a Keystones/Lordstones could give players permission to engrave Rulestones, Commerenstone would dictate who could buy/sell in shops, if those are added, and so on. Engravings could be No-Undo deals, or rewritable, depending on how serious you want people to consider their decisions.

    Each stone would be crafted of different gems and metals. You could literally build your own government block by block. :U

    Totems could only be destroyed with some kind of consumable Nether resource in a 1:1 ratio in a time consuming manner, or by the player who placed them with any tool.

    Rather than affecting a predetermined area spread evenly around the stone, they would affect a rectangular area comprised of a limited-by-tier amount of chunks specified by engraving two corner coordinates. The game rounds them to the nearest chunk. (If coordinate/debug is ever patched out of TFC in order to force REAL-MAN-NAViGATION, a Waystone, or similar consumable/durability based tool could be used to gather this information). Unspecified Rulestones just use the default centred square area. Reasoning for specified area Rulestones is to better facilitate nice looking towns, and to enable hiding your Ruletotem in some kooky hidden dungeon filled with traps instead of building your town around it like some giant bullseye.

    Idea for crafting: Three gems (a single higher quality primary gem, and two like-gems of a different kind, one quality lower), two precious metal (or alloy) double ingots, and four igneous extrusive stones. After crafting, it must be welded with a double sheet. The combination of gems and metals determines the affect, and the quality of the gems determines the amount of chunks you can affect.

    Posted Image

    Crummy mock-up for crummy imaginations. If the totem idea is worth anything, I'd be willing to slowly give each totem identifiable (okay so that's probably easier said than done at that resolution :U) features instead of just colour swapping them. Like little emblems in the column section depicting herbs, coins, or whatever. I can also make them look more like slabs than columns or swap different designs for different stones. For example, political stones could be columns, buffs and such could be slabs, and environmental stones could be spiral spire-like things. It should be pretty.

    Also Rulestones ought to depower (indicated by a sprite with less vibrant gems--perhaps active stones will posses a faint glow?) after a Minecraft month/year, requiring refills of their primary gem, or secondary gems, not sure, but yeah. Some kind of maintenance... In commie societies they'll go to their Rulewall/totem/ect and slot the gems themselves. In kingdoms the peasant miners will sell the gems to royals for wealth and such.

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  13. Pardon me, I skipped over a lot to chime in on something after I read about Homestones. (I'll read more in a bit, but alas, the days efforts have made me grow weary. :U) Instead of any sort of protection, couldn't it be made so that tool durability was multiplied, and effectiveness was cut to an eighth, or something, except by players whose names are engraved on the stone? So raiding is still viable and stuff. Homestones could also be destroyed and would have to be safeguarded and/or hidden somehow.

    Also

    For what? The first thing someone who actually wants protection is going to do is, mod their server to have it. It's a protection system for people who don't want protection systems.

    It's a TFC!Vanilla protection system that could potentially be circumvented with skill but should serve to deter theft.

    Plugging my alphanumeric pin and tumbler lock/key suggestion. ...Which is...somewhere. I'll find it tomorrow. :U

    edit: ...There...now sleep.

    edit2: Ohoho, plugging a plug. :U

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  14. Also, I think you should be able to fuck up knapping

    you ever try to shape a rock with another rock? it's hard as balls and half the time you just end up cracking the rock in half

    Multiple stages of brokenness for each rock-tile in the knapping GUI (ie: fine -> cracked -> really cracked -> broken), semi-randomly generated tiles on opening of GUI, knapping a tile knaps the four adjacent (plus shape) tiles. Some rocks would be doomed to fail, and user error might screw a knap, but the idea should generally work most of the time as long as you work from the outside, in. You could also make it so that sixteen (example) strikes consumes a stone from your inventory (as long as you had more you could continue knapping though) to really add pressure, but that might not be as viable in my head as it is in practice.

    Feel free to run with that idea if you think it's unsatisfactory.

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  15. I think the reason for the marker is the pixelated nature of the map.

    IRL, you can look at a map and see a funny shaped rock drawn in, see the same rock next to you, and be like 'oh here I am'

    In minecraft (and consequently TFC), a whole 8x8 area shows up as a single pixel. The level of detail available to us removes the possibility of finding our bearings without the absolute largest of landmarks, and thereby necessitates a marker.

    If maps were changed to a 1:1 block to pixel ratio, then perhaps (after some playtesting with both methods) the marker could be removed

    Requesting 1:1 auto-scrolling 1024x1024 maps and the ability to stamp them with pre-made icons (ie: a workbench, a medical cross, or a book). Auto-scrolling only because you can't fit a map of that resolution in the game without either shrinking it, or making it scroll. Fold-able pages would be proffered.

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  16. So your talking about logical formation of landmasses based on tectonic plates?

    More like logical distribution of biomes based on ambient temperatures with semi-random elevation and bodies of water, as I understand it.

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  17. I think you guys can just pick a random item and barter with it :/

    You're restricting creativity a teensy-weensy bit by attempting to assign an intristic value for money. Minecraft, particularly TFC, seems to be about building everything from scratch. This could easily extend to economies.

    Bartering works in small communities, but the larger you get, the more disputes you might run into about what anything is worth. Also kingdom-sized servers would feel kind of off if they only deal with chickens.

    Idea, in order to prevent (deter) counterfeiting it could be made so that coins could be minted from several metals. The first precious metal would determine the coin type with special combinations yielding alloy!coins. (The difference between a gold coin and an electrum coin would be the ratio of metals used?) After the first ingot, any number (with a reasonable limit) of ingots could be used to create the coins. (Total coin output = ingots used x XX) Unless the next batch of coins uses the same pattern of ingots they won't stack. Not so easy to spot/produce counterfeits.

    Coins made of just one type of metal would be bullions. :U

    PS Counterfeiting has been around for ages and has been punishable by death. I don't know how your server takes care of counterfeiters though... :U

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  18. Sounds a little too complex considering our tech level, this is a good reason to use electrum or something similar, it isn't easy to acquire.

    Ancient coins were detailed, we can't draw coin stamps in TFC, so pass codes could serve to distinguish coins in a similar manner. I'm not talkin' 'bout no Deus Ex nano machine encrypted digikeys.

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