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Peffern

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Posts posted by Peffern


  1. yey an eye for an eye how civilized

    It's worth pointing out that hammurabi's code was one of the most successful systems of justice.

    Also it's one of the simplest.

    I have to disagree with jed here, i think a tool set would feel arbitrary and forced. What i like best about minecraft (extended to tfc) is that you are free to build a settlement however you want, to govern however you see fit, not to follow rules dreamed up by someone else. Not that your system doesn't appeal to me, it's just that the freedom to change a system of government/economy at will appeals to me more.

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  2. I made a thread about red power I while back and before everyone hates on me this is my humble opinion. So,

    It strikes me that buildcraft is about very specifically automating the processes of mining building and resource management. Since these things have new meanings in tfc I don't think buildcraft is the right choice. I prefer red power in general because it suits my style better, but specifically for tfc red power seems like it would integrate better. Most of the tech in red power is fairly low level (a block breaker as opposedo a fully fledged quarry a la buildcraft) so it more easily adapts to tfc.

    But yes, I think there is something to be had here.

    Also steam punk. Just steam punk.

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  3. Gloves seems like an interesting suggestion. I don't know how the proposed tanning system works but maybe you could different levels (and uses) of gloves depending on how they were prepared

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  4. I agree with this but I have another thunder related idea. This one takes more to code but I think it would be rewarding. If its raining in Quebec is it raining in Malasia? I don't think so. Global weather is a stupid notch-based idea that doesn't belong in tfc. I think that rain storms should be biome by biome and that it would work something like this. There is already a temperature as part of the weather, why not have a humidity level too? The probability of rain starting in a given biome is dependent in three factors: the humidity, whether there is a storm in an adjacent biome, and the time since the last rainstorm. Thunder could be a different mechanic. The probability of the rain stopping is dependent on similar factors: the humidity, whether there is a non-raining biome nearby, and how long it has been raining.

    In effect this would or produce an effect like the storm was moving, in that rain would start, this would cause rain to start in the surrounding area, then rain would stop. Also, humidity would be affected by surrounding humidity. So being next to a desert would lower your humidity a little.

    Just an idea.

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  5. I recently visited an anthropology museum of native Northwest America and there was information on how thery made canoes. It turns out that this post hit it almost perfectly on the head. Basically my proposed system based on this is:

    Use an adze to chop down a tree, producing a trunk. Adzes and axes are used to hollow out the trunk. The trunk is then filled with water, and hot rocks are placed inside, heating it up. It is then covered and let sit ( similar to the charcoal pit) when it is done there is a canoe that can be picked up and placed. Also, I thought of a convenient way to solve the inventory problem of this: there could be 5 items, each representing a different piece of the canoe (I.e. canoe front etc.) when the canoe was mined and picked up, it would drop these 5 items. One of the items, when right clicked on water would, if the other four items were detected in the inventory, consumem and place a canoe. This is a fancy way of making the canoe take up five inventory slots, balancing it.

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  6. Imho, a prerequisite to any society or economic implementations to the mod would be adding protections to chests, forges, sluices, bloomeries, etc. Someone else mentioned the mail system from forestry. SirSengir has done a great job with the protection on the machines within forestry as well, and would serve as a good model. Basically, anything with an inventory is owned by whomever placed it in the world, that person can toggle if it's public access, private use but the items in it are visible to all, or completely private. It should go with out saying, but only the owner can pick up or destroy the machines as well. (Again, ofcourse OPs would supersede that rule)

    I really think the core of TFCraft should be focused ON SMP. I really don't like minecraft SSP, because of how empty it is. There is nothing to do once you get your 30 some odd diamonds, and go blow up the ender dragon. Really, Multiplayer is what this is geared towards, building more of a communal approach with people of different talents helping each other out.

    Also, i think on the point of protecting things, it should be completely open, so if someone steals and gets caught, a justice system has to be implemented.

    True, it isn't realistic, but neither is the threat of being able to log out of the game to avoid being in jail. Log back in a week or 2 once your sentence is up.

    In reality, morality and a real threat of punishment play a part in every sane person's conscience decisions. On a server, you don't really have to fear any punishment, you can always move to a different server. Morality will still play some factor to people that have built a relationship with others on the server, but to many they are hiding behind their game name and persona, what other people within the gamethink of them makes little difference.

    While the snitch block seems nice, great I know who stole everything out of my chests, now I have to hope he logs in again, then I need to hunt him down, and kill him in order to get him put in game jail.

    In game penalties are never going to be a strong enough deterrent for a real society to form on a server of people that don't know each other personally. The only hopes of having a civil server is by running with a small whitelist, running it private with only RL friends or by allowing some absolute protection.

    Protected plots of land would be a good option as well. You could purchase the plot from the admin/mayor/steward who ever would be in charge or the current owner of the land.

    Protecting the plot itself, would protect orchards, and farm fields from theft as well. Having enough land for the orchard or farm would cost more then just having enough land for a house. Again, having the option to open the rights to other people would be nice, someone that owns a farm, could sell mineral rights to someone else that enjoys the mining end of the game, but they would still own the land.

    Chests .... Yes chests. Rework some of the coding so that when you die or logout a "<player's name> Chest" appears where the event occurred. It would be a special chest that cann't have items placed in it only taken out. It would be large enough for the player's entire inventory and would despawn once it's empty. This would prevent item despawning if you died and DCed or if a griefer stole your stuff and never logged on again. In addition to this make a new block that would tell you the location of a named player or last recorded location. This "Bounty Hunter" block would be expensive; however, a city or kingdom would all pitch in to make one as part of law-enforcement. So picture this, a person breaks into your house (snitch block records name,) steals your stuff (even what you had in your inventory,) runs away, gets bored (logs off) or let's his guard down (thinks he got away with it,) you hop on and find things stolen, you pursue justice yourself or alert the players you are paying to enforce the laws, they investigate (check the snitch block's log,) find the suspect's name, locate the crimial (check the bounty hunter block,) reclaim your items and jail the criminial.

    The way it appears to me is that overpowered locks of any kind are just that, overpowered. The problem is that in real life, there are enough people and enough infrastructure to deter robbery by way of destroying the bank, the vault, just to get at a particular safe deposit box. However this does not exist in tfc. This needs to change. I like the idea of a jail. That ties in with the death penalty idea, that killing yourself to escape is not a viable option. That would be an incentive to stay in jail. However, this doesn't solve the problem of the proposed owning-land system of making it impossible to steal. People aren't altruistic and there isn't reason to force them to be.

    I propose a system similar to blood feuds common in Earth's history wherever law enforcement was weak. The system is that when anyone offends someone else, their tribe/family/faction declares war (essentially) on the offenders tribe/family/faction. While this doesn't protect against individual greifers, it leads into my next suggestion: weapons of war.

    I mentioned this a few times in the past, but I think we should have catapults and battering rams and siege towers and...

    You get my point. Minecraft had been sorely lacking, IMHO, good team based combat mechanics. If your whole faction where working together to siege someone else's faction, that's both more rewarding and more fun than sneaking into someone else's bases and looting everything while they're DCed.

    TL;DR

    Overpowered locks are overpowered

    I suggest factions get unread prominence to produce a "blood feud" style of justice

    Seige weapons

    EDIT: no fair, eternal got 800 more posts while I was busy over the summer :(

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  7. hey everyone! I'm semi-back after 3 weeks of being gone. sorry for the absence, i couldn't really tell about it, all is good now. So hey, this thread is still here? I will stick back to my earlier argument that while I agree with Lumi, there really is no point in allowing tools to be repaired if a new one could just be re-created. My argument is that, with enchantments, and perhaps something along the lines of the Goblin Tinkerer from Terraria, there would be a reason to repair your tools, instead of making new ones.

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  8. Not whatever, you were even in both of the rather large threads where this idea was shot down brutally and then stomped on by a sumo wrestler wearing a backpack full of lifting weights and a pair of crampons (look it up).

    Hey! Don't call me that. And yes, I am back(sort of)
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  9. ooh scratch that, maybe you could chose to "examine" things in the world and gain some incredibly basic information on it by looking at it

    I played runescape. I hated this mechanic there and I hate it here.
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  10. I see it as, RedPower is not industrialcraft. RedPower actually emulates real life behavior in all of its machines except one: the crafting recipes/resources. That's where TFC comes in. By allowing a link within redpower and tfc, it would be possible to integrate the two. Whereas to me, industrialcraft is just a bunch of crafting recipes and machines that only have an end result of making more machines. Those are not the same.

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  11. Sorry guys I'm back. I had an extremely busy week and will be for the next 7. Hopefully I can still post a little though. As for eternal and lumi, two things: first I will help you guys troll a little more. You said creeper behavior can be justified: Creepers are sentient plant-based organisms. They grow as subtle clusters in the grass, however, when there is little light they can metamorphose (quite quickly) into the being that is currently outside your house. They explode because they have a symbiotic relationship with a certain species of fly. When the creepers explode, their seeds fall on the ground. However, the creeper fly (as it is known) eats dead and rotten flesh. So if a creeper kills with its explosion, its seeds get scattered via the creeper flies.

    second, I think this is enough...

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  12. That is EXACTLY what I hoped you'd say. Sorry I was using two disparate examples. Literally that exactly my argument on the other threads!!!!!!!!! I love your enchantment system so much I want to marry it and conceive its illogical children. Yay +1. I can't do +1 on my phone but I'll do it tomorrow.

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