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Peffern

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Posts posted by Peffern


  1. 3 hours ago, Stroam said:

    Around here they are fed by man made lakes and rivers. Didn't think drawing up buckets of water would be enough to water crops using furrows like minecraft does it. Do you water your crops using drip tubes, sprinklers, pivots, or furrows?

    I didn't think it would replace a powered block. When a form of non-mechanical power is involved anything is possible, even things that seem like magic. However as much as I like the idea of living on a mountain, unless there's a lake, there's going to be no aquifer. Yes there are few exceptions. 

     

    Buffer should be represented by (depth of well)-(start depth of aquifer)

    Start depth of aquifer should be sea height minus some random number between sea height and 0 based off of world seed and chunk. 

    Refill rate could be based off of rainfall amount with some biomes blacklisted such as mountains, beaches, and oceans.

    While rock type does make sense from a realistic perspective, but anyway you think of to determining that can be fooled by the player replacing some of the natural stone with stone gathered from else where. Short of asking the TFC world generator which I would imagine wouldn't be that quick, there's no way to be sure. So I'd just ignore rock type.

    If you do ask the TFC world gen I'd use this as a guide. Have aquifers have % chance in each rock type and rates be the mean for the rock type plus or minus an appropriate value. Also an aquifer in salt rock would be worse than drinking sea water.

    I am going to be asking the world gen. And I got an earth scientist friend to give me porosity data. However, the numbers are going to be fudged a bit for balance purposes – since taking the numbers as I currently have them creates a 6000x difference between the most effective and least effective wells, so I'll be shrinking that gap.

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  2. Okay, I'm pretty sure it's going to work like this:

    The well is a small multiblock with a hole in it. There aren't real water blocks in it, although I might make it look like there is.
    The well has an internal buffer that fills up with water. You can put a bucket in it to fill the bucket and drain the buffer by 1000  mB. The buffer fills at a constant rate over time. Therefore, I need answers to the following question:

    how big should the buffer be?
    how quickly should the buffer refill?

    based on the depth of the well, rock type, and environmental factors. Ideas welcome.

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  3. On 1/26/2017 at 7:19 AM, Stroam said:

    I don't see point on putting a water limit on the well. Yah it's a good thought but at the rate a bucket drawn well removes water, the aquifer going dry is more due to environment than pulling out water by the bucket.

    It's not that the aquifer runs dry its that the well takes some time to refill.

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  4. On 1/13/2017 at 0:41 AM, ShneekeyTheLost said:

    Here's another idea...

    Are you familiar with Agricraft? It's got a water cistern and wooden piping and sprinkler system that can be used for irrigation. More importantly, it accepts rainwater. Now, in Agricraft, the sprinkler speeds up growth ticks. Obviously, that's not going to be relevant in TFC, but it also hydrates the area, which IS of importance here. Basically, as long as the sprinkler is sprinkling, you don't need a water source block. This sort of system could be used for a TFC compatible irrigation system. It would be rain-dependent, but possible.

    Now then, back on topic, a well. I think a couple of folks here have it right in that you only need to drill down to sea level for a well to work, assuming you don't hit an artesian spring on the way down. However, instead of needing to craft a block, I would take a slightly different tack. I would have the well be a multiblock structure, a 3 x 3 x 3 to be precise. To create the base, you need stone bricks of any type with the center hollow. The second level are wooden vertical supports on two sides. The top layer are horizontal supports connecting them. Then you right, click the middle horizontal support with your bucket, which consumes the bucket in the process, to make your Well. As long as the hole in the middle of the well goes down to sea level, it will enable you to withdraw one bucket's worth of water (simple GUI, put bucket in, get water out) every x time frame. Slow, but it works.

    Combining these two does give you a chance to keep a hydrated field going, but it is going to require an awful lot of being a one-Steve bucket brigade. Having some water barrels lying around would not be a bad idea. How often it will need to be refilled will depend on how frequently it rains, and how big it is.

    I think this is similar to what I had in mind. A simple multi block, where you but a bucket in and get a water bucket out, once every x time frame. At this point, I want to to determine x from the environment - i.e. rock type, EVT, etc. Any ideas?

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  5. On 1/13/2017 at 7:27 AM, ciekma said:

    I have idea, how to fix this ugly ravine issue.

    Maybe it would be useful either for TFC2, or TFC1 mod, or even future TFC1 bugfix edition.

    If I understand generateRavine function correctly, there is already soil/gravel water check, which replace all block above by air blocks.

    My idea is to check also presence of water stationary blocks and if found, fill all block by given fluid type in a reversed order (downCount, until solid block).

     

    Why not just force a one-time update on the water when the ravine generates? Should be relatively easy to do with ASM.

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  6. On 11/8/2016 at 1:37 PM, StrayWolfe said:

    I've been on a break for the last month, but I will likely be getting back to work on this mod in a week or two. I've been working on college applications and just have not had the time or motivation to code. The last thing I was working on were pumpkins, melons, mushrooms and jack-o-lanterns. I haven't looked at how to handle compatibility yet and I need to figure out what I am doing with those items before I could approach how to add compatibility. The worst case would be a mod specific  version of each so I don't think it would be a big problem, but I definitely like having inter-mod compatibility. Thanks for offer, Peffern, and I will let you know if there is anything you could do on your end.

    Good luck on college apps! We all know that can be stressful.

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  7. On 10/31/2016 at 7:09 PM, izzy1488 said:

    I love this mod. I like how it adds more depth to the cooking. I was wondering if you planned on adding anything new? Maybe compatibility with the pumpkin/mushroom/pewter addon? Anyways... Good work! can't wait to see more =)

    I'd be willing to add compatibility on my end if that's necessary.

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  8. 21 minutes ago, Darmo said:

    I'm not a hydrologist or anything.  Hopefully ok if I still contribute some thoughts.  I think that aquifers mostly occur in porous stones (sandstone, limestone, conglomerate) or underground layers of non-stone material like sand or gravel.  Offhand this is a bit problematic for TFC in that sedimentary stones - the rl best ones - only occur on the top layer.  So your very best aquifers, if true to life, would always be in the top, easy to reach layer.  I guess insofar as sedimentary layers aren't the most desireable starting top layer (due to lack of copper), maybe that kind of would balance easy aquifers. 

    In terms of the non-sedimentary stones we do have, I'd think slate and maybe marble would be the best candidates for aquifers.  Even then, you'd then never have an aquifer at the bottom level.  So I'd suggest maybe not worrying too much about rl best stones maybe.  Either make the stones that are otherwise unattractive (Diorite, Slate, Rhyolite, Phyllite)  Have the best properties.  Just so they have something more going for them.  Two of those stones can occur at any later, and two middle or upper.  So they'd have a good distribution.

    In terms of capacity, I'd suggest making it depend on more than just a deep hole in the stone.  That's easy and costs nothing.  What if you made a new block - clay drain tile - and the player had to line the well with this.  That brings some actual work and expense to the hole itself, rather than it just being a hole dug down into the rock.  If the player wants more capacity, they have to put in a little work.   Clay tile laid above the water table has no effect on capacity.

    In terms of thoughts on balance, I find myself wondering if there is an intent for these wells aside from getting water in deserts?  Because water really isn't all that hard to come by in TFC generally speaking, especially once one has barrels.  And deserts are very rare and not fun to be in, quite aside from water issues. So if they're mostly a sort of novelty structure, I'm not sure there's really anything to balance?  The only real thing I can think of is having a well inside a mine, so you don't have to leave to get water.  That would be kind of nice.  Though a barrel at the bottom of a ladder to the surface will serve the same purpose. 

     

    The goal of this is to allow players to not necessarily build adjacent to a body of water. I'm on a server right now and we found a great valley to build a base in, but there isn't water for a decent distance, and it occurred to me that this should exist.

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  9. I'm designing an addon that allows you to create a well so you can draw water out of the ground. I have some basic stuff working but I'm looking to make it balanced and believable, so I'm asking for help with this from anyone who knows anything about earth science or hydrology, or is good at this kind of game balancing.

     

    My plan as it is now, is to have the well be a multi block that is assembled on top of a large hole, consisting of rope and wood and whatever else. You'll be able to attach a bucket to the well, lower it into the ground, and retrieve water. I'm thinking the well will have an internal storage of how much water it contains, which will refresh at a specific rate (get to this in a bit) and when you take water out, it reduces by a specific amount, and then replenishes. It also has a cap so it doesn't just fill up indefinitely. I'm also considering having an environmental depletion wherein theres an amount of water in the aquifer, and the wells replenish by draining from that, and if you exhaust the aquifer with too many wells in the same area, then they will start to dry up. I haven't run the numbers to see if this is something that could feasibly occur in TFC's time scale.

    Which means there are basically two (three) numbers to define: how much water can the well hold, and how fast does it replenish (and how big is the aquifer).

    Presumably, the capacity of the well is going to be determined by its depth. If a value for the water table can be computed, then the depth of the lowest point of the well below the water table corresponds to the number of buckets the well can hold (1 bucket per block). Which now leaves us with the question of where the water table is. Presumably this should be defined in terms of the y-level (relative to sea level), as well as the rock type, and the ground level. (I.e. areas with higher elevation should have a higher ground level). It also probably relates to the EVT value for the chunk, since dryer areas have a lower water table, right?

    So something like water-table-level = sea-level + (ground-level – sea-level) * rock-type-mod - EVT-offset. where rock-type-mod is a value between 0 and 1 corresponding to how water-permeable the rock type is, and EVT-offset is a straight offset that just depresses the water table for low EVT values, so you have to dig deeper to get water in dryer areas.


    And then, as for how fast the well replenishes, that's solely a function of the rock type, right?
    EDIT: and well depth. 



    If anyone knows anything about how this subject works in real life, has ideas for how this should be balanced in game, or anything else they want to be contribute, please do so in the comments! I'm currently working on getting the multiblock to work, so I'll post the addon as soon at it's ready. Thanks!

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  10. 4 hours ago, izzy1488 said:

    Hmm I tried with the pumpkin lastnight but it didn't work. But it was raw. Maybe I need to cook it first. Do mushrooms need to be cooked first too?

     

    I don't know how cooking with TFC works, sorry. I do know that in terms of normal TFC meal creation, Raw Pumpkins cannot be used in meals, they have to be cooked first, whereas mushrooms can be used in meals and cannot be cooked. 
    It's possible Cooking with TFC is using the same variables.

     

    On 11/2/2016 at 0:39 PM, izzy1488 said:

    So how difficult is it to make an addon like this that adds more food? I really do not know anything about making mods sadly.. but I was thinking about taking the time to learn so I could make an addon for TFC... I want to add Nuts to the game... that tree leaf blocks drop sometimes. Acorns, walnuts, pinecone/nuts. Any advice on how to get started? ^_^

    Adding food items is pretty easy. I don't want to get into specifics of how MC/TFC is coded (PM me if you want to know), but it's just a matter of extending a specific food item class. However, changing the behavior of existing mechanics is quite a bit harder. For example, getting my crops to generate as TFC crops, allowing the crafting recipes of pumpkin food to pumpkin blocks (TFC crafting doesn't support food -> nonfood), these kinds of things require modifying the way TFC works, which is not as simple. 

    When I get some free time later, I'll put my source code up so you can see it.

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  11. 17 hours ago, izzy1488 said:

    Any chance this is going to be made compatibly with that Cooking with TFC addon? Or is it already?

    They don't break each other. You can run them together and both will work fine. I don't know if you can use Cooking with TFC with the TerraFirmaPumpkins food. My inclination says yes, but I'll have to check. If you want to try it out, let me know what happens!

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  12. On 10/23/2016 at 1:58 PM, Sayreg said:

    Hi, I just down loaded you addon and I really like it. Mushrooms appear to be bugged though. There is no recipe for combining or cutting them. I tried with all my mods installed and just with NEI, I had the same problem both times.

    Just wondering if you can look into that.

    Thanks,

    -Sayreg

    Oh, I think I know what happened, give me a second.

    EDIT: Should be fixed now.

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  13. Hardcore/ Extreme difficulty brings players together if they are already part of a group and pushes them apart if they are not. If you are playing with friends who you know already, making the game impossibly difficult brings you together, kind of like those corporate team building exercises. If you are playing with strangers, then trying to cooperate with them on difficult tasks is just going to make you resent them and quit the server.

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  14. On 9/29/2016 at 5:28 PM, PathMaker said:

    I have so far, The world is fascinating! It is like learning Minecraft all over again, the way it should of been from the beginning.

    That's why it's the tagline :D

    Good luck and have fun!

    1

  15. 5 hours ago, GnomeKnight said:

    Hmm... i would have to suggest the mod better foliage gives the leaves and every foliage a better look. And also shaders although shaders needs a beefy computer for that. That's all i have to suggest though, good luck! :D

    Oh man, TFC with shaders is beautiful if you computer can take it.

    I'd say TFC Decorations is really nice. I like the lanterns and the mud bricks.

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  16. 4 hours ago, GnomeKnight said:

    Hey good day, so i found a problem when i use Pewter Mod and the TerrafirmaPumpkins. So the problem was their first name was TerrafirmaPumpkins which the launcher found it a duplicate, because of it's first name,

     

    Whoops, I forgot to change the name of the mod. I'll be putting out a fix soon for that.

     

    EDIT: Edited the link in the OP to point to 1.1, which fixes this issue. Works partially in technode, still missing anvil recipes.

    EDIT2: Edited the link to point to point to 1.2, which now works in TechNode.

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  17. 10 hours ago, Leo05 said:

    I tested the addon and I found some bugs. I am using other mods too , if you want I can give you the list. First of all , I found pumpkin blocks spawned in the world ( a brand new world) then I tried to plant some melons and pumpkins and after I planted them , the texture was glitched. When I try to carve a pumpkin/ melon it gives me a pickled salted dried pumpkin / melon. ( I use CookingWithTFC Addon , maybe that's the issue).  I have a suggestion too . Can you add pumpkin pie? Sorry for my english. I might make some mistakes. I hope you understand what I try to say :) 

    Huh, I thought I fixed those bugs. I'll check it out.

    Also, can I have the world seed and coordinates of the pumpkins?


    EDTI: Okay I just did a fresh install with only Forge, TFC, and TerraFirmaPumpkins, and it worked fine, so I'm guessing it's a conflict with CookingWithTFC. I'll debug now.

    EDIT2: I just installed CookingWithTFC and it still works fine. Those all sound like ASM issues to me. The 0oz of Pickled Salted Dried Pumpkin means it's not calling my CustomFoodCraftingHandler, and the texture glitch means it's not calling RenderCustomCrop, and the pumpkins spawning means it's now calling WorldGenDummyPumpkin. All of those are ASM modifications, so it sounds like something else's ASM must be messing with mine. Are those the only two mods you used, or were there others?

    EDIT3: Screenshot proof that the two mods work together: http://imgur.com/gallery/1LUII

    EDIT4: Rebuilt and uploaded my newest build, in case I fixed something but forgot about it. Link in the OP has been updated.

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  18. Just now, Darmo said:

    I think most all the major stuff is covered really.  But a few other typical Euro-American candidates: peas, spinach, broccoli, eggplant, zucchini, radishes, beets, okra, cucumbers, asparagus, artichoke, brussel sprouts.  Prickly pear cactus and pineapple for the more exotic side.

    I don't know if it's within the scope of your mod, but I always thought it odd that wild tomatoes and beans grow with a stake in the ground by them!  I think it'd be interesting if there were both wild and staked versions of some crops.  The wild ones would just be on the ground, but the player could make trellises of sticks for vines like tomatoes, peas, beans and cucumbers.  This would increase the yield.  Something like a 3x3 grid of sticks makes a trellis (something to do with all those sticks!)  Player places trellis in a garden spot, then plants seed on the same spot.  It would be neat if the wild recumbant versions would generate an additional 'child' block adjacent to the original 'parent' block.  This would also make trellises more space efficient.  I don't know how feasible that is.

    Another related thought is for gourds and melons to have a central parent plant, and surround themselves with vines.  IRL these plants take up huge amounts of garden real estate.  Basically the idea might be to plant the plant, and at it matures, it checks for clear spaces around itself, and if it finds one, produces vines on that spot.  It could be a defined pattern (eventually fills a 5x5 grid centered on the 'parent' plant) or could be somewhat random (produces up to 25 vine blocks as far as 3 blocks from the parent plant, Each time searching for an existing vine or parent plant adjacent, before placing the new one).  Then at the appropriate stage, a random number of the vine blocks flowers and fruits.  Not all do.  Might be pretty darn complicated.  But would be more representative of how plants like watermelon and pumpkin actually grow, and the fact that they take up TONS of garden space.

    Just some thoughts!  I've not the time right now, but down the road I could probably help with graphics if that would be helpful.

     

    As of right now I won't be able to implement something like this using the current system, but I could definitely work on something like this as a longer-term project. It's definitely possible and feasible, and I would be absolutely be down for something like this. I'm probably not going to work on it immediately, but don't count it out entirely!

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  19. On 10/14/2016 at 10:44 AM, Leo05 said:

    Melons and pumpkins :) That's a dream come true. You should add more crops. Or you could make a different addon which adds more crops.


    Got any ideas?
     

    18 hours ago, landryx said:

    so good, next something with mushrooms ?

    Those are harder, since IIRC mushrooms don't grow on cultivated farmland.

    18 hours ago, Nemo4evr said:

    If you have an existing game can I add this W/O braking my game, what about the pumpkins I already have?

    Thanks for the effort is a long overdue needed addition.

     

    I don't add remove any items. Any chunks that previously generated with pumpkins in them will still have them, but any new chunks generated will use the pumpkin crops instead. The new plants won't generate in previously generated chunks. You will be able to carve and cook existing pumpkins. I would backup your world first, but you should be able to do it. (Don't quote me on that)

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