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Ranadiel

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Everything posted by Ranadiel

  1. MORE Hunger!!!

    I would like to add that the seed is pretty important in the start... I once started a new world to be put onto a quite small island in the ocean... One type of rock, a lot of trees but no surface nuggets and no other land in plain sight from the shore... Could run around the whole island a couple times in one day eh... So yeah, it IS important sometimes.
  2. Transportation Infrastructure

    I was thinking more on the lines of two modes for dirt, gravel, cobblestone and some other materials: 1. Flattening - Makes the block flat, unable to grow grass or anything else on it (just like using a hoe), but it gives the first step in speeding up (10% dirt, 20% gravel, 30% cobblestone, etc.). Player is able to put items on it (barrels, chests, decorations, fences, etc.). 2. Road - Another reworking of the block changes it into a road block. The block can look a bit smaller or bigger(just like mentioned). No grass or plants grow on it and no items can be put on it also unless the block is reworked back to Flattening. It gives the bigger speed bonus (20% dirt, 40% gravel, 60% cobble, etc.). Concerning the spiders. When i usually go out to mine or gather resources, most of the places i travel are further from my base. If you only go out in the morning and by the evening you can't do much during the remaining time. Running away through the land with mobs chasing you back to your base or just hiding somewhere is my most common tactic. Even without it all, exploring far away lands is tough when a single spider can outrun you and kill.
  3. Transportation Infrastructure

    After some thinking i must strictly say that i am against lowering the speed of a player, unless you do it for all mobs also. Imagine a spider chasing you (and currently without running it's hard to escape one) and with less speed than now. Unless even spiders, skeletons, etc. can be slowed, i don't see a valid reason raising the difficulty of playing (in view with hard to make weapons, being overwhelmed by zombies at night and hard attainable beds). I would not change the height of the block either. The example of flatting the ground near your base is a great one, though if the height changes then placing anything on that block won't look realistic (even with 1/8th of a block height difference). This will allow the base to be a fast pacing place (even if only i.e. 10% bonus speed), look a lot cooler and won't allow the grass to grow over it so easily. Just my thoughts
  4. liquid dirt

    Expect to every part of your landscape "flow". I would agree with sand and gravel, maybe some types of dirt, but not all. Take into consideration, that hardened ground could work well as it is - a support for even tough buildings. Another point is that such a change would globally change how MC in general looks. Even if a dirt block would "flow" only to its next block or max 2 blocks away, the most important change is that you swim in water, but would have to walk on such tilted ground.
  5. Transportation Infrastructure

    Well at least this suggestion appeared in a separate topic I'm in favor of all of this, in agreement that a proper discussion about numbers will be performed. In my opinion the speed of the player should be increased, not "brought back to normal". IRL, when walking on dirt you are a bit slowed down due to the terrain being minimally different - just like the little bumps when riding a bicycle on it. A road suggests that it's practically flat and the better the material, the more it will be resistant against deforming (we won't have RL cars and trucks that will bend the surface of even the hardest roads), meaning we will have higher comfort of travel. The idea of roads could be expanded together with creating floors from various materials, tapestry, etc. But like Hiena said, let's not suggest too much at the beginning. I see future enhancement of this as creating a whole big system for travelling and items transportation. Imagine a one horse wagon being able to carry one double chest of wood, ingots or other materials that cannot be put into chests and and are stackable. If not animals, mechanisms that could be used in any wagon or a vehicle that was made up. Who said we have to travel only on foot? Why not create a bicycle or any other vehicle types. Leonardo da Vinci used to create a lot of strange contraptions using even wooden mechanisms. Why not incorporate it in TFC?
  6. Better Cave-In Mechanics

    In my opinion the best way is to test this on a generated map. Do it in creative mode best so you can access easily the caves checking at the same time how the cave-ins occur. Best would be using a copy of one world for each of the tests. This i'm sure could tell if it can be used globally or not. The idea is very good in my opinion. The IRL cave-ins are far more predictable than you can imagine. The most important thing to consider though is to take into effect all of the factors, which for various reasons you can't and this makes them seem unpredictable or random (some parts of the ground is pressed tighter than others, differences in the materials in particular ground parts, tensions from various sources, previous ground movements, etc.).
  7. Challenge vs. Annoyance

    Not to take everyone out of the discussions, as everyone here places lengthy posts, but i think some of these ideas could be pasted as topics in the Suggestion section. Even the base outline of what you all write here and we could all discuss each and every one of them separately. I personally found a couple of things in this topic interesting and would indulge into discussion (as some of you also could), but in this topic it will be hard
  8. 77.9 Animal Spawns

    In my opinion this could be done in accordance to the creation of clothing. 1. New plants and resources from animals and mobs to craft into new base materials. 2. New base materials able to craft various cloth. 3. New cloth items craftable into sheets from which you make beds, clothes, decorative items. I'm sure we could be expecting something new in 78 or 79.
  9. Nutrition: picking up where meals left off

    I would suggest different effects when lacking nutrients of specific groups or gianing them: 1. Turning speed - One would have turning speed limited (even when mouse settings are sufficient). 2. Walking speed - Slowness already exits, could be applied as an effect of lack of some nutrients. Quickness would be applied with a rich amount of nutrients. 3. Jumping height - Low nutrients would allow to jump half a block. High nutrients would allow jumping up to two blocks. 4. Vision - Don't know how much it could be possible to do. I'd suggest something like limiting the distance things are shown or blurring everything when low on nutrients. 5. Stomach pains - A brand new effect where one would have a paralyzing pain for a second or more, randomly when the effect applies. Could be every 10, 15 or 20 seconds also. It would be a nuisance when travelling or doing something around your home, mine. This wouldn't ofcourse affect when riding a cart, boat, an animal or any other vehicle (if they are implemented). 6. HP/Energy limit - Low nutrients would allow the HP to heal up to half it's value. When having above health, it would slowly decrease it it's appropriate level. The same goes for Energy. High nutrients would allow a bonus to the maximum. The limitations would have to be debated upon though. Each of the effects could be for a separate food group (knowing which effect affects which group would be an indication what your organism lacks). Another solution would be to add a random effect when low on nutrients. Another idea for the whole topic: Storing information about the last 50 foods the player ate would be beneficial for defining if the player ate always the same food or not. This could be then analyzed against various food groups.
  10. Destroying your whole farmlands? That's a bit rash... Depends on what you farm exactly and how you get seeds from the plants, but in my opinion it would be rough. Unless there would be a way to protect your crops, you would have to explore again for new seeds when you put most if not all in the earth to grow. Another scenario - imagine you just obtained a couple seeds and starting to farm. You'd want to grow as much as fast as possible. Planting your whole 3 seeds and have them destroyed with a storm will lead to another tedious exploration for them.
  11. Ingot stacking without temperature

    Bug report Suggested name: Ingot distribution without distribution Suggested category: Annoying Description: I had filled a couple molds with liquid copper, waiting for them to cool down to non-liquid temperature. When two molds got to it with the same temperature, i have proceeded to the crafting to get back the two ingots using Shift-Click method from the result. I got the first ingot and was surprised to get the second one stacked with the first. When i went into the anvil GUI (used on a stone, because i wanted to weld the ingots to get an anvil) and try to distribute them into the two slots, they were both without temperature. This most likely could be prevented with not being able to stack ingots when they have been heated up. Have you deleted your config file and then still been able to reproduce this bug?: No
  12. Plank Placing Bug

    I have came upon a situation, where there were a couple rows of plans and i couldn't add one in a manner: || || || || || || || || <----|| |||| || Where there are more than one plank in a row, placing one in a wrong place puts it in a block next to it, instead where it should be. Most likely due to some mechanics not allowing to place planks in some places. Don't know if it's associated with the problem, but observed it a couple times.
  13. Wiki Edits/Suggestions

    If you mean "Video Tutorials and Let's Play's" then it doesn't work. Clicking on the page shows: Fatal error: Call to undefined function wfLoadExtensionMessages() in/var/www/html/w/extensions/EmbedVideo/EmbedVideo.hooks.phpon line76 Can't find anything else, from this the suggestion
  14. Wiki Edits/Suggestions

    Proposition for someone with experience. I have mentioned in one of the topics that there could be an additional comment or section concerning mining with ProPick and Pick. Maybe some methods that people use in order to successfully and quickly find the ores and minerals. Can't do much as i'm a newbie and just recently dabbled into the matter I'm sure this would help a lot all the new players and maybe some of the older ones to use more effective methods.
  15. Challenge vs. Annoyance

    Low inventory space would be difficult at the beginning. I have tried multiple times starting over when i was trying to get a flawless start without a death from monsters. Cutting grass, gathering rocks and sticks, chopping trees and digging for clay need a lot of space when you don't have a chest. This is obstructed also when you find seeds, small ores, food and try to find a good place for a home. Most of the times i had up to half my inventory filled with various things. You can stockpile wood, but rocks, sticks, clay, tools, seeds, food has to be carried. Clay can be made into blocks and stored, one way or the other it's still a lot... This could not be a problem as i would start gathering seeds in bronze age, food on a second day or when i am able to make clay vessels. Getting to your first chest is a drag and imagine you aren't able to find any native copper or tetrahedrite for some time. Not finding clay from the start would also be a hindrance. The idea is an interesting one, but should be thought over, without limiting the player to have to create new worlds, hoping he has most of the things so he/she can store the big amounts of items in his/her inventory.
  16. Insane lag

    There should be in OptiFine. Though i'm using the Ultimate version.
  17. How to survive the first night??

    Here you can find some good ideas on how to create shelters: http://terrafirmacraft.com/f/topic/4437-build-77-starting-shelters/
  18. Insane lag

    flamewolf393, In OptiFine: Settings -> Video Settings -> Chunk Loading You can change there between Default, Smooth and Multi-Core. Always when having Multi-Core makes it a bit slower for me with transparent blocks. As i'm checking the settings, here are a couple key things: 1. I use only Short distance. It's enough to see a lot around you in my opinion and doesn't load as much as with bigger distances. 2. On Video Settings -> Performance -> I have only Smooth World and Smooth FPS turned on. Everything there is off. With this i have almost all set on Fancy and ON.
  19. If you want to edit the wiki.

    I think i have posted in a wrong section... Wanting to write something too fast without looking elsewhere... Please delete this post.
  20. Ingame money

    This would require for stamps to have non-duplicate names. For example, if you make a stamp named Dollar, you can't craft another with the exact name. Such a solution would work, as only one source of money would be present - a leader or an admin, whatever you decide about it.
  21. Kapok Tree vines

    Bug report Suggested name: Kapok Trees vine problem Suggested category: Annoying Description: When chopping the Kapok trees most of the vines(hanging from the leaves or the tree itself) stays up in the air. Isn't that much of a bother, but an annoyance as one can simply see the vines from quite a distance. Have you deleted your config file and then still been able to reproduce this bug?: No
  22. Challenge vs. Annoyance

    From a point of view of a newb player (not progressed into different ages much) i think the biggest problem in the tedious gameplay is just how different people perceive it. Most simple example is even in vanilla MC, but other games i played also (and encountered myself). People tend to want to jump straight to the resolution if there is a way for it, whether it is mining for new metal, creating a big home/shelter, farming or just simply exploring for new things. It happens when you see the goal, but think that using a short-cut is plausible. Some just get halfway to the target, some just let themselves be moves straight to it. This is hard and always will be, just like spending a lot of time IRL on something (even travelling). The first time i was digging for copper veins (decided on that more than anything else and found a couple places where native copper fell out of rocks on the surface) with a standard and prospectors pick it WAS very difficult. Not knowing much about how to do this and with mixed signals not really sure if i'm doing the right thing... Spent a whole ProPick and two standard picks before i found the vein. I practically knew where it was, but dug around it a bit. After some time i got to reflect on the matter. I could have been more aggressive in my digging and stay with my previous choices of mining, instead of changing directions and level on which i dug. I now know that veins can be even by the dirt, which seperates the ocean and stone layers (have to stop being closed minded, because i don't know much about mining). Thirdly, i know i am not mining blindly, but have to use a series of techniques (watched a few videos) to effectively search for metal, when i know it's there somewhere. Most importantly, TFC has a ProPick! I was always grinding teeth that i don't have enough resources in vanilla. Never used any mods or tools for finding metals (wanted it like this!). Thought numerous times about mods that could help with everything and was jealous of people who would create big things, but i was drawn back by the lack of resources. Always found caves or created great mining projects, hoping to find anything... I still have my SMP world where i build a pretty neat base with what i had at that time (it even has a cart transportation system towards various places in that world). Summarizing, things can't be too easy and people will feel bored and angry when digging around the ores. But it is also satisfying (for me at least) to finally find the ore, especially if it's a big vein.There could be a page describing various techniques of using the ProPick to find ore and minerals(i'm sure some of you have different ones or quite one and the same). Maybe an information that it's the most tedious and hard thing to do, but still very rewarding (hell, i dug out the copper and welded the ingots to finally create an anvil!). Additional updates to the whole process would be interesting, but i find this method of finding metal a lot more interesting, challenging and easy than the one in vanilla.
  23. Insane lag

    Removing it may not be necessary. I use OptiFine in TFC, but had to disable MultiCore analyzing. Firstly, because it lagged like hell. Secondly, some of the blocks and items plainly disappeared and i could see through them, even being next to them. Very annoying when trying to dig, pick up or interact with something you don't see... Turning off the MultiCore i tweaked a bit with the settings. Now i have shut down Chunk Preloading (don't recall clearly how's it called, no access to MC atm) and mostly everything else on Fancy and ON. Minecraft runs smoothly like that. And i don't have a super great computer, just good enough i guess
  24. boats breaking

    Experienced boat disappearing suddenly, rendered somewhere else than it is and breaking far from the shore. The best course of action is to try to leave the boat some distance from the shore. Though this bug would be good to be fixed...
  25. Build 77 Starting Shelters

    I had a trouble with it a couple times also (started from playing on Peaceful, but finally decided to play on Normal with mobs). One of the easiest ways is to gather enough stone to be able to create a small wall around the place you want to sleep. You should be able to gather enough stone to make a wall 4m long on each side (don't fill in corners) and at least 2 blocks high.