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      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

Borgie

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About Borgie

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    Caveman
  1. Make it Harder! =]

    These are some neat suggestions. I don't know if I agree/disagree with specific points, but as a whole, certainly! As for current difficulty, I find a bit of armor does make it too easy. It then becomes a grind challenge. (anyone up for an alternate method of finding specific materials? -- skill over luck is my thought). My 2 cents (some is probably planned): -Dangerous wolves to start with -- this likely would be in lieu of the current monsters. -SOME kind of forces attacking you, maybe based on your cumulative wealth and/or time. Barbarians work for me, as long as they're not classified as NPC (Ie non-dead zombie attack). Not sure how this would work in multi-player. After you get steel, not much seems to hurt you except darn lava. (I also tried modding my game for more zombies -- only an issue for caves).
  2. Improve dogs.

    I accidentally kill my own dogs in combat and then feel bad when I hear the sound.
  3. [TFC 0.78.X] Rusticam Melius v1.2.0

    Cool idea... can we mod leashes to be "thrown" while riding around on horses and wearing a cowboy hat?Okay maybe just thrown leashes. Plus 1 for feeding troughs. I haven't had a chance to try this out, but I suspect animals should have the ability to "find the nearest food" when hungry.
  4. Arquebus (primative 15th century firearm)

    Kind of a cool idea, though I agree that it might not mesh well with the survival theme. I wouldn't mind eventually seeing support for "optional" features (eg: the crossbow exists in an add-on), with a properties file for enabling/disabling specific ones. Even if the optional features were maintained by third party (4th party?) developers. As for the inaccurate guns, I dare say it could be reasonable. Especially if it only had accuracy at about 5 meters. Might be good for taking out some of those pesky zombie hordes.
  5. Dynamic alloys everyone asks for ..

    ~~ I don't think I was fully clear. By "not predictable", I mean that it takes a lot of research and testing to find out the attributes of an alloy in any percentage. And then you end up with a complex ( http://en.wikipedia.org/wiki/Phase_diagram#Binary_phase_diagrams ) result, typically not linear formulas. When dealing with new substances, until it's plotted out, the properties aren't known (I'm sure much interpolation and extrapolation is used). And, yes fully repeatable (now predictable). I'm also quite happy with how the current formulas are done in TFC - Not overly chaotic, but still fully believable.
  6. Dynamic alloys everyone asks for ..

    Can't much say I like this idea. Compared to reality = 100% wrong. Now I know this game isn't meant to match "reality", however, this would required "reinventing"metallurgy. Copper+tin then, does not = bronze. There's a whole field of Materials Science because there are no simple formulas for such mixing. http://en.wikipedia.org/wiki/Materials_science#Metal_alloys Also: "That everything should be predictable" -- Humans can't predict (real) alloys, therefore anythingresembling(real) alloys would be unprogrammable*. Ironically (Hah - Iron) if you do give it a formula, it becomes predictable. If you want to invent some entirely new (non-existent) metals and do dynamic mixing it with that, I might support it.
  7. Stalagmites, stalactite, and columns!

    "what benefit would be gained"? None, except appearance. Arguably, stalactites have no real "benefit" either. (stalagmitedo at least provide obstacles) TFC caves already look so much better than vanilla, this would just be one more plus.
  8. I tried using the forum search feature, so my apologies if this has been mentioned. A purely cosmetic change I wouldn't mind seeing is columns (quite simply, where a stalagmite and stalactite meet). If I understand incorrectly there is typically a one-to-one relationship of stalags & stalacs. Obviously this would affect world generation, as you'd need to pair up each of these. I've seen a few places where a number of stalagmites appeared together, with nothing on the top, and it looked quite awkward me. Being mostly cosmetic, I wouldn't put this high up on the to-do list.
  9. Disappearing Ingot Pile

    I'm not sure how to repeat it myself, but if I figure it out I'll let you know. I realize this is a key component for any debugging. I'm also not familiar with the code structure so I'm sure plenty of my details are irrelevant. I don't think it's unloaded chunks - I was in the chunk the whole time when it disappeared (was doing smelting etc at my house). I considered the possibility of flying ingots, but with the missing copper I searched quite thoroughly (so I suspect it's not the case there). Can ingots fly through walls? Maybe down into the dirt? But I'm still maintaining that I didn't touch the Iron ingot. Also it's only ingot piles, which makes this fun. Thanks for your replies, btw.
  10. Disappearing Ingot Pile

    Valid questions.... I'm playing single player. Definitely no creepers -- I keep my piles indoors and nothing else has been damaged. I understand what you're saying about the mechanics of the pile being like a chest. This is why I'm suggesting this is a bug (either compatibility or otherwise). If no-one else has ever noticed this, It's also possible it could be related to my specific configuration. A few more details -Running Java 7 64 bit (1.7.0u45) -Minecraft 1.6.2 (of course) -Forge 9.10.1.871 -Windows 7 Pro, SP1 Something else that may not be related, but worth noting: For the last instance, I was taking ingots from a separate bronze pile around the same time (within 5 minute of iron vanishing). But to reiterate, however, I did not touch the iron pile. This bronze pile was about 3-4 blocks away.
  11. Disappearing Ingot Pile

    Hey guys - love this mod. I've been playing a bit too much lately. I've noticed a bug that I can officially confirm now. Occasionally entire piles of ingots will disappearon me. Just gone. I can't seem to find anyone else reporting this. The first occurrence was odd. I had a stack of 14 copper (enough for an anvil). It some point while picking up the pile, ingots disappearedand I was down to 8. 100% certain of the lost ingots, not sure about how/when. The second occurrence, Maybe about 50% sure, but I had a stack of bronze that I think vanished. At this point I started labeling my stacks with a sign with quantity & type. The last time, today, I had a stack of 1 wrought Iron ingot that I was lucky enough to loot off of a zombie. It stuck around for some time. Now gone -- didn't touch it. It was there a minute before I noticed it missing. Version I'm running:TFC-0.77.21 Mods: -ReiMinimap_v3.4_01 -backpack-1.18.17 -extrafirma v1.0.3 -OptiFine HD C4 Note I was probably only running optifine (if that) on the first problem.