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Kereminde

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Everything posted by Kereminde

  1. Saplings?

    Oh I understand the reasoning behind it when I checked on Kapok. But given Acacia was newly added and there's been a noted glitch or two about them and their planks, I just wasn't sure
  2. Saplings?

    Semi-related sapling question: Is it intentional Acacia trees do not provide saplings (like Kapok)?
  3. Underwhelming cave-ins

    Not quite what I meant out of the question. I mean why are people intentionally wanting to cause cave-ins. I don't have a problem with them happen if I'm careless or, well, if I accidentally breach a cavern and things fall. That's fine and part of the challenge, undoubtedly. (Kind of like how a few times in Vanilla I'd accidentally get dropped into a barely-covered lava pit in the desert when I tried getting some sand out.)
  4. Username: Kereminde Age: 33 Location: United States, Texas Why do you like to play TFC? Because it is a challenge, which is rewarded with many more options for building. Because one can only play so much vanilla Minecraft before the start is not interesting, and TFC is a different journey each time. Why do you want to join? I'd like to try multiplayer TFC, as that's the intended format to play it in and it seems like the next step. This server seems like it could be interesting to play on and see how things work. What will you add to the server? I'd like to add a pleasant person to the playerbase, and perhaps someone who could be useful/helpful to others.
  5. Underwhelming cave-ins

    Aren't cave-ins supposed to destroy ore? And make the raw stone turn to cobblestone, too, which somewhat precludes what you can do with it, right? Why are people wanting cave-ins again?
  6. Tips on agriculture?

    Well not entirely useless. I kind of use pumpkins as highly visible markers That orange shows up real nice when I'm trying to find things. . . . now I miss pumpkin pie.
  7. Staying with 1.6.4 discussion

    I can't run Amplified (then again, that's probably intended) and have less problems with 1.7 than I do with TFC. I considered going to 64bit Java and weeping over losing Chrome . . . but after talking with some people they assured me doubling the cache size to 2GB would only mean it would take a little longer for Java to eat up the extra space and it would impact other things as well. I honestly don't care as much, if only because . . . as noted . . . TFC is pretty much an entire different game using the basics of Minecraft. It's much more complex, and slightly more rewarding to work with. (At least until you need to find that one specific ore to keep moving up the metals.) The point of "using an outdated version means some people won't try it" is kind of . . . hm, it may hold water. But given the launcher can grab any old version you want, and Forge keeps a good record of old versions for you to grab, I don't see the immense issue in that other than a psychological thing. If someone sees the mod and stops because it specifically wants 1.6.4 and a certain Forge version . . . they probably are better off. This mod is not something to dabble in to add something to Minecraft, this is a different experience altogether. (One which will make you feel a little odd going back to Vanilla where beds are easier to get, food walks to you every night, and you never have to worry about the ground collapsing under you due to a hidden cave.)
  8. Tips on agriculture?

    I'd recommend waiting to chop the branches until they're done flowering/blooming for the year. Unless, of course, you're just scavenging for your home area. Question: Did pumpkins/melons ever get changed over to have a use or was that still in the pipe for future changes?
  9. Making crops grow faster.

    Given the recent revamp to the way food behaves, I'm totally okay with this. Though I'm still sort of starving to death for three (game) days straight on two of my recent startup attempts
  10. Stained Glass

    From Google to "WikiHow": "The term stained glass generally refers to the process of combining various shapes of already colored glass. The color of stained glass comes from the addition of metallic salts during its manufacturing. Stained glass is prominently displayed in church windows as huge mosaics, as well as in certain styles of lampshades and mirrors." If done properly, this could allow something like an 8x8 grid for putting down colored glass fragments. Why 8x8? Chiseled decorations and planks already work on the 8x8 grid. Still, this looks like one of those things which can very quickly eat up memory like with many chiseled stones or plank constructs. And given the game goes right to the 1GB level for me after roughly fifteen minutes of exploration/work . . . in a fresh game . . . that might be a bit of an issue.
  11. [Solved] Support Beams not working?!?

    Cobblestone, according to change logs if I'm reading them right, now falls like dirt. Which means you need to have more support around the sides or it will fall. I think it's something like: bottom and at least two other sides. Which means you will need to put more effort. Quick and dirty, this is the only way I could get the block in the center to stay up. (http://imgur.com/UTQ4q3M ) Interestingly, when I would try to put the cobble/dirt where it should fall, it just sort of . . . hovered. It is possible to still use cobblestone as a floor/ceiling . . . so long as you want to lattice support beams underneath. Which makes a pretty poor ceiling, since it takes up the interior space with supports. Would make an interesting design for a stilted house though.
  12. Construction not quite hardcore enough.

    I think hand-placed logs break down faster with a saw than an axe. That's what I recall from v 77.
  13. [Solved] looking for tips & help

    I found my Magnetite by digging a shaft 2x2 down and using ladders (a use for sticks from all those damn willow trees I use for charcoal making!) and checking with my prospector's pick every few "levels". I define a "level" as five blocks high, three of which dug out for a stop on the way down. Bring plenty of logs and a saw, or a crapton of support beams. I died once by a surprise cavein when a cavern above me "popped". As you go down, dig "levels" out so you can quickly find your way to where you want to be. MARK with signs or something where prospecting suggests high concentration of ore or a vein nearby. If you find Tetrahedrite? Chase it until you have a couple stacks - this will fuel your mining and propick use. Also, torches. Lots of torches. You will find a lot of stuff this way. Of course, whether you find the ores you need? That's another story.
  14. Have it use some of those gems we don't use right now, and some other "useless metals" and such. It protects a 3x3 area of chunks from things spawning in them, and provides glowstone level light. But once spawns of zombies/skeletons move underground, will it be necessary?
  15. food preservation

    Pickled eggs . . . Yum!
  16. Houses

    The whole "use dirt for more things than just filling in stuff" has been on my mind for a while, but do be careful requiring sand and clay. Straw is renewable, so is water. Clay and sand are not, and clay is already kind of heavily used in the Copper/Bronze age. People really do need lots of it starting out for Vessels and Jugs, as well as Molds. Even later on, Vessels are kinda important as inventory management tools.
  17. food preservation

    Hard as finding magnetite? Dig a deep shaft with some ladders and torches in inventory, with a prospector's pick. It's not HARD just time consuming, like much else in TFC. The challenge is in time management - you won't ever make progress if you don't have a plan. Now. Again weighing in here with opinions. - We probably don't need random disasters to destroy crops or stockpiles. Random chance can destroy planning and generally turns the game into trying to avoid chance screwing you over before you can diversify enough not to get hammered hard. - Veggies already "ripen" as they grow and are harvested. Most produce we buy at markets today are harvested before peak ripeness (especially true for tomatoes and bananas) so they can sit for a while before being sold. That's why things get kind of skewed about how people view "ripe". Grow your own veggies sometime, and you can tell the difference between a real ripe tomato and the stuff we're used to having. (Also on the topic of tomatoes and other veggies in general - it's really not a good idea to eat them before they're ripe.) - The need to water crops is sort of handled by irrigation right now, which also ties down any substantial farm plots to water and a means of getting it where you need it. This is already limiting since you can't move water as easily (well source blocks) as you can in Vanilla. If you require regular watering of crops, then there is a high chance it will require someone to stay there and monitor them and not go mining for metals. (Effectively making single players farm a huge stockpile anyway so they can burn through it as they mine for metals.) - The idea of crops simply dying out when there's insufficient nutrients? I can get behind. It punishes players who just stick with a stone hoe (*raises hand*) and don't monitor the nutrients in the soil closely. It requires them to plan ahead before starting a farm, as new plots start with minimal nutrient levels, so they need to keep the fields fallow until they're ready. I'd suggest the plants dying out would actually replenish the other nutrients in the soil, so it could be advantageous to let some crops "rot" so you can kickstart fields for another crop. I can see where it'd be believable, and tending the crops is something which needs to be done . . . but it could turn the game into an exceedingly dull experience of "must tend crops or starve" and making it harder to get set up to do mining. And if we add spoilage (somehow) then there's almost no chance for single players to work with the mod and it will always require someone on a multiplayer server to be around to tend the crops and check for rotten food. There's not much fun in forcing players into menial tasks like that.
  18. Charcoal hard to make? Willow trees and time, my friend. Willow trees and time.
  19. [77.21] Not sure if it's a bug: scarce animals/passive mobs

    Food? Kill a spider, make a fishing rod. Alternatively, scour for fruit trees and crop seeds, get a flat spot, and start farming things. Soybeans, Greenbeans, and Tomatoes are all really good choices.
  20. Single player config option

    Honestly, it works fine in single player for very basic play, with only two exceptions: First, it's really hard to find specific ores needed to advance. This is, of course, nothing new since it can be really hard to find diamond in Vanilla. It also encourages exploration and travel, rather than squatting in one place for infinite lengths of time. (Though worth noting, I'm fairly sure I have Casserite hiding near my spawn, found magnetite after digging a shaft with ladder down near a farm along with a lot of potential rock layers . . .) Secondly, animals. It's really hard to ensure you get a mating pair for some reason. This can make getting leather and wool rather hard and very much a roll of the dice. Honorable mention for this build, sequoias. That crap kills games quickly.
  21. Rotten Flesh to something useful?

    Just a thought, since "Rotten Flesh" from zombies is confirmed useless except to clutter up space, why not allow it to be turned into something. Notably, being able to turn it into Leather through a process, such as first using a knife to make Raw Hide out of it, then it's usable in the leathermaking process. Or say, compost? Say, allow you to put it in barrels with something, seal it up, then when it's ready to be opened you get compost which can restore nutrients to soil? (Since I know accelerated crop growth isn't probably desired for something as common as Rotten Flesh.)
  22. What are you looking forward to most in the next update

    I am looking forward to not needing to save-scum to get away from starting in Sequoia forests
  23. food preservation

    There's "challenge" and "making life even harder and less appealing as a game". Right now TFC has a lot of things in it which exist primarily because it still has to be a game instead of a simulation of reality. Trees still grow faster than they do in reality, as do crops. Injuries are still nonspecific "health" as opposed to "broken ankle". Sepsis isn't an issue, let alone pneumonia or heatstroke. You can drink seawater. Ask yourself the question on whether the appeal of challenge is enough to start adding limitations, especially since getting past the Stone Age is plenty hard. (Try doing a Hardcore game. I'm not going to, as I died roughly 10 times just from starvation before I could get some sort of food source in progress. Not counting the first week of nights where I couldn't quite get myself safe from monsters all the time while foraging . . .) On top of that is the aforementioned "memory issue" of tracking individual food items . . . some of which probably aren't even on the player . . . to submit to timing ticks. There's already an incredible amount of memory I watch disappear when I'm just standing in my farm area. And when zombie hordes catch on fire in the morning (I'm really contemplating moving to Peaceful so I don't have to restart after a particularly busy night). I'm fairly certain this would cause TFC to crash from "Out of Memory" rather quickly. . . . not sure if I want the challenge of "can I beat the chance of the game crashing" added to my experience.
  24. When is it time to throw in the towel?

    For me, it's a lot of things. I found two rather nice and simply reached veins of Tetrahedrite (one was actually down a ravine, which intersected caves, which intersected another ravine, which intersected caves, repeat until reaching the bottom of the Y scale). I can't find Casserite. I have a successful farm, a couple nice places to carve out clay, but I have nothing higher than copper except for some freak Casserite amounts where I can't remember . . . they were surface rocks scattered and were enough to make four Bronze tools.(One of which was a pick i used to death.) On the same side, animals *will not spawn* for me, except for the three little pigs which are all male, and squid. Yay. I once found two cows while trying to check surface rocks for Casserite and not finding any. (Lots of Sphalerite though.) I haven't seen a hint of iron, except for a Wrought Iron ingot a zombie dropped (Thanks pal, gonna make me a pick out of it.) I barely got feathers while checking out a jungle I may just deforest for how annoying it is to navigate. I have a huge amount of fluxstone, and a couple places I can go grab sand.I have exactly four types of trees I can replenish: Willow (yay charcoal!), White Elm, Aspen, and Sycamore. I have an active farm around a lake, a tree farm over some ocean, but I haven't been able to get very far without wool for a bed. I've not gone VERY far in exploration since I'd need to devote tons of time to it and lacking a bed makes it . . . problematic.
  25. A small project: useful buildings with a neat design

    Here we go - neat design is eschewed in favor of "proof of concept". This is a two-story, three-chambered building housing all your metal-smelting needs and a storeroom capable of massive storage space. I built it in Creative since I didn't have endless time to chisel, mix mortar, place, get it wrong, and actually climb the metallurgy tree to get capability to make a Blast Furnace or Crucible (I still don't have Iron anywhere yet.) Link to the album I will probably go back in and redo it in something other than Basalt and Aspen. Probably Marble and Sycamore . . .