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TonyLiberatto

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Posts posted by TonyLiberatto


  1. We do really need more information.

    For sure we need to know some details, like for example:

    Single Player? or is this a server?

    What other mods do you have?

    Have you ever messed with the world time? Changing Year duration requires a new world.

    Are you having any other issues? What about your hardware, OS, Java version and Memory allocated?

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  2. Don't get us wrong, I would love to be proven wrong. If we had an updated version of TFC the community would renew like in a renascence. There is just so many possibilities, features, and mods that would be made available to the player.

    Is just that, when I look at the github, the first thing that calls my attention is the fact that there are no new posts since September 18.

    Piece and love.

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  3. I think it has to do with youthful enthusiasm.

    We see it all the time in the servers section. 

    People create new topics talking about the server they will soon be hosting. 90% of the time they have no idea how much work is involved. 

    To administer a successful server means to spend more time managing the server than actually playing the game.

    It's just a guess, but I believe Bioxx spent a lot more time coding TFC than playing it.

     

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  4. Just hope it is not like this: 

    The way the guy talked it was like the addon would be ready in 3 days.

    I think sometimes people do not have a clear view of what the whole process takes.

    I am not a coder myself, although I have some experience with scripting. As much as I understand to port TFC from 1.7.10 to 1.12 is a massive project, you would need to create a new code and the only thing you would use are the ideas and mechanics from the old code.      

    I actually really hope to be proven wrong, but I will believe when I can download a working version. I actually would be very happy with a 1.9 version.

    It has been only a couple of weeks, so who knows. Maybe he will log in and post the link. One can only hope.

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  5. Pre-generating a  TFC world takes many hours and most of the time days.

    Several factors will affect how fast or slow it will be:

    Processor speed and number of cores, Available Memory and how fast it can write to the Hard Drive.

    In the end, there is not much one can do but to have patience.

    Without knowing more about what kind of setup you have it is hard to speculate.

    I learned the hard way that the best way to host a TFC server is to have a dedicated box in a rented rack with at least 100Mbp/s Up and Down Connection. Your choice of Linux, but it needs to be at least 4 cores and 16 GB of memory.

    There was a time when after working for several months to create and manage the server we finally got to the point when the number of players was steady and increasing fast. One night we had 24 players online at the same time.

    That's when the problems began the LAG was so much that players left and never came back.

    A minecraft server has a funny way of behaving, it is either growing fast or it is dying. nothing in between.

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  6. One of the problems I see is how some people just want to rush the game and get all the way to blue/red steel as fast as possible.

    If you take your time and make a bronze armor and weapons you will have a much higher survival rate.

    I usually bypass copper, but I definitely go for bronze armor.

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  7. Honestly, I think they are not as rare as people would say.

    Kaolinite is actually very common and as a top layer is sometimes exposed. A pink mineral easy to spot from distance.

    Graphite is easy to find if you understand the rock types and layer system.

    The one mineral that makes a difference is actually garnierite. 

    Kaolinite spawns in 8 different rock types all of them sedimentary, top layer.

    Graphite spawns in only 4 rock types all metamorphic, so sometimes top sometimes middle.

    Garnierite only spawns in Gabbro which is an Igneous intrusive, so it can spawn in all 3 layers.

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  8. It's a dream Darmo. I know it will not happen.

    For me grinding is having to do the same thing over and over.

    Imagine this scenario.

    First thing is to find the ore.

    Second to dig till the ore is exposed.

    third to build an aqueduct to bring water.

    Forth collect enough wood to make a bonfire.

    Fifth, burning the wood and chocking with water would crack the ore

    Sixth, then the player needs to lift the ore to the surface.

    transport the ore to the base or build refining facilities on site.

    Now all that is only worth if we completely switch the weight and quantities per block.

    Minecraft is based on meters, each block corresponding to 1m3, now 1 cubic meter or iron ore weights around 2800 Kg or around 6167 lb.

    that would be enough iron for a whole village for some time.

    Looks like a lot of work? For sure, but it would not be boring for as long as I don't ever need to repeat this process.

    That's my point. One iron mine would be enough for the whole server.

    It would be so much work to get the ore, but once would be enough.

    It's a completely different approach to gameplay, more realistic, but I think more rewarding. 

     

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  9. So, no pressure, but when can we download something?

    At this point, we just want to play. If it is an Alpha, Beta, Omega, we don't care. 

    Just the pleasure of playing TFC with a newer version of Minecraft is worth any bugs we may encounter.

    You, sir, will have our eternal gratitude.  

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  10. On 9/16/2017 at 8:28 AM, Arktic said:

    Hi for everyone!

    I've noticed, that TFC2 is developing really slowly and TFC1 latest release is for minecraft 1.7.10. I have little cozy TFC1 server "for friends" running KCaultron 1.7.10 + TFC1. And I want to stop using cauldron-related shit, cause it's really buggy and replace it with sponge. So I'am started to port TFC1 for newest forge (& minecraft) versions. It almost released on my server, and we will test this port properly. The question is: does anybody needs port like this? Should I create public Jenkins for this? Or nobody wants it, and everybody is waiting for TFC2?

    3

    Believe me, you have no idea how many people want that. This was the dream of most Terrafirmacraft players for a long time. TFC 2 is a completely different game, so much that I even suggested that it should have another name.

    Now Please when you say that you can deliver a port to the latest Minecraft version you create a huge expectation on the community, that only reason this thread is not flooded with comments is that things have been slow for so long that most players went away or only check the forum once in a while.

    I think once people start to talk about it will be a huge success. 

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  11. Yeah. Moving blocks in Minecraft has always been difficult. I believe that the number of blocks to move and how fast they move makes a difference. So that a lift should be somewhat less buggy than a boat.

    Don't really know much about rocks IRL, but I believe sedimentary is easier to break than igneous. With that in mind, we could devise a hierarchy of stones. That, of course, means going back to having 3 layer stone types.

    I already imagine the player building a rudimentary water pump and wood aqueduct to get water to the mine site. 

    One aspect that I think needs to be changed is that once the player is done with all this work he/she should have enough of that mineral for anything he/she needs. My point is that I really enjoy working hard to get a resource, but once done if I have to keep repeating it is just grind. We need to increase the ore output per block so all this work is justified.

    A mine should be a permanent construction, that should last for generations.

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  12. Kind of a tangent on the subject of mining, but I think it would increase the gameplay with some interesting effects.

    What if any amount of ore would cause an over-encumbered effect. That means slow movement and no jumping or climbing, not even going up stairs.

    The idea is that the player would have a barrel close by and would fill it with ore as he/she mines.

    Once mining is done is time to take that ore to the surface.

    A barrel on your back also makes you over-encumbered no matter what is in it.

    You need a lift, so put your barrel on the lift and go back to the surface to whip your mule so it pulls the lift up.

    Once there you can transfer the barrel to the wagon to be pulled by a horse, mule, donkey or bull. 

    It is also possible to carry a barrel on your back, but again slowly and no jumping or climbing.

    A wheel barrel gives the player normal speed and can go up half slabs but not stairs or jumping.

    If the player gets hit by any mob it automatically drops the barrel or the wheel barrel so he/she can effectively fight.

    As far as stones harder to mine, I kind of like, but not sure about just making it harder because it is below certain Y level.

    I think maybe just to follow the natural mineral order, I mean some stones are harder than others.

    I really love the idea of using fire to mine especially if it involves building an aqueduct to divert some water to the mine site.

    I really dislike the idea of having only one type of rock for the entire Island top to bottom, It feels unnatural.

    Some things to consider are that now the player needs to decide to either build a smelter close to the mine site or build a road to carry the ores back to base.

    All of this only makes sense if the player is able to survive, build a base, domesticate animals and build while still in the stone age using simple tools.

     

     

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  13. There are actually a whole bunch of modpacks. Just look in the modpacks session of the forum.

    As everyone has a different approach to the game all I can do is talk a bit about how I do it.

    Whenever I have the urge to play TFC again I usually start with just Terrafirmacraft, is the only way to experience the mod. After a while, I start to add some of the addons. Like "Leather water sac" and "Decorations".

    Some mods are more or less required and the Devs intended TFC to be played with, Like NEI and a minimap.  I always add Streams, since it adds to the beauty of terrain generation without changing Gameplay.

    When I get bored is time to try some of the modpacks, If I like the modpack only then I will look for a server that uses it.

     

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  14. TFC was never truly friendly for map making. The creative mod is full of glitches and the Devs had said many times that the mod is not intended for creative.

    Right now there is no way place a naturally generate ore block. Like for example, you can place a block of Basalt, but if you try to place a block of gold ore it will be transparent. 

    Please don't get me wrong I absolutely love Terrafirmacraft, and understand that while developing the mod some choices were made always with the intention that it would be played in a certain way.

    In the 5 years that I have played and followed this mod I have never seen a TFC adventure map.

    People have been successful in creating mod packs and servers.

    Even though you have a hard time setting the player initial health value I have used in the past a mod called JAS ( Just Another Spawner) that allows you to set the health and conditions for the spawning of every animal and mob. That may help you in your project. It requires some learning and you have to create scripts for every thing that will spawn in the world.

    Good luck in your map.

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  15. Not a coder, but it looks like is missing Pam harvestcraft.

    Also, I would recommend removing Optifine. TFC2 is in pre-Alfa mode, as so it is not the time to experience with other mods.

    Keep it simple, The mod is not actually playable right now. The only thing you can do is look for bugs. Also, have some fun exploring the terrain generation.

     

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  16. 1 hour ago, Stroam said:

     

    Until then I'll be working on another mod that'll help remove the need to light up every block in an area to prevent mob spawning. I call it apotropaic magic.

     

    Hey Stroam, what about making this mod behave similar to what we had on the StoneAgeCraft Server?

    We made it so mobs would only spawn in the dirt, grass, sand, gravel, and raw stone.

    No mobs would spawn over wood, bricks or polished stone.

    This mod, when done, would make it so the player base is safe from mobs, as long as the player create barriers that prevent mobs from entering, like tall walls and fences.  

    It would also make it possible for players to create structures with ambience lighting without worrying about creepers spawning in there.

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  17. You need to shift right click mouse with grain in hand. It only works once every in game day. It takes 5 consecutive days to familiarize an animal.

    The regular right click is for procreation but only works for already familiarized animals.

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  18. I think is more a case of personal taste and gameplay style

    In the case of the cellar, the light is not to prevent mob spawning, is just to see my way around.

    I usually put signs and divide the food into the food groups.  I don't use dynamic lights so the cellar is dark enough to make hard to read signs.

    I use Decorations, so I just put gems on the outside walls of the cellar and the light sips through.

    You can always just put down a torch and break it once you are done inside.

    I would prefer to be able to use a Decorations Lantern and have to remember to turn it off before leaving the cellar.

    For now, my solution works fine enough.

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