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TonyLiberatto

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Posts posted by TonyLiberatto


  1. I still think you are over complicating the whole thing.

    What use is a water source if you can only fill tfc buckets? It would take 10 buckets to fill a barrel. To do any kind of actual work with alcohol, vinegar, and pickling you need a lot of barrels of water.

    How about just creating a structure that the mod would scan for and fill with 4 real water source blocks, so the player can fill the barrels? 

    It should be mid game, requiring the use of a saw, maybe using wood blocks?

    This way it would give the player access to an actual water source that can be used in any way he needs, but not as versatile as the use of a red bucket.

    You could even require for the multiblock structure to resemble the wells in the vanilla minecraft villages. 

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  2. I think the day-night cycle is part of the game. 

    I understand how new players could feel frustrated, not knowing what to do during the night.

    Older players program their activities so when night falls they work inside the base.

    In any case, the night adds a bit of challenge to the game.

    I have to admit people have different play styles and are OK for you to look for a mod to get rid of the night, am just offering an opposing point of view.

    I have even met some players that loved to go around their bases after dark and kill all mobs to gain exp or just for the trill of it.

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  3. Agree a rake would make more sense.

     

    The main point for me is to avoid mechanics that would require the player to remove sand blocks and in the process destroy the environment.

     

    It always bothered me when on a server and I would come up to an area devoided of gravel because a player was gold panning  .

    One of the features that I really loved in TFC was the whole tree coming down, so no more floating trees.   

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  4. On 10/22/2016 at 11:29 PM, Darmo said:

     

    CLAM DIGGING

      Hide contents

    Digging up clams for instance, has been suggested before.  On SMP servers it might be a good way for newbs around spawn to find food, when the seaweed in the area has been depleted.  In terms of mechanics, it could just be a % chance to drop a clam when you dig the sand.  But if that's all there is to it, you can dig them up in a desert.  So there needs to be conditions.  The sand needs to be adjacent to a saltwater source block.  But I'm not sure block breaking can check that.  So it might require a special 'clam rake' tool, and use a minigame or right clicking.  It'd be nice if there were a way to tell if a block of sand was just recently placed, and not have it yield a clam if it was placed in the last 24 hours or so.  Not sure if that's technically feasible.  But, clams would be renewable.  Maybe a random crab is a rare reward.  Crayfish could work the exact same way, but from gravel, adjacent to freshwater.  These things contribute to overworking a chunk.

     

     

    4

    Was thinking about this suggestion, but could not figure what was bothering me. Finally realized that it was the sand removal. On a server, it would be one more thing to contribute to players to leave beaches full of holes.

    I actually like the idea of clams, but think it would be better if we used a sieve and right click a block of sand under water.

    It could have a mechanic similar to the gold panning,  So after a while it would give us a message that the chunk was over worked.

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  5. Terrafirmacraft does not include Questbook.  There are some modpacks that will have questbook, if that's what you want , look in the Modpack section.

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  6. I like the idea of a different texture for familiarized second generation animals. Have to  remember that wild animals have a completely different behavior  and to have a different texture would make it more believable.

    Yes, a dog can bite you but a wolf is a lot scarier. ( In general  ). This way we would have a texture for the wild wolf and another for the domesticated dog. Wild Boar and Pig. And so on and so forth.

     

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  7. I have asked for mechanical power for a long time, but thinking of Machines is just one step in creating such an important part of the mod.

    There is a question of creating a need for the machine in the first place.

    For example, let us suppose from now on whenever we mine an ore block it would give us the actual block. This block would need to be crushed in a grinder.

    This would be a slow and time-consuming activity.

    To make matters even more interesting we could add fatigue to the mod, so after a while, you need to stop to replenish your stamina. Fatigue also increases food consumption.

    Now the player has a reason to make the Mechanical crusher.

    This is just an example, and may be read as an actual suggestion for the use of mechanical power or not, the important part is the process of creating a need and a solution at the same time.

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  8. If I understood correctly, the player would only be able to fill one bucket at a time. To fill a barrel he would need to go through the process 10 times. If that is the case, there is no need to complicate matters. Make it unlimited and infinite.

    The idea of a well is good, but unless it would come together with some kind of mechanization that would allow for irrigation and make possible for the player to make a complete base away from rivers and natural water sources no one will use your mod.

    Don't get me wrong. But you asked for balancing comments. 

     

     

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  9. All in favor of making food scarce and preserving harder, as long as once the food is preserved the grind stops. 

    Grains inside a silo require no maintenance at all and should last for years.

    The same is true for Cheese, sausages, dry meat and fruits.

    I have asked many times for a system with an expiration tag on food items. I understand it would complicate the inventory, but at least I would not  worry with the grains inside a silo, for up to 5 years.

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  10. Instead, as it was proposed before many times, we could have a system with animal hunger. That would give a use for all that food and would require the player to balance food production with how many animals they have.

    Before you ask, the proposed was for animals not to die of hunger, ( So if a player is absent from the server they will not find all the animals dead). The animals would just not produce whatever they usually do.

    Cows would not give any milk.

    Sheep would not grow wool.

    Pigs would not give any meat,

    Animals would need to be fed at least for 5 days before they start producing.

    To help with the grind we could have some Feeding trough.

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  11. That bug is caused by the use of KCauldron or  Thermos. Unfortunately, there is nothing that the creators of TFC can do to fix this as it is caused by the server engine. You need to submit a bug report to the creators of the server engine you are using.

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  12. Have been playing some ARK lately, one of the features I appreciate is how the player weight gets added to the total of the Mount.

    It feels natural and realistic. 

    One way to solve the issue would be to apply the same encumberance mechanic that the player will have to the hand cart and animals.

    So in an example: The player is able to haul a maximum of 100 units of weight.

    the hand Cart can store a maximum of 100 units also.

    The Horse can pull a cart with 600 units  or carry the player and a saddle as long as the maximum load does not exceed 300 units.

    Bigger animals can pull heavier loads.

    One of the big incentives would be if a player was unable to sprint while having a barrel on the back. Also, he/she should be unable to fight. We would need a way to quickly remove the barrel from the back, but when you are been attacked by wolves, you do not try to run or fight with a barrel on you back.

    Another feature that I would like to see implemented is the inability to climb ladders with a barrel on the back. The player would have some options when mining.

    1. Build stairs or half slabs.
    2. build a minecart rail.
    3. build a lift platform.
    • The lift can be pulled by the player if is up to a certain weight.
    • Animal pulled lift up to a bigger weight.
    • Some kind of machine for unlimited weight.

     

    The numbers here are just to illustrate the idea.

    The main idea here is that if we are able to create an encumberance system for the player we should be able to have the same system with different limits applied to animals and moving containers.

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  13. There is actually a config option to control how much lava will generate in your world.

    Just open your TFCConfig file and almost at the bottom there is a line that reads :

    I:lavaFissureRarity=.

    Just adjust the value.

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  14. Someone with more knowledge may correct me if wrong, but I always use the latest version of Forge. Even though TFC 0.79.922 was built using Forge 10.13.4.1558. Some of the mods you are using mayhave been built using newer Forge releases. 

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  15. To be honest every time I had a corrupted region on my server I just ended up deleting the region. There are some tools that should be able to fix them, but I was never able to figure how to use it.

     

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