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TonyLiberatto

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Posts posted by TonyLiberatto


  1. Looks like you are new to our forum, but it really helps if you post this in the Support section and use the provided form.

    There is a lot of information that we need in order to help you out.

    Some of them:

    What version of the mod are you using?

    Do you have any other mod installed?

    What version of Java are you using?

    What version of Forge are you using?

    But please use the form in the support section of the Forum.

    0

  2. I agree with Darmo.

    One of the things the most players do not realized is that in real life people do not usually cut down big trees for charcoal.

    Charcoal is made from small trees and bush like trees. There are 2 main reasons for that, one is that it is easy to handle, the maximum diameter of charcoal made is around 2 inches or 5 centimeters.

    Another reason is the fast growth of that kind of tree.

    No one is going to cut down a 100 year old tree to make charcoal.

    Now unless we are talking about completely changing the existing game mechanic in TFC where players cut down big trees to make charcoal, the argument about using Bamboo for charcoal is not valid.

    Don't get me wrong, I would be in favor of a change in that direction, I just do not see it happening.

    The ideal situation would be to have a lot more vegetation variety. Charcoal production is always with fast growing small trees that are renewable.

    The problem is that to translate that in game we would need to make cutting down a big tree to be a lot of effort, like for example actually having the tree falling down and the player having to cut the logs and branches int smaller pieces and making this so time consuming that it would not be worth the trouble. 

    In the end it makes more sense to just keep the existing mechanic and try to find a different use for Bamboo, aside from ambiance and decoration. Bamboo wood blocks for construction would add a more rustic look and feel, that in it self is reason enough to add it to the game.

    As for weapons, I do not see happening either. We have plenty of weapons in the game, it would not add anything in terms of gameplay.

    Now bear in mind I am not one of the Developers of TFC and Bioxx is the only one that can give a final word on this.

    The bottom line is that if we have Coconut and Bamboo added to the game it would be great and even if we do not have everything it would at least make easy for an addon creator to add more content at a latter date.

    For now I would just ask Bioxx if he would consider adding Bamboo and the coconut to the Palm trees. Even if he does not feel like adding all that is suggested here.

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  3. After a few years trying to create suggestions for Terrafirmacraft, it gives me the impression that we would have a better chance of seeing something implemented if it would include  gameplay  arguments.

    I have seen hundreds of suggestions rejected because they were in essence versions of something that already exists in the game.

    For example suggestions for new fruits, that would not actually add anything to the gameplay, and we actually already have a far number of variation.

    That said I can see gameplay reasons to add coconut and Bamboo to the game.

    • Aesthetic is a good a valid reason. It would add ambiance to beaches and jungles.
    • If we finally have ambient temperature added to the game it would add an easily obtainable construction material for primitive and start of the game shelter.
    • Bamboo could be used for water piping, it would be weak and replaced with metal pipes once the player gets to metal Age.
    •  A source of plant fiber for cordage. Just to make sense and finally tie the stone to the stick.

    Hope you guys can think of other gameplay arguments. For now good luck and I really hope Coconut and Bamboo gets added to TFC2.

     

    1

  4. Since technology is all about knowledge, NPC's could be used to solve a gaming mechanic that has always been troublesome.

    Instead of limiting the access to better technologies through materials we would be able to limit through actual knowledge.

    The idea is that at the start of the game the player would have no knowledge of metals. He would have the crafting grid, but the recipes would not be available to the player.

    In the first Island he would make contact with a tribe of NPC's that would have the knowledge of agriculture and pottery. The player them needs to either friend or conquer that tribe to be able to learn from them those technologies.

    The game would be challenging, since each Island would have NPC's more evolved than the player. 

    1

  5. Thanks Insanej,

    Who knows, maybe Sponge will be a lot better for Servers. I have high hopes for that.

    I do however worry that TFC2 will not be true multiplayer friendly, In the sense of having multiple groups of players and people joining and creating towns after one or two months.

    We'l have to wait and see. One way or another I think it will be a fun game to play.

     

     

    0

  6. The servers will be permanently Off Line after the start of September.

    There is just not enough players to justify the Time and effort to  keep the server alive. Not to talk about the cost.

    I will keep the forum alive, at least for now.

     

    0

  7. Please take a look at this article.

    The main difference is that it creates a new block the chimney. It always bothers me that in order to create a chimney in TFC I have to build a 3 x 3 structure.

    Using the chimney block we should be able to realistic achieve the same result with just one block. As long as the top most block is exposed to air.

    0

  8. Can you copy and paste the contents of the .bat file into a spoiler, so we can read it? Also when you unziped the Forge what name you gave to the jar file? Do you have the bat file in the same directory as the jar file?

    0

  9. If I could choose it would be to have redstone completely removed from the game.

    I would like to see Mechanical power really implemented, with everything that is part of it. 

    Them when the player reaches an advanced enough technological age he/she would have access to electricity and wires.

    wires would them replace redsotone in all ways as long as they have access to a generator.

    1

  10. I really appreciate the effort on making this mod reversible. It helped with the animals.

    For a server it gets a little more complicated as we need to wait for players to login, find their food is missing and them we go and spawn back their food.

    In any case I really liked the idea of this mod. And will definitely give a second try on the server, specially if you can keep it reversible.

    I will though wait for it to be more developed. I know there are still a lot of things you have planed for this mod.

    One way or another thank you for all the hard work on creating this addon.

    0

  11. Sorry. I really though that was the crash report . 

    At the time I had only 3 players at the server and we were all being kicked when trying to eat.

    The server would just kick us out but it never crashed or generated a crash  report on the client.

    I will have to try again on a test server. 

    Is kind of complicated because we use KCauldron.

    For now I will just wait for a final release of the mod.

    One of the issues is that we had the mod and on version 0.3 and updated to 0.4 so it updated all the food on the server.

    after that when harvesting berries or fruits it would kicks us out if we eat the new food.

    It was not old food.

    Not sure if it would do the same in single player.

    0

  12. Something wrong with my pastebin

     

    just gonna use spoilers:

     

    Spoiler

    ---- Minecraft Crash Report ----
    // I blame Dinnerbone.

    Time: 7/2/16 6:20 PM
    Description: Ticking memory connection

    java.lang.IndexOutOfBoundsException: Index: 52, Size: 51
        at java.util.ArrayList.rangeCheck(Unknown Source)
        at java.util.ArrayList.get(Unknown Source)
        at net.minecraft.inventory.Container.func_75144_a(SourceFile:206)
        at com.bioxx.tfc.Containers.ContainerPlayerTFC.func_75144_a(ContainerPlayerTFC.java:251)
        at net.minecraft.network.NetHandlerPlayServer.func_147351_a(NetHandlerPlayServer.java:883)
        at net.minecraft.network.play.client.C0EPacketClickWindow.func_148833_a(SourceFile:32)
        at net.minecraft.network.play.client.C0EPacketClickWindow.func_148833_a(SourceFile:10)
        at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
        at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
        at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
        at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
        at java.util.ArrayList.rangeCheck(Unknown Source)
        at java.util.ArrayList.get(Unknown Source)
        at net.minecraft.inventory.Container.func_75144_a(SourceFile:206)
        at com.bioxx.tfc.Containers.ContainerPlayerTFC.func_75144_a(ContainerPlayerTFC.java:251)
        at net.minecraft.network.NetHandlerPlayServer.func_147351_a(NetHandlerPlayServer.java:883)
        at net.minecraft.network.play.client.C0EPacketClickWindow.func_148833_a(SourceFile:32)
        at net.minecraft.network.play.client.C0EPacketClickWindow.func_148833_a(SourceFile:10)
        at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)

    -- Ticking connection --
    Details:
        Connection: net.minecraft.network.NetworkManager@3bd031ab
    Stacktrace:
        at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
        at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
        at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

    -- System Details --
    Details:
        Minecraft Version: 1.7.10
        Operating System: Windows 10 (amd64) version 10.0
        Java Version: 1.8.0_91, Oracle Corporation
        Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
        Memory: 1269188736 bytes (1210 MB) / 2666004480 bytes (2542 MB) up to 5726797824 bytes (5461 MB)
        Mod Pack: Unknown / None
        LiteLoader Mods: 1 loaded mod(s)
              - WorldEditCUI version 1.7.10_00
        LaunchWrapper: 33 active transformer(s)
              - Transformer: cpw.mods.fml.common.asm.transformers.PatchingTransformer
              - Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
              - Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.MarkerTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.SideTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.EventSubscriptionTransformer
              - Transformer: net.minecraftforge.classloading.FluidIdTransformer
              - Transformer: com.bioxx.tfc.ASM.Transform.TF_EntityRenderer
              - Transformer: com.bioxx.tfc.ASM.Transform.TF_RenderGlobal
              - Transformer: com.bioxx.tfc.ASM.Transform.TF_EntityLeashKnot
              - Transformer: com.bioxx.tfc.ASM.Transform.TF_EntityPlayerMP
              - Transformer: com.bioxx.tfc.ASM.Transform.TF_EntityPlayer
              - Transformer: codechicken.lib.asm.ClassHeirachyManager
              - Transformer: codechicken.core.asm.InterfaceDependancyTransformer
              - Transformer: codechicken.core.asm.TweakTransformer
              - Transformer: codechicken.core.asm.DelegatedTransformer
              - Transformer: codechicken.core.asm.DefaultImplementationTransformer
              - Transformer: codechicken.nei.asm.NEITransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.AccessTransformer
              - Transformer: net.minecraftforge.transformers.ForgeAccessTransformer
              - Transformer: codechicken.core.asm.CodeChickenAccessTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.ModAccessTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.ItemStackTransformer
              - Transformer: net.darkhax.bookshelf.asm.BookshelfTransformerManager
              - Transformer: farseek.core.FarseekClassTransformer
              - Transformer: streams.core.StreamsClassTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.TerminalTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderEventInjectionTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.MinecraftOverlayTransformer
              - Transformer: com.mumfrey.liteloader.common.transformers.LiteLoaderPacketTransformer
              - Transformer: cpw.mods.fml.common.asm.transformers.ModAPITransformer
        JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms1024m -Xmx6144m
        AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
        IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 17
        FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 34 mods loaded, 34 mods active
        States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
        UCHIJAAAA    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) 
        UCHIJAAAA    FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar) 
        UCHIJAAAA    Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar) 
        UCHIJAAAA    tfc_coremod{0.79.29} [TFC[coremod]] (minecraft.jar) 
        UCHIJAAAA    CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar) 
        UCHIJAAAA    NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar) 
        UCHIJAAAA    terrafirmacraft{0.79.29} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.29.922.jar) 
        UCHIJAAAA    DecorationsTFC{1.0.20} [Decorations] ([1.7.10]Decorations-1.0.20.jar) 
        UCHIJAAAA    lwstfc{3.9.B79} [Leather Water Sac] ([1.7.10]LeatherWaterSac-3.9.B79.jar) 
        UCHIJAAAA    MerchantsTFC{1.1.3} [Merchants] ([1.7.10]Merchants-1.1.3.jar) 
        UCHIJAAAA    MerchantsContainersTFC{1.0.1} [Merchants Containers] ([1.7.10]Merchants-Containers-1.0.1.jar) 
        UCHIJAAAA    tfcautomatedbellows{1.03} [AutomatedBellowsAddon] ([1.7.10]TFCAutomatedBellowsAddon-1.03.jar) 
        UCHIJAAAA    tfccellars{1.010} [CellarsAddon] ([1.7.10]TFCCellarsAddon-1.010.jar) 
        UCHIJAAAA    weightingscales{1.0} [TFC Scales] ([1.7.10]TFCScales-1.0.2.jar) 
        UCHIJAAAA    tfcudarymod{0.2.31} [TFC Udary Mod] ([1.7.10]TFCUdaryMod-0.2.31.jar) 
        UCHIJAAAA    animalsPlus{1.2} [Animals+] (animalsPlus-1.2.jar) 
        UCHIJAAAA    bookshelf{1.0.4.187} [Bookshelf] (Bookshelf-1.7.10-1.0.4.187.jar) 
        UCHIJAAAA    betterboat{1.1.0} [Better Boat] (BetterBoat-1.7.10-1.1.0.jar) 
        UCHIJAAAA    BiblioCraft{1.11.5} [BiblioCraft] (BiblioCraft[v1.11.5][MC1.7.10].jar) 
        UCHIJAAAA    BiblioWoodsTFC{1.2} [BiblioWoodsTFC] (BiblioWoods[TerraFirmaCraftV0.79.23][v1.2].jar) 
        UCHIJAAAA    CarpentersBlocks{3.3.8} [Carpenter's Blocks] (Carpenter's Blocks v3.3.8 - MC 1.7.10.jar) 
        UCHIJAAAA    coralmod{1.7.10_dev} [CoralReef Mod] (coralmod-1.7.10-3.14.jar) 
        UCHIJAAAA    nandocore{1.7.10_dev} [NandoCore] (coralmod-1.7.10-3.14.jar) 
        UCHIJAAAA    scubadiving{1.7.10_dev} [Scuba Diving] (coralmod-1.7.10-3.14.jar) 
        UCHIJAAAA    CraftHeraldry{1.1.3} [CraftHeraldry] (CraftHeraldry 1.1.3.jar) 
        UCHIJAAAA    farseek{1.0.11} [Farseek] (Farseek-1.0.11.jar) 
        UCHIJAAAA    journeymap{5.1.4p1} [JourneyMap] (journeymap-1.7.10-5.1.4p1-unlimited.jar) 
        UCHIJAAAA    MineTweaker3{3.0.10} [MineTweaker 3] (MineTweaker3-1.7.10-3.0.10B.jar) 
        UCHIJAAAA    MobProperties{1.0.2} [Mob Properties] (MobProperties-1.7.10-1.0.2.jar) 
        UCHIJAAAA    streams{0.2} [Streams] (Streams-0.2.jar) 
        UCHIJAAAA    TerraFirmaCraftNEIplugin{1.5.3.25} [TerraFirmaCraftNEIplugin] (TerraFirmaCraftNEIplugin-1.7.10-1.5.3.25.jar) 
        UCHIJAAAA    TFCTweaker{0.01.01} [TFC Tweaker] (TFCTweaker-1.7.10-0.01.01.jar) 
        UCHIJAAAA    Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar) 
        UCHIJAAAA    JustAnotherSpawner{0.17.7} [Just Another Spawner] (JustAnotherSpawner-0.17.7.jar) 
        GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
        Profiler Position: N/A (disabled)
        Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
        Player Count: 1 / 8; [EntityPlayerMP['TonyLiberatto'/720932, l='Coral', x=-421.27, y=157.00, z=-11495.50]]
        Type: Integrated Server (map_client.txt)
        Is Modded: Definitely; Client brand changed to 'fml,forge'

     

     

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  13. To be very honest I do not like the way tfc2 is going. Instead of a mod it looks more like an Adventure map. But I love tfc so much that I have at least to try and make suggestions. I also need not to judge a mod that I haven't played yet. Who knows, maybe I will like it even more than tfc1.

    Since for what I have heard there will be some kind of artificial limitation on the player reaching other Islands I think Armour and weapons is a better option than just removing boats and making swimming impossible.

    It would feel more natural.

    I always felt that armor should play a bigger role in the mod.

    I try to create a mudpack using  progression and JAS but there is only so much that one can do without messing with the actual code.

    Yes Armor uses a lot of resources, but maybe the issue is how unnecessary armor is in tfc1. One can play the mod all the way to red/blue steel without ever making armor.

    Having an Island world generated will make for the perfect opportunity to make degrees of armor and weapons.  

    0

  14. I don't know. I hear your argument, but I still think we could rely on game fighting specifics.

    For example, What if on the second Island one hit from a mob would instantly kill a player with no armor. This would require the player to have at least the most rudimentary Armor, lets say leather, before he could try to conquer that Island.

    Weapons could also do more damage in a linear way. So even though stone weapons would be enough to go around the first Island and the ones North and South, they would do so little damage on the second Island that it would make impossible for the player to even consider fighting a mob there.

    What I am proposing is a progression on Armor and Weapons. this way the player is free to swim or boat to the next Island, but there is no way he will be able to survive long enough to actually mine or collect resources.

     

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  15. If I understand the intended game design, it is to have Islands with increased difficulty as you travel East or West of the Initial Island. From this perspective, I don't see why we would need to artificially prevent the player from skipping an Island or going to the next Island before he/she is ready for that.

    It the next Island is harder to survive and the player is suppose to die without the necessary Armor level, that should be enough for players not to go there. If they insist on going and die, that should be their problem.

    It could even work as a challenge, like with some  games where the player tries to get to end as the lowest level possible.

    The way I see or have understood the discussion so far it will work more or less like this.

    Initial Island: You have to survive well enough to get some kind of rudimentary armor and weapon.

    Second Island you have to survive enough to upgrade your armor and weapons before you should even try to go to the next island.

    And so on and so forth.

    So far I have not seeing the reason to try to code some kind of mechanism to prevent the player from by passing this system.

    0

  16.  

    3 hours ago, StrayWolfe said:

    I have given the bowl issue a lot of thought and I have decided to leave the bowls as clay bowls with the drastically reduced break rate. The old TFC bowl break rate was 50% now it will be 2%. Before you would need 5 clay to make bowls for food every day in game, whereas now you need 5 clay every 25 days in game. I am also adding the config option to completely remove bowl breaking while eating. I believe these measures will greatly reduce the burden of clay gathering.

    Thanks that will for sure help.

    BTW You do know the recipes for the Tomato soup and Chicken soup are not working right?

    Looking in NEI it looks like is asking for 160 oz of Salt.

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