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TonyLiberatto

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Posts posted by TonyLiberatto


  1. Well, like someone else said. It's your mod. We are just grateful for all the hard work and this amazing addon you have provided for us.

    For the In real life argument, as a history teacher I can tell you that clay came after wood and bone. It was not long ago that people started using clay plates.

    As for the gameplay, just have a log and a knife in the crafting grid and make a few wood bowls.

    I do not see them as an upgrade of the clay bowl as much as a total replacement.

    The thing was such a bad idea that no one makes salads after they have bread in regular TFC. SO the clay consumption stops there and people can save the clay for molds.

    Is not just about the grind to have to constantly make new bows, is also and maybe more importantly about the waste of clay and resources.

    8 logs, 8 straw, 20 clay just to make 4 clay bows.

    I am one to ask for realism in Minecraft but this looks like grind for the sake of grind.

    This addon already adds a lot of work to prep the food, why make it so much hard to consume?

    Once the player have the prep table and access to bread the only difference between a sandwich and a salad is the bowl, does it really matter what the bowl is made of?

    All the features that this addon creates would remain the same.

    Maybe I am not giving the exactly dimension of the problem.

    In single player this may not be a big issue. Specially for someone that is just surviving and trying for metals.

    On a big server, with towns having 8 or 10 residents, pretty soon there is no more clay nearby and when someone makes a trip to collect it it is exclusively to be used for molds.

    Also you have the issue of a communal Kitchen. So when a player is hungry and cannot eat a sandwich because he got the message that he is tired of that food, his easier option would be the salad. Now he cant make a salad because the previous player used it all up.

    He looks around and cant find clay. what is he supposed to do?

    I understand those are server issues, but they are common and could be easily avoided by creating a wood bowl that would be unbreakable. Easy to make, log and knife. No one has to go hungry anymore.

    I am however open to suggestion from other players that have come across the same issue.

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  2. 6 hours ago, StrayWolfe said:

    Or I could simply turn down the rate at which bowls break and provide a config to set the frequency. Currently the default TFC bowl break rate is 1/2, whereas the jug breaks 1/50. I think it would be logical to set the bowl break rate to be at least as common as the jug.

    That would for sure help. And I appreciate.

    I would still prefer a permanent solution, something like the Leather water sac. As soon as I have leather I replace the water jug and never again have to worry about them breaking.

    My point is that having to work for something is OK, what bothers me is the constant grind. having to make new clay bowls every few days is still a grind. Gotta remember that clay is a non renewable resource and in a server we soon run out of it on the immediate proximity of a town. 

    IRL people used wood and bone plates more often than clay, and no one would go traveling with clay utensils.

     

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  3. Would it be possible to add a wood bowl? It is really annoying to have to make so many clay bowls. No one is that clumsy.

    On regular TFC I never ever make salads, now with this addon I am forced to use bowls, so I think we should have an alternative, just so we do not have to keep making clay bowls.

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  4. The new animals do not work with Tucker bags, from the Udary Mod.

    With the way ropes are in Minecraft and the long distances in Terrafirmacraft it is not uncommon for a player to have to travel 6000 blocks to get chickens back to the base. 

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  5. One of the things that most attracted on this mod is how it makes food more realistic. Now this mod changes not only the way we prep food but also how much of a certain food we can eat before getting tired of it.

    I really like this feature as I have said many times IRL there is no way you can eat over and over again even your most favorite dish. If you try it would and up making you sick.

    that said, I have come across some logistic issues. 

    When playing TFC the 2 things that I do more often are mining and Building.

    As I go down a mine shaft I have 4 sandwiches in my inventory, I do not want to come back up until my inventory is full with rocks and ore. I will then empty my inventory in a chest and make more food to go down again.

    Breaking blocks uses up the food in your bar faster than just standing around ( at least that's the impression I have ).

    In my mind the closer we get to the same balance we have in real life the better. Guarded the proportions, after all this is a game.

    It has always bother me the way TFC handle food decay. 

    I never liked to have to cut decay from food.

    yes IRL is possible to cut decay from a fruit or vegetable.

    What bothers me is to have decay showing as a percentage and everyday ticking. I would like for food to have a expiration date. after that it would start to show decay.

    I do not mind working hard for anything I get in the game. What it bothers me is the grind of having to cut decay from food every day.

    When the first humans developed food preservation it was in a way that did not required constant attention and care.

    Once you make cheese and store it in a dry place it will last for years.

    The same applies for dry meat and sausages.

    dry fruit and vegetables in a lesser scale.

    For most of those foods once you see any sign of rotten it is time to throw the whole thing away.

    In essence I do not mind having to work a few days straight for food preservation. But once I am done I want to forget  about that and go do something else.

    Humans have stored grains in silos for the past 5 thousand years without any special preservation.

    I am not advocating for no work. Okay so I have to plant and harvest and should have to process the grains ( including corn please ) then all it needs is a dark and dry place and it will last for years.

    Now for cooked and prep food what is the solution?

    No way a sandwich will last for days, the same apply for salads, soups or stews.

    Even today in primitive societies around the world, when people need to travel or go hunting, they have special food for traveling that will last for many days.

    In Medieval Europe people would always carry Cheese, bread, sausage, crackers and wine. 

    Many African tribes had a kind of cake made with dry meat, dry fruit, fat and flour. This would last for many months.

    Of course this kind of food is not the healthiest, but it will sustain you. And allow you to work hard and travel.

    Once you back home is the time to eat fresh fruits and vegetables to increase you health again.

    Of course a balance needs to be found to prevent players to eating only that kind of food in detriment of others.

    My initial proposal was that eating the same food over and over  would get you to a maximum of 1000 points of health and the only way to go over would be to add variety. So if you are hungry is not impossible to eat the same thing you ate the last day, is just that your health will be capped at 1000 until you start to add different food for each food group.

    First thing is to have all 5 food groups, until you have that you will have no Bonus. It may not make much sense IRL, but for game mechanic it works better.

    So each food group has a range from 200 points to a maximum of 600 points. 200 points for each different food in the same group. Again the extra points only apply if you are eating from the 5 groups, Otherwise people could eat 3 vegetables and 3 meats and get to 1200 points , this would be wrong, because the lack of the other food groups has a consequence in your health. 

     

    This post got a lot bigger than I have intended. Sorry, I feel like I was just venting. But those issues strike a cord in me.

    Maybe many features are outside of the scope of this addon, or just not what the author intended.

    Please use what you like and dis-consider the rest.

     

     

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  6. You need to be a little creative with the design, but the best solution I found for this behavior is to have animal pens 2 blocks deep. This will prevent the animals from jumping on the fence.

    In a server this is a must as animals may tick outside the fence and escape.

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  7. Addon is on the Server. 

    So far works good.

    I do have some questions.

    I have been complaining about the whole perfect food in TFC for a long time. So I like the you tired of this food and cant eat anymore.

    Question is. How are people dealing with inventory?

    Usually when I go exploring I take with me the ingredients to make sandwiches and I make a sandwich table. leave the ingredients in the table and just make sandwiches as needed. Is enough for me to mine a whole vein.

    So what are the inventory solutions available using "Cooking with TFC"?

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  8. If you think it is stable enough for me to test on the server I will do it.

    I was waiting for the  official release. Minor bugs are not a main concern as we always have those with KCauldron.

    I will get the mod and include on the modpack.

    thank you very much.

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  9. You are very welcome to the server . Hope you like it there. Please register in our forum and have fun.

    We definitely could use some talented people.

    BTW my town is recruiting and we have all the food you can ever need.  We need miners and resource gatherers. So you would be very welcome.

    We are the town at Spawn Avalon.

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  10. Is usually recommended to create a new world after making major config changes.

    Terrafirmacraft was developed for survival mode. It takes very bad to any creative commands.

    It is best to avoid even commands like Time set day. 

    In our servers what we do is to first test all the config options and set it to our liking, then we create a new world.

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  11. Welcome to the server. You have been Whitelisted  Hypernator1 .

    Usually I prefer players with more experience in tfc. Terrafirmacraft is a mod that needs to be played with the wiki open on a browser even for experienced players.

    I really recommend you joining someones town as people are more willing to help a fellow resident. 

    In any case have fun and please register in our forum.

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  12. Terrafirmacraft Dev's only give official support to Forge Servers.  someone may still read the log file and decide to help you.

    I try doing it but could not really figure what was wrong.

    Usually if the server crashes when a specific player logs is because there is some chunk corruption where that players is supposed to spawn.

    I was able to figure that problem once in my server by installing an offline teleporter that allow me to move the player to another location. That will not solve the problem but it may help diagnose.

    If you move the player and thus are able to connect to the server, you will at least know that the problem is isolated to one chunk or region file.

    One easy way to figure if the problem is on the mods and plugins or the world file, would be just to rename the world file and let the server create a new world. If this fixes the problem would be one step in narrowing the problem.

    Hope I helped.

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  13. Maybe you could consider adding the last picture with the door positions to the initial post. Many inexperienced players would benefit from that.

    Is common in my servers for admins to have to travel to help players identify why their cellars aren't working.

    Once again Thanks for this wonderful addon. I really love it.

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  14. I love your ideas and concepts, and have for long time asked for a compatibility addon for Millenaire. Since what you are asking is in essence very similar to that tmod.

    In the end even though I like it I also think something this big would be better off as a addon for Terrafirmacraft than to be included in the main Mod.

    So far people that know how to code have tell me that to try and create a compatibility addon for Millenaire would a huge effort. To try and create an addon from scratch with what you described maybe even a bigger project.

    As with most things in codding, not impossible as long as someone decides to dedicate enough time and effort to it. After all one can Hope and Dream.

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  15. there is no TFC for 1.8. Terrafirmacraft was developed and updated to 1.7.10. The changes in Minecraft from 1.7.10 to 1.8 are so big that the mod would need to be completely rewritten. As a result Bioxx decided to stop the development of Terrafirmacraft and instead use his time and effort on producing a new Mod TFC2 that will have some similarities with Terrafirmacraft but also some brand new features and mechanics.

    So for now you can continue to play Terrafirmacraft using Minecraft 1.7.10 and wait for the new TFC2  that will be compatible with 1.8 or even 1.9.

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  16. Totally agree Darmo.

    In my experience even in multiplayer with a good size town ( we once had a town with 12 players ) Is very rare to need to look for more than one vein of a particular ore. Exceptions for Copper and Iron. Again only in the case of big towns.

    In single player one mine for each ore will supply all the metal the player will need to advance to red/blue still.

    This is one of the topics where I used to have an opinion but changed my mind as I realized how the game works.

    When I first started playing TFC it used to bother me that the tools would just go puff when they reached the end of their durability. It was just not realistic.

    Then I started to learn a bit about Java and coding. Not enough to make a mod but enough to appreciate how much work is involved in making one.

    So for starters to change this feature the Dev's would need to create a new item for every single different  tool and weapon we have in the mod.

    One item for the broken copper sword and one item for the broken blue still chisel. 

    Than we need a feature to allow the remelting of that broken item. For balance it would give only half the metal used on the original tool.

    I just do not believe is worth the time of the Dev's to create such a feature.

    I have no idea how people dealt with such things in the medieval times or before that. Now a days if my hammer breaks I just go and get another one.

    Did people really used to bring broken tools to the town smith to remelt then? Or would they just toss it away and buy another one?

    I know we have junk yards for scrap metal in real life. But they work in a industrial scale. I think is outside of the time period for TFC. 

    Just think about. You are out exploring or mining. One of your tools breaks. Are you really going to waste one of your inventory slots to bring that tool back home?

    My inventory slots are more precious than half an ingot of material.

    If the intention and argument is just to make the mod more realistic, I would ask the Dev's instead to code plant fibers to tie the stone tools to their handles. 

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