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TonyLiberatto

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Posts posted by TonyLiberatto


  1. The problem with obsidian is that it is very brittle. So when making a knife it would be easy to make a very sharp knife, but it breaks easily. There is no way to make a pickaxe out of obsidian. Even for an axe is complicated.

    They had a kind of sword/club called Macuahuitl that was made by encrusting small obsidian blades into a wooden club. Very efficient.  Not sure it is worth to code into the game as we already have swords.

    I could see it as a kind of sword before you have metal, but to balance the game and keep it believable it would need to have a very low durability.

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  2. Not sure Kitty.

    You been working on this wiki for so long. You may know what work best .

    In my mind I see players submitting support tickets for features that used to exist in tfc1 and do not in tfc2 or vice versa.

    It's a simple mechanic. I know. And I actually have no idea how this new wiki would work. For example: when a player makes a search will it give results for both wikis?

    I wanted the player to once selecting tfc1 or tfc2 to be lock inside that wiki until he/she goes to the other.

    I would go so far as having different colors for the wikis and different backgrounds for easy identification.

    Again, I have not used much the Dwarf Fortress wiki, so maybe I am seeing a problem that does not exist.

    Trying to help here. 

     

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  3. I actually never played Dwarf Fortress. I took a look on their wiki and to be honest did not like.

    Still think 2 completely separate wikis would be better. Instead of having to link each page.

    For everything I have read so far the mods will be so different that this would be the best way to avoid confusion.

    Just on the top of the page the player hover the mouse and a drop down menu gives the choice Wiki tfc1 and wiki tfc2.

    In the end is your decision. I just have a feeling that players would be constantly asking for things that exist in one version of the mod but not on the other.

    Unfortunately, I am not confident in my domain of the English language to help much with the Wiki.  

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  4. To be honest all the discussion in tfc2, all the talk about Islands and having to conquer one after the other may give you exactly what you want . The player will need to be constantly on the move. From one Island to the next.

    that's how an adventure game works.

    The end of the big continents, may as well translate in the end of the big bases.

    Can't say much, because right now everything is just speculation. 

    It's strange how what one person want is the totally opposite of what others want and love about the TFC.

    The part I like most about TFC is exactly to build huge bases and towns. A place where players can cooperate and work together.

    I like the fact that in a server, players with different schedules can still work and live in the same town. All cooperating for the same result.

    One or a small group of player may log early in the day and decide to go mine for iron.

    Another group may log latter on and smelt that iron and take care of the farms or familiarize animals.

    there is always so much work to be done in a town.

    Someone may log latter on and make a tree farm.

    Others will gather rocks to make bricks.

    My hope is that as much as all the mechanics of the new TFC2 will be different they would still allow for this kind of cooperation.

    Otherwise it will be a game to be played alone or by a small group of friends playing always together.

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  5. On 6/6/2016 at 0:46 PM, Kittychanley said:

    all of the pages will be for TFC2,

    My point was about this.

    I was suggesting instead having 2 totally separated wikis.

    I really believe it would avoid confusion. 

    Since no more changes would be needed for the tfc1 wiki, that means only having to maintain and change the new tfc2 wiki.

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  6. One easy way may be to duplicate the wiki files and rename the copy as tfc2. then the original wiki would remain only tfc1 and the copy could be modified with all the changes that we will have in tfc2.

    I think it would avoid a lot of confusion and it would save the work of rewriting the whole wiki. 

    The end result would be 2 different wikis one for each tfc

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  7. I really dislike this concept and hope that the Dev's would never venture in that direction.

    When you analyse, Minecraft is in essence a game about building with colored blocks. It is nothing more than a Virtual Lego.

    It has 2 Modes:

    • Creative: All blocks are readily available to the player.
    • Survival: Blocks are slightly harder to obtain, with some work involved.

    TFC adds to the survival aspect, making it a little harder to survive, but as a reward it also adds many more building blocks.

    Most people I know about are really proud of their achievements in building a base or town using TFC resources.

    That said, I understand the appeal of Survival Maps; where the player has an objective of getting from here to there or building something specific.

    I just do not believe it should be the way for the mod to be.

    Although I have wished for TFC to be made in a way to facilitate the creation of survival maps by others. Like giving easy access to all blocks and resources in the game in the Creative Mode. This way any player could create a challenging survival map that others would enjoy.

    Let me see if I made myself clear. I am not saying your ideas are without merit. Am just saying that they would be better as a modification of the game and not the game in itself. I would advocate for TFC2 to fully support individual map creation.

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  8. Just trying to help here.

    What are the dimensions of your cellar?

    One way that I usually troubleshoot is by dismantling everything and rebuilding.

    I would try to build a small version of the cellar and test it. 

    Don't put anything inside until you sure it is working.

    that's all the advise all can give you.

     

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  9. You would need to be a little more specific. We need to know the Terrafirmacraft version and the addon version.

    Also it may help to know if this is a new world or if it was created using a previous version of tfc or Cellars.

    I posted a picture of the correct position of the walls, that may help.

    An easy way to fix many problems with the cellar is to remove everything from inside and test it again. Anything strange inside will make the cellar stop working.

    Allowed items are: the blocks inside the cellar can only be Cellar Shelf blocks, TFC Barrels(however items stored in barrels will decay as usual), signs or air. Any other blocks are not allowed.

    No torches, No lanterns, Any other block will make the cellar stop working.

     

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  10. In our server we added the coral mod and made a recipe for flux by crushing coral. I guess it makes sense in a way. Is not enough for much, but it will give you a boost until you find the right stone type.

     

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  11. "Useless items" are actually a easy way to create compatibility with other mods and for addon authors to insert new items and techs.

    An easy example  is a mod that adds potions would use the glass bottles.

    As for Galena, if you install the Decorations addon you can make Lanterns with it.

    There are other addons and mods that can make use of those 'Useless items" as you say.

    They also add realism to the mod, as not every single ore needs to have a purpose.

    There are also many modpacks already using those "Useless Items", they would be broken without them. 

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  12. Most of the times people have a hard time understanding the door positioning.

    Maybe this will help.

    tSClrem.pngpXaIM5h.png

     

    Just add a ceiling and it will work.

    Another thing to remember is that it will only work with snow or Cellar Ice. If you get Terrafirmacraft Ice  ( Like from Creative ) it does not work.

    Once everything is in the right position put Ice in the Ice Bunker. With the doors closed shift right click with an empty hand and you will see It's Freezing in Here.

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  13. In real life bones were used for their elasticity, It is a way to make a primitive tool that can be sharp and not as brittle as stone. Also bone tools  were used 

    One example wold be a hollow bone , like a piece of pipe with a handle. This specific tool was used to straighten wood to be used as javelin. The same tool could be used to bend wood and make snow shoes, of course the wood needed to be heated with hot steam.

    Another tool was a kind of chisel that you could use to carve wood, because bones are more elastic, you can hammer it. So suppose you are making a stone axe and need a handle for it, you would use this bone chisel to carve a hole on the handle to fit the stone axe into it.

    Another use for bones was to make arrow and javelin heads, The point here was because bone is lighter than stone. So arrows and javelins would go farther, but would not be as efficient against big game.

    So if you are hunting pheasants is OK to use bone arrow head, but if you are hunting bison you should use stone arrow heads.

    The point I am trying to make is that there is so much specialization that can go into a Minecraft mod. 

    Anyone that have read my posts would know that I am the first to ask for more realism into TFC. But I do not believe it will ever happen unless someones makes a mod or addon specific for Stone age.

    For now I would settle for having Plant fibers to tie the tools to the handles.

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  14. 2 hours ago, kotoroshinoto said:

    "If you want to go for realism, then some stone types (e.g. most sedimentary rocks) would also be completely useless as stone tools. "

    I actually support this idea, but stone-type specificity has been proven to be a bit onerous at times, depending on how the worldgen works out.

    If you could somehow tweak it so that at least one appropriate region of tool-usable stone would generate somewhere on the surface of each hex island, or each hex island within some N grid size, then perhaps it would be acceptable, but acting as too much of a block to gamers even beginning to play would put realism too far above fun. If it were to be done, they would have to be very very careful not to make it too tedious.


    I have long been of the opinion that the stone-age stages do not actually last long enough. There needs to be a bit of a progression and more to do during the stone age so that players don't feel like they have to find metal right away to be able to do anything. 

    In nature a good place to find stone nodules is in rivers or streams. They get washed from up the mountains, so it would be a solution to either use flint or to have proper stone nodules spawn on the shores of rivers.

    I actually got sad when I learn that the idea for TFC2 is to have only one rock type for the whole Island from bedrock all the way up the Mountains. Is a step away from the Realism that brought so many players to this mod.

    One of the things I like about tfc is to see different stone colors on mountains, also to be happy when I find a hot spring, because it let's me know what is the underlying rock type.

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  15. We are rebuilding the servers, We got a new Dedicated Server with a better processor and the servers are in test mode right now.

    TFC-Puritan is ready to join for testing. We are pre generating the world to minimize LAG.

    As soon as the world is Generated the server will be ready for real play.

    As for Darkagecraft we are tweaking the mods and addons, adding recipes and settings.

    It will be at least a few more days before is ready for testing.

    Once the server is ready I will come back to this post and approve you guys to the Whitelist.

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  16. We reset our servers and lost the whitelist. I will try to get at least the people that submited applications on the last months, but if you reapply I will rush your name.

    As always TFC-Puritan is an open server, so no need for application.

    Both servers are in test phase. But actually it would help to have players around so I can be reminded of what settings we need for the severs.

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  17. Even though I can see where you coming from, I do not believe the Dev's would  add something like that. It would go in the category of disgusting things. It's called Gore and children play this mod.

    You would have better luck by starting a tread as a suggestion for a Addon. Maybe if a modded like your idea they would create an addon like that.

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  18. Maybe a somewhat easy way to depict that in game, instead of having to introduce many more ores would be to have the center of the vein to be formed of rich ore and as it goes farther it would change to normal and finally poor.

    I am no mineralogist and not really sure how mineral behave in real life, that's just the way I imagine them, but I could be totally wrong.

    The way I imagine, when you are mining for ores you remove 1 cubic meter of material and after crushing and washing you have a percentage of the ore you actually want. The closer you get to the center of the vein the more of the ore you will get. Again, no idea if this is the way is done.

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  19. 5 hours ago, ChunkHunter said:

    What you're suggesting is more realistic, not more believable.

    I can believe that once you've crafted a stone axe head you can relatively easily fashion a handle out of a bone or a stick and then affix it in a suitable fashion.

    If you want to go for realism, then some stone types (e.g. most sedimentary rocks) would also be completely useless as stone tools.

     

    There's a phrase used in theatre, "suspension of disbelief" that applies very well in this game context.

    Well I will now have to insist that if something is more realistic it is also more believable. You cannot have one without the other. After all for something to be believable it means that people are able to believe it is real. Just read the Definition of the word.

    I agree also that the more realistic way to go about stone tools would be to make it so some sedimentary stones would not work for tools, but now we get into a bigger problem for gameplay. As if you spawn in a place with only that kind of stone you cannot survive.

    Like I said I do not Believe the Dev's will work stone age in  progression the way I proposed, that's why I said maybe it would be a good idea for a Addon.

    For the little I know about code It does not seem like much and is something that many have asked before, specially the part about needing plant fibers to tie the tool to the handle.

    When I talked about the hand axe, the idea is that you need a tool to brake branches for handles. The sticks you can find under a tree are dry wood and not good for handles. 

    But other than that, I think you are in your right to not like the idea and even consider it unnecessary for the game. Civilized people are able to disagree in a polite and courteous way.

    Peace and love.

     

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