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ancientpower

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  1. [0.2.4] TFC2 Prerelease

    I apologize if these have already been brought up but I have two questions. One, can the changelog be timestamped so we know when patches are released (until a more formal release method is adopted)? Two, are there plans for a dev map to be released of planned features/content, or is it even too early for that?
  2. Climbing

    It seems like islands have a tendency to spawn with steep cliffs at their beaches, and this makes starting the game a pain as you have to scavenge dirt blocks in order to scale them. I suggest a mechanic be added which allows the player to climb rough stone blocks (and possibly log blocks) as if they were ladders. Since this would only allow you to scale natural structures I don't think it would be particularly overpowered, but the climbing could be limited to 2-5 blocks of height without the player touching the ground. In addition, it should only work if the player is crouching (or by using another dedicated hotkey) to avoid annoying the player.
  3. World Generation and Player Freedom

    I'd like to kick off this thread with something that's sure to get the attention of the TFC developers: hexagons. I just want to get this out of the way because while it is one of my primary gripes with TFC2, it is also a focal point which ties into some of my other points of discussion. I don't think the hexagon-based archipelago world gen is inherently bad. What I do think is that it's an odd choice, and perhaps one that sounds better on paper than in practice. However, drawing my own conclusions is going to result in a mess of misunderstandings. I think what the community needs more than anything is a statement explaining the logic behind such a major and jarring change. This includes general notes on how it works, how it will benefit the gameplay, and also why it is being made out as critical to the scheme of the mod. And of course, why hexes in a voxel-based game? I get that the idea is to have "modular" islands, but it's still a lot to process. The changes to the world generation and the very strict direction which seems to be behind TFC2 have also raised my concerns about two things which go hand in hand: varying playstyles, and configuration. There are things that I both love and hate about TFC1. What I really loved it the feeling of freedom provided by the generated worlds which felt much more natural, immersive, and convincing than vanilla Minecraft. But not just that, I enjoyed it because that feeling was juxtaposed with the brutal and low level survival mechanics. Like any other procgen sandbox, you're encouraged to go wherever you can and explore, but with the ultimate goal of finding the perfect place to build your settlement, get into the game progression, and experience all the deep gameplay mechanics which make TFC so immersive. Island hopping for progression would ruin this atmosphere. TFC plays slowly (especially construction), and TFC2 doesn't seem to accelerate the gameplay. Starbound infamously fell into this "forced nomadism" pitfall by having the player hop planets to progress, meaning that you couldn't both experience the game progression as well as the wealth of building tools provided to them. Minecraft (and TFC) avoid this problem because they warrans almost complete freedom in regards to how the player approaches the game world. An infinite procgenned world does not lend itself well to a rigid progression ladder. Exploration and loose progression work far better and allow the player to decide what they want to do at any time without a playthrough being constrained by progression. Configuration is something which I feel is lacking and underutilized in both TFC and TFC2. While it would obviously take more work to implement more configuration options, it would also make the game far more appealing by allowing players to tweak gameplay features to suit their needs. Something which I felt was lacking from TFC1 were more detailed world gen options like in Dwarf Fortress. Being able to make the world shallower or increase the frequency of ores in an easily understandable way (unlike the vague config files) could remove a great deal of tedium from the gameplay. Or you could just choose to play it with default settings. Besides the effort of implementation, additional configuration has no real drawbacks. Tedium is something I'd like to touch on much more, but it is without a doubt TFC's biggest problem. And unfortunately, some of the newer features which required a great deal of work seem to have added an equally great deal of tedium, making the game less fun in the process. The new knapping interface has 4 times as many tiles, meaning that it effectively takes more work to knap out stone tool heads (a process which (while admittedly cool due to its convincing nature) was already grindy and didn't offer much fun to the player as it consists of repeatedly clicking squares away to form the same pattern). It also seems you can get shafted by world gen more than ever before! I spawned on the beach of a badlands-ish area, with steep cliffs surrounding me and no trees, fresh water, or soil in sight. Maybe not the greatest first impression, although that isn't really the devs' faults due to its random nature. tl;dr for mods: Please make a sticky in this forum about TFC2's questionable design choices (like our good old hexes) and explain why they've been made. And Bioxx, please try to make TFC2 as fun as possible instead of making it tedious solely to keep it believable.
  4. Bonesaws

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted. Allow us to craft saws out of bone as well as metal. This would either require a bone and a knife or a bone and a rock. For balance purposes, they should have durability similar to or lesser than stone tools. [x] Believable [x] Historically accurate [x] Gives more uses for bone [x] Allows players to create lumber early game, which is an incredibly useful resource for building
  5. [Request] Better Storage

    Looks sick, can't wait to have it. Keys aren't really a priority for TFC, at least in my opinion. Size restriction should be lifted if they're as expensive as in the vanilla version.
  6. [Request] Better Storage

    What I'm going for is more the aesthetics of the lockers from Better Storage rather than just the convenience of putting things next to each other. It's a bit jarring going from the pretty looking lockers of Better Storage to vanilla chests.
  7. [Request] Better Storage

    Would anyone consider creating a storage solutions addon for TFC akin to BetterStorage? We've gotten quite a few things to help out with storage in the base mod but it'd be nice to see things like vertical chests/lockers and some kind of stack based storage to add some variety.
  8. Why Suggestions Suck

    this thread is amazing thank you for enlightening us OP
  9. Dragons, ideas. community collaberation page

    Dragons are more like big, scaly vultures than gods, just saying. Also, Draco, why don't you just stop being such a fucking cynic and get over the fact that TFC isn't going to be the hyper-realistic survival simulator you want it to. It's OKAY to be a little disconnected from reality. Note how the dictionary definition of believable isn't JUST realistic, it can also mean CONVINCING. That or means either denotation is suitable. Dragons CAN be convincing, and so can magic. People CAN be convinced that these things COULD exist, under the right conditions, that is. Seriously though, calm your fucking tits for one second and see how these things could be fun.
  10. Creeps

    I'm pretty sure the joke is supposed to be "Dr. WHO?" or something along those lines.
  11. For the SSP players...

    People are overlooking the fact that this is already unintentionally implemented in SMP(yes I know some people mentioned it). I don't play SSP TFC, but I can imagine it would be much more difficult than SMP because you can't just log out and have your crops grow overnight. This has been suggested before, and I still support it.
  12. Cooking Food

    I really like the idea of overcooking food, except for one detail. It's great because you can't just drop food in a fire and come back to find it perfectly cooked, with a layer of skill and difficulty required for cooking added as a result. The bad is that it would make food much more tedious to produce in mass quantities, and cause the player to spend large amounts of time cooking as a result. Food should probably restore more hunger in general, anyways. After all, you can go a very long time without eating(but only a short time without drinking).
  13. Creeps

    Actually they aren't. Only the name was influenced by Slenderman, and that was after a fan pointed out the similarities to notch.
  14. Dragons, ideas. community collaberation page

    You don't need scientific evidence to disprove dragons, because that would be delving into the realm of realism, not believability. Believability is the average layman going "Hm, this seems like it could exist under the right conditions", not "This is physically impossible and here are my reasons why". Also I don't understand why six limbs is a problem. Just because there are no living reptiles with six limbs doesn't mean it's impossible. Other than that, I won't try to rationalize because it's quite obvious to someone scientifically minded that dragons wouldn't exist in their popular depiction in reality. But they could in a game, because it is a game. edit: I quoted the wrong post and then when I went to quote the right one I didn't realize it overwrote my existing post so I essentially left a blank post for about two hours. Sorry. edit2: actually my original post was still there how do I delete posts