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kaldskryke

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Everything posted by kaldskryke

  1. World generation

    edit: removed
  2. Salt from Saltwater

    Salt from saltrock should still be easier and less time consuming, but it would be nice if you could generate salt from saltwater. Distilling mechanics could also be used in concentrated alcohols or something.
  3. Watch out for spawn protection cfg editing..

    Try using the spawn protection debug commands to do some investigation. First, enable debug mode with /debugmode. You'll need to be in creative or have cheats allowed. /gsp should return the amount of spawn protection in your current chunk. I believe the number it gives is the number of ingame hours you should have protection for. "/vgsp #" will visualize the spawn protection around you by generating colored wool below you, radius of # chunks.. This will overwrite any blocks, so don't do it on a world you care about. If necessary, create a backup first. Edit, actually don't bother with vgsp. It has a minor bug which makes it kinda useless, because it only looks up the spawn protection once and writes the same color wool everywhere....
  4. Spawning in boring terrain.

    Not true. The can also spawn in boreal forests. http://wiki.terrafirmacraft.com/Climate
  5. Watch out for spawn protection cfg editing..

    You're playing with build 79, right? 78 had some spawn protection bugs that caused it to increase/decrease far too quickly, but supposedly it is fixed for 79.
  6. My thoughts on TFC and some questions

    True; finding gabbro has never been trivial. It's just that usually when I find gabbro I still have to spend a lot of time searching for Garnierite. I've never encountered it so frequently before. RNG is funny that way.
  7. Spawning in boring terrain.

    Cattails not spawning is a bug and will be fixed by the next version bump, which I hope will be soon. I don't know if Ravines are more frequent than before, but they sure are more noticeable. In build 78 it was fairly common for the "dirt layer" to cover up ravines. In Build 79 there has clearly been an effort to ensure that no gravel or dirt spawns where ravines reach the surface. It's great because the old ravines could be very dangerous - walking on the dirt roof could cause it to fall, killing players even though there was no obvious indication there was a ravine there. Furthermore, it helps prevent falling block lag when chunks are generated. The downside, if you would call it that, is that ravines are so much more visible. I'm finding plenty of rivers. I haven't found a lot of mountain ranges either, yet.
  8. My thoughts on TFC and some questions

    I'd actually have to echo Ace5 on this. I recently started a world with Gabbro as the middle rock layer, and I'm finding Garnierite nuggets absolutely everywhere. I've counted at least 5 spots within a 1K x 1K area. I thought I was just insanely lucky with the RNG, but maybe there's something else going on. Edit: flew around in creative for a bit and found another 2 deposits. 7 of them in a pretty small area... is that at all suspicious? This is a pretty amazing seed, really. Plenty of cows, sheep, horses, pigs, and wolves in the area. Rocksalt and lots of nickel. Not a ton of copper though... -5923634755215687662 for anyone interested.
  9. 1.7.10 mods with TFCb79

    I'm really fond of Journeymap. Keeping track of ore veins in TFC can be difficult without waypoints. I don't want to use F3 and write down coordinates, it kinda breaks immersion. Nor do I want gigantic beacons, which look kinda silly. With Journeymap I can easily play with the minimap and beacons disabled. That leaves just the full-screen map, which feels kinda like the vanilla map, just far more useful with pan and zoom. Then when I add waypoints, they only show up as a mark on my map. For me, it's just the right blend of immersion and functionality.
  10. I like option 2 as well, but eating a bowl for every salad is a bit hard to swallow.... Puns aside, could you make bowl loss a chance based thing, similar to jugs? Harvesting more clay is fine by me, but firing a pit kiln for every four meals is getting tiresome. Decreasing the bowls per clay works great so long as the bowls last longer.
  11. [Solved] Dynamic Lights in TFC 0.79

    http://terrafirmacraft.com/f/topic/6771-1710-mods-with-tfcb79/?p=92458
  12. Block breaking time too long for aesthetic building

    Block hardness and blast resistance are not actually related. b79's increase to stone bricks hardness is to make it viable as a defensive material... but defending against other players, not creepers. TFC is intended to be played in multiplayer. If you're going to build with stone, you should probably plan things out before you build them. That's typically true in real life too.
  13. Give donkeys/mules "back" slots

    I love the addition of back slots, and I'm particularly fond of the woodcutter's backpack idea. Restrictions like these are fun because they lead to choices, because the player can only carry one huge item at a time. However there are times (such as when relocating a base) where carrying one barrel at a time is somewhat tedious. Since it is somewhat difficult to find a donkey in TFC, I think it would be fair if they had, say, two "back" slots. Donkeys would then be a unique way to increase how many things you can move at once, and it would be a believable way to encourage their use as a beast of burden. Making Donkeys more valuable would also entice players to go exploring to find them, which is generally a good thing.
  14. Digging Up Safely

    I've been reading through that class file too, trying to find out a way to effectively mine. I think starting at the top of a vein and digging down is still the best option, although you'll have to be more careful now than in build 78. I have no idea what's the best way to inch upwards, so I'll be watching this thread. Mining upwards should be dangerous when not done very carefully, but should not be impossible. If nobody can find a safe way to dig upwards, I feel like IsNearSupport should be tweaked to extend somewhat higher in the Y axis when very near the beam, perhaps creating a pyramid shaped area of support, instead of the short box it currently resembles.
  15. [79.7] Player Facing One Direction (South)

    Try running without the RenderPlayer API. This file is optional for Smart Moving, and when I used it on b78 I had similar issues to what you've described. EDIT: Is this the problem you are are having?: http://terrafirmacraft.com/f/topic/5836-tfc-armour-isnt-rendering-correctly-if-smart-moving-installed/
  16. [79.6] World generation lines & straight jungle

    Bioxx, have you looked into the relative ubiquity of the acacia forests? This "temperature line" is very common now, because there are few places where acacia trees don't spawn. From what I've seen with creative mode, everywhere that meet's acacia's rainfall and temperature requirements is an acacia forest (excluding biomes that don't allow regular tree generation). Acacia doesn't seem to be governed by a genlayer map, like most other trees, it just generates everywhere. I'm really wondering if this is intentional.
  17. Thanks for doing this, it's nice to know I wasn't reading the code horribly wrong
  18. Torch Poll

    It has less to do with appearance, and more to do with a long-lasting light source for the mid to late game. For an increased resource cost, you get a more reliable light.
  19. Starvation Death Config

    50% was a bug, it should have been 5%. It was actually fixed internally for a while now but was replaced with the new mechanics before it was ever released
  20. [Solved]TFC Crashes shortly after startup

    Hey there. It looks like your version of Forge is outdated. TFC is built off version 10.13.1.1217, but you are using 10.13.0.1152
  21. Starvation Death Config

    I like that "starvation" now incurs a severe penalty to nutrition, rather than instant death. It allows players to temporarily go without food but still be penalized. Given that the data for the "hunger bar" in TFC is literally called "StomachLevel" in the TFC code, it's entirely reasonable that the player should be able to survive a little while on an empty stomach. What I dislike is that malnutrition only reduces max HP. It leaves you very vulnerable, sure, but you can now feasibly AFK in a safe house until your crops grow. Perhaps in future versions malnutrition will cause more severe effects. I'd like to see things like Mining Fatigue at low levels of nutrition, and death after reaching a state of zero nutrition in all categories. In the meantime, however, adding a config option to restore the old starvation behavior shouldn't be difficult for the TFC devs. The starvation damage code is merely commented out.
  22. Without spoiling any numbers, 4 days in a row should be more than enough to shear them. Based on my understanding of the code, it is a bug.
  23. And if you're playing at a latitude with significantly long winters, good luck.
  24. I think you misunderstand. I believe the familiarity decrease is intended to occur once per day, same as the frequency of familiarity increase. However the code in its current form will decrease familiarity every OnLivingUpdate(), bringing Familiarity down to zero within a few ticks of the start of the new day. It's practically impossible to feed the animal before that occurs. Yes, there is an If statement that is supposed to prevent this on line 1079: "if(lastFamiliarityUpdate < TFC_Time.getTotalDays()){" The reason why it fails is because it relies on lastFamiliarityUpdate being updated every time something happens to the familiarity, such as line 1081. However, the familiarity-decrease does not contain this kind of update. Thus the lastFamiliarityUpdate date remains constant and the check on line 1079 continues to pass multiple times. A possible solution would be to copy the content of 1081 to just below 1098 or just before 1080. EDIT: this would not be a solution. I just realized that doing this would only reveal/cause another related bug. If the familiarity decrease happens before the player can feed the animal (this is already the case), but now prevents additional updates (what I'm suggesting), then there would never be an update that increases the familiarity even once familiarizedToday becomes true. EDIT2: nevermind, I need more coffee. Why doesn't TFC have coffee? On a related note, I think the intended rate at which animals regress to untamed is a bit excessive. I don't want to spoil anything by posting numbers, but I think it would be rather difficult to maintain animals on a multiplayer world.
  25. I am also having this problem. I've been staring at EntityHorseTFC.java for a while and I think I've found the cuplrit in the handleFamiliarityUpdate(). Line 1081 "lastFamiliarityUpdate = TFC_Time.getTotalDays();" is needed to ensure that familiarity updates only happen once per day, however it is nested within the if statement that is only executed if the animal has been familiarized that day. However if it has been a day since familiarization but the animal has not been familiarized that day, the familiarity reduction on line 1099 occurs without updating the lastFamiliarityUpdate time, and is therefore executed over and over until the Familiarity is zero.