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      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

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  1. [0.2.4] TFC2 Prerelease

    Great to find some tangible proof of progressing work! Should I assume that the Pam's Harvestcraft is a temporary workaround or will TFC be always dependant on that mod/incorporate it? I remember in the past, in case of first TFC that while other mods were very much welcome for customization of one's experience, TFC was also meant to be self-contained package of features allowing one to play without too much of a setup. A thing which I sincerely enjoyed since I could play the game without having to fiddle with many mods or addons beside making sure I have updated Forge and some performance improving mod. Will it be the same in case of TFC2? Also, after current round of bugfixing, what's the next thing goal on the agenda in term of features?
  2. Torch Discussion

    I am afraid that spawn protection systems is severely lacking or buggy for real protection. Despite a year or two of staying in one location, with exception of bi-daily foraging and mining travels, I regularly were accosted by hostile mobs. Don't know if it was some weird cross-chunk glitch but either way, zombies were visiting often, coming from faraway way outside my field of view in groups and once or twice I had a spider on the roof of my tower. Possibly, with moving all the overground hostile creatures underground, this issue will cease to be, but till then, as long as there's a chance of spawning a hostile mob inside player's stead perimeter, lack of torches disrupts and takes far more away from the game than it provides. While I am not fond of so-called torch forests either the mining/caves with how monsters spawn won't be just quite a bit more dangerous but plain unfair. Despite torches, because I didn't want to cover every surface with them I already were faced with enemies spawning in all kinds of weird places, both behind and in front of me, in nearly straight corridors. I understand that may be an issue with the vanilla spawning, but exacerbating such issues will only make the whole thing worse. I don't mind hard game. I enjoy TFC and in fact, if anyone recalls some of my opinions, I hope for certain even harder challenges in the future, with new content and whatnot. Messing with torches, however, without introducing some other effective enemy deterrent quite probably won't work - if anything, I worry it'll add one more dull, repetitive task to sap enjoyment from the mod. I also understand that supposedly TFC wasn't ever meant to be played merely on it's own - but I don't think that demanding of majority of players to get lanterns from some other mod if they don't want to relight everything regularly or suffer from enemies wherever they'll leave tiny place they have for a home (provided protection works for them) is a good step. In fact, it may be a step backwards. Not a challenge, but a bother. We'll wait and find out - I don't want to discredit the change immediately without checking, but I thought my concerns may be of some value here. How right I may be, I guess I'll see on the next release.
  3. TFC is missing a goal

    Actually, this game doesn't really have entity progression - you can get very far and with enough skill and luck achieve most of what is to achieve in TFC fighting with just basic equipment or even without fighting at all. While I don't mind some sort of progression like this, I don't think it's the Only True Way and I do recall playing really nice games where it wasn't a thing.
  4. Musket Add-On Concept

    Well, obviously the 'straight' trajectory is straight only to a degree. Even modern rifles won't let a bullet carry on indefinitely before starting to lose altitude. At the same time, at certain distance an arrow shot from regular bow with certain force behind it will go relatively straight.What I meant is that musket's projectile should retain it's altitude for far longer than an arrow does and hit the target when shot straight at them from longer distance that it happens with currently available ranged weaponry.
  5. Musket Add-On Concept

    I don't feel particular need for such device but I guess it could a very nice, not overly overpowered gimmick (expensive ammunition, slow reload but very powerful attack with relatively straight projectile trajectory?) - not only it'd be another potential goal late-game but I really like the idea of using currently rather worthless metals (though technically, I don't see why a flintlock or musket and their ammunition couldn't be made with all kinds of those metals as well, as long as they're not overly soft). I wouldn't even mind such thing showing itself in the core mod - seems not less fitting than pumps, pipes and other such bits that were planned.
  6. River Improvments

    About the only thing I really lack is the fact that there are no really flowing rivers. Everything's still, maybe some stream here and there but no real, flowing rivers changing elevation, leading to small waterfalls etc. Though I understand that such stuff could be somewhat demanding, a thing requiring caution as TFC is already taxing on many computers.
  7. We had similar threads in the past. I wouldn't mind subtle supernatural effects stepping into realm of magic but I am not fond of things like Thaumcraft. Don't take me wrong, it's a good mod on it's own, but it's still lacking the subtleness I'd hope for. It's still very heroic fantasy, with miracles and stuff all around. I'd rather hope for some slavic pagan stuff effects of cannot be easily minmaxed or quantified or at the very least aren't obviously and immediately visible. I already brought it before but, for example, I like how magic was handled in Unreal World roguelike, where there's simply a bunch of somewhat religious rituals devoted to the gods/spirits and dealing with aspects of regular, daily life of largely primitive society.
  8. Straw beds for sleeping.

    I honestly would say that I don't see a problem with going to bed and skipping the night. It's hardly unbalancing things simply because if player won't want to deal with mobs, even beginner is perfectly able to not have to when going to rest. After all, building a set of walls with some wood around a character is even easier than making a bed. Inability to pass the night isn't really making game more challenging, it simply makes it boring as I can as well hide somewhere, alt+tab out of the game while ensuring that game won't be paused and get back sometime later.
  9. Change the perfomance

    However, most Minecraft mods don't really change core engine anyway, they use what programmers implemented with the intend of being moddable. Otherwise plenty of limitations that lot of mods, TFC included has to deal with or work around when it comes to hardcoded features wouldn't pose a problem. Same can be done with other programming languages.This is a moot point, however. Minecraft is made in what it is made and it won't be rewritten from scratch. That being said, Java is horribly resource-demanding - and while it can be mitigated and code optimized, that's the source of most of TFC lag. I do hope that devteam will try to do what they can to increase stability and performance of TFC as well as try to make use of optimizations of vanilla Minecraft as quickly as possible. We cannot really expect much beyond that.
  10. What are the unwritten rules of TFC multiplayer?

    There are none. Really, it depends on the server. Most of them have typical rules of etiquette expected of Minecraft server and like everywhere, they're enforced or followed to different degrees. There are also TFC servers where people are encouraged to just do whatever they feel like and stuff like griefing or whatever is just part of the whole package. No universal set of laws - you have to go through servers' advertisements and choose what you find most befitting your taste.
  11. Oxygen and Height

    To be honest, I'd enjoy such feature not only for the sake of balancing surreal ways of preserving food but also for the sake of exploration. I'd like to see a bit more varied terrain in TFC, with steep, but simply tall and vast mountains with their own biomes and secrets awaiting explorer - and such oxygen deprivation mechanic used when said explorer would go about his business.
  12. Better tree models

    While I would enjoy better tree models, I am unsure if that mod in particular is the best way to go. Some of the trees look very nice, granted, but plenty of what I've seen looked more like a mess of floating blocks and I wouldn't want that in TFC.
  13. App that helps you with smelting

    To be honest, I'd consider checking it out if there'd be offline, native windows executable version of the application. The way things are right now, Alloy Calculator, even if less developed is greatly more convenient for me to use.
  14. Reflections on suggestions

    Well, suggestions are just that - suggestions. Unfortunately, whether they help the game or not (poster's intentions aside) may be disagreed with when it comes to devs. It, to a very big degree, depends on developers themselves. Even with TFC I've stumbled upon quite many situations where certain new features were received somewhat poorly or certain suggestions were very popular both with community and some of the devs, but Bioxx (he's the devteam leader, right?) decided he'll have none of it and nothing changed. In case of most games' communities, suggestions forum work in two ways - less obvious, is to maintain community's active interest and communicaton, keep the game in people's minds. Second, is so when developer actually wonders about certain aspects of the game, ponders their implementation - and then can consult what people hope for, what they'd like to see (or not) and why. There's also a matter of scope of suggestion, how it's presented, whether it fits arrangements, taste and phase of development of the game. So, there's no one, stable level of impact of suggestions. It depends on game, relation toward internal development plan, community and developers.
  15. Reading/Learning

    Was already suggested. I am not very fond of such thing. It'd be incentive not to make books in general, but to make more skill-training books and just grind, grind, grind. Even in case of libraries you've mentioned, you wouldn't really make players come because it'd be a really nifty library. You'd make them come so they can quickly stock up on skill points and be on their merry way. I'd rather have skills balanced from the angle of long, harsh practice, alone. Otherwise, the whole feature is meaningless as everyone on a bigger server will quickly ramp their skills. The only possible exception and a way I could see this work is if relevant skillbooks could be made only by characters of very high skills and even then, a book that would result from their work could train maximum the first 'level' (talking about skill proficiency titles here). Complete newbies would have help, it'd ease some really stupid issues with current skills (making hundreds of dishes to create something actually palatable) but it'd not lead to powergaming (though let's be honest, most players would still just quickly go through all available skillbooks and stop caring afterwards). I can't think of having it any other way without being concerned whether it's not a bad idea.