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Visitor

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Everything posted by Visitor

  1. How to fix alcohol issue

    That is bad solution, I am afraid. Temporarily it actually was like this and - I'd risk saying, rightfully so - it caused a bit of an uproar. Grains on their, at least in some cases like wheat are perfectly edible and actually considered part of the diet of prehistoric cultures. Other than that, I do agree that it wou dbe nice if different types of alcohol would be back (possibly with different intoxication strength and effects), but I'd rather have some way of using edibles such as grain in crafting coded, for proper grain -> alcohol processing.
  2. I see one problem with that solution. Making placed cobblestone to not be affected by gravity would allow overtly easy security in the mined tunels, making the whole point for gravity-affected cobblestone and cave-ins void. I'd still rather support simply adding new block taking place of old cobblestone, craftable through some simple recipe (even the standard one of putting a few rocks together). Adding new blocks is actually rather easy - the code's all there for other blocks, you just set new block with new id. The only difficulty would be adding new graphics for said block but I'd be compeltely fine with (possibly slightly changed to differentiate the blocks) regular cobblestone look, reused.Mortared cobblestone could be also another block, not just an alternative - again, it wouldn't mess up anything, shouldn't need much work and would be just another little, nice thing for players to enjoy.
  3. Trottling mob spawns

    I agree, something like that would be very nice - both for handling the lag and the balance. Free range chickens actually require quite some space to live, especially if not fed regularly. It would be nice if there'd be a limit of, say, 3 chickens max per several blocks squared - decently sized animal farm could feed this way several players while not going overboard with egg/meatxplosion and encouraging further diversified food.
  4. I am quite sure you could legally exchange the information through PM. Hell, I am curious what's the mechanism behind the thing as well, even though I usually don't forge more than a few pieces of equipment per game (by the time forging is absolutely necessary to progress further I have most of the goals I set for myself achieved and little of a reason to work further).
  5. Snow

    While I cannot be sure I suspect the picture is from Yukiguni, making it more of a 'how frequently' rather than 'how long'. Other areas of Japan have far less problem with snow (or snow in general), up to the point that it's actually not a given for, say, Tokyo to have snow during Christmas and if more than few inches of it piles, it starts messing up the unprepared infastructure. The more you know etcBut yeah, that's a lot of snowmen material or ammo for decent snowball war, right there.In relation to the thread, I do hope that temperatures in TFC will be balanced enough to not let such situation happen here. It may be fun once, twice but after that it'll be just a problem, not to mention potential lag with blocks updating when all of it would start melting.
  6. Irrigation / Water Channels

    Correct me if I am wrong, but doesn't standing in flowing water regains thirst? Technically, you should be able to drink that way, just not fill jugs/bottles.
  7. Wrong, simply wrong - and sadly indicates you didn't really pay much attention to the thread. I'd like to ask you to google around and look at structures erected through the use of aforementioned dry stone method of building, without mortar. You'll be surprised.To add a few images myself. Yes, that last one supposedly doesn't use any mortar either. Just physics. Which arguably would require 'advanced' knowledge but proves well that technically dry stone building is a viable method of making houses, at least by standards of the ages past. I will stop linking images here, those should suffice.
  8. Irrigation / Water Channels

    I like this idea, quite much. It'd allow irrigation and other ideas mentioned here to a degree without allowing water source block abuse.Yes, it wouldn't allow abundant and reliable access to water in the desert but let's be honest - I don't think it should. It's desert. One of the defining traits of a desert is the fact that water isn't widely available. If we eliminate such kind of differences the whole aspect of being smart in choosing one's place to live and consequences of such choices go out the window.
  9. 10~20 trees? You must have a really oversized manufacture and mining operation going going. One tree (and no, not sequoia) is enough for all my daily needs, often with some wood blocks to spare for the next day or two. The only exception is charcoal making about once a year which may take 10-20 trees.
  10. Rename "plank" to "lumber"

    I agree with AllenWL as I don't see any problem with it. It's a fitting item name, a suggestion easy to implement and the fact it's late into development doesn't make it any more problematic than if it would be added at the very beginning.
  11. Question about salt

    I just wonder. If supposedly the primary reason for more methods of obtaining salts is lack of alternative methods of food preservation and those are to be in, supposedly making salt less important - why not to add things like boiling water to make people happy and have alternative, enjoyable, believable way of acquiring salt. It being more common shouldn't be an issue if it's rarity is mostly because of it's importance in preservation - a thing that's about to change.
  12. I'd say it's more of a balance issue than anything. Adding new items just so people can chop the log before putting it into fire doesn't seem like that important for me. If someone is really willing to add that, I'm fine with it but I'd be as fine with just increasing the time one log burns at it's maximal temperature.
  13. Smokehouse Multiblock Structure!

    It seems like a decent idea, could be also used in case of preparing hides as detailed here. I would rather limit the mechanics to simply a rack over a relatively thin layer of charcoal next to which has to be a burning firepit, however - that would allow different designs instead of limiting the feature to building a separate hut/room.
  14. Question about salt

    On large scale? Probably. A few pinches for a single average-sized meal? It is significant enough to make a difference.I would also say that it's rather easy to get salt from salt water and agree it is a viable alternative - it doesn't have to be massive amount. Some areas in the world are salty enough that just wadding through with some pants and then letting them dry is enough for amount of salt big enough to salt a meal to accumulate. Bucket, which presumably holds about 2 - 5 litres should provide enough of it for a dinner for one person.Rock salt may be providing more, granted, but just because said alternative provides less shouldn't be a reason for cutting it out. By that logic we should completely and permanently disable sluicing (arguably since gains from it were decreased even further some time ago, the impact of that wouldn't be overly big, but it still would be a loss of decent feature).Now, sure, realistic estimates may be of less importance in TFC, but the game still struggles, officially, for believability and achieves that through semi-realism. I am very much suspicious of arguing for some features on the grounds of realism and then disregarding others because it's a game in a situation when both suggestions have similar impact on the gameplay and would improve the experience quite much. Even more weird in this situation as if I recall correctly the suggestion was argued against earlier from the standpoint of realism.
  15. How to find ores easily without a pick?

    Really, just walk around and pick up ores. Getting resources is now very easy, especially since ugly-looking sprite stones and ores littering the world can be distinguished from each other, OP. Even if you'll have a bad luck with the area you'll be in, tt doesn't take more than 10 - 20 minutes to go explore elsewhere and gather enough copper for basic tools that there is no stone version of. While it may seem a bit of time for vanilla Minecraft player, where most resources are abundant and easy to acquire, it's not a big deal (in fact, I recall threads by people who wanted it to be somewhat harder, to prolong stone age phase of the game). In addition, you can consider aforementioned slucing or even go zombie hunting - some of them carry metal equipment and iron bars and have certain percentage chance of dropping it upon death. Not the most reliable, granted, but still a way.
  16. Chicken Cages

    I am quite sure we're getting out of hand with the idea, that's why my previous answer. Zombified children are kind of controversial mob with many players wanting it gone completely and with it being planned to disappear from the surface anyway, so I find caging baby zombies questionable. I am also unsure about validity of stuff like pit-fighting zombified children as far as theme of TFC goes, not to mention how much fun it would provide - sure, it will be interesting once or twice but I am suspecting most players will drop the feature afterwards. In addition, one can be doubtful about it's use in PvP. It's a mob. It's easy to escape and avoid. It's also easy to drop a few blocks to create a safe ledge and just slash it into pieces. 10 kid zombies people may look for and spend a hour or two catching, but average player with a only a dozen or two of levels and very simple set of middle-tier metal equipment will dispatch with relative ease and several players working in somewhat organised way will simply slaughter such a group of mobs. I'd rather restrict cages to transporting little animals (chickens, pheasants, maybe piglets).
  17. Buckets

    Must be a recent addition or a bug I've encountered before as I am quite certain that picking up a barrel made it empty.Other than that, I'd rather not have water source block movable but I like the idea of setting the bucket outside and letting it gather water from the rainfall (rather than have it fill holes with water).
  18. Hide/Fur Armour

    I do eagerly await body temperature and would gladly see some fur garment to maintain it in colder climate (also, it would be nice if people would, because of bad protection from cold weather and reinforcing effect of hot one, wear armor to battle instead of practically living in it but that's beside the point).To regard points of others: leather, fur, cotton, wool - all of them were used around the period mentioned, with differences in rarity lying in social class, culture and country more than level of technological advancement. This idea seems quite okay. I actually wouldn't mind right clicking water. Not only for the sake of soaking hides but because it does seem a far more reasonable way to drink (when clicked with empty hand) than character just jumping into water and absorbing moisture through the skin. Putting it into the barrel should work too, though, if only for a shorter period of time than how it is with making leather.
  19. Chicken Cages

    Only if you'll make them lay eggs first.
  20. Unify Agriculture Behavior

    I am all in favor of the standarization. Generally, because some of the TFC features had to be worked around vanilla game mechanics limitations, lot of it is rather clunky. One particular way of harvesting the crops/wild plants would be great. Making results depend on how the plants is harvested however I am very unsure about. Even more, not particularly fond of. The only way I wouldn't mind this to work is through right-click harvesting the fruit/vegetable/grain or punching the plant for seeds instead (though, to be honest, in the past I was finding deriving seeds from produce far more believable and pleasant and I'd rather have that, adjusted for the new skill system). Scythe I am indifferent towards. Not having any issue with it being more practical for harvesting, anyway.
  21. Irrigation / Water Channels

    I wouldn't want it for water source blocks to be created/moved too easily. Suggested mechanics could be rather easily abused for the sake of having water nearly wherever as soon as one gets access to metal tools, making red steel bucket nearly useless.I like the Enderman gondolier feature though. But I want it only if after finishing singing Enderman makes the whole world is reset and every character on the server permanently deleted. Because if we are to go for wacky, we can go totally wacky.More seriously, I'd like water channels that extend somewhat length of the flowing water stream but that's about it.
  22. Buckets

    Wooden buckets work they way they do simply for the sake of balance. You can risk saying it's the vanilla/red steel buckets that may be somewhat weird, allowing creation of everlasting springs of water but the reason behind lack of easily movable water sources is that water if of far greater importance for survival in TFC than it is in vanilla Minecraft and it affects not only thirst of the character directly but also things like crops. By making it hard for people to simply spawn springs wherever they want to, some more stress is put on exploration and/or intelligent choices regarding the location for settling down. I wouldn't mind to be able to use filled wooden bucket to make certain area where water was dumped more wet. Would be nice for setting up temporary small gardens in desert regions at the price of regular watering.I am not sure whether you can use wooden buckets to extinguish fires but that certainly should be a possibility if it's not yet.Drinking from wooden bucket could be nice as well though it'd make jugs and bottles obsolete and, frankly, worthless beyond beginning of the game as everyone would just run with buckets fo water in their inventory. Barrels cannot be simply moved around with their content still inside and making them to drop water (or whatever else) source I am not overly fond for already aforementioned reasons. I believe it still would lead to above easy creation of water sources which thing I am not overly happy with. Even if you'd have to pour dozen of buckets to make such, it wouldn't be hard as usually if you can make one bucket, you are able to make plenty of them. It could but I hope it won't. Again, for reasons stated before. Bucket designs are limited to the use of only three types of materials - wood, blue steel and red steel - because buckets you get from processing each have different qualities. Wooden buckets are simply for storing and transferring mundane liquids, blue steel is solely for moving lava the vanilla game way and same is the function of red steel bucket in regards to water (including water source block moving).Again, (non red steel) metal buckets don't move water source blocks by design, not because of problem with the realism (before someone will try to point out it's about believability, not realism - well, most of the believability in TFC is stemming from semi-realistic - at least in comparison with vanilla game - mechanics). And again, it's so you will have to actually be quite late-game to move water source blocks.Given that there is (and probably shouldn't be) no durability for buckets (at least as far as I can recall, correct me if I am wrong), adding buckets made from whatever other material would have only aesthetic effect as tin, steel, iron, whatever buckets would all work like the wooden ones. Though I wouldn't mind it if the feature would work a bit differently - it would require quite some work especially as I am quite sure people would start requesting rust for iron buckets and happy fun effects after a period of time of drinking from lead buckets.
  23. Mobs afraid of fire

    I don't see why it should provide protection from arrows or spears, given that those are utilized by - what we can assume - somewhat sentient beings who shouldn't be as easily affected by fire as animals are. Also, in theory we have this feature since early versions of Minecraft, with enemies not spawning where there are torches. Granted, it's not exactly the same but it does kind of make sense - hostile mobs do not show up where there's light/fire unless they are specifically attacking something. The same way animals can overcome their fear of human settlements if willing to attack humans. Incidentally, the fear of fire may have been partially developed because of it's association with humans as often where there was fire (barring stuff like wild forest fires and even then not always) so were they. The other issue I possibly may have with the idea is that it would basically double the security of the camp in the early game, which we can admit often is secure anyway, but still - going too far here wouldn't be good and if it wouldn't be big enough difference then there's no point in adding this thing in the first place. Possibly I wouldn't mind it if it would be balanced, for example requiring actually quite big flame (high temperature) for the fire to scare away the enemies. In general though I'd consider the whole feature gimmick at most which wouldn't in practical setting enrich the game too much. If it is easy to add, and would be added with above taken into consideration, I guess 'why not' but I am completely fine without such effect.
  24. If possible, I would certainly prefer it if there'd be offline executable version of this calculator.
  25. Actually, not necessarily. I agree that some preprocessing may be necessary to acquire aesthetic, shapely stone blocks and tight fit but dry stone method was also used to create sturdy, even if rather crude walls without any greater technical thought than what knapping would require (and sometimes, not even that much!) even if they had to be patched with things like mud to to not leave any openings. Keeping that in mind and remembering in additiona that mechanics wise it would not create any issues, I am quite certain than simple new block taking place of the old cobblestone would work fine without disrupting much of suspension fo disbelief and offering viable building material alternative.