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Donjons

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Posts posted by Donjons


  1. Hi, lurker here! ^^ So happy that Bioxx released the alpha, thanks again for this wonderful mod!!

    So my game works fine but I tried attacking a boar and got insta-killed, is that intended? (Also I was in peaceful mode)

     

     

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  2. 38 minutes ago, Stroam said:

    I am going to need accredited peer reviewed articles on that before I believe it. During my years of agricultural research I've never heard that. But if you are interested on nitrogen fixation then here's an open access book that highlights various aspects of nitrogen fixation.

    I meant that leaving the ground to fallow and weeds to grow is less demanding on the soil than growing crops. I'm no agricultor and I've never studied that field (hehe field, get it?) so I have no idea how nitrogen fixation works, I was just taught in school that crop rotation was beneficial for ground renewal, that's why I was saying that. Thanks for the link I'll check it out.

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  3. I like the idea of distilling pure alcohol to burn in lamps, I would like to see that added.

    Alcoholic beverages like beer and wine were usually drunk in medieval times, or diluted in a bit of water, because they were more sanitary than fresh water. They could fill the thirst bar without risk of making you sick (well, except drunkness of course).

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  4. For the weeds, we might not need a mini game, I feel it might be too time consuming since most people will have fairly big fields.

    We could make it so that weeds spawn randomly on tilled soil and can only be destroyed by hoes, thus also increasing the use for hoes. Since in real life weeds help the ground "regenerate", maybe the longer weeds stay on a block of tilled soil, the more nutrients it regenerates? The disadvantage would be that if the weeds are too close to other crops they will smother and destroy them. That way there's a goo reason for crop rotation and fallowing fields.

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  5. I get all your points and I can see that many are against it. Though I would just like to point out that I was not envisioning a high skilled player spending all his time eating, like 4 stacks a food a day or something. To make it relatable, it could be described like this: a new player would eat 1 TFC sandwich a day, whereas a player maxed out on all skills would have to eat 5. If hearty meals are added in TFC2, that could be 1 sandwich for a new player and 1 or 2 hearty meals for the maxed out player. Nothing too extreme, but it would put more value on cooking meals. Therefore the maxed out player would still only have to carry around 1 or 2 items of food, but they would be more nutritious than the simple raw food that the new player could survive on.

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  6. 15 minutes ago, Diego il Catanico Jr said:

    What if the more food you eat the more food you need? If you're thinner you'll need less food.

     

    Yes but in that cas there's no reason to eat more food if the more you eat the more you need.

     

    Think of it as a bodybuilder for example. The stronger he gets the more food he needs. And, more importantly, the more proper, cooked meals he needs which will encourage more recipes in TFC2.

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  7. 12 hours ago, Diego il Catanico Jr said:

    This is cool, why not? Of course the player does not have metal tools. People in the past farmed without metal for 2000 years.

    I agree that it can be fun to try and survive with low food, but if it's as easy for a new player to forage for food, then what is the use of raising animals and having farms? And on the other hand, once you have all those farms you have way too much food lying around and you don't know what to do with it. And when I said metals tools I meant any tools, I'm talking about early game here, like the stone age.

     

    12 hours ago, Diego il Catanico Jr said:

    This is not believable, not realistic and grinding. And there are ways to balance all this with pests and dearths and other things already said in other topics, i think. If all the food was for only 1 person it would be too much. But in TFC2 people will have to work together and help others to be helped to advance in the game. And not everyone will be a farmer.

    I know, that's why I propose that farming skills will deplete the hunger bar quicker than mining or other skills, since farmers will be expected to have more food available. And furthermore, I think it could be quite beneficial for servers since it gives a real purpose to farmers and cooks: they will have to provide food for the rest of the players in exchange for other goods. Currently, anyone can have a patch of vegetables and survive alone on a server. My suggestion means that if you want to have your own patch of vegetables, then you might take the risk of needing more food, thus having to go and buy some into town and promoting exchanges of goods.  What is the use of having a farm if it's too grindy and full of pests, when you could simply forage?

     

    And finally, please don't forget also the single players, not everybody wants to play on a server. 

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  8. I really enjoy animal husbandry and farming in terrafirmacraft, however as was mentioned in the "agriculture" topic, it should be balanced and not take so much time as to prevent the player from doing anything else during summer. On the other hand, I would like more challenge in farming and tending to animals, since currently I'm buried under tons of food in my TFC world.

    The main problem that I see in making food more difficult to obtain/grow/preserve, and also in promoting prepared meals versus raw food, is for the players in early game. If food is harder to come by and preserve, then it sounds like hell for a player that hasn't set up a base yet and has no metal tools.

    Thus, I propose a simple idea: the higher the experience level of the player, the faster his hunger decays. That way, new players won't be too handicapped by the lack of processed food and can simply forage for what they need. The more they gain experience, the more they're expected to have progressed in the game and have set up simple farms. Once they reach a high level of experience, they need complete meals to fill their saturation (this would give more reasons to implement cooking recipes).

    "Experience" could be determined by the sum of the player's level, and maybe of all his different skills: farming, cooking, prospecting, smithing, etc. Some skills might have more influence on the decay of the hunger bar than others. (for example, a player who loves mining and has a high level of prospecting might not get hungry quite as fast as a player that has a high level of farming, since a miner might not be expected to have built tons of fields whereas a farmer would)

    I think this system could add a nice challenge to the game, since it would increase with the player's progression without hindering it.

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  9. I'm all for anything that concerns food.

    Implementing more conservation methods is a good idea since it'll change from pickling everything. I feel like food should be harder to come by/preserve.

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  10. Hello,

    I was wondering if it were possible for worlds to spawn without lava pools?

    I have been playing in my world for a very long time now (first download in versions 0.79.27.903 or 0.79.26.881, I can't remember) and I am now playing int he current version, and never have I seen ANY lava pools, not one!

    And I've explored A LOT, over 10000 blocks in every direction, sometimes more. Some of the terrain was generated in the old version, some is new. So is this a bug or have I just been insanely unlucky? I once saw a trickle of lava falling down a ravine, but when I got there, the flowing lava had despwaned and no source blocks were to be found. I assumed that a block might have fallen into it and destroyed it, but that's the only time I ever saw lava, one single drip that vanished, no pools, nothing.

    My second question is about fruit trees. In autumn, only my plum trees go yellow, all the others go brown. I remember a bug was fixed where plum trees wouldn't give fruit, after the fix the leaves had to be sheared to get the new fruit. Before that the leaves were brown in autumn, then they turned yellow. So I assumed I had to shear all the other leaves to "update" all the other trees, but it didn't work. Even the trees I've planted in the current version have brown leaves instead of yellow ones (except plum of course). Is this normal?

    Thank you!

     

    Oh and PS: I have also never found sequoia trees, even in the correct latitudes/EVT, etc, but I just assume unfortunatly that's really bad luck. Like I said I've explored a lot so I expected to find some eventually.

     

     

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  11. On 25/03/2016 at 5:46 PM, Therighthon said:

       - Automated textile production - This would have to come with an increase in the uses for large amounts of cloth, as currently it is only useful if for sails if you play with a ship mod. Regardless, using the loom gets boring fast as is.

    If burlap bags are added to help preserve grains then there would be a use for automation. In addition, if clothing is implemented then textile will become a bigger part of the game.

     

    On 23/10/2015 at 5:53 PM, TonyLiberatto said:

    I live in Florida and we have lots of rain here. Even though, if I forget to water my vegetable garden the Bell Peppers dry off very quick.

    So there are plants that require irrigation, and others that are more or less OK to rely on rain, but even those benefit from irrigation.

     The whole mechanic would need to be implemented at once. Make it so no vegetable can be planted more than 4 blocks from a water block. Finite Water, so the only way to bring water is by using the pumps.

    Also another way to create an incentive for irrigation is to have animal hunger, so food is more necessary. If you have to feed your animals you need to produce more food.

     

    I really hope this will be implemented, at least as a mid game objective. However currently in TFC I still find there's too much food lying around, thus I suggest a decrease in spawnable plants. Just as the more you stay in an area, the less mobs spawn, the number of wild crops would also diminish. This would prevent early gave starvation, but incite the player to develop durable food sources since he won't be able to find as many wild crops around his house. Of course, the player could simply travel further for wild crops, but travelling takes time to prepare. This might also prevent the player to discover all crops in a single season and push then to travel more than just for wood and rocks.

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  12. I don't know why nobody's answered this :)

    It seems like fun, though I know nothing about the process of glass making, but I'm always up for more technical stuff.

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  13. 10 hours ago, Miner239 said:

    I, for one, is in complete support of TFC2's direction. I completely understand that TFC2 is going to be different with TFC1, and I am happy with that.

     

    Building has not been my main concern, save for a basic base for storage, shelter, and sustenance. While Minecraft's main point is freedom to make beautiful constructions, I'd like it even better if I know that building a wonder in TFC2 is more of a challenge. It would be even better if the wonder is fully functional, not just for decorum (pardon my utilitarian thought).

    I entierly agree with this statement (though I enjoy building just for the sake of having lots of pretty buildings all over the place).

    I find that most of the time my bases are temporary until I have the tools to build a better one, so I really don't mind if my starter house is made of the same brick. Even more so, I'd be really proud of having a multi-stone house considering all the effort it takes to make it (really really looking forwards to encumbrance, and possibly horse driven carts for stone transportation). Even in TFC1, I quite happily travel thousands of blocks just for one particular stone type. If the buildings I build are also functionnal, even better.

    But whatever Bioxx's decision regarding TFC2, I'm up for it. If something needs changing it can always be changed in an update.

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  14. I voted yes ont the poll, though I think we've talked about this before and instead of size or weight (in the current TFC), they'll just go back to minecraft-like stacks.

    Like for example, to craft a knife you might need two stones instead of five for an axe, or three pieces of meat for a sandwich, etc. Unless I misunderstood the topic.

    I still like the idea of getting large pieces of meat instead of small ones when your butchery skill is increased, but that would also work with stacks (10 pieces instead of 5 etc...)

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  15. Thanks you google translate:

     

    system of automatic decoration of buildings:
    I have thought about the decoration of buildings and structures mentioned player. So build any box, the player mogby highlight the area and specify the purpose of the object (house, blacksmith shop, farm, storage, and so on), and the selected area will automatically be decorated household items corresponding to the selected type of building. The interaction with the objects you can make it impossible, but the man home will look more homely. For example near a farm manure pile, the mill or the millstone gear ... what an integral is present in the respective buildings.
     

    The same system can serve as a definition of the settlements. For example accumulation regions marked as buildings of the area designated by the municipality or town hall is the settlement and for this place, you can apply the appropriate policies. Perhaps a settlement attack wild animals, probably robbers, perhaps the owner will be available to some things that are not available to players not having in his possession of these objects. At the same time designate the area of ​​the house or the farm can be easy, but let's say the town hall is not so simple. Let's say you can not build a city hall if within a certain radius have another Town Hall.
     

    Stone Age is fine, but sooner or later people came to the principle of communal system and the lack of settlements makes the game a permanent stone age just with different tools.

     

    I'm not sure we're talking about the same game... there won't be any "designated areas", and what of settlesments if you're in single player.

    Also, russian, man, really?

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  16. Also I just thought about the fact that we have salt and sugar as taste modyfiers in TFC1,  but how about implementing spices in TFC2?

    There could be herbs that could be grown as crops but have no nutritional value, and are used to add to a meal to slightly change its taste. Basil, garlic could change the sourness, rosemary the bitter, etc. Maybe one or two herbs per taste? They could be dried and not decay.

    Eventually some of the herbs could have medicinal properties, if magic/brewry is added...

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  17. One more thing I would like to add is the possibility of creating "meals that hate each other". For example, I love chocolate. And I love venisom. But Venisom with chocolate must be horriying. This may be however, a little bit too confusing.

     

    A way I thought of keeping the taste profile of TFC1, but also adding more food, would be to separate this taste in two. For example: "Meal" taste in which there would be savory, salty, and bitter, and "dessert" taste, with sweet and sour. Some taste could overlap both categories (sour could be both part of the meal taste and the dessert taste)

    For the player to feel satiated, he would have to eat a meal corresponding to his taste profile (meat, grain, vegetables) and then a dessert that also corresponds to the second taste profile (fruit, surgar,.. alcohol?). This would prevent strange sandwiches with fruit in them, in addition to enable the creation more different meals.

    This would also mean that the player can simply make himself a sandwich, or munch a fruit, and eat "on the road", but restore less hunger and satiation, or eat at the table (ie: full meals that can't be carried, like roasts and fruit salads) and get the full benefits.

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  18. Not sure about some of you suggestions (tablets seem overly complicated, and I don't get the beauty bark thing), but it sure would be nice to have more decorative items. I can think of:

    -Hanging plant pots

    -Tables, chairs

    -Small bushes that could be sheared and replanted

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