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The Shadow

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Posts posted by The Shadow


  1. I'm having trouble with bismuth bronze, but it's possible I'm just missing something.

     

    I put 5 small tetrahedrite, 3 small sphalerite, and 2 small bismuthinite in a ceramic vessel and fired it as usual.  If I'm reading the wiki right, that should work - but I got the ores back, not bismuth bronze.

     

    I deleted the config files and tried again;  same result.

     

    Am I doing something wrong?

     

    EDIT:  Just realized that Temujen reported the same thing.  In my case, it was on 0.77.6 .

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  2. If we were to revert alloys to their average components once you put them into the crucible, higher tier metals like blue steel for example would require complicated percentages of a bunch of the base metals, instead of not-so complicated percentages of alloys.

     

    You say that like it's a bad thing. ;)  But you guys are the devs, not me, you know what's feasible and what you want.

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  3. If they don't spawn in daylight, I'd sure like to know why I was attacked by one in the afternoon?  (One two different occasions.) Things from the night normally despawn by then, even granted shade from trees.

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  4. However, I do think that the idea that we had a long time back about different tiered beds should be implemented, or at least considered. Especially with the new thatch, I think it could be viable. Perhaps thatch would be too easy of  bed, but it could have it's debuffs.

     

    I think this is a really great idea.  There absolutely needs to be a way to reset one's spawn, given how far you sometimes have to walk to find any ore.

     

    And I agree about the hitpoints of mobs being too high. It takes away a lot of believability with all the effort it takes to slaughter a cow.

     

    Killing a cow with a javelin is indeed an exercise in frustration;  with a knife it isn't so bad.

     

    It wouldn't be so bad if animals bled.  If they did, you could actually do the cursorial hunting our ancestors did;  put a few javelins into one, then run after it until it drops.

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  5. bioxx answer, this is not an issue, it's a complain, babies zombies not burning or glitchy is a vanilla thing, and it will stay.

     

    Well, call it a complaint if you like, but it's making the early game nearly unplayable.

     

    And villager zombies are definitely a thing.  I just saw one.  Didn't have time to take a snapshot, more's the pity.

     

    EDIT:  Perhaps I should mention that I haven't played vanilla in a while - been playing TFC instead! - and didn't realize those were vanilla issues.

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  6. I say rip out the baby zombies entirely.  But if they have to stay, please let them act like regular zombies - ie, not spawn in daylight, burn up in daylight, and not move like rabbits on speed!

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  7. I think the baby zombies are baby zombies, not baby villager zombies (at least, the one I saw are baby zombies with zombie skin, not zombie villager skin) I noticed about the fact they do not burn

     

    I didn't have the time to stop and take a good look. :)  It makes it impossible to get anything done with a little kneebiter chasing you around on your second day.  Plus, they're fast!  I wonder if that's related to the skeleton super-speed issue?

     

    I say rip 'em out.  Regular zombies are plenty scary enough.

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  8. Bug report 0.77.4

    Suggested name: Baby Zombies Don't Burn! (And swim through the earth!)
    Suggested category: Annoying
    Description:  Baby villager zombies do not burn up in sunlight, which is really rough your first few days.  The little buggers just keep on coming!  (Do we even need villager zombies in TFC at all?!)  EDIT:  They also visibly sink into the ground and 'swim' through it.  That can't be right!
    Have you deleted your config file and then still been able to reproduce this bug?: Yes

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  9. Nothing major, but I think this would make more sense:

     

    Currently when alloying metals in a ceramic vessel or crucible, existing alloys add as separate ingredients.  But really, molten metal doesn't care if you add 'bronze' or just copper and tin in the correct proportions.  Once it melts, it all get mixed up anyway.  Now that we're free of the metallurgy table, we shouldn't need to alloy things multiple times.  (Though on the other hand, now you can require tighter tolerances on making things like blue steel.  It might require some finicking with the ingredients to get just the right mix.)

     

    The one downside to this that I can see is that if you melt down an ingot of say bronze, you don't know what exact proportion of copper and tin went into it - unless you want to add metadata to every ingot, which you almost certainly don't.  But it seems easy enough to just say that ingots get auto-standardized - when melted, they give the average composition of bronze.

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  10. Bug Report 0.77.2

     

    Suggested Name:  Identical Alloys Don't Mix

     

    Suggested Category:  Minor

     

    Description:  I made some bronze in a crucible, and also in a pit kiln.  I was left with 50 units of bronze in a ceramic vessel, and decided to dump it in the crucible.  To my surprise, although the two alloys were the same, the bronze appeared as a separate ingredient, leaving an 'Unknown' alloy.  To be fair, I'm not 100% sure this is a bug - you need to be able to add alloy ingredients for things like black steel - but it's definitely odd.  If it stays in, the wiki definitely needs to mention it.

     

    And another:

     

    Bug Report 0.77.2

     

    Suggested Name:  Unknown Metals Don't Cool Down

     

    Suggested Category: Minor

     

    Description:  Unshaped Unknown Metal never cools down, even if you put it in a barrel.  The water gets used up, but the unknown metal is still Brilliant White and liquid.

     

    I deleted the config files to confirm both of these.

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  11. Wasn't there going to be a ceramic lesser replacement for chests and barrels in the stone age?  Ceramic vessels do hold objects, but when you place them they just sit there and rotate, which seems odd.  Don't seem to despawn, at least.

     

    No barrel equivalent that I can see, though there's a 'Ceramic Pot' and a 'Ceramic Vessel [Large]' in Creative that don't seem to be used yet.

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  12. I'm really enjoying the new casting and alloying processes.  I'd like to see the crucible report how many units of alloy are present, though.

     

    Tuyeres seem to have a damage value, what do they take damage from?  The amount of ore they've been used to process?  The number of times the bellows has been used?  Whereas there's only one kind of bloomery, does the metal used not matter?

     

    Haven't tried the new anvils yet, but they look keen in the video!

     

    Getting back to the alcohols, I'm a little surprised there's no wine.  Also, as far as a a brewing process is concerned, the type of wood the barrel is made of might be important.  Oak would be ideal, of course.

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  13. I can verify that the above 'Bucket Filling Crash' still occurs on 0.77.2.  Plus, I've found another bug:

     

    Bug report 0.77.2

    Suggested name:  Disappearing and Duping Unshaped Metals

    Suggested category: Annoying

    Description:  When right-clicking on a liquid unshaped metal to pour into a casting mold, sometimes the metal just vanishes and the casting gui never appears.  Other times it pours into the mold, but the original unshaped metal remains in your hotbar.  And other times it works fine.  I have not yet seen any pattern to when it does which of the three, it seems to be luck of the draw.  My impression is that it works correctly more often when in creative mode than when in survival, but that might just be happenstance.

     

    Sometimes when an unshaped metal disappears, its texture seems to briefly distort before it does so.

    Have you deleted your config file and then still been able to reproduce this bug?: Yes

    Pastebin of the error report if this bug produces one

     

    None.

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  14. zerren said exactly the same thing, kitty gave an answer to this issue and now it's fix with 0.77.1

     

    No, it's not the same thing, and it's still a problem in 0.77.1, I just found the same one.  Zerren reported problems with *emptying* buckets, we're finding a crash that comes from *filling* buckets.

     

    Bug report 0.77.1

    Suggested name:  Bucket Filling Crash

    Suggested category: Severe

    Description: When you try to fill a bucket with water from a lake or pond in survival mode, the game immediately crashes.  (If you try in creative mode, a water source block is removed but the bucket doesn't fill - but the game doesn't crash, either.)

    Have you deleted your config file and then still been able to reproduce this bug?: Yes

    Pastebin of the error report if this bug produces one:

     

    http://pastebin.com/qmbAYYGf

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  15. The original intention of this thread however is technically feasible. The resulting metal itself would have to be hard coded, but the alloy makeup itself could easily be made to be dependent on the seed. I'm not saying that I'm going to do this, but I decided to chime in because I like to theorycraft on how to make things work.

     

    And I thank you for doing so.  Having seen the new alloying system now, I definitely see that it could be done.  And unlike the old metallurgy table, there would be an actual cost to doing so - you'd be wasting metals in your experiments.

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  16. Under 'Tools', I found it confusing the first couple times to discuss the 8 modes all at once, as four are only for the hoe, and four are only for the chisel.  I think it would make the most sense to discuss those under the two tools.  The 'tools' page could still mention them, and note that 'M' changes modes by default.

     

    I would find it useful if the pages for individual items listed their size, weight, and stack size, along with what can be used to store them;  rather than having to reference the Storage Solutions page every time.

     

    The pages for Buckets and Construction don't mention the possibility of filling buckets with limewater.  The former should probably also mention the recipe for mortar.

     

    The Construction page should perhaps mention the Crafting Table, since it makes a point of mentioning every other vanilla plank recipe.  And of course the axe recipe for planks will have to go once build 77 comes out.

     

    The Mobs page could really stand to mention the number of drops, if this is allowed.  (At a minimum, it should mention that drops from passive mobs are increased from vanilla.)  Also, I find the personal slur against Dunkleosteus quite jarring every time I see it.  That whole page could use a rework, honestly.

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  17. One of the things I like best about TFC is that many things can't be looked up in the wiki - they depend on the seed, so you have to discover them yourself anew in each game.

     

    Why not apply that same idea to the recipes for black steel, red steel, and blue steel, which don't exist in real life?

     

    They needn't be entirely random, of course.  They should all require steel in their recipes.  Black steel might even always require nickel, just so you still need to find garnierite.  But the 'lesser' ingredients could vary from game to game.

     

    One nice result that follows immediately - you can't ever be sure that platinum (for example) is useless.  You might need it later on!

     

    Given the new alloying system via crucible that's coming in 77, there might even be a place for small amounts of various minerals being used in alloys?

     

    EDIT:  I just discovered there was a similar thread earlier.  However, this one is more modest, in that it doesn't suggest a whole range of new alloys, just greater difficulty and challenge for three of the existing ones.

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  18. Oh, another question if I might:Do mobs have special resistance against damage types?  It would make perfect sense for skeletons to take less damage from Piercing, for example.

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  19. I've recently started playing on a private TFC server, and I do think it flows much better than with singleplayer.  A bit of specialization works wonders.  In singleplayer, where you have to do everything, you have to be constantly dropping one thing to do another, it's a bit frustrating.

     

    In our three-man server, I've been handling mining, smelting, and smithing;  another guy has been handling farming;  and another has been charcoal-burning and exploring for resources, along with doing whatever else needs doing.

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  20. It occurs to me that graphite could perhaps also be used to make markings?  Is that in fact the case?

     

    Honestly, the scribing table has always struck me as one of the weakest parts of TFC.

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  21. A couple questions about the changelog:

     

    What are the kaolinite and graphite powders used for?What's the point of alcohols?  Sure, imbibing too much is bad, but what's good about imbibing them at all?

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