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AlmightySquid

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About AlmightySquid

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  1. Also, have you thought about allowing the Better Foliage mod on the mods list? It's a client only aesthetic mod, I use it in every playthrough usually, I think other people might like it too. Doesn't affect the server in any way, completely client-side. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2119722-better-foliage
  2. Prospecting Skill Tweak

    True, and I see your point. Ah well, thanks for the (fast) response.
  3. Prospecting Skill Tweak

    Damn, figured. Here's another idea, possible workaround. How about making it so that you don't get a skill up from random stone and dirt, like I said above, but make it so that you do get a skill up (slightly increased) when you prospect a traces+ reading. But instead of allowing you to spam the same reading over and over, make it work on a sort of cooldown system, where once you stumble upon a valid reading you can work up your skill up to a certain point, or up to a certain number of readings. Just an example, not suggesting these actual numbers: after you raise your skill on 20 blocks (which give off readings) a cooldown starts that makes you wait an ingame day or so until you can get a few skill increases again. The key in this would be finding a good number cap to start the cooldown. In my personal experience (and I'm not really that good at propicking even), it takes me about 15 readings until I get to the actual ore vein, sometimes more. This way, finding a good number could potentially make this mechanic go unnoticed gameplay-wise, allowing players to level up the skill normally, but also prevent abuse at the same time. Again I'm not sure if the cooldown thing is possible either, I'm assuming it's much more possible than logging every seperate block for every player though?
  4. Prospecting Skill Tweak

    I was browsing the forum and stumbled upon this threadhttp://terrafirmacraft.com/f/topic/7775-sulfur-and-prospecting/, and I just noticed what Kitty said about the prospecting skill increase. So it's obviously kinda prone to abuse how you can spam click the propick anywhere and level up your skill. Even though it's very slow, and I myself don't abuse this system, people probably can and do, slowly but surely. With that in mind, I was wondering if the skill increase requirement could be changed from right clicking anywhere to right clicking where there's traces or a larger reading of an ore. Since finding these spots where the propick picks up a reading is much rarer than any dirt block ever, the skill increase could be boosted to compensate. Of course, I'm thinking what you're thinking, this can still be abused, in a way even more so than before (considering the rate of leveling increases). So I was thinking, once you get a reading from a specific block and your skill from that reading increases, could it be made so that the specific block doesn't give a skill increase after that one first time? Like I said before, if this can work it could be made so that the skill increase is a bit (or more) higher than it is right now, to compensate for the smaller chance of finding an ore. I personally find this a bit more believable, as well as rewarding. I know the system we currently have is not how it is in real life, or at least not completely. But I don't find it logical that examining the same block of dirt/stone in the middle of nowhere over and over could eventually (even after all the "hard" work) make you a master prospecter. I mean, there's only so much you can learn from examining one same part of stone forever, right? I'm not too good of a coder to know if this would work and how taxing it would be on the client to log all of the blocks, or if there is even a way to log them efficiently. But yeah, that idea just crossed my mind so I decided to share and discuss. What do you guys think?
  5. Would you consider changing this to 9 fruit trees of any kind max? Usually from my experience I don't find all of the fruit trees ever, and I don't do trading that much. There's also the chance that just no one else has a certain type of fruit tree. So instead of being able to have only one plum tree, could I cut the branches off and expand off that one plum until I have 9? And just keep it at that, if I find another type of fruit I can cut down some of the plums and replace them with the new one.
  6. Yea sorry, forgot to check back here and say I managed to log back in. Didn't think it was a mass DC and thought it was something on my side, my bad.
  7. Umm I just made a blueprint and when I tried using it on a block it crashed. I heard the blueprint breaking, it kicked me out of the server. When I tried logging back in it said something along the lines of "Invalid session, restart". I restarted my game and now when I try logging in it just stays at "Logging in..", and after a few seconds it says "Timed out".. Help please
  8. This has probably been said but I'm sure now that most of the lag and timeouts/crashes are due to the broadcast/announcer plugin. Every time it announces something there's a huge lagspike a few seconds later, or sometimes there's a lagspike and then the broadcast appears. Would it be easier to just get rid of the plugin?
  9. Waterfalls

    This has probably been suggested and discussed but I think this is how waterfalls could work. A single infinite water source could be generated randomly anywhere above sea level. The requirement for generating it should be that it fits into a single air block surrounded completely by stone/dirt blocks except on one side (not top/bottom). It would then pour down as far as it can. To not make it just fall down into nothing like in vanilla (idk how possible this part is), it could be made so that after the water flows on the same y level for more than 3 or 4 blocks it generates a lake there (yea this is probably hard to code properly?).Just an idea an how it would work if it could work.Wouldn't have to be just above sea level either, how about flooded caves or underground rivers? Similiar generation? Look for an air block below sea lvl with only 1 block next to it open allowing it to flow. I think this is in vanilla already but never seen it in TFC.To expand off this (even if it's implemented in a slightly or even completely different way), it could be made so that the fresh water in the lakes we have currently would be murky and muddy, with a chance of transmitting some diseases. As a better alternative we could have this mountain spring water, collectable from the spring, the waterfall and the little lake below it. This water would be much cleaner and safer to drink. EDIT: Maybe even change the water "textures" a bit, like the vanilla swamps? Swampy color for the current lakes (unless they're really big?), pristine clear water for the mountain springs.
  10. My Survival World

    Great stuff, but for some reason I really like that chiseled path leading out of the blacsmith. Never seen that before it looks awesome mind if I borrow it? I'm just afraid it's gonna be too taxing having that many chiseled blocks around (I have a lot of these little paths and roads in my town) + I already have tons of chiseled blocks.
  11. Plants that need to be edible in TFC

    Cattails and dandelions are edible irl? O.o Didn't know that. But yeah stuff like this is very nice to have. What I'd like to see is biome/temp specific foods like this (only harvestable) to further distinguish dvery playthrough. So if you're starting in a tundra you wou won't find the same food you would in a jungle. Something like that. I think early game can have some more variety like that (not that it doesn't have any)
  12. Torch Poll

    I like the idea but the current time torches last is too short imo. Like someone already said it would be better if they randomly burned out after 4-5 days. That is considering we won't officially get a more permanent lighting source. If we do get it however and if the cost is not too expensive, the 2 day burnout time would be fine. Currently I think it's way too tedious. I primarily use torches for decoration and to actually see stuff in the dark and in interiors. When your town gets big enough you can basically spend a whole day liggting up torches. And about pumpkins, I don't really find it appealing or belieavable that pumpkins should be used as a primary source of artificial light, and you're basically forced to use them that way sooner or later. They make good scarecrow heads for lighting up a farm though
  13. Terrafirmacraft jokes

    A picture is worth a thousand words huh This one's a winner for sure lol.- Made my first copper pickaxe and started making a tunnel inside a mountain to look for ores. Mined one block and the whole mountain collapses on top of you, stone from an adjacent mountain starts rolling down towards you and covers up your banana orchard. Your house on another continent goes up in flames and the freshwater spring behind the house dries out. Note: Not exaggerated a bit!
  14. [Solved] Thirst & Hunger bar graphic glitch

    All resource packs so far worked fine for me. I'm currently using Summerfields but higher res packs worked fine too. Some of your textures must've messed up somehow. Try making a clean install of MC if it doesn' take too long for you. Might be what's causing the problem and it can't hurt. Either way can't be TFC related. EDIT: If you were using nyssa's realism pack looks like you'll need to redownload the pack it was a problem on their side i guess (http://terrafirmacraft.com/f/topic/6252-nyssas-touch-of-realism64x-32x-updated-122514-merry-christmas/page-3)
  15. [x32][0.78][0.79.17 83%] SummerFields

    Just wondering if you're still working on this. It's my favorite resource pack, for vanilla as well. Keep up the good work.