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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
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      This forum is now READ ONLY!   01/20/2020

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noctem9

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About noctem9

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  1. Official Death Penalty Discussion

    I fist want to say that this "death timer" or "death ban" mechanic that people seem to be talking about a lot these days is a terrible mechanic. Why do we play games? We play games for entertainment. Is being locked out of your game because you accidently fell off a cliff 20 minutes into your play session entertaining? No, rather it's quite the opposite; frustrating. I believe the death of your character should be a major setback in the universe of minecraft, not the universe your keyboard and chair exists in. The "Death ban" is a lazy attempt to create artificial difficulty. With that being said and out of the way, I'm going to suggest a bleed/injury mechanic just like some of the previous posters, but in my own words of course. -Add some injury types and severities that occur under certain or various conditions. --Ex 1: Hit by an arrow, or cut with a sword causes bleeding which will tick your health down, ignoring regeneration due to full hunger. Continuing to get hit by sharp things will increase the severity of the bleed. --Ex 2: Fall/Impact injuries. If you fall from 4-6 blocks you could sprain your ankle, removing your ability to sprint. Fall more than 7 blocks and you risk breaking a leg that not only removes your ability to sprint, but also slows movement speed to 40% of normal on top of causing you to bleed. -Add a new paperdoll UI element that indicates these injuries to your character. Injury severity could be indicated by colour coded head/torso/leg regions: Green = healthy,Yellow is impaired, and Red = wounded. This could also be adapted to convey information about hyper/hypothermia if such features are added in the future. -First Aid: Bandages and splints to heal wounds over time. Painkillers (made from willow bark/leaves) could be used to temporarily reduce injury effects with diminishing returns (mostly to give you time to get home and tend your wounds). --Bandages and splint items would be worn in armor slots. Bleeding could be healed over a game-day or two, while in order to heal a broken leg a splint must be equipped for a full game-month. These items would be depleted once the injury is healed. -Deaths could be addressed by applying numerous injuries to the character after respawn. --The character would have to spend an entire game-month "healing" and avoiding all contact with hostiles. --Hunger could deplete much faster than normal while injured, requiring you to use up extra food. This, with injury debuffs would completely negate suicide to fill your hunger bar --I'm not sure if it's possible to dynamically reduce the amount of items/weight you could carry but it would be an interesting way to hinder gameplay such as mining, foresting and farming until you heal in full. Welp, this is all I could spew out before running out to do errands. I look forward to reading more/different solutions.
  2. Hidden Fun Stuff

    If you ever intend on adding songbirds for ambience/atmosphere I suggest a way to catch them in a wooden cage with seeds. You could take it down mining with you. Simply a throwback to the old canary in a cage that miners would use to detect changes in the air. Another suggestion: Inuksuks, Petroforms, etc.. basically small formations of rocks on the surface placed there by a past civilization to mark ritual sites containing small caches of goodies like spears, stone axe heads.. maybe rarely a tin tool head.
  3. The tiny little TFC Planet.

    After about 10 minutes getting the dimensions of steve's body, and 1 minute of math, I have come to the conclusion that Steve has an average density of about 98g/cm³. By comparison: Air: ~0.0012g/cm³ Silica Aerogel: ~ 0.0019g/cm³ Maple Wood: ~0.7g/cm³ Water(s): ~0.9g/cm³ (Ice) Water(a): ~1g/cm³ American Beer: ~1.004g/cm³ (like sex in a canoe, it's f'n close to water) The Sun: ~1.4g/cm³ (about the same as loose gravel) Earth: ~5.5g/cm³ Fe: ~7.8g/cm³ Au: ~19.3g/cm³ Os: ~22.6g/cm³ Steve: ~98g/cm³ Steve with a full inventory of minecraft gold blocks: ~732g/cm³ (one bar = 12.4kg, 9 bars in a block, volume of Steve is unchanged) Steve with an equal amount of real gold by volume: ~3141g/cm³ (1m3 of gold = 19,300kg) Neutron Star: ~4.181·1017g/cm³ (a teaspoon would have about one billion tons of mass) Bonus: Steve's Schwarzchild Radius, given 40,000kg with an empty inventory, would be about 5.94 · 10-14 nanometres. With an inventory full of 2304m3 of gold, 1.89 · 10-12 nanometres. Conclusion: Steve is a wizard, but not a black hole.
  4. Length of Day(light)

    This is exactly what I was thinking but also it could usher a whole new aspect of TFC -- Tundra/Polar survival, which would essentially provide a more difficult challenge regardless of difficult setting. Shorter amounts of daylight translates to slower growth, or perhaps less varieties of plants that could possibly grow. It would be difficult to grow the required feed for livestock to reproduce. Perhaps more large game (Caribou, Moose, Buffalo) in the northern/southern poles could introduce an alternative hunter/gatherer "mode" of gameplay. This higher "cost of living" could be offset by having rich mineral deposits of the more rare and sought after metals. Alas, I digress from my original post - shorter/longer days based on season/latitude. Just to clarify for anyone possibly being misled by my post title, the length of day/night cycle that you set in your config would not change. Simply an oscillating ratio of daylight hours:dark hours. (eg. Winter Solstice in N.Hemisphere is Dec 21. Length of daylight is roughly 9 hours (where I am) and it's dark for about 15 hours. Summer Solstice is essentially the opposite. 15h light, 9 hours dark)
  5. Length of Day(light)

    The whole Arctic/Antarcic poll and discussion got me thinking of something we experience here on Earth; Length of daylight as a function of latitude and season. The Sun's apogee changes relative to the horizon based on time of year and latitude of the observer. Given that the TFC seasons emulate the seasons we experience on Earth it should be safe to assume that the 'minecraft world' is also tilted on it's axis by 23 degrees. Would it be possible to change the height of the sun and therefore the length of a daylight based if not on latitude + season, on season alone? Would this subtle but definitely not unnoticed detail be worth the effort to code? Thoughts?
  6. Old flames

    I like the idea of having to actually work hard to put out a fire once it's ramped up to an inferno. It would, as you mentioned, raise a better awareness of fire safety. I don't think campfires can ignite nearby blocks, but perhaps they should. Building a campfire directly under a tree is a bad idea in real life, and should also be a bad idea in game. Only YOU ,,,o_ can prevent forest fires.
  7. Charcoal as an alternative to ink sacks.

    Personally, I would pack up all the most important things in my settlement and move on. That's really the only viable option you have if you don't want to start a new map. Also as Arthur_Dent mentioned, you could try creating a pool or inlet off of the ocean you mentioned and dredge any smaller lagoons around your area to make them deeper. Good luck.
  8. Kingdoms Brainstorming

    Here's a couple ideas I've come up with on the fly. By no means are they refined or well thought out.. just some brainstorming. Regarding property: I would like to see a system in place where one or two people can found a location to be their "Camp". Camps can be almost anywhere in the wilderness and they can be upgraded to full fledged villages through a sort of deed system. The deed system could work as follows: Once a camp is esablished in a prime location fit for building into a village, the founder writes up a Village Deed in a sort of writing desk GUI block. This deed, centered on where is was "written" establishes an invisible border. It would be up to the denizens to mark, protect, and maintain their borders. Plots of land for cottages (homes) could be subdivided and centered around a hearth/fireplace block inside the cottage. Doesn't break immersion, and what's a home without a warm fireplace? In order to "upgrade" the newly founded village into a Town (with much larger border and space for cottages), there must be some conditions met inside village limits: a) There must be a farm and maybe a grain mill There must be x number of cottages (ties in with c, below) c) A currency or resource* requirement *Elaborating on resource: Perhaps when a village is established it is given an arbitrary base "productivity" value. Every time a new building is added inside the village limits "productivity" value increases. e.g.: Base village productivity = 20, cottages add +10 productivity, a bloomery adds +5 (once), et cetera. The productivity value must be met in order to upgrade. (idea pilfered from many turn-based strategy games) Regarding theft and chest protection: How about something simple but effective; Different types of inventory systems. a) Resource Piles - Large inventory, can hold a lot of stones/logs/food but is unprotected from light fingers. Wooden Chests - Small inventory, locked by default but can be destroyed with metal weapons thereby dropping the contents. c) Strong Boxes - Tiny inventory, unbreakable and expensive to make requiring stronger metals like iron or steel; guarenteed protection for the owner. Also, I feel like denizens of the same town shouldn't be allowed to break eachothers wooden chests. Only members of rival villages should have that ability. Again, villagers should be responsible for the defence of their village (building fences, bridges, gates) That's all I can think of for now.
  9. I think it would be cool if the ambient temperatures/seasons affected a mobs abilities and properties. For example in the dead of winter a zombie would be completely silent and also move slowly, maybe a snare effect when hit by one. It would be scary to turn around face to face with a zombie you were not prepared to fight. In the summer, they could move more quickly and inflict poisonous bites. Of course these monsters would be rare, and maybe tough enough that you would need 2 people to kill one, or 1 well prepared person. At the same time I don't think there should be any sort of reward for fighting them. The only reward is to live on and keep fighting the good fight. This would stop them from being actively hunted, thus keeping the element of surprise and atmosphere intact. I also really like the idea of natural wildlife being the more likely cause of strife. Porcupines, snakes, maybe mountain lions. Sneaking could take a larger role when out gathering resources in order to avoid unwanted attention. This mod could be fleshed out extremely well and I can't wait to see what the future holds for TFC. Favorite Minecraft conversion mod hands down.
  10. I have also read the entire series thus far so I understand what you are trying to say and I kinda like it. I like the idea of having zombies more rare but ultimately much more powerful and hard to stop. Maybe even having the option to use tools or substances that are more effective at stopping them. If any sort of "magic" is introduced to this mod I feel it would best come into play through natural means (ie. alchemy/herbalism) rather than introducing a sort of energy/mana system. This would keep it in line with the natural, unforgiving and earthly overtones that this mod provides. Making the world feel more strange, supernatural and unpredictable in that respect would do wonders for the atmosphere of this mod.
  11. I'm out for a while

    Strange. Try a 3rd party driver perhaps. The guys over at http://www.tweakforce.com/ make some excellent optimized drivers. Go to Downloads > Xtreme-G AMD Mobility Drivers > XG Mobile AMD Drivers Windows 7-8, then download and install Xtreme-G 10.10m Win7 64bit
  12. I'm out for a while

    You could run 'dxdiag' in the start menu search bar, save the log to desktop and post the relevent graphics information here. It will tell us if you even have an AMD driver installed or if its using the default windows VGA driver. This could help rule out a hardware vs config issue
  13. Cannot craft sluice !

    If you're getting the item but no picture, update your TFC resources. If you're getting nothing at all and you're positive you're crafting it correctly try downloading a fresh minecraft.jar and do a fresh install of TFC.
  14. I'm out for a while

    1. Download and run Driver Sweeper to clean your old drivers out. 2. Restart the laptop. 3. Install the Legacy Catalyst 12.6 driver. 4. Minecraft.