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    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

Search the Community: Showing results for tags 'ai'.

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Found 2 results

  1. Improved PVE

    I have played TFC for a long time and the mod in itself is great in the progression aspect. I just find it lacking in pve encounters. Yes the mobs are harder, but nothing that cant be overcome by skill and even a stone tool. Once you are in iron/steel age its just way too easy. There are two ways to solve this. We need a reason to fight these monsters and go out at night. These could be better drops or more combat related skills ( not sure if skills are still a thing in TFC2 ) The monsters need to endanger our lives, now this might seem harsh but hear me out, what if every new moon/full moon the protection you get around your base is gone and monsters come to kill you. They could have improved AI so they target torches and active structures around the player like Forge, Bloomery, Blast furnace. This way you have to defend your base or run away on these nights which hinders your progression, also gives a reason to build walls and not just have everything next to your small house. The amount/quality of monsters could depend on your progress in the ages and your experience, someone in stone/bronze will only attract zombies/skeletons while someone in steel age gets spider jokeys/armored zombies. Now I know that the second one might be better suited for a mod and that way it could include some configs that can add more enemys from other mods and even new targets that the mobs are drawn to. But the first one would not be hard to implement. Like 0,1% chance that a monster drops some seeds which might not naturaly grow on your island.
  2. Fences and animal AI

    My chickens are all bunching up trying to get thru the fence...are these considered transtarent blocks? once they go in the fence block i think they get confuzed...and pretty much stay there forever if i dont lead them out.. happened with a chiseledwall too