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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 'challenge'.

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  1. Roanoke 6......Challenge Server. If you are up for something very different and very challenging consider joining us on the Roanoke 6 Challenge Server. Using a tweaked Build 77 of the most excellent TerraFirmaCraft mod our programmer has adapted many new features that add to the immersion of the best mod in Minecraft.....to name a few: 1. Travel faster on cobblestone roads. 2. Find ore veins that expand, contract, branch, and fade out suddenly....they also sometimes have a few blocks of other appropriate ores embedded in them. 3. Use the sluice to find clasts (small insignificant bits of ore) to locate valuable minerals and ores. 4. Find zones of abundant ores and minerals and other areas that have doodley-squat!....(hint; the further north you go, the more chance to strike it rich)..... 5. Propick too op?.....ours only reveals the presence of minerals, not the type.......very tricky..... 6.Tool durability and speed are both reduced so no more building tunnels to avoid the surface....what are we, Morlocks?.....(fortunately tnt can be bought at Spawn for a few paltry coins)...... 6. More believable tree growth.....it might take weeks of real time for trees to grow. 7. An in game server economy founded on a presumed external market......many things can be sold and the money used to buy land and helpful things....like better boats and airships!! 8. No more smacking grass to find plants.....each different plant grows in a very few places and finding them is tough, but worth it. 9. Gems can be used to enchant items but they no longer drop willy-nilly when you are mining or pop randomly from a sluice.....you have to find the sedimentary beds where they lie, so we hope your favorite song is "sluicing in the dirt for diamonds"...... 10. Kimberlite can be found in distinct pipes, and other sedimentary minerals can be found in stratified beds. 11. Even the grass is against you as it slows your movement!.....the only solution is to build some roads or railroads….maybe even buy an airship….. 12. Have you ever wondered how a chest actually works without any hinges?....wonder no more because we now require you to provide metal hardware for many of the recipes. You can find the clay mold in the crafting screen….now you have a use for all that copper. Consider this....the server has been online for over a year and we are still using iron tools......there is graphite and kaolinite out there but where?...... Enjin SIte:https://roanoke.enjin.com/ Dynamic Map:http://69.195.134.12:8123/# Look for the pack on Technic.
  2. Security vs. Adventure

    I know the subject of whether torches should go out is old hat and different ideas of protection have been talked to death but I've been thinking about the subject and I don't want to talk about a game mechanic so much as the desires behind the different inclinations. We all have different play styles, different desires, different ideas of what is fun and what is not. Because we're game nerds (if you're playing TFCraft you're a nerd, plain and simple... no need to be ashamed) we take our game time seriously and it can be difficult not to get dogmatic about how games should be played. Rather than say "I like to play TFCraft this way" we are more inclined to insist "this is the way TFCraft should be played and if you disagree, you're obviously not cut out for TFCraft, go play creative vanilla." I think that way. I disdain playing creative minecraft. I see it as lazy, cheap, and flat out cheating. I also see it as immensely boring. Where's the challenge? Why not go one better and pay someone to play for you? However, it isn't fair. Minecraft is a game, TFCraft is a game, if someone is having an absolute blast just flying around and spawning whatever they want to build with, what does that have to do with me? Good for them! Now, TFCraft is a more challenging version of minecraft than most other mods or modpacks. And among all the challenging modpacks I think TFCraft keeps the challenge level high the longest. It makes sense then that this mod would draw folks who enjoy challenge. And that might explain why many folks involved in the forum exchanges tend to push for more difficulty whenever any possible or actual change is being discussed. I like challenge or I wouldn't be playing TFCraft or writing on this forum but I like accomplishment as well. Perhaps that's a moot statement, who doesn't like accomplishment? Maybe I should phrase it like this; I like moving beyond challenges, conquering them. I suspect that every TFCrafter gets a thrill out of surviving the beginning of the game. The mobs are tough and you have nothing. Resources are hard won. You have to scratch and claw for every technological advance. Having said that, I like the sense of really having arrived once I have carved out a piece of safety, civilization, and abundance in TFCraft's untamed land. I think torch forests are ugly and I go to great lengths in my builds to eliminate them as much as possible while still making mob spawning impossible in my house and on land that I tame. However, I would rather see the torches than be constantly interrupted in my building and crafting by surprise visits. I'm not writing here to suggest that TFCraft or TFCraft 2 needs some kind of mechanic whereby a player can make land permanently safe (though I do really like that idea) I'm just trying to articulate the desire behind the torch forest crowd. If there was a way to make land civilized and settled, difficult or easy, I'd go that route rather than hinder the suspension of disbelief with torches everywhere. But there are some folks who seem to be on the other side of the fence. Please do not allow me to misrepresent you but it seems to me that you guys are driven by two motivations. One is simple believability. Torches can't burn forever, so torches shouldn't burn forever. Plain and simple. The consequences of that are what they are. The second is perhaps a desire for more difficult or challenging game play. You like the fact that you might have a creeper spawn in your living room while you're out. Tied to the second are what I'll call sub-motivations. Some folks like the idea of scratching and clawing so much that they don't want to move on from it. They don't want to move up the tech tree very much. And some folks like the grind, everything should be drawn out and take much longer to accomplish. "Can we need to eliminate physical and liquid waste?" "Can we need to bathe?" "Can we lose our teeth unless we floss?" I'm teasing a little bit. I hope I didn't misconstrue anyone's position. I think that there's a little bit of each position in all of us. It depends upon the issue. Anyone have any thoughts?
  3. Challenge vs. Annoyance

    In some of the posts and comments on this forum I've read it hinted or overtly stated repeatedly that TFCraft needs to be more challenging. This seems to me, a legitimate suggestion, in and of itself. However, the proposed ways that that suggestion could or should be accomplished are very often, in my view, more of a list of ways to simply drag out the game or make playing it more annoying. I don't have a quick fix or brilliant plan on how to achieve the challenge level so many of us desire. I'm merely calling attention to the fact that difficulty alone will not necessarily do the trick. While there should be challenge, there should also be accomplishment and victory over challenges. When we first start off we've got no equipment, no food, no shelter, no water, no fire... there's a lot of challenge to be had. But we can gather resources and eventually, with determination, skill, and luck, fix those problems. After we make a shelter, we have one... and we're safe in it. What I'm getting at is that dragging out old challenges or making them impossible to overcome will only make the game more tedious. Some folks seem to desire it to be impossible for you to make your home safe from hostile mobs, or establish some kind of farm where you are thriving and don't have to constantly worry about where you will acquire food. Others seem to think that it ought to take even longer to break through stone, even with a steel pick. Rather than dragging out these old (but essential) challenges, why not add new challenges? Some of this has been done... we didn't have thirst with vanilla minecraft... now we do. Others seem to be in the works, there is temperature change but we don't feel the effect on our Steve's body yet. I'm not sure what direction Bioxx and Dunk want to take TFCraft concerning tech trees but I don't think that simple wind power and water power would be out of line. We have a quern... why not a mill? Yes, I know that BTW did it first... who cares? You know who did it before BTW? Folks for hundreds of years in real life. Dungeons and Dragons had zombies... minecraft has zombies. Some ideas are just good. Why not take another page from Dwarf Fortress and employ lava power? Or use primitive mechanical power to pump water (actually I hear that is also in the works)?What about more mobs of different kinds? Not necessarily ones that will attack you but maybe ones that will try to steal your stuff (goblin thieves) or deeper rock layers with more precious minerals below... and terrible creatures? Anyhow, new challenges... that's what I suggest, rather than making old ones more annoying and insurmountable.
  4. Hard's Challenge Server! NO WHITELIST, NOW OPEN! IP:142.4.223.45:25565 IT'S A MOB APOCALYPSE, AND YOU CAN BECOME PART OF IT! Watch Out! They can smell your BLOOD! TFC Version: 76 Hotfix 18 Mods used: Links provided!!! Custom NPCs BiblioCraft Lantern Mod TerraBow.0.7 TerraMobs.0.2 Tradebooth.0.3 WoodworkingTFC Mod Smart Moving Leather Water Sac (Optional) CraftBook MODPACK: https://dl.dropboxusercontent.com/u/54416940/Mod%20Pack.zip This server features some custom recipes, until I can figure a way to present them in a more appealing fashion, this will be the temporary list: Wooden Shield: X=Empty P=Hardwood Planks L=Leather PPP PLP XPX Stone Shield: X=Empty C=Copper Ingot L=Leather CXC XLX XCX Iron Shield: X=Empty I=Wrought Iron Ingot L=Leather IXI XLX XIX Diamond Shield: X=Empty A=Blue/Red Steel Ingot L=Leather AXA XLX XAX ALL Gilded Shields: X=Empty G=Gold Ingot S=Shield of Choice GXG XSX XGX I used some of the Recipes from TT's server recipe list, THANK YOU! (Make sure to refer to the list on this post for variations from the original) CHANGES FROM THE TT's Recipes: Anvil= 1x Wrought Iron Anvil Glowstone dust= 1x Redstone + 1x Sulfur dust Only Copper, Wrought Iron, Bronze and Brass is used for Lantern Hooks Replaced torch with Wool Yarn in Lantern Flint and steel is interchangeable 2xMC gold= 2xTFC gold