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    • Dries007

      Server Move   09/13/2018

      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.
    • 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.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.

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

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Found 2 results

  1. Player Protection

    I want to set up a terrafirmacraft server. During the construction, I cannot find the plugins used to protect players from hurt. Do you have any suggestions to protect players from damage?
  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?