Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • 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.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.
Namigamee

Staying in a place should increase difficulty, not decrease it.

15 posts in this topic

Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted.I've played TFC a couple times through, always with great pleasure, but I noticed that once you get to the higher level tiers of metal working the challenge of survival starts to disappear. I always really liked to start a new game cause of the frantic hunger and thirst breathing down your neck and dangerous enemies that are much more powerful than you. 

 

The fun aspect of the game (in my opinion of course) is the survival, not the grind to better tools just for the sake of better tools. To achieve more focus on survival, perhaps the mechanism that makes a spot safer the longer you stay there could be inverted, making it in fact more difficult to survive in the same spot the longer you stay there. 

 

That means more frequent and/or more powerful mob attacks over time. Mobs that can break certain blocks of lower tier materials such as walls and fences (forcing you to upgrade you defences as you work your way up the food chain). What could also be great is environmental hazards like floods, droughts, hurricanes, tornado's (this would force you to build moats or sewage systems, upgrade your roof from thatch to more resistant materials, as well as providing threats to your crops that force you to build irrigation systems or drainage. 

 

Or, if all heck breaks loose and you cannot stand another wave of mobs combined with hurricanes while facing food shortages and water trouble, it would force you to move on to greener pastures, leaving behind an ugly ruin filled with higher tier treasures. Fill up the saddlebags and escape. To build your new home as fast as possible you'd have to go back into the ruin (maybe a sneak function could be cool) and recover your precious techs.

 

 

2

Share this post


Link to post
Share on other sites

I like some of your ideas, they go par with my post Here: http://terrafirmacraft.com/f/topic/8616-mob-destroying-blocks/

Although, maybe you going a little to far, making it so the weather starts to target the player just because he has stayed too long in the same neighborhood is a stretch.

If we ever have inclement weather it should be totally random with equal chances for all players. Remember tfc is aimed to multiplayer.

0

Share this post


Link to post
Share on other sites

You're right about inclement weather, it shouldn't target a player. But it could become more frequent or more severe over time, maybe. That would require experimenting.

 

I've read your thread on mobs destroying blocks and there are some cool ideas there. The idea of multiple islands could be something as well. I guess it all comes down to the same idea, that is to increase environmental challenges as players progress. That means higher civilisations get more challenges and more problems to deal with. I like what I see about poisoned water sources, fire mobs, climbing or block breaking mobs, mobs attacking farms and animals etc. I think the developers need to figure out the direction they want to go. Right now things have reached a very playable game that is a lot of fun the first three to six hours, but after that is becomes very grindy. For the survival to be a prominent factor also at higher level tiers there will have to be more challenges and more threats. Right now the only real threat is dying. And if you play without permadeath then even death isn't that much of a setback.

0

Share this post


Link to post
Share on other sites

Mob properties. Special AI. Localised weather and storms - Weather 2. You can do most of that yourself. TFC is considered in maintenance phase. Bug and tweaks, possibly little feature, but definitely no major changes. Dev time is focused on tfc2, which is a completely different mod.

0

Share this post


Link to post
Share on other sites

I feel like difficulty decreasing in a chunk the longer you stay in it encourages you to settle down and stop being a nomadic person.  Once you find a good spot with metal and decent soil for farming, you'll want to set up a homestead and, well, make yourself at home.

1

Share this post


Link to post
Share on other sites

I'm with Ancaladar on this one.IRL, when colonists settled an area the "baddies" don't get "badder".

0

Share this post


Link to post
Share on other sites

Well, in Indonesia, we fought back. Harder. And used the war spoils if necessary(which is always). It is just the matter of whether the colonist fight harder or not to take claim of the land.

0

Share this post


Link to post
Share on other sites

I for once do not like the protection mechanism. The mob protection works in such a way that it will prevent mob spawning just because you have stayed long in the same place. 

I would prefer a system where mobs would not spawn over player placed blocks. This way you actually would have to build something in order to avoid mob spawning, they would still be able to invade your settlement unless you build fences and walls.

0

Share this post


Link to post
Share on other sites

I don't think that the existing spawn protection really works on servers.

 

e.g.  I log in on a Saturday and Sundat for several hours each time and the protection is full 

On Monday and Tuesday, I can't get on line because I'm off on a business trip

On Wednesday I come back and despite the fact that the chunks I operatr in haven't been loaded, my protectin is back at zero...

0

Share this post


Link to post
Share on other sites

I don't think that the existing spawn protection really works on servers.

 

e.g.  I log in on a Saturday and Sundat for several hours each time and the protection is full 

On Monday and Tuesday, I can't get on line because I'm off on a business trip

On Wednesday I come back and despite the fact that the chunks I operatr in haven't been loaded, my protectin is back at zero...

 

Break and replace the protection meter. If it's still not lit up when you put it back down, then your chunks were loaded during that time. Note that if you built your base near spawn, those chunks are always loaded.

0

Share this post


Link to post
Share on other sites

well like bunsan said, you can at least disable that protection in the config file!

Edited by landryx
0

Share this post


Link to post
Share on other sites

Break and replace the protection meter. If it's still not lit up when you put it back down, then your chunks were loaded during that time. Note that if you built your base near spawn, those chunks are always loaded.

Please define "near spawn"?

0

Share this post


Link to post
Share on other sites

http://minecraft.gamepedia.com/Spawn_chunk

 

"The spawn chunks usually consist of an area of 16×16 chunks centered as close as possible to the world spawn point."

 

So wherever it is that you spawn when you first join the game, or when you die and don't have a bed to spawn at, that's the world spawn point. You have to walk at least 128 blocks in one direction (NSWE) before you are no longer considered "near spawn."

0

Share this post


Link to post
Share on other sites

Thanks - I'm sure I'm further than only 128 blocks away :)Will have to break the prot meter and replace it ...

0

Share this post


Link to post
Share on other sites