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  1. #31
    I guess I"m pretty late to this thread, but i thought I might add to it since my experience is a bit different I think. Having settled at 7k on HC, I never had freezes, so I never did any food prep, nor did I have any kind of freezer. I never even found salt. So I was never doing food prep before. I always carried 4-5 vessels on me for food. two vessels were stocked with 8 sandwiches. The rest were for ingredients. I ALWAYS carried these on me. Never stored them anywhere. And I had absolutely 0 problems with decay. I'd trim the food when I got it out to make new sandwiches - it was never more than 1% decayed except fruit sometimes, and that was it. I could go on very long mining expeditions like this just fine. It would last many days, across multiple logins.

    I thought there was a function that was for SMP play, that said something like 'if player logs in and has not logged in for 8+rl hours, do not apply decay to food in their inventory. So I always spaced my play times 8+ hours apart irl. I thought this was in part what was saving my food so long. This was true while i was moving my base to spawn, which was about 10 trips over many irl days, and some of those times I logged off at spawn. Not a problem. Still had the food when I logged back in.

    But that no longer works. Now my food is always 100% gone when logging back in, even grains, which were basically immortal before. So something has definitely changed, and I'd say drastically. I went from having fractions of a percent of decay on my inventory vesseled unpreserved food when logging back in, to having everything gone, almost every time. I think one time I had two stacks of grain that had decayed about 50% but not disappeared yet. Has anyone looked into whether that function to not apply decay if logged of for X rl hours is still working? Or was it ever a thing, did I just imagine it?

    I always thought the sky freezer thing was pretty cheesy. But, this is definitely rocking the boat a lot. We make it work where crops are immortal, but I wonder how it is in the areas where it freezes at ground level, but doesn't stay perpetually frozen in a sky freezer. I suspect a zone like that exists from maybe 8-10k or so.

    Now I'm not having a problem currently, as long as I'm logged in. I do the same food strategy, and trim it every time I take it out to make new sandwiches. I think the fruit gets up to 3% or so. But even with immortal crops, it makes long mining trips where I'll probably have to log out problematic. I've been planning that if I did that I was going to take seeds and plants some crops nearby the mine, so they would be there when I logged back in. But on the new server, wandering around to find a new base is going to be rough, if it takes many irl days.

  2. #32
    Quote Originally Posted by Jiro_89 View Post
    I can absolutely say for certain that the current default decay has been in place for nearly a year and a half now. People take advantage of the preservation techniques that you mentioned along with moving to a colder climate far from the equator (z=0) and increasing altitude. The drop in temperature greatly increases the longevity of food and if a player takes advantage of all these preservation techniques you can experience a very low decay rate.
    Quote Originally Posted by TheForestHermit View Post
    I'm not convinced you are correct Jiro. The recent 'fix' to the truncated initial decay code seems to have made a pretty big difference.
    Even with the cauldron rollback the food decay is quite abit more obnoxious than it was before the update last week.
    I have setup a fridge and tested the decay rate over 24 real life hours.

    0 hours
    Spoiler!


    12 hours
    Spoiler!


    24 hours
    Spoiler!


    There you have it. Zero decay. Fridges can easily be made on both servers and if people from HC start complaining they can't do a fridge because it's too far away from the tropics, well guess what, you guys chose to play HC with no teleports. Nobody said HC was going to be easy. It was specifically made to be more difficult. If dealing with the food is too much, switch to regular where maintaining food is a piece of cake.

  3. #33
    I'm glad that the original problem of the decay rate itself has been looked into and dealt with, but it's uncovered a whole new problem that may have been with us since before decay rates even returned to functioning as the developers intended. When I came back from a long break and the server was running 79.26, it was clear to me that food decay wasn't really working, as even after a whole summer any food I had stored on my person or in chests had not decayed past its initial decay tick of 0.0% to 0.4% maximum no matter how long I had it.

    TFC is supposed to protect us SMP players from having our food decay while we are logged out, but now that it's working as intended it's easy to see that no matter how long a player is logged out their food decays on logging in whether it's been 8 hours or 80+ hours. It very may well have been this way in 79.26 too, but having functioning decay and no SMP protection gives Hardcore players in particular great difficulty. Us regular players can simply log out and in from a freezer outpost and wait out all the catch-up decay that shouldn't be happening there, they don't get that option. If there's no way to restore SMP decay protections, it may be the better option for the server to manually disable food decay entirely to restore its 79.26 behavior even if it makes things much too easy overall.

  4. #34
    I have been keeping up with this thread quite regularly and have noticed quite a trend emerging. Each response that I would consider "complaining" is from an individual. There is no team of players or town asking for a change.

    The point: this is a multiplayer server. The way this functions is by people working together to survive in the harsh conditions of TFC. Teams of people that play this mod together will thrive and individuals will barely survive. That is the reason why there is a choice to play single player (like I prefer) or together on a 24 hr server with default configuration intended by the mod creators.

    The choice is yours. I recommend that you make new friends the same way I did when I founded this community. Play together and have fun.

  5. #35
    V.I.P.
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    In the Forests near Seattle WA, US.
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    Wow really? Complaining?
    How about when you play over 6 hours or so, and you hear endless comments over a single topic
    It's a concern. You hear it mentioned a great deal, even if most won't feel confident enough to post about it.
    It's a more than a little bit off-putting and frankly disrespectful to say it's baseless complaint when you don't actually spend much time playing in survival mode.

    Also perhaps this is related. perhaps this is unrelated. But for weeks there has been a steady, happy and growing number of players buzzing about getting ready for the move. Now? I pull up the maps a few times a day to see whose on to chat and play with. Nothing 0/20 on HC. Only a single player or no players on Regular.

    I would put forth at this point that gaming is supposed to be about fun. If community members say something feels less fun and more frustrating. Maybe spend less time proving how things are working exactly as intended and accept the fact that there is a possible negative impact on the community and the 'fun factor' at large.

    Thanks. I'll stop complaining on this thread now.
    Last edited by TheForestHermit; 1st February 2016 at 02:29.

  6. #36
    Quote Originally Posted by TheForestHermit View Post
    It's a more than a little bit off-putting and frankly disrespectful to say it's baseless complaint when you don't actually spend much time playing in survival mode.
    It was not my intention to offend with my previous comment. I do agree that there is a definite change in gameplay and that it may be having a negative impact on our individuals. Nevertheless, the point I am making remains valid. I have provided solutions to many issues brought up in this thread and they have been confirmed by fellow players, admins, and raw code.

    If players decide that they do not wish to partake in the various solutions, that is their own decision. I do not control the whim or direction of this community and merely provide solutions to issues. Such is my place and duty as founder. If the community decides to implement a change, I will support this and make the changes for the enjoyment of the whole.

  7. #37
    V.I.P.
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    Thank you DoM. I apologize if I was rather touchy. In hindsight I over-reacted and I'm sorry.

    Honestly really enjoy the community, and the administration as a whole and I want to see it do well, as well as have a place to squander many happy hours playing digital legos in the future. If I come off whiny or critical I apologize for that too. It's not honestly my intention.

  8. #38
    I think all has been said that needed to be said about this topic. Let me summarize:
    • TFC food decay is working as intended by the TFC devs.
    • TFC food decay makes TFC on a server harder. And even extra hard without teleports.
    • The HardCore server is meant to be really difficult. Most HardCore applicants mention in their application they want this.
    • TFC food decay is manageable with freezers.
    • TFC food decay on HardCore means you need to work together if you want to do anything other than making food all the time.


    This discussion, and other discussions about server matters, has caused quite a bit of stress on our staff. Regardless if people are right or wrong. It just does. Please keep this in mind when talking to staff members on the forums or on the server.

    We have been running Minecraft servers for over 4 years now. Every time we change something, intended or due to a bug(being fixed) people have responded to that change. Either by discussing, arguing, complaining, enjoying, leaving, etc. It's a thing of life. For me the conclusion is simple: We will run the servers the way we enjoy running them. This means we will make changes to the servers as we see fit.

    This may sound harsh or unfriendly. But keep in mind that we are running the largest non-whitelisted public TFC servers in the world and have done so successfully for almost 2 years. Which is quite a feat considering the TFC devs have made server administration extremely difficult.

    The reason I'm posting this is simple: I don't want our staff stressed out over a non-issue. The game is working as intended. We are running a close-to-TFC experience server. If people don't like that, there are other TFC servers to choose from. TFC regular has teleports, and there are other non-HappyDiggers servers that have different visions about how they like to run their servers.

    This does not mean we don't value input.We do. It means we will not change anything regarding this, what I consider, a non-issue.

  9. #39
    I realize upgrade-related problems and player discontent is stressful for admins but I must reiterate once more as it has gone ignored. There is no question that the decay rate is working as intended. But there is something that is broken and not working as the developers intended on this server for whatever reason, and that is the inventory decay protection for logged-out players. I have seen it many times that my own food and the food of others decays into dust when logging in after long, 8+ hour times of being logged off. The intended behavior of the developers is that in SMP, food in your inventory will not decay while you are logged off for long periods. I also distinctly recall this feature working as intended when I played on this server when it ran 79.15.

  10. #40
    The TFC devs intend to run TFC on Forge servers only. They actively refuse to consider bugs in their code if it's run on Cauldron or while using Optifine.

    I haven't tested the problem you describe so I'm not sure what's going on. It could be one of the following:
    • A bug in TFC.
    • A bug in KCauldron.


    What needs to be done is the following:
    • Test what happens on a local KCauldron server with no other mods and/or plugins to verify the behaviour.
    • Test what happens on a local Forge-only server with no other mods and/or plugins to verify the behaviour.


    If the problem does occur on the KCauldron server, but not the Forge server then post a bug report on the KCauldron issue tracker: https://gitlab.prok.pw/KCauldron/KCauldron/issues

    If the problems occurs on both the Forge AND the KCauldron server, post an issue on the TFC forum: http://terrafirmacraft.com/f/forum/11-support/
    But whatever you do, DO NOT MENTION that you tried this on an KCauldron server.

    I don't have time to do this myself. So if anyone wants to help out here please do. It'll help a lot of players.

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