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AlloftheSquids

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Everything posted by AlloftheSquids

  1. Meteors

    Okay, bear with me, this is not a suggestion for making meteors hit the countryside, but it would be a suggestion for pockets of some rarer metals to be found in formations that are similar to real-world strewn fields for meteor impacts. Given your typical meteor impact, atypical metals such as tungsten and iridium, as well as good amounts of iron could be strewn at the top of the top-most rock strata or even within the dirt, though at a very low rate. Such areas would form in clusters along a path of impact, and perhaps at the middle of impact for the largest chunk of these metals could be a divet in the terrain generation, ranging from severe to slight, from many tens of blocks wide to only a dozen or so. The space metals you can take or leave, seeing as TFC has a good deal of metals that don't get used often, but in terms of iron deposits within that first strata you dig into, it could make for a neat potential pattern, a more spread out sort of chunky distribution than your typical vein. As for terrain generation, craters can look really sweet in the long run, and even if they are so slight that you might never figure out that you are standing in a crater for the longest time, if you've ever stood at an impact crater in the real-world you can probably attest to the feeling of context that it gives you... that the ground you stand on is not the only ground out there, that once the ground beneath your feet was made up of swirling chunks of debris and dust in space that got cobbled together over time. Terrafirmacraft contains some of the coolest cave generation you can find in any minecraft mod there is, the different types of rocks, trees, and grass make the world gorgeous, and it would be pretty cool to come across some rarer geological features, especially ones that serve an in-game purpose as being a potential source for one of the more oft-used metals and potentially for some rarer ones, and nearer to the surface at that. I realize this idea is a little out there, but it struck me as something that would be just plain neat at the end of the day.
  2. Redstone placeholders

    It would be quite nice to be able to have buttons and redstone repeaters available for those of us who still like making compact redstone creations in TFCraft. Mind you, a lever or heavy use of inverters can be used as a workaround, but here are a few thoughts. The rocks on the ground are almost the same exact dimension as a vanilla stone button. If a recipe could be added in where a loose rock of any type plus one redstone yields a stone button, it would be very straightforward and at least a temporary fix... though perhaps one would have to add in 23 recipes, as it would be all values of block 16971 (16971 through 16971:22). If you wanted, you could make the recipe require a chisel in the crafting box, but still, it could work to the same effect with a little bit of durability damage to the chisel. Redstone repeaters I would suggest enabling the recipe with oak planks instead of the smooth stone, but honestly for folks wanting to use repeaters I don't think we'll mind if the crafting components don't exactly match the texture of the object. This would just be for a placeholder, honestly. I realize this is somewhat a minor thing and it may have been brought up before, but it would be nice to throw in these recipes in an update for us redstone engineers. EDIT: On another note, the code for dispensers now allows them to dispense a source block from a vanilla bucket holding water or lava. It would be wonderful if the same support were added to the blue steel and red steel buckets.
  3. bee hives (for food and crop polination)

    Just gonna leave this here... ... and yes, bees, mead, honey, wax, and pollination in agriculture are all ideas I can stand behind.
  4. Oil! [not petroleum]

    I am generally in favor of nonpolar hydrocarbons being implemented.
  5. Metal blocks

    Personally I would lean towards the recipe of six metal sheets with a wooden planks block
  6. Sonic Ether compatibility

    Crashes on my system, but renders well right before the crash. I get pretty TFCraft for about three seconds. --- BEGIN ERROR REPORT c2ed5652 -------- Generated 9/28/12 5:59 AM - Minecraft Version: 1.3.2 - Operating System: Windows 7 (amd64) version 6.1 - Java Version: 1.7.0-ea, Oracle Corporation - Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation - Memory: 323796728 bytes (308 MB) / 633602048 bytes (604 MB) up to 954466304 bytes (910 MB) - JVM Flags: 2 total; -Xms512m -Xmx1024m - FML: FML v3.1.22.382 Minecraft Forge 4.1.4.282 Optifine OptiFine_1.3.2_HD_U_B3 7 mods loaded, 7 mods active FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_SmartMoving [mod_SmartMoving] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available TerraFirmaCraft [TerraFirmaCraft] (TFCraft-Universal-Core-B2-Build52e.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available - LWJGL: 2.4.2 - OpenGL: GeForce 9800 GT/PCI/SSE2 GL version 3.3.0, NVIDIA Corporation - Is Modded: Definitely; 'forge,fml' - Type: Client - Texture Pack: Default - Profiler Position: N/A (disabled) - World MpServer Entities: 49 total; [atg['Celeritus'/229, l='MpServer', x=-80.35, y=137.62, z=-8416.72], nx['Skeleton'/287, l='MpServer', x=-73.47, y=77.00, z=-8406.69], nx['Skeleton'/286, l='MpServer', x=-72.28, y=75.00, z=-8398.69], no['Creeper'/285, l='MpServer', x=-74.50, y=74.00, z=-8398.50], nz['Spider'/313, l='MpServer', x=-52.09, y=73.00, z=-8405.84], nx['Skeleton'/315, l='MpServer', x=-51.72, y=70.00, z=-8403.47], nx['Skeleton'/314, l='MpServer', x=-56.50, y=68.80, z=-8408.35], nx['Skeleton'/317, l='MpServer', x=-51.31, y=73.00, z=-8409.31], nx['Skeleton'/316, l='MpServer', x=-51.50, y=73.00, z=-8414.50], nz['Spider'/319, l='MpServer', x=-55.44, y=74.00, z=-8416.00], nz['Spider'/318, l='MpServer', x=-51.22, y=74.00, z=-8411.59], nz['Spider'/288, l='MpServer', x=-68.81, y=70.00, z=-8387.72], no['Creeper'/289, l='MpServer', x=-75.47, y=73.00, z=-8396.09], nx['Skeleton'/290, l='MpServer', x=-67.38, y=83.00, z=-8396.34], nx['Skeleton'/326, l='MpServer', x=-52.50, y=70.00, z=-8396.06], no['Creeper'/327, l='MpServer', x=-51.41, y=77.00, z=-8389.56], nx['Skeleton'/324, l='MpServer', x=-52.50, y=70.00, z=-8395.17], oa['Zombie'/325, l='MpServer', x=-62.50, y=71.00, z=-8395.50], np['Enderman'/322, l='MpServer', x=-61.03, y=82.00, z=-8409.31], no['Creeper'/323, l='MpServer', x=-56.50, y=69.00, z=-8393.50], np['Enderman'/320, l='MpServer', x=-62.53, y=81.00, z=-8400.34], no['Creeper'/321, l='MpServer', x=-60.50, y=82.00, z=-8407.03], no['Creeper'/330, l='MpServer', x=-59.50, y=80.00, z=-8392.00], oa['Zombie'/328, l='MpServer', x=-63.50, y=83.00, z=-8396.50], oa['Zombie'/329, l='MpServer', x=-55.78, y=81.00, z=-8387.50], EntitySquidTFC['entity.squid.name'/261, l='MpServer', x=-145.59, y=137.81, z=-8346.84], no['Creeper'/339, l='MpServer', x=-45.00, y=70.00, z=-8407.50], EntitySquidTFC['entity.squid.name'/254, l='MpServer', x=-156.97, y=131.94, z=-8348.06], EntitySquidTFC['entity.squid.name'/269, l='MpServer', x=-108.16, y=139.22, z=-8531.47], EntitySquidTFC['entity.squid.name'/258, l='MpServer', x=-129.34, y=140.19, z=-8358.13], EntitySquidTFC['entity.squid.name'/239, l='MpServer', x=-191.38, y=142.34, z=-8439.06], EntitySquidTFC['entity.squid.name'/253, l='MpServer', x=-154.66, y=132.19, z=-8341.66], EntitySquidTFC['entity.squid.name'/246, l='MpServer', x=-178.53, y=132.16, z=-8365.09], EntitySquidTFC['entity.squid.name'/245, l='MpServer', x=-186.38, y=136.22, z=-8365.44], EntitySquidTFC['entity.squid.name'/252, l='MpServer', x=-159.19, y=134.41, z=-8338.06], EntitySquidTFC['entity.squid.name'/244, l='MpServer', x=-187.50, y=133.69, z=-8413.25], EntitySquidTFC['entity.squid.name'/268, l='MpServer', x=-101.59, y=139.31, z=-8534.13], EntitySquidTFC['entity.squid.name'/262, l='MpServer', x=-132.03, y=138.84, z=-8347.22], EntitySquidTFC['entity.squid.name'/270, l='MpServer', x=-96.78, y=137.38, z=-8517.50], EntitySquidTFC['entity.squid.name'/243, l='MpServer', x=-192.50, y=133.00, z=-8408.75], nz['Spider'/275, l='MpServer', x=-108.00, y=105.00, z=-8344.72], EntitySquidTFC['entity.squid.name'/233, l='MpServer', x=-200.19, y=137.25, z=-8411.31], EntitySquidTFC['entity.squid.name'/251, l='MpServer', x=-172.47, y=131.13, z=-8364.97], EntitySquidTFC['entity.squid.name'/260, l='MpServer', x=-133.09, y=138.13, z=-8351.22], EntitySquidTFC['entity.squid.name'/250, l='MpServer', x=-165.38, y=139.34, z=-8375.22], EntitySquidTFC['entity.squid.name'/240, l='MpServer', x=-180.75, y=142.38, z=-8429.03], EntitySquidTFC['entity.squid.name'/234, l='MpServer', x=-204.56, y=135.38, z=-8414.25], EntityCowTFC['entity.cow.name'/356, l='MpServer', x=55.30, y=150.00, z=-8467.77], no['Creeper'/345, l='MpServer', x=-51.99, y=59.00, z=-8347.50]] - World MpServer Players: 1 total; [atg['Celeritus'/229, l='MpServer', x=-80.35, y=137.62, z=-8416.72]] - World MpServer Chunk Stats: MultiplayerChunkCache: 441 - Forced Entities: 49 total; [nz['Spider'/275, l='MpServer', x=-108.00, y=105.00, z=-8344.72], nx['Skeleton'/287, l='MpServer', x=-73.47, y=77.00, z=-8406.69], nx['Skeleton'/286, l='MpServer', x=-72.28, y=75.00, z=-8398.69], no['Creeper'/285, l='MpServer', x=-74.50, y=74.00, z=-8398.50], EntitySquidTFC['entity.squid.name'/258, l='MpServer', x=-129.34, y=140.19, z=-8358.13], EntitySquidTFC['entity.squid.name'/262, l='MpServer', x=-132.03, y=138.84, z=-8347.22], EntitySquidTFC['entity.squid.name'/260, l='MpServer', x=-133.09, y=138.13, z=-8351.22], EntitySquidTFC['entity.squid.name'/261, l='MpServer', x=-145.59, y=137.81, z=-8346.84], EntitySquidTFC['entity.squid.name'/270, l='MpServer', x=-96.78, y=137.38, z=-8517.50], EntitySquidTFC['entity.squid.name'/268, l='MpServer', x=-101.59, y=139.31, z=-8534.13], EntitySquidTFC['entity.squid.name'/269, l='MpServer', x=-108.16, y=139.22, z=-8531.47], nz['Spider'/313, l='MpServer', x=-52.09, y=73.00, z=-8405.84], nx['Skeleton'/315, l='MpServer', x=-51.72, y=70.00, z=-8403.47], nx['Skeleton'/314, l='MpServer', x=-56.50, y=68.80, z=-8408.35], nx['Skeleton'/317, l='MpServer', x=-51.31, y=73.00, z=-8409.31], nx['Skeleton'/316, l='MpServer', x=-51.50, y=73.00, z=-8414.50], nz['Spider'/319, l='MpServer', x=-55.44, y=74.00, z=-8416.00], nz['Spider'/318, l='MpServer', x=-51.22, y=74.00, z=-8411.59], nz['Spider'/288, l='MpServer', x=-68.81, y=70.00, z=-8387.72], no['Creeper'/289, l='MpServer', x=-75.47, y=73.00, z=-8396.09], nx['Skeleton'/290, l='MpServer', x=-67.38, y=83.00, z=-8396.34], no['Creeper'/339, l='MpServer', x=-45.00, y=70.00, z=-8407.50], no['Creeper'/345, l='MpServer', x=-51.99, y=59.00, z=-8347.50], nx['Skeleton'/326, l='MpServer', x=-52.50, y=70.00, z=-8396.06], no['Creeper'/327, l='MpServer', x=-51.41, y=77.00, z=-8389.56], nx['Skeleton'/324, l='MpServer', x=-52.50, y=70.00, z=-8395.17], oa['Zombie'/325, l='MpServer', x=-62.50, y=71.00, z=-8395.50], np['Enderman'/322, l='MpServer', x=-61.03, y=82.00, z=-8409.31], no['Creeper'/323, l='MpServer', x=-56.50, y=69.00, z=-8393.50], np['Enderman'/320, l='MpServer', x=-62.53, y=81.00, z=-8400.34], no['Creeper'/321, l='MpServer', x=-60.50, y=82.00, z=-8407.03], no['Creeper'/330, l='MpServer', x=-59.50, y=80.00, z=-8392.00], oa['Zombie'/328, l='MpServer', x=-63.50, y=83.00, z=-8396.50], oa['Zombie'/329, l='MpServer', x=-55.78, y=81.00, z=-8387.50], EntitySquidTFC['entity.squid.name'/239, l='MpServer', x=-191.38, y=142.34, z=-8439.06], EntitySquidTFC['entity.squid.name'/234, l='MpServer', x=-204.56, y=135.38, z=-8414.25], EntitySquidTFC['entity.squid.name'/233, l='MpServer', x=-200.19, y=137.25, z=-8411.31], atg['Celeritus'/229, l='MpServer', x=-80.35, y=137.62, z=-8416.72], EntitySquidTFC['entity.squid.name'/254, l='MpServer', x=-156.97, y=131.94, z=-8348.06], EntityCowTFC['entity.cow.name'/356, l='MpServer', x=55.30, y=150.00, z=-8467.77], EntitySquidTFC['entity.squid.name'/252, l='MpServer', x=-159.19, y=134.41, z=-8338.06], EntitySquidTFC['entity.squid.name'/253, l='MpServer', x=-154.66, y=132.19, z=-8341.66], EntitySquidTFC['entity.squid.name'/250, l='MpServer', x=-165.38, y=139.34, z=-8375.22], EntitySquidTFC['entity.squid.name'/251, l='MpServer', x=-172.47, y=131.13, z=-8364.97], EntitySquidTFC['entity.squid.name'/246, l='MpServer', x=-178.53, y=132.16, z=-8365.09], EntitySquidTFC['entity.squid.name'/244, l='MpServer', x=-187.50, y=133.69, z=-8413.25], EntitySquidTFC['entity.squid.name'/245, l='MpServer', x=-186.38, y=136.22, z=-8365.44], EntitySquidTFC['entity.squid.name'/243, l='MpServer', x=-192.50, y=133.00, z=-8408.75], EntitySquidTFC['entity.squid.name'/240, l='MpServer', x=-180.75, y=142.38, z=-8429.03]] - Retry Entities: 0 total; [] java.nio.BufferOverflowException at java.nio.Buffer.nextPutIndex(Unknown Source) at java.nio.DirectByteBuffer.putShort(Unknown Source) at ave.a(Tessellator.java) at ave.a(Tessellator.java:694) at avg.c(RenderBlocks.java:6573) at avg.a(RenderBlocks.java:4674) at avg.q(RenderBlocks.java:4303) at avg.b(RenderBlocks.java:396) at aus.a(WorldRenderer.java:282) at avb.a(RenderGlobal.java:1585) at auw.a(EntityRenderer.java:1293) at Shaders.beginRender(Shaders.java:249) at auw.a(EntityRenderer.java) at auw.b(EntityRenderer.java:1043) at net.minecraft.client.Minecraft.J(Minecraft.java:880) at net.minecraft.client.Minecraft.run(Minecraft.java:773) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 7b7da15 ---------- Thinking it may be to do with my nvidia card
  7. The TFC Wiki and Minerals/Ores

    Cryolite in Slate Version 52e, Single Player
  8. Bricks and Cements, Pulverizing rocks

    Browsing through I didn't see any that were on this vein but then again I may be blind, so please forgive me if I missed something. Bricks for building would be nice to have in TFC, outside of the stone bricks, seeing as they represent a large portion of building materials used throughout history by humanity and such. Mud bricks would consist of some sort of plant matter and dirt in combination with one another. Plant matter could include kindling, or strips of wood produced by taking a knife to a plank and essentially whittling off shreds (such a substance could prove useful as paper does in helping to start fires more easily) or perhaps even a scrap product of grain when it is crafted with a knife to produce refined grain. Mud bricks would not need to be strong but could represent an in-between building material for those who don't wish to build a flammable house and do not have access to stone outside of loose cobble. Clay bricks would be the next set up, created by a 2x3 rectangle of clay in a crafting table, and would need to be baked in a forge or a campfire, and then crafted together with mortar to create the classic brick-and-mortar style block present in vanilla minecraft. Ancient mortars made of clay and dirt (or alternatively clay and sand) mixed with water could make for a loose mortar, not particularly sturdy, and requiring light to dry (one would have to build layer by layer and wait for their build to dry), while more advanced mortars made of combinations of lime, sand, and clay would make for sturdier and faster-drying construction. Lime could be obtained by crafting loose Limestone with a hammer, pulverizing it to lime dust, a mechanic that could be used with other rock types to produce various rock dusts that could be potentially incorporated into bricks and mortars to produce different properties and appearances. EDIT: I realize we already have lime, it's just called Flux, and made exactly in this manner. If Ash were incorporated into the game, it could not only be used as fertilizer potentially in the agricultural side of things to enrich soil but as well to produce types of cement that are able to set underwater, such as Pozzolanic mortar, which would differ from other lime-based mortars by the addition of ash in the recipe. As for an ash recipe, I would burning wood in open air and having it create a partial block in the same way that charcoal is created, just with a lighter texture for the ash block. Terra cotta would make for an interesting building material as well, incoporating clay and pulverized rocks together in a ceramic that could produce tile blocks for roofing, a material for storage pots and even cooking devices. The possibilities with ceramics and cements are very wide and can draw from many actual traditions used the world-over to create structures that resemble something a bit more realistic. These are just some basic suggestions, and even if ceramics do not become a major part of building in TFC, mechanics like pulverizing rocks to produce substances like lime or basalt sands could prove useful in agricultural pursuits. Maize was not viable as a food source unless soaked in water with lime (not the fruit, crushed limestone, or Calcium oxide) as otherwise many of its nutrients were locked away behind cell walls that humans cannot digest. Since the stones themselves are present in this game, it would be nifty to have a real use for them aside from just the building aspect. Food for thought.
  9. Bricks and Cements, Pulverizing rocks

    More of a silly thought.
  10. Meteors

    As I said the idea was a bit out there, more of an easter egg for land generation. I did enjoy the back-and-forth, though, so cheers.
  11. Bricks and Cements, Pulverizing rocks

    Sweet zombies! Awesome. I wonder if cements will make it in as well for making blast-resistant structures. Would be interesting if eventually you could get to making Rebar from ingots and had to place it first before pouring... but that's speculation, and I don't know how interested they would be in putting in said mechanic.
  12. Hidden Fun Stuff

    Or you could throw in the classical mimic... I like the idea of the stalagcrabs being passive, personally, immune to falling damage, If you are going to have something called a mimic I would expect something like a mob disguised as a chest that would use some sort of pattern-finding method of spoofing itself as a chest in places where there are chests placed by users in low traffic mines. Then you try to open it up and it goes berserk and starts trying to eat you and such.
  13. Hidden Fun Stuff

    Ents or Dryads as well might be a fun thing at that... occasionally a tree that fights back as you're pruning it for sticks.
  14. Grass

    Amidst the weeds could be thistles... we could get delicious artichokes this way.
  15. Hidden Fun Stuff

    Imagine someone doing a let's play and using the stalagmites and stalagtites as landmarks... only to find them moved. If this sort of thing gets implemented, hopefully the folks doing LPs won't read this topic right away and we can see their confusion first-hand before.
  16. Bricks and Cements, Pulverizing rocks

    Having multiple ways to get to the same end is always nice. One of the strong points I felt with TFC was that the campfire and the forge could accomplish the same tasks, and it was just a matter of efficiency.
  17. Grass

    I would like to see ash or bonemeal useful in encouraging grass growth but making it possible to overfertilize an area and kill off the grass or change the block type at least temporarily to the dead grass that you see in drought areas. Also, the ability to patch up the drought areas into the better healthier grass would be nice. Going to throw a hear hear to the idea of implementing some of the former wildgrass mod's functions into TFC.
  18. Hidden Fun Stuff

    Seeing as it seemed to garner some positive feedback in its own topic, I would suggest meteorite strewn fields and impact craters with rare metal deposits as a fun easter egg in world generation. Not something very common, but a nice rare find on a map here and there. The OP was set on Adamantine of Dwarf Fortress's design but all things considered has anyone looked at the real-world metal counterparts to the legendary metals of mythology? Adamantine, Mithril, Orichalcum, in their various spellings and forms are generally based around very rare metals that are found in either strewn fields or in other odd geological formations. If you were to insert a metal that would be the stuff of legends, it would probably be something that fell from the sky, like Iridium, because otherwise it would be something found on a more regular basis if it were naturally formed within the terrafirmacraft world or whatever planet you speak of. Mind you, a lot of these metals have very high melting points so you'd almost have to introduce a hotter forge or bloomery using magma or something... As for something that would be fun to find unrelated to space rocks, what about variations on the existing mobs? With the Wither boss there are also Wither skeletons, just as there are cave spiders as a variation to spiders and now in vanilla zombie villagers as a counterpart to normal zombies... why not introduce some new slime types? Even still, what about rare-to-find peaceful mobs that spoof as stalagmites or stalagtites and move around like crabs when a player isn't looking at them?
  19. Bricks and Cements, Pulverizing rocks

    It had slipped my mind the use of molds and boards... with a few planks in a mold, and a plank to cap the mold with and apply pressure to one could make some very effective bricks rather quickly and efficiently. There are a ton of recipes that were used for early bricks, and even reeds in mud with sand seems a reasonable method for how to make mud bricks. Also, the molds used for melting metals could potentially be used as well to make baked nonceramic bricks in the campfire interface.
  20. Bricks and Cements, Pulverizing rocks

    I am amused how we have gone from bricks and cements to booze and from meteors to volcanoes so quickly. I don't think this is necessarily a bad thing.
  21. A little romantic suggestion about hostile mobs spawning.

    This is both terrifying and intriguing. I am in favor of minicreepers, and in general of multi-stage behavior of a mob, though the mob despawning due to how hostiles are coded in minecraft versus mobs like villagers, cows, sheep, etc. might become an issue in that you might never see the full gestation take place for most of them.
  22. Bricks and Cements, Pulverizing rocks

    I am looking forward to the post. Also, considering we are getting barrels sometime soon it would be fun to char the insides of oak barrels, or use peat in proper whiskey production (scotch, burbon, irish whiskey) Also, don't forget about rum, since we have sugarcane.
  23. Meteors

    Ash could be useful in fertilizing soil to increase yields of crops or to produce ceramics, cements, and mortars, including types that can set underwater. I briefly go into this on my other suggestion thread here.
  24. Colored glass

    If you used the same mechanic used for pulverizing limestone into flux on various ores you could very easily produce a wide range of mineral salts for this purpose. Said salts could not only color glass but ceramic glazes. A brief google search provides some quick results... Cadmium Sulfide is used to make Yellow glass Gold Chloride is Red Cobalt Oxide is Indigo Manganese Dioxide is Purple Nickel Oxide is Violet Sulfur is Yellow-Amber Chromic Oxide is a Kelly Green Uranium Oxide is Yellow-green Iron Oxide can yield greens and browns Selenium Oxide yields various Reds Carbon Oxides produce ambers Antimony Oxides produce white glass Copper, depending on the ion, produces Blue, Green, or Red. Tin makes White Lead makes Yellow Manganese Dioxide and Sodium Nitrate both are used to remove colors. Source: http://geology.com/articles/color-in-glass.shtml These are the same compounds responsible for both stained glass and ceramic finishes that you find on glazed clay.
  25. Bricks and Cements, Pulverizing rocks

    Ciders, grapes growing for wine, beers, yeast cultivation... would be interesting to actually get into making wort, getting an ale yeast or lager yeast isolated in the air by setting a sourdough style culture with water and milled flour. Be careful of lactobacillus though, that'll make some pretty awful beers and wines if it gets in and makes a bunch of lactic acid. Perhaps that might be a bit complicated to get into the yeast types but damn if it wouldn't be fun to go through the steps of cultivating the yeast, wheat, and barley for making a good heffeweizen... or building a vineyard and a wine cave. Cheese, too, in TFC would be fun. But yes, a brewing suggestion would be awesome, especially if they introduce rules for standing water not being suitable for drinking unless distilled, and likewise for ocean water, as well as basic thirst rules. Also, we'd have to get bees and apiaries if we ever wanted to make mead in TFC.