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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."


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About Stroam

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  1. Saws & Sawmills

    As it stands right now when you cut down a tree all the leaves disappear and you get a shower of logs all the same size that go into your inventory including the one you just chopped. It's not too hard to get tons of logs this way. What if the algorithm instead of of dropping a bunch of logs counted up the logs and wood type and then placed the logs on the ground in actual logs with different sizesthat you have to cut up even more, along with some sticks. For example you cut down a tree and it contains 24logs you get twofive long logs, a4 long long, and three3 long longsthat lay on the ground. That adds up to 23 out of 24 logs. What happened to the last log? You broke it with ax. Now you can cut up these logs on the ground using your axkeeping in mind each log you ax gets destroyed.The 5 can be turned into 3 logs, the fours into 2, and the threes can be turned into 2. Doing this method you can recover around half the logs. Now later when you have a saw you won't lose any wood. This could be added in addition to my previous proposition and would provide additional incentive forpeople to tech up.
  2. Piles

    @Darmo We are talking around 5 to 15 seconds. As for mobs, I really don't want piles to slow them down hardly at all and the exact mechanics is going to based what's easiest to code so couldn't say at this point. I think nauseating fumes coming off of rotten piles of carcasses would definitely add an element of immersion. You could have a boss room with these piles laying around causing nauseamaking it harder to fight. The advantage of piles for blocking paths is you can unblock them in adventure mode which you can't do with other blocks because you can't break blocks. The great thing about piles is they are not specific. You can mix ingots, bricks, and weapons in the same pile. For specific piles I'd add a third type of pile called a stacked pile. These piles would be item specificwould not spread. Instead of items tossed on the ground you'd have to right click an item down just like ingots and wood piles in TFC 1. Now piles are not containers in the sense you can move them around like barrels and chests(sadly you can't move around chests of items either). In fact you can't even get an item at the bottom of a pile without going through the items on top of it. Also because items take damage while in piles you don't want to store tools, weapons, or armor in piles long term. You also don't want to store wood, hay, food, and other organics long term in piles either as they will eventually rot though this may take a very very long time in a place with low humidity like a desert or snow island.They are great if you have a bunch of rocks, bricks, or stuff without durability you want to store without making and packing them away in a warehouse of chests. @ciekma I think that's a great idea. I rather like how things work in the mod from what I read on explosions.
  3. [0.1.11] TFC2 Prerelease

    To all who are having issues with various recipes and tactics here is anunofficial source of updated information.
  4. Piles

    An expansion on this idea. A world where all things thrown on ground aren't simply eaten by the void. When items are thrown to the ground they turn into piles. All piles have layerslike charcoal, each able to hold a stack. These layers willspread out and obey gravity like sand. Piles in their first stage can be right clicked and it'll remove the top layer and pop up the first item on the stack. Piles can also be broken, and even mobs will dig right through them. Items in piles will rot and take durability damage over time that is accelerated when next to water or in a moist environment.You have different two different pile categories Organicand non-organic. All organic piles will eventually turn into rotten piles. Rotten piles if broken, right clicked enough, or left alone will have a chance of turning into fertile dirt or disappearing. Fertile dirt if right clicked or broken will give you a hand full of fertile dirt that can be used in the garden. If you or mobs walk across fertile dirt it'll turn intodust. Dust if stepped on, broken, or right clicked will disappear. non-organic piles never progress past the first stage. Items still take durability damage while in them and simplydisappear or become broken. If the pile contains weapons or armor and is broken by a mob it'll be able to pick up the items and use them if able so be aware where you store your stuff. The benefits of piles is you don't have tons of entities on the ground ticking away until theydespawn. Another benefit of piles is that it can be used in adventure mode to create and over come obstacles while not stopping enemies. A pile of rocks could block a passage a player has to go through forcing the player to clear enough of it away for them to get through. This could force the player to defeat all the mobs in the room before they can safely clear it away.Players could also use piles to get over obstacles that have fallen in the way or to replace stairs that have rotten away. Because mobs can break through piles you don't have to worry about players using it to hold off mobs permanently yet they could still use it to buy themselves time. You also don't have to worry about it blocking players in adventure mode because they can right click to clear it away and relocate it.
  5. Paper Making Process

    Paper as we know it is really a quite modern process. Back in the day things were recorded on clay,parchment (animal skin stretched really thin), papyrus but it only grew in Egypt and had a habit of becoming brittle and rapidly deteriorating in humid environments and in the rain. Over in south america they used string tied into knots which no today really knows how that worked. I'd like to see a return to clay tablets, though string would be interesting.
  6. Paper Making Process

    just wanted to point out that harvestcraft has a paper bark tree that gives infinite paper.
  7. Current survival strategies

    It may be tempting to find a spot and settle down but you will starve to death most likely if you try this. You might be able to settle down if you find some animals, have some food stored up, and food in the nearby area you haven't picked. At that point plant some seeds and eat your stores until you run out. Then eat all the surrounding plants. Last east the animals and hope your crops will be mature soon. It is helpful to have the ocean nearby as there is an infinite amount of squid. So having a place near an ocean is highly beneficial.
  8. [0.1.11] TFC2 Prerelease

    I was on grass. So I then I dug down the 3 blocks until I hit stone and placed logs and it didn't make a difference. I did this for the entire house which is a shell of 12 logs around a 3x3 section. It has no roof and the walls are 12 high with a spiral staircase also made of logs. Every time I tried making a window at any level it broke all the logs above it into sticks which have at least one other pillar of logs touching it. Even if it were unsupported, should it be turning all the logs into sticks?
  9. The purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. If Kittychanley has locked a thread it will not be included in the topics unless I deem it adds something the other threads in the topic do not. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(purely) Burning animal fat for fuel / Alternative light sources Carpentry/Wood Working, paper, Clay, and Bricks Climbing Coins Config Option to Disable Most Tree Farming Crafting Table 2.0 Creative Tab Dungeon Loot Encumberance Exposure to nature/life Glass works In-Game Wiki Item size Keys and locks Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power modding API & mod compatability Pain, injury,illness, and fatigue Piles of stuff Plants,bees, food/water, and Mobs Player skills, stats, and professions Progression (Tech and other increasing difficulties) Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Sounds Time Transportation Water management Weighted Uncountable Material World Generation, weather, and NPCs
  10. Thylacine

    You should hide this topic and post your suggestion here.
  11. [0.1.11] TFC2 Prerelease

    When ever you build your house out of logs and then break a block in the wall for a window or something it breaks all the blocks in a vertical line up turning them all into sticks.
  12. Current survival strategies

    To make torches craft a stick with charcoal to get charcoal make a pot in a pit kiln
  13. [0.1.11] TFC2 Prerelease

    Per block That would be better as a set of achievements in the achievement menuIMO than in a book. Some funky behavior up and down the river here in the newest version. The gravel on the sides is missing causing the water too look funky. World Seed: [-1451133104994483571] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=2096, y=83, z=-6531}]
  14. [0.1.11] TFC2 Prerelease

    Depends on what you mean. Collapse when laid out straight verticalor horizontal. Horizontal includes Stone brick, smooth stone, planks, thatch, logs, dirt, stairs, wood support, grass, and stone. vertical includes. sand, gravel, and rubble. Dirt was modified so it could support stone. Strangely enough a pillar of TFC grass blocks can support dirt horizontal out to a distance of 3. Don't know why tigers are trying to spawn during world gen.
  15. Metal Tiers

    The three layered armor is an interesting idea. If you want to make that work I suggest in your inventory menu you have anadditional equip interfaceslike baubles and tinkers construct does. The advantage of that is you don't need a special armor bench and you can have the first equipment UI be the under layer and the second equipment UI be the outer layer. You could then restrict what armor types can go in which slots. So you could say this plate cannot go in regular equip slot, it can only go in the second equipment interfaceslots.You could also interceptthe damage event and distribute damage and durability loss as you see fit. If designed correct it doesn't even need any ASM and can be modeled off the code for Baubles. Speaking of which, it could add a third equipment interface for jewelry which can be for show or magically enchanted. An alternate or even complimentarysystem could be all armor and weapons have two bars. A durability bar and a material bar. As your item loses durability it also loses material at a slower rate. With the right tool/toolkit you can repair the durability of the item back up to the material level like sharpening a blade. Then when you get back to a black smith you can use some of the same material to raise the material level back up to max and then use your tool/toolkit to raise the durability back up to the new material level.This ca carry over to smithing items. Your product when you are done smithing has no durability, an unsharpened sword,and then you have to use a tool/toolkit(file for sword, toolkit for armor) to raise up the durability to the material level. In addition if you no longer want the item you can melt it down and retrieve the material value back. Math details(numbers are for demonstration purposes only and not to be taken as actual planned values)