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Posts posted by NeverMore0011
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Version 1.11.2? Yes! Just in time for more mods to develop!
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On 22/10/2016 at 0:21 AM, Kittychanley said:I'm guessing you don't know that there's already a config file you can use to edit all of the ore generation, including making graphite less rare.
Question: Does this mean ore generation is going to be still configurable in TFC2 or is it going to be wiped out?
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Coins
in Suggestions
I like this idea! I'd like to see TFC2 get integrated with this idea of currencey. Maybe the author of Merchants addon for TFC1 could get involved in the development of TFC2.
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On 12/10/2016 at 7:33 PM, Peffern said:That's "coop"
Oh... I'm so sorry.
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These rabbits are so cute! CAn't wait to click the download link if there is one!
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I posted this link in here in an effort to support the creation of a plugin to create TFC worlds using Worldpainter. Please show support if you are most interested in the creation of TFC worlds via 3rd party programs since it is an impossible nightmare to try making the Halkalaikidi peninsula directly from the game.
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What I have been thinking of: adding in a addon suggestion to make a Worldpainter plugin.
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Perfect for making a TerraFirmaCraft coup. ( Not supposed to be a political coup, but a chicken holding place. )
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I have now thought of downloading TerraFirmaTech for myself - a break on my survival on a bunch of mods will need to be done while I get to re-visit the flavour of TFC.
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Good job Shurgent! I look towards to downloading Buildcraft, Terrafirmacraft (and its addons) and TFCTech Addon created by you.
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On 22/03/2016 at 1:46 AM, Th3A1ph4D0g said:Nevermore, allow me to kindly refer you to point 6 that Kitty posted back in January.
I personally would rather wait for TFC2 to come along naturally, rather than have a rushed too-many-cooks situation that diminishes the quality of the end result.
You mean this? I was simply saying the other thing. Think it over again before posting in another under-planned comment.
I think it would be better to see who has interesting ideas to implement in the future TFC2.
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On 22/03/2016, 01:10:50, snaketokill said:Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes
Answering "no" to the above question will result in your post being deleted.
I have read many ideas around new animals and where they should go and i think i have a perfect way to make those ideas work. Zone based wild life. here's the idea:all farm animals have a use and each "eco-zone" has it's own animals for each use. I've made a general name for the 'class' of animal and added large as a class (large animals)
Milk (normal = cow)
Polar = Yak
sub-polar = Goat
normal = cow
sub-Tropical = Goat (maybe different colour)
Tropical = rhino (I swear it's a thing)
Desert = Llama
Eggs (normal = chicken)
Polar = penguin
sub-polar = penguin (make them be smaller here)
normal = chicken
sub-Tropical = chicken (i have no idea what should go here so jut spit balling)
Tropical = kiwi
Desert = Ostrich (this is a thing as well)
Wool (normal = sheep)
Polar = nearly every mammal can make wool here
sub-Polar = Ram (bigger light footed sheep)
normal = sheep
sub-Tropical = sheep
tropical = wilder beast ( or something )
Desert = alpaca
tame meat (normal = pig)
Polar = musk-ox
sub-polar = boar
normal = pig
sub-tropical = boar
tropical = boar
desert = boar
Dog (normal = wolf)
Polar = wolf
sub-Polar = wolf
normal = wolf
sub-tropical = wolf (most likely something better)
tropical = wolf (please find better)
desert = jackal
Cat (normal (vanilla) = ocelot)
Polar = sabre-toothed tiger (because we seem to be in the correct time frame)
sub-polar = Linx
normal = ocelot (i think we can change this for something like a tom-cat)
sub-tropical = ocelot
tropical = tiger (non sabre-tooth)
desert = please think of something cool
game (normal = deer)
Polar = moose
sub-polar = elk
normal = deer
sub-tropical = please comment
tropical = please comment
desert = please comment
bird (normal = pheasant)
please discuss this area
Large (large is a new class with big tameable/ridable pack animal that is very strong)
Polar = Mammoth ( i have another rarely seen post on this)
sub-polar = please speak
normal = please
sub-tropical = elephant
tropical = larger elephant
desert = please
Bears/pest (normal = bear)
Polar = polar bear
sub-polar = grizzly
normal = black bear
sub-tropical = please chose
tropical = please
desert = no clue
i understand there are horses and i have nothing on ideas other than in tropical add zebras and camels in desert (dromedary's in the case of desert donkeys) sorry im new to this and don't know how to spoiler
This idea perfectly fits me because i feel a little frustrated seeing chicken in the central jungle, maybe perfect for sub-tropics and sheep in the middle of the jungle too!
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The idea of cavemen would be only perfect for those who want to play in singleplayer with some companions, because cavemen may be useless in the case of multiplayer, except for the entertainment from killing them.
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Suggestion to: Rangendio
Might you be able to add in the merchants addon to your TFC server in order to simplify the economy? In baisics, useless metals are minted into coins for trading purposes. One example is Nickel and Lead.
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Might the area at (-2200,-7000) show deposits of native copper and coal? If yes, then I might be lucky (Very little players would find depostis of their first metal.)
Possible coal deposit at: (-2280,-6380)
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This hopefully could be an inspiration for addon creators who will want to make an addon from that same idea.
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Well... :| There is still a long time before the best release of best TFC2 that could happen. Bioxx, how about letting some eager devs to help you develop TFC2? They should have fun testing the new .jars.
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This was indeed the rarest seed. I also wish desert biomes will not be so rare.
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Yeah, but it's got a habit of:
A) smothering plants
Killing animals. The stuff ash is made of turns into a cement-like mixture in contact with water. The stuff in your lungs is primarily water, and if the ash is thick enough you can't cough all of it (especially the fine particles) up. Do the math and it comes to 'Oh crap I can't breathe'
Well... volcanoes will be stayed out of for about a week and then start collecting the wet volcanic ash?
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It's most likely you could take a look at what different ores are projected to be.
There is potential that I can add to a suggestion in TFC2.
There is hope. There is interest as it will be.
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Perfect! Finally the release of TFC2 would expect me digging up piles of volcanic ash from a nearby volcano to increase the soil value of my farmland.
Obsidian seems the obvious choice for a reward. It's shards, when shattered, have a molecular edge, making them unimaginably sharp.
Sulfur and other compounds form deposits along the edges.
Volcanic ash is fantastically fertile and makes agriculture boom.The idea by gxblt also may increase the difficulty of anyways trying to pick up the ash. You may just end up getting stabbed with molecule-sized, sword-shaped dust, which was like the moon dust that threatened astronauts going to the moon with death from lung corrosion, when returning back.[insert extra bonus suggestion based on real life volcano eruptions(small droppings of rock?)]
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Could you not make it so that a squirel can only climb wood blocks (like a spider would climb anything) and keep leaves as things you can walk through? You could have a setup where if a squirel sees a player within 15 block it runs to the nearest set of vertically positioned blocks and climbs it. Just an idea.
I occasionally find TFC a little empty when I've killed all the useful things in the vicinity and maybe birds and insects etc would fill that for me, but I'm not really bothered as i'd probably kill them anyway...
I really now like the idea of squirrels in TFC.
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The entire point right now is that we don't want everybody to be able to play it, which is why we haven't released a compiled version. The mod is not at a playable state right now, and the last thing we want is people who have no understanding of mod development trying to give us pointers at such an early stage of development.
This is a little sad. Well someone will hopefully compile the unfinished .jar file or I have to do it myself. I am really excited about trying out the development version.
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Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes
Answering "no" to the above question will result in your post being deleted.
While i was posting my Carpenter thread i thought about this idea as well. While all the threads thus far have been focused on the crafting side has anyone given thought to non-crafting combat? not everyone joins a server wanting to be a crafter or hermit that does everything. some people just want to get on be part of a community and kill stuff. maybe that Magic dude needs Zombie flesh and bones for his project. the butcher needs carcasses so he can fill meat and hide requests. Why should they have to go out, risk their life on something they may be bad at when a player that is good at it can do it for them and just get compensated.
This brings me to the simplest skill implementation out of the suggestions. I'm not saying this from a standpoint of coding being easy, but form the stand point that there is no extra stuff added. most of whats it would take into account is already in TFC1. with weapon skills all this would be is a modifier to your damage. this is already calculate in TFC1 with smithing bonuses. if those carry over then a soldier character could enhance these further he's mastered <weapon> so a master crafted version would deal more damage in his hands than a novices.
TFC1 adds the mace, so you could potentially have 4-5 skills. if you include armor. and armor could be broken down to light and heavy if the Devs want. for ease of coding a general armor skill would be the optimal choice. So you could have, Blades, Mace, Archery, Armor. a little expansion could also be Daggers, Swords, Mace, Archery, Light Armor, heavy Armor.
Having martial skills will just improve Single and multiplayer experiences in this mod.
If the Devs already stated they were going to add this well then i feel dumb and this thread can get deleted without complaint.
I think it is up to your initial skill to deal damage with weapons. I am against martial skills, although I feel welcome to support the idea of extra weapons and armour.
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[0.2.4] TFC2 Prerelease
in Discussion
Posted · Edited by NeverMore0011
Addition to the comment
If there's anything I can reply with, it's the fact that this combined with a few mods easily ate up more than 1GB worth of RAM. It certainly decided to allocate 1.5 GB out of the 4GB I requested the java client to allocate to this unsurprising resource guzzling monster.
Edit - I'll try allocating more RAM to this and see if the situation changes.