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NeverMore0011

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Posts posted by NeverMore0011


  1. 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.

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  2. 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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  3. 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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  4. 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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  5. 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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  6. 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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  7. Yeah, but it's got a habit of:

    A) smothering plants

    B) 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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  8. 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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  9. 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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  10. 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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  11. 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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