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PeeperCreeper21

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  1. TFC 1.5? A contiuation of TFC1after TFC2?

    Also I forgot to mention to any readers, feel free to reply with other ideas that you think could fit into a continuation of TFC1.
  2. TFC 1.5? A contiuation of TFC1after TFC2?

    As of recently I have been poking around the forums, paying close attention to the discussion of TFC2. I believe that most people out there would agree with me that TFC2 looks cool but will never be a replacement for TFC1. I don't think it is meant to be by the devs anyways. But seeing that TFC1 will become unsupported in the future as in large updates that add new features here and there. I am very confident that someone else may pick it up and continue to develop it. (Hopefully with permission.) I would go and do it myself if I knew how. But if this happens I do have a few ideas that could let TFC1 or at that point TFC 1.5 be new and refreshing while still being close to the TFC that we know play and love today. First: Low level industrialization. I can easily see this as a possibility in TFC. What I mean by low level industrialization is technologies that were in exsistance around the early 1800s in our world. For example. Hot blasted air blasts for Blast Furnaces. This was developed in the 1700s and alowed steel to be produced in Blast Furnaces at rates never seen before and in more uniform quality. In game this could translate to Blast Furnaces to be "upgraded" to hot blast in which it could produce steel at 2x the speed and will coal or coal coke. Secondly: Coal coke. This would go along with what I mentioned above. Coke was used as an alternative fuel in the 1800s. It would last longer than coal, Burn hotter and cleaner. In game it could translate to being able to be used as fuel in blast furnaces only if upgraded to hot blast. Coal on its own should not be used as a fuel in a blast furnace as it is a bit toodirty for that purpace. In game it could be produced simularly to that of charcoal but the pit, or furnace has to be lined with firebricks. Thirdly: My last idea relating to semi industrialization, and to me the core of it, Railroads! This would have a huge impact in game, especially late game if implemented properly. Steam locomotives that should resemble early locomotives of our world. They could be used to transport items, animals, food, water long distances in the world. At the current situation rails are a bit to expensive and a bit too useless to be used for this purpase. In game rails could be made of steel and wood in a multi block structure, similer to that of a blast furnace, but in that it needs a forge below it to heat the steel, and then shaped by hand or something to produce steel rail coatings. This can be craftedon top of wooden railsto produce tracks. I decided that this method should fit into TFC as early rail developments relied on iron or steel coated rails, as it was sufficiant untill later when steam locomotives became larger, heavier and more powerfull. Also to note before this irl rails even in the eary 1700s were wooden, used to have animals pull carts out of mines, and could have an ingame counterpart Fourth: The readdition of sandstone. I have multiple reasons for this. One: I currently live in an area with large amounts of sandstone, siltstone, mudstone, claystone, shale and slate. While i believe TFC currently has a reasonable amount of sedimentary stones stanstone could be added for my second reason. Sandstone grinders. Sandstone grinders could be used to sharpen items like swords, javalins, and kinves. It could serve two purposes, to increase damage on said items and to repair them for a limited amount of times. (Maybe three) Fith: More weapons. Specifically muskets and such. Gunpowder already exsist in game so why can't guns? Smooth bore barrals could be forged with the steel anvil as early guns were. In game an early gunshould be formof a matchlock, requiring redstone torces for the match in the action, slowly burning out without use in about 12 hours, while in use they could be unreliable havine a 10 or 15% to not fire requiring you to do a half reload of sorts. Then Flintlocksafter matchlocks. They should require black steel for the action just forbalancing reasons. They could be more reliable than that of matchlocks. They could bring about a rifled variant that the berrel itself requiring a separent machine that also requires a forge block below it. Rifles would be much more accurete and have a bit more damage. After flintlocks should be percussion requireing red or blue steel for the action and red or blue steels required in making empty caps, (one ingot to 32?) Then empty caps could be combined with redstone and gunpowder for a loaded cap. one being used for each shot. The percussion could have only a .5% failure rate to fire. Then for supplies, lead could have a bullet mold made, so that bullets can be casted at 10 units per lead. For Percussion and matchlocks they could require 1 gunpowder for each shot while flintlocks require two. The matches for matchlocks could be crafted with gunpowder, rope and 2 redstone torches. These weapons could have piercing damage, high enough to one shot most things exept skellies of course. While they neglect 1/2 of armour while a armour peircing bullet could be cast in a bullet mold out of steel in the same ratio to lead bullets. But these steel bullets can only be shot out of smooth bores. Then they could negelet 90% of armour. These guns could have bayonets crafted for them, able to be sharpened and attached to the gun, dealing piercing melee damage close to that of knives of its tiers. More on weapons: Pikes, and halbreds could make nice aditions. along with different kinds of bows Sixth: Charcoal production could be tweeked in that wood types could be split to two groups, hardwood and softwood. Hardwood having standerd charcoal amounts while softwoods having 2/3 the amount . Seventh: To balance above additions, iron ore veins being a bit more common and or larger. Eighth: Shooting bags. This hould be mention at my fith suggestion but it was a bit long. Shooting bags could be made of leather or canvas(see below) that it could be similer to a quiver in that it holds all the supplies for shooting the firearms, bullets, gunpowder, matche ropes, caps, flints and patches. Patches I forgot to mention above but they should be required for shooting rifles and being made of canvas. The shooting bag could be worn on the back slot while apearing on the LEFT side of the player, with a singular strap wraping to the opposite shoulder and back down. Ninth: Cotton. Cotton could be a new crop for cotten fibers.Cotten and jute fibers could be used interchanibly on a loom to make canvas. Canvas having a similer crafting system to leather needing a knife in the hotbar. Items crafted with canvas could be a shooting bag, a canvas backpack that serves the same purpose of a barrel in relation of carrying items around, and also a haversack. A haversack being a small bag worn around the shoulder by a singuler strap. They were popular IRL in colonial America when many people, mostly men would have one on them to carry various things around, and many frontiersmen had two, one as a shooting bag one as mentioned before. Also IRL they were used by many military forces up to WW2, but most common in ww1 by allied forces to cary ammo with. Look it up many pictures of soldiers in WW1 can be seen with them on both sides, but primarily Brittish and American troops. Haversacks have a different name in english in Europe but here in America it was called a haversack as it was a sack to carry things you have to have hense haversack. Tenth: Canvas clothing, and maybe other clothing such as fur crafted from raw hides. These could serve a purpose to keep you warm (See below) both being crafted in the system in use for leather. Also leather armour could serve a duel purpose as an insulater and an armour, while being the only armour to do so. Eleventh: Frostbite and freezing to death. Possible under 0 degrees you could recieve frostbite after so long after not being around a heat scource. And after so long eventually freezing to death. Alchohol can relieve the effects of frostbite (not slowing it or stopping it) and the effects of frostbite can be -25 heath very 30 seconds and slowness 1 and mining fatigue 1. Also in low tempuratures fires started by a firestarting could be slightly more difficult and such Clothing as metioned above could prevent frostbite settling in down to tempuratures of -10 and at that temperature it could slow the onset of it by 50%. Also to note clothing should not stop frostbite if clothing is put on after the onset of frostbite. The player should require the full set before its benefits take place. Thanks for taking a look at my suggestions for TFC1if it gets developed by someone after it is dicontinued due to TFC2. I may go and take a look at what it takes to program mods, and maybe tech my self and implement these changes myself with permission of course. And if anyone reading is willing to pick up TFC1 and update it, feel free to implement any of these ideas that seems reasonable to implement. Also to the current developers to TFC thanks so much for a great mod that has supplied me with countless hours of gameplay. Keep up the good work with TFC2 I will certainly give it a try and I hope everyone else reading this will too as I believe TFC2 is a mod of its own, not a replacement of TFC1, and so it should be played just as anyone would with regular minecraft and modded minecraft, playing each one here and there. P.S I felt this post did not fit in suggestions as it is not a list of suggestion for TFC2, although developers if you see an idea you like for TFC2 feel free to use it.
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    1. 15 2. peepercreeper21 IGN: PeeperCreeper_21