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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 TheSnarkyKnight

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  1. [0.2.4] TFC2 Prerelease

    Pick up pebbles from the ground, then make an axe, a knoife, a hoe and a shovel. Cut grass with a knife to get hay. Destroy any gardens you come across for veggies. DON'T eat the veggies, turn them into seeds. Cut down some trees for wood and sticks (watch out for monster, as they can see you through the thick foliage as you really don't have any weapons to defend yourself). Make a firepit by throwing 4 rocks. 4 hay and 4 sticks on the ground then right clicking with a firestarter. Find some clay near rivers and lakes to make vessels for water. Find a nice spot with: Freshwater Flat patches of dirt (for farming) The sea nearby Trees Build a cute little hut of dirt and wood logs. Plant the crops (they really won't grow before you've starved anyway :)). To stave off starvation, kill squids (here's why the sea is a necessity) and get calamari. If you get bored of your island, try to find a portal (yeah... good luck with that) and change island. There you go, you've done all that there is to do in the mod right now. Give yourself a pat on the back and keep following the development process. If you want more TFC and can't wait, build a time machine and fast forward to 2018 play the old TFC, I suggest along with all the addons to have tons of stuff to do. PS Have fun
  2. Fearsome Critters

    For warmer islands further along the axis of difficulty the group of monsters controlling a region of the island could be represented by a colony of giant bugs, with each different monster representing a different caste of the community. The colour of these would change to match their island, like Konili's trolls. They wouldn't have to be hostile, but maybe neutral, with the player having to either destroy (by killing the queen) or befriend (by bringing gifts and... I dunno what else) the hive to secure- and thus to be able to modify- the region. The typical layout would be underground corridors wide 5, 7 or 9 blocks that would lead to the different rooms of the hive, which could be: Junctions, ie small square rooms that would work like a crossroad , being the meeting point of two tunnels Storage rooms, that would contain the hive's l00t; this would mostly be foraged food, sticks, wood, leaves and rocks; very rarely one could also find specially farmed Special Mushrooms, that would work as a good food item that rots very slowly and that could only be farmed by the bugs Mushroom farms, where worker bugs could "farm" edible mushrooms on leaves or other plants. Nurseries, where one could find eggs and larvas being cared for by the workers. These would also act as "bedrooms", where the player could find some bugs that aren't doing anything special. Queen's Chamber, a 30x30x30 chamber where the boss fight would happen. For the actual insects. there could be: Workers, that would be relatively weak and not aggressive until you got close (think of Fallout: New Vegas's Giant Worker Ants:once you got to about 3 meters away they would turn around and "menace" you by repeatedly opening and closing their mouths and screeching; if you then buggered off, they just went back to their business but if you kept approaching they turned hostile and attacked you) or until you intrude the hive. When left at their own devices they could be observed doing work, like building new rooms for the community, or foraging for food, or "farming" in mushroom farms. Warriors, that would be significantly bigger and stronger and characterized by a particular apparatus designed for fighting. like visibly bigger fangs and exoskeletons, or pincers, or a tail with a stinger on top. These too wouldn't attack the player straight away, but would give him/her a warning by "roaring". These could be observed eating from the food stores or "sparring" with each other. Sentinels, that would be quite frail but would throw arrow-like hairs or globs of acid and would also be able to alert soldiers of the location of intruders. When not engaged by the player, these would stay on alert, watching out for intruders and also "scouting" the surroundings of the hive. Praetorians, aka the elite guard; these would have wings, a large head crest (think of a triceratops without the horns) and a variety of different attacks: when damaged enough on land they would fly up and do a dive attack after circling the player, while other times they would charge the player, inflicting heavy damage and knocking the player far back; the first phase of the boss fight would consist of a fight against 4 to 10 of these guys. The Queen, that looks similar to a praetorian but is thrice the size and her wings are scarred, so she is unable to fly correctly; at first just stay there laying eggs, until all of the Praetorians have been defeated, then the second and final phase of the boss fight would start: the queen would get up and start fighting the player: she would fight the player in melee, and would also be able to charge the player occasionally and once he/she gets to far away, but would also be able to start flying up in the air and immediately fall down, because her wings are broken; this "stomp" would deal incredible damage against the player but would also leave the queen stunned for some seconds. Once the player gets her at half health. she would roar and call some Warriors and, depending on the difficulty of the island, from 1 to 5 praetorians. Once slain, the Queen would drop a nice amount of chitin (more on that later) and her head as a trophy. I guess some kind of useful magic reagent too. Befriending the Hive would instead grant you access to the hive's resources- especially to the highly nutritive special mushrooms- and protection (in form of warriors and sentinels of that hive attacking mobs that attack you when you're near the hive). Maybe a Praetorian as a mount? Lastly, I talked about chitin. This special chitin would be dropped rarely by all hive inhabitants, while a substantial quantity would be dropped by the queen. This chitin could be used to make armour as strong as iron splint mail but lighter. The catch is that it's much harder to work with and it breaks easily during the crafting process. There, this took two hours to write and I've written it in just one go, writing as things came to mind. Hope you like it!!!! PS: Added an example model for the worker bug, along with an example texture for a forested area, as well as an alternate model that is crestless HiveWorker.MCModel HiveWorkerALT.MCModel
  3. Weapons, sheats, and ranged weapons

    I like the idea of having to unlock technological advancements, however I don't think that it should really apply to ALL weaponry, only to advanced stuff, while the basics should be available from the start. You could start with the ability to make primitive maces ,spears and slings along with "hide" armour (litterally some animal furs and skins cobbled together with some vines or some other early game, low quality string substitute or- even worse- just draped on the player), while you would be able to advance in "technology" after doing some certain things. For example, you could develop the shortbow either after struggling to kill an enemy at higher distance with the sling or after seeing a bow used by an npc (enemy or not is not important) or a more advanced player, maybe implementing both ways to give players more freedom in the way they advance through the tech tree. You would unlock waraxes and swords (as well as metal maces and spears) once you started metalworking, or maybe after fighting enough enemies that would require you to use that weapon to beat easily: a lot of shield-using enemies for the axe and a lot of nimble enemies for the sword, and certainly you would think of making a hammer only after fighting an heavily armoured (read: plate armour or some kind of tough natural armour, like a rocky exoskeleton) opponent. As for two-handed weapons, I think you should unlock them after fighting particularly beefy (both in size and in health) opponents. TL;DR I agree with tiered progression to a degree. I think that it shouldn't be too obvious, as in "Kill 30 dudes with a spear to unlock a mace", but done in a way that the player would unlock particular pieces of equipment after he/she has an actual use for them (hammer after fighting heavy armour, shield after being pelted with ranged weapons, bow after first long range engagement etc) OR after witnessing someone else using that piece of equipment many times; this could even tie in with Rowist's books suggestion, allowing more experienced players to write books that would allow nooblets to progress faster.
  4. A small question

    Hello everyone, I wanted to ask you a question that has been in my mind for the last day. Right now TFC 2 is dependant on Pam's Harvestcraft for its food items; without it, the player will starve. Is this a permanent choice, or is it only a temporary mean of getting food? In other words, will TFC 2 implement food items in the future or will it rely on other mods for that?
  5. Weapons, sheats, and ranged weapons

    Well then, lets wait and see. I don't think the weight system has beenintroducedin the currents builds, so we'll have to wait a bit for that. I personally think that the carry limit should be something high enough to not continously pester the player with overburdenance, but still a value that makes it so the player must keep an eye out for it. Maybe 80-100 kg? What would you think about that?
  6. Weapons, sheats, and ranged weapons

    I know I'm overestimating the weight of weapons a lot (i mean, my greatsword weights 2,5 kg irl...) . Will probably adjust it tomorrow (tired right now). I have given such heavy weight values because of balance between the various weapons, now that I think about it. Even cavalry maces weights only 4kg in reality. I'll fix this tomorrow with realistic weights (tired after 2 classworks and a generally busy day). I would like to ask you exactly how much should the maul weight, since the documentation on that is scarce- even my enciclopedia of weapons barely mentions them, and this is a book that has lots of information on many, many weapons, even ones that were barely used at all (eg gun shields). Also, nice to receive a new reply after a bit of time, makes you fell like you've written something that is actually read by people. Moreso if who replies seems to have more knowledge than the average on the subject (ancient weapons aren't a wide-spread topic where I live).
  7. Current survival strategies

    I'm pretty sure that it still doesn't generate under lakes, as I havent found any under many lakes. Also, how do you deal wih mobs? I barely make it to a lake when I get killed by a ton of mobs that spawned under a tree branch
  8. Make knapping a bit more... interesting

    Agred. Mine was a stupid suggestion. Sorry.
  9. Make knapping a bit more... interesting

    I wholly agree with Darmo on this one: while it is true that irl cavemen used stones that already had a similar shape to the desired one, I think that it would become frustrating very quickly and, as it was pointed out, the player could just keep opening and closing the interface to reset it. I can't really think of any other way to make knapping more interesting other than what Darmo already said, as punching holes into the rock I was knapping felt pretty weird.Maybe the player would actually have to find different rock typesMaybe makeit so that the player has to click more times a tile on the GUI? He/she is chipping it, after all...
  10. Weapons, sheats, and ranged weapons

    The idea is to have sheated weapons not takespace on the hotbar, providing fast access to the weapons, and not encumber the playerlike freely-carried weapons would, because I think that carrying a metal bar long around 80cm in a backpack would be pretty cumbersome. The original idea was to make weapons attack slower when outside a sheath and having big weapons being basically uncarriable outside of a sheath. I honestly don't know which idea is best, but I would say the encumberance one. Also, you're right: This is amess. I'm sorry you had to read this. I didn't mean to sound rude or aggessive whiletalkingtyping. I however still don't like the idea of a radial menu
  11. Current survival strategies

    Yup. They drop raw calamari from Pam's Harvestcraft.
  12. Weapons, sheats, and ranged weapons

    I checked it out and, I gotta say, it's a cool concept and an useful thing. However,I would advise against it because of some reasons: It would add another hotkey on a command scheme that is often already cluttered by other mods It would remove the possibility of instantly accessing the sheathed weapons, thus making sheats disadvantageous when compared to weapons that are just carried in the inventory: sure, they might not take any space in the inventory, but is it worth having to pull up a menu each time you wanted to swap tools or weapons? Radial menus aren't that useful here on pc: on console they are almost a necessity because of the limited imput possibilities, while a keyboard has around 100 input ports (counting also the F keys and the numpad). It also becomes evident wehn you try to navigate a radial menu, asit's much, much easier with an analog controller than with a mouse and keyboard. The same could be done by employing a system similar to that ofMine And Blade: Battlegear 2:there would be three slots and the player would toggle those slots by pressing a hotkey.But this brings back to the hotkey-cluttering problem... come to think of it, that really shouldn't be a problem, because: Terrafirmacraft is a total conversion and probably won't be used with many other mods. I just realized that fudge, we have a hundred keys on keyboards!!!!! However, I would still like it more if the slots were simply accessible by scrolling over them, likeWitchery's vampire abilities. TL;DR I don't really like the idea because radial menus are really only useful on consoles and slow down tool switching. If a hotkey system has to be implemented, I would suggest the devs look at MnB:B2. I still support the scrollable-slots possibility over hotkeys.
  13. Weapons, sheats, and ranged weapons

    Corrected some typos. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- If anyone has ideas about weapons that aren't in my list, by all means discuss them here, as I would very much like to see everyone's idea about this suggestion amd hear what other users have to say. It would also be great to know what Bioxx and Kitty think about this, as to know if the idea is too far from the finished of the mod that the devs envisioned.
  14. Fearsome Critters

    To further expand upon the concept of territory-based monsters, I would suggest that you all take a gander at this mod: I think that they did an excellent job at introducing a deadly creature that actually flies off from its resting point (every once in a while) and starts hunting animals to eat. I think that this could be a good place to draw inspiration from and to see what is good and what is not. My main gripes with this mod's dragons are two: While it is true that they interact with the territoy around their roos, dragons rarely ever fly farther than a couple of chunks, and don't do much other than eating animals (this is my main gripe) Dragons can't be seen from far away, only from around 32-40 blocks away (not really relevant, but wanted to throw this out here anyway) Overall I think that if Bioxx ever decides to implement monsters that actively patrol their territory, that territory should be quite big, otherwise I think it isn't worth the trouble. At least, that's what I think.
  15. Metal Tiers

    I agree. I think that there should be fantastic metals after steel, but I also think that there shouldn't be a linear progression: imo each fantastic metal should have different characteristics and be more useful in different situations. For example, mithril could be lighter and better for enchanting illusive magic (eg an enchantment that makes you less noticeable by mobs or makes you camo when you press up againsy blocks) but would be less useful for making blunt weaponsbecause of its light weight (think of how adamantine warhammers are awful in Dwarf Fortress because adamantine is too light), while adamantine could be better at dealing damage against monsters ( like dnd's adamantine, that bypasses everything's racial resistance, be them fey, shapeshifter or anything else) and orichalcum would be the most magically conductive, being able to take any and all enchantments the player wishes to put on it. This is of course just an example, the possibilities are endless since they are fantasy metals. So, all in all, I think fantasy metals should be in TFC 2and should be considerably different, with each metal offering a distinct experience.