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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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Everything posted by TheSnarkyKnight

  1. Can't work bismuth bronze

    Problem solved: the two arrows apparently need to perfectly coincide. Herp-a-derp. If a moderator wants to lock this thread, please do.
  2. Can't work bismuth bronze

    So, I finally got around to making a bismuth bronze anvil. I then set up a forge next to it, made a chimney, set up bellows and all that. I heated a bar of bismuth bronze up to bright red and started working it to make an axe head. So I completed my set of instructions and looked in disbelief as the bar remained there, even if the three rules had been followed and the green arrow was close to the red arrow. So I made a bronze hammer using casts and tried working the bar with it. Same results. Wat do now? EDIT : It seems that I can't work anything at all. I can weld stuff, but I can't smith anything. I tried making a sheet out of a double ingot and the double ingot just sat there, with its arrows really close together and the three rules followed.
  3. Beyond Progression

    If I'm not mistaken, the idea is to have big dungeons of different kinds controlling various parts of each island (except the first) and the player would have to "conquer" each part of an island (by defeating the boss) before placing or breaking new blocks in that part. I assume that the dungeons are going to have special pieces of l00t that can't be obtained normally. I also assume that there are going to be "minor" dungeons that aren't of fundamental importance to the conquest of the island but are still there for you to explore and plunder. I don't know if there are plans for mob invasions or raids (even though I'm sure I've read it somewhere), but I honestly think that having those would be great fun. Or FUN, if you catch my wind. Then again, take this post with a grain of salt: I've not been active on these forums for quite a while and so I haven't followed the discussion closely.
  4. Weapons, sheats, and ranged weapons

    It's been a while, huh? Anyway, I've got two ideas and would like to hear what you think of them: Deployable Weapons "Grenades"
  5. Weapons, sheats, and ranged weapons

    VERY IMPORTANT: I messed up while making the poll, the options were supposed to be five but I accidentally clicked enter while writing. The options are the following: Yes, I love it!!!! Yes, it's a nice idea. I'm indifferent about it. No, it could be better (explain why). No, I hate it and you should feel ashamed for writing it. Please let me know in the comments what you think of this suggestion NEW: PARRYING AND INTERRUPTING ACTIONS SUPER-MEGA-SPOILER TL-DR I suggest to add a variety of shields, armours and weapons, each with its different characteristics. Also a sheath item that adds dedicated weapons slots to your inventory that show up as an extension of your hotbar, saving you from having to use precious hotbar slots for weapons.
  6. Weapons, sheats, and ranged weapons

    Rewritten the weight values to represent the materials used. I think that this way it's still balanced, but let me know ;also I realize that these values rely heavily (heh heh heh) on how much an ingot weights, but as Konlii said, they are far more intuitive than an abstract "2 kg". I personally feel that an ingot should be pretty heavy, as irl ingots are usually made to store and transport big quantities of metal.
  7. Various items

    Nice ideas ! As for number one (greenhouses and bamboo tubes), I don't know how to feel about it. On one side, it would be awesome to just grow all crops regardless of outside temperature, but on the other side I feel that there should be a significant "resource gate" that stops the player from making it early in the games and thus removing all the challenge of living on a hot or cold island. So I think that it could be this powerful if you had to put a lot of effort in it, such as having to use special insulating glass and frames, or having to do something else #cough#magic#cough# to prepare the structure. Other than that, a greenhouse would be great. I have no qualms whatsoever with the bamboo tubes, and think it would be a pretty useful earlygame - and lategame too- solution for moving water around. The still is a pretty good idea, and I would absolutely love to see detailed alcohol-making, however you do not make you booze by distilling wheat. The idea of making fertilizer from spring water is good too (not as good as the booze but eh, good anyway). I think it should be available after the player can work iron. I know this might sound stupid, but I'm fairly certain they didn't have distillation in the bronze age. Nevermind, apparently the Egyptians made distilled beverages from cider and wine in 4000 b.c. The more you know... About dulling and sharpening, I think it is better the way that stone tools can be repaire now: you work it together with its base material and repair its durability, however its max durability is lowered. Wasn't there already some other way of making charcoal more efficiently? It there isn't/it isn't planned then there should be, even if its just an oven designed only for that. Overall, your suggestions are good, however you could put more depht in them: what would make the greenhouse balanced? wwhat is needed for a still? why should anyone want booze? We all know why anyone would want booze.
  8. Weapons, sheats, and ranged weapons

    That would probably be for the best, however I'm not sold on the vanilla crafting guide. I don't even know if further recipes can be added to it, and even if it is possible no mod has done that yet... It would be really useful however if the recipes were displayed that way. Would save the devs the effort of coding an in-game guide. In light of how the weight system works in the current builds, I think that your "ingot" measurement system is the best option and the most intuitive. +1 to you, mah friend.
  9. Ore prosessing

    Hmmmmmmmm......... I think that different ways of making steel steel are an excellent way to offer the player , and I like that you looked up many different methods of making steel, really good to see detailed suggestions (even if this is an oldie). BUT there's one thing that really triggered me in this post No..... just no. The reason for which Japanese smiths folded the metal over and over while beating it is because the iron present in Japan was lower in quality than the one in europe. The smiths hammered the metal to remove impurities, just like its done to turn pig-iron into steel. Japanese "folded" steel is NOT, in fact, unbelievably tough. It's in fact a technique called pattern welding. The Japanese smiths mastered this in 1200 BC, while in Europe pattern welding was mastered in 800 AC by the Celts, 2000 years earlier. By the time the Japanese mastered this technique, in Europe other, more effective smithing techniques had caught on. This doesen't mean that folded steel is bad, but it is NOT, by far, the best steel that one can find. That said, nice suggestion . As long as you don't cast steel, then you're right. Casting was used estensively for bronze, copper and other soft materials (you probably know this already). Cast iron was used historically for other things: cast iron has high compressive strength (a cast iron pillar would hold up really heavy loads) but ridiculously low resistance to impact (I can't remember if it was called tensile strength or something else), meaning that a cast iron tool or weapon would shatter at the first heavy blow. It would be awesome: casting one ingot at a time was a pain in the side, but using a system similar to tconstruct would make things wonderfully easier.
  10. [0.2.4] TFC2 Prerelease

    Hi! I think you're using harvestcraft for 1.10.2. You see, TerraFirmaCraft 2 is for minecraft 1.11.2, so you need both harvestcraft and forge to be for minecraft 1.11.2. You can easily see the minecraft version next to the file on Curse Mods. I hope this helps.
  11. [0.2.4] TFC2 Prerelease

    Do you remember what you were doing on the server before it originally crashed? Or did it stop normally only to start crashing later each time you try to boot it up? From the crashlogs it seems that the crash is still caused by the server trying to load client data. You can see it here: I highly suggest you open a new Issue ticket on the official TFC 2 repository. I'm sorry I can't do much more :(. Best of luck to you, and please try to remember if you did anything in particular that made the server crash.
  12. Fearsome Critters

    SLIMES Yay, slimes!!!! I always tought slimes were cute when I was a kid playing my first video-games, and I still think they are. I think that slimes however should not be able to swim in deep water, while they should be able of "oozing" trough spaces that are smaller than their actual size and down (or through) grates and bars (dunno how hard that would be to implement, probably too much effort for such a small thing). I think also that slimes actively seek out food, incorporating everything smaller than them: this would mean that slimes would actually grow over time and split, making the slime population grow in the process. This would also mean that sometimes you could find slimes with visible undigested items floating inside, such as rocks, coins, or remainders of the slime's last meal, such as bones, skulls, clothes... pretty much anything that isn't organic or easily corroded. About them being edible, I'm okay with that as long as there are different varieties of slime. Otherwise, how would you explain the fact that you're now eating -maybe even without cooking it- what is essentially a glob of corrosive mucus? I think that either you would have to "treat" the slime in order to make it edible or there should be different varieties, each one with different characteristics. We could go with the "classic", ie the green slimes that attack by body-slamming you, or we could take a different approach. For instance, in Elona, the role of weak "slime" monsters is occupied by putits, weak slime-like monsters that can be easily be killed en-masse even by low level characters. True slimes are no joke, though, and will easily kill low level characters, and they also leave acid puddles upon attacking or taking damage, damaging the gear of the player. I would personally like slimes to have different varieties, and would like even the weakest to pose at least some kind of threat and not be just cannon- well, sword- fodder. Here are some possible slime varieties : Green Slime, AKA Corrosive Slime. This slime would be omnivorous and found in most temperate, cold and hot islands (not in arctic and tropical ones). It would be highly corrosive and attack by slamming against the player, covering him/her in corrosive ooze. It would absorb and try to digest anything that's smaller than it, but would also be quite aggressive against creatures that aren't much bigger than it. It would have a minimum size of 0.5x0.5 blocks and a maximum size of 1.5x1.5 blocks; after it has reached a mass of 1x1 blocks it would be able to split and turn into two separate slimes half the size of the original. At 1.5x1.5 blocks, critical mass is achieved and the slime always splits. Because of its small size, it would use its corrosive power and numbers to overwhelm larger creatures. Its caustic ooze could be harvested and used as a reagent or to coat weapons, giving them bonus acid damage at cost of durability. The jelly, however, is too acid to be eaten, even after many treatments it would still burn through the player's stomach. Red Slime, AKA Jumper Slime. This slime would be carnivorous, actively predatory and found exclusively in hot and tropical islands. It wouldn't have any fancy effects to apply to the player, but would make up for that by being phisically tough and capable of jumping with great force, closing great disances in little time and inflicting great damage. Its minimum size would be 0.5x0.5 blocks with a maximum size of 2x2x2 blocks. Once it has reached its maximum size, critical mass is achieved and the slime splits into 2 smaller slimes of the smallest size. Differently from the other slimes, these would live in a "pack" of max 5 individuals, with all the others breaking off and forming another group. Since its jelly is so tough and elastic it can't be eaten without being treated first by being submerged for a day in saltwater, and even then it isn't that nutritious. Blue Slime, AKA Blossoming Slime. This slime would be carnivorous and photovorous (eats light) and would be found in cold and arctic islands. It would apply weakness and slowness to the player when attacking. You see, the blossoming slime's life would consist of waiting in a place where its presence isn't obvious and wait there. For part of the year- when the temperature is too cold to let it move freely (all year except from april to september)- it waits where it is and produces slimy "blossoms" that produce nutrition from sunlight, that can be used as a powerful reagent in slowing and weakening potions or used directly to make powerful sedatives. In this stage the slime is in a state of lethargy, however attacking the slime will provide an abrupt end to the slime's sleep and often to the attacker's life. This process of photovorism however produces just barely enough nutrients for the slime to survive, and once the weather is hot enough they have to feed themselves with something far more nutritious, i.e. live prey. This means that the slime will lie in waiting and spray passing prey with sedative liquids, causing most creatures to fall over asleep and leaving them to be consumed with impunity by the slime. This of course is not the case for the player, that will receive "only" weakness and slowness. Their minimum size would be 1x1.5x1 blocks, with the maximum size being 1x2x1 blocks. Once they have reached this max size, they will enter a premature blossoming stage and release 2 to 8 "seeds". These slimes would be solitary, and could be worthwhile farming because of the narcotic and weakening properties of their ooze. The ooze could also be used to coat weapons and ammo, giving them a weakness and slowness effect. A concentrated form of this tranquilant extract could be used to make tranquilizer darts. The meat can be eaten but it lacks nutrition, removing thirst instead. Yellow Slime, AKA Boiler Slime. This slime would be herbivorous and could be found in deep caves in all islands near lava sources,where firemoss grows. This special moss requires magmatic heat to grow and is useful itself for potions of fire and heat resistance, or light-but-tough-and-insulating apparel. By feeding on these heat-reliant plants, the slime boils and shakes, with visible steam bubbles inside of its body. This slime attacks if it feels that its food source or itself are menaced. It does so by spraying jets of scalding steam, dealing damage and heating the target, possibly causing heatstroke (if the temperature system gets implemented) and broiling armored opponents. It would also be able of lashing at the enemy with its boiling, rock covered body. The jelly is too hot to be eaten, even days after the slime's death. It's a good combustible however. Purple Slime, AKA Swarm Slime. This slime would be omnivorous and would be similar to the green slime, living in the same kind of islands. It wouldn't be as corrosive (half the damage) but would have another nasty ability: instead of splitting when it has reached maximum size, it would split into two slimes half the size when damaged, making the act of clearing a colony of these slimes quite an hassle. To keep the splitting process going, this slime would have many different phases in its life: rather than min, med and max sizes this slime would have a minimum size of 0.25x0.25 blocks, a tiny size of 0.35x0.35, a small size of 0.5x0.5, a medium size of 0.7x0.7, a big size of 1x1 and a max size of 1.5. Not being as corrosive as its green cousins, the purple slime's jelly can be eaten after being submerged in milk for a day, and is actually comparable to very stretchy meat once its done soaking, while having the same nutrition value as bread. Because of its nutritional value and the great number of slimes found in purple slime colonies, this might be the only reason to risk getting submerged by a swarm of purple slimes. Rainbow Slime, AKA Potion Slime. This slime would be omnivorous and could be found near places that would logically have an ample supply of potions, such as a wizard's tower or a potion distillery. It would have many different colors in its body because of the large amount of potions ingested. It would be the size of a green slime and have the same attack power but less health. Instead of being corrosive, it would have the chance to apply a random debuff to the player. The amount of potions ingested also highened its intelligence to dog-like levels, thus making it able to be tamed by the player. Once tamed, it would be possible for the player to "milk" the slime with a bottle, giving the player mistery potions and reducing the slime's size by 0.5 blocks. If a small potion slime is milked, it is killed. The player would be able to make the slime grow by feeding it. The mistery potion could be drank for a random potion effect or "distilled" into pure potions or used in other ways for magic. They could also be created if the player foolishly (or purposefully) let some green slimes absorb a lot of potions. Pink Slime, AKA Ranch Slime. THis slime would be omnivorous and could be found only in temperate islands. This slime would be basically a green slime, except that it would lack the acidic properties and the aggressive temperament, making it ideal as a (non-combatant) pet. Its "flesh" would also be tasty and nutritious both raw and cooked, and this, along with its friendliness and capability of digesting most organic compounds, would make it a great farm animal, easy to feed and care for while worthwhile to "breed" (they still split once you feed them enough). Its size would be the same as the green slime (both min and max) but it would split into 3 slimes instead of 2. For balance's sake, it would be either really rare or only obtainable through applying magics to a green slime. Giant Slime. More a variant than a species, this slime is the result of a slime (any species) gorging on a lot of food, far surpassing its critical mass and thus being unable to split. This huge slime would have a minimum size of 2x2x2 blocks and a maximum size of 5x5x5. It would posses all the abilities its normal sized kin has, but because of its mass its base "slam" attack would be really fearsome, causing huge damage because of the great force that it applies. Once such a slime reaches the size of 3x3x3 blocks, it would also be able to completely absorb the player if he/she is against the wall and the slime keeps pushing against the player. These would be rare and would work as a sort of miniboss (man, I would hate having to deal with a 5x5x5 rock-armoured steam-spewing body-slamming behemoth... jk that would be pretty awesome imo).
  13. [0.2.4] TFC2 Prerelease

    Hi! I'm not experienced in coding, but I've got two things to tell you: Please use spoilers when submitting verbose logs, such as crash reports It seems to have something to do with the proxyes. I suggest you download the latest version (Version 0.2.4, available in the first page of this thread) where a the devs fixed a crash caused by client side code being on the server side If you have the latest version and it crashes on the server, you could maybe post more information that would help the devs solve this problem.
  14. [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
  15. 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
  16. 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.
  17. 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?
  18. 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?
  19. 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).
  20. 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
  21. Make knapping a bit more... interesting

    Agred. Mine was a stupid suggestion. Sorry.
  22. 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...
  23. 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
  24. Current survival strategies

    Yup. They drop raw calamari from Pam's Harvestcraft.
  25. 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.