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Little Whispers

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Everything posted by Little Whispers

  1. Enhanced Movement

    I apologies if I'm repeating a post of which another has previously done, which I've haven't found anyone suggesting this, but looking at how dynamic this Minecraft overhaul mod is attempting to be, I find that it also requires a dynamic revamp of how you control your character too. Personally, playing the TerraFirmaPunk modpack as much as I have, I've grown very attached to the Smart Moving mod with TerraFirmaCraft because it allows for crawling and climbing into areas I would never be able to reach otherwise at some stages in the game. After personally playing the very early alpha of TFC 2, I've seen a lot of cliff faces that an enhanced movement addition would completely make climbing them amazing. You could possibly have a stamina system for being able to climb up surfaces like how The Legend of Zelda: Breath of The Wild, Conan Exiles, and several other games with climbing mechanics us stamina for climbing. Then if you have climbing gear that'd allow for less stamina loss for climbing. Also, there could be repelling rope so you can go down cliff faces with ease. Climbing could also be a leveling skill like how all the other skills you can see in one of your inventory tabs. You could also eventually get safety rope that if you fall, you fall down a few blocks then get caught by a rope to regain your stamina, though if you rely on resting your weight on it for too long, it may snap on you so you'll have to use it with caution. There could be different grades of safety rope that you could craft and obtain. In other cases, you could have crawling for caves and dungeons to get into secret areas or allowing you to explore more. Though, if you're going to do this, you'll need to allow a lot of enemies to use that tactic too, or at least add more enemies that are small enough to fit like insects and such seeping through 1x1 block holes. For the last part, you could revamp the combat system. In my opinion, Minecraft generally has bland melee fighting. It's usually just who ever can click the fastest, and now with the newer updates, It's still who can click the fastest while timing the attack charge bar. I don't know how you could make fighting more immersive but I believe there could be ways to actually force you to be strategic with every fight you have. I personally love when games make it so you have to actually debate on whether or not you should engage a target and if you're equipped enough to do so. I saw the development for the models on the giant centipede and the giant spider to which I thought of how dangerous and taunting those would be to fight. I'd hate to see the way to kill them is just to walk up to them and click on them a few times while trying to keep your distance.
  2. Island Portals Clarification

    vvv Summary: Different Uses for the void. vvv One thing there is to consider is that there could be multiple uses for traversing the void. I personally love the rarity of the portals that hop from one island to the other due to making them more unique and possibly defended by another faction or entity. Though, now that we're in the suggestion thread, I shall suggest possibly using the void in result of not only doing island hopping but also, in some cases, making your way to different dimensions. This "void" dimension would possibly make more sense if it was used in more of a diverse way, looking at it as more of a half dimension, a split between two or more realms. It's interesting to see when you use these portals to not just fold space and time in half then just to walk from one island to another like a standard teleporter or warp gate, but merely used to enter an entire different dimension as a path way. This "dimension" instantly gets a lot more concerning for its existence and properties. vvv Summary: Different functionalities for the different uses of the void. vvv The reason I thought of using this "void" dimension for different purposes is due to the point you, Stroam, made of if we should be able to "summon" these portals along with other game changing features. If this "pocket dimension", "split dimension", "half dimension", etc. is used for passage ways to a multitude of locations being either the same dimension or another, then some portals would make sense to "summon" while others, like the ones that just transport you from one island to another, isn't. This would be able to maintain the rarity and seriousness of more concrete and permanent portals while using lesser portals for lesser counterparts, having both of these two mechanics using the same system. These different variations of transportation used in the void could have different stability, functions, and encounters. vvv Summary: Overworld void corruption and random void rift encounters. vvv Also, I believe void like things could make for some really interesting fantasy end game tiers and weird lore if lore were to be added in the game. Expanding on the point I've made about how some portal's wards get destroyed, due to this "void" dimension possibly being more of a 0.5 dimension than a complete one, you could have rifts and tares in the fabric of space which lets out this corruption and taint into various worlds because of its natural instability. There could also be a feature to create random encounters that make you go; "WHAT IS THAT?" and either force you to retreat or bunker down. I personally love when a game adds random events that could happen out of the blue which makes you a lot more cautious with the environment. It actually gives you reason to build shelter more than the fact of comfort. I believe some players would possible give up on building a base or house on every island or so besides small two block high walls or something to prevent monsters from coming in. Though, random encounters like a void monstrosity ripping a hole into your dimension to say "what's up", or possibly more of something like a storm instead of a monster emerging from an unprotected rift to the void, will gives players a lot more of a reason to build at least some kind of fleshed out bunker. Also, one thing to make important is that I see that every hostile void creature would be aggressive to anything that isn't of void descendant. vvv Summary: Attempted justification of making this particular aspect of the game so expansive. vvv I know I'm putting probably way too much effort into looking at this one topic of this mod compared to everything else, I just can see a lot of potential that can be tapped into with just this one aspect. From my experience with fantasy and magic, the void tends to be absolute end game territory. Fantasy concepts usually don't get too in-depth into the nature of the void, but almost always show how expansive and powerful it is, especially how dangerous and corrupting it is. In result, from what I know, this dimension and island transporting concept is very lightly done so far and isn't that deeply thought through. Yet, I believe if TFC2 is going to be fantasy related with all of these planned features, while having these portals and this void half dimension placeholder already in the game, it would be a very good idea to expand this aspect of the mod to add such more alien and unique gameplay. Most people know generally most of the creatures to encounter in a fantasy world that's like what's planned for TFC2, but nobody quite knows what kind of horrors that could reside deep within the void, especially the aspects that are strong enough in which they have self will and consciousness to attempt hunting you or anything specific down. In my head, I have a mixture of these following mods: Thaumcraft Astral Sorcery Ars Magica 2 Dimensional Doors These are not due to their items, creation, and research focuses, but instead more exploration, vibes, and discovery focuses. I love the vibe and reality in Minecraft they attempt to create which would possibly work great with expanding this aspect if not others inside this mod. Though, I believe I've finally drained everything that I can think of with this aspect. Again, sorry for the ridiculous amount of text, I tend to put too much effort into my work when I get my hands onto anything. I loved TFC1 and love seeing the progress of TFC2 so I wish the best for this mod. Though, like before, I thank you for the ones who do read through my massive mess. I really wish I was able to get into programming enough so I can actually start making my ideas myself or helping/working with others. That's one of my later goals in life to do, I already know the basics of several languages, I just need to chisel out my path or receive help till everything becomes clear.
  3. Island Portals Clarification

    (self introduction) To start things off, I've been a huge fan of TFC1 for years now but never quite knew about the development of TFC2. For the most part, I figured TFC1 just died out and the developers left for other miscellaneous things, granted that I made that assumption based off the lack of TFC1 updates and the fact of me just not reaching out to research what's going on. Though, while recently playing the TFP modpack and searching up on gameplay help, I stumbled across these forums. Honestly, they're not hard to find when you want to look for it, though it seems uncommon to come across it on a natural basses. For the past few days, I've been doing a lot of research on what's going on with this mod in excitement and curiosity, along with testing out the early alpha test version of this mod that's out. (the actual post) Now that we got my position on looking into this mod out of the way, let's move onto what I actually made this post for. I find the island worldgen to be unique feature that you tend to only see with adventure maps in which you require to hop from portal to portal in order to reach another island. From what I know, these places are meant to be void like, dark, scary, and I've read "dangerous". Comparing to what I've seen in TFC2 while knowing it's merely alpha, I've only seen two platforms in those dimensions with a fairly long winding path above a grand abyss with various vanilla animals and vanilla mobs spawned on it. I'm pretty sure that's not going to be the finally form of what the island portal dimensions will consist of, or at least hope not. Though, this leads to my question of what's planned to make this realm "unique" and looking at how it'd be "dangerous". Yes, I know it's very, very dangerous in the current state due to merely vanilla monster spam. Yet, knowing more of the bigger picture in which is TFC2, that's most likely either placeholder or unintentional mob spam. From originally reading into these "leap dimensions" to traverse the apparent planned dangers of these vast landscapes of which reside inside of TFC2, one mod kept popping into my head is Dimensional Doors. I'm curious in which direction and how in-depth are these leap dimensions going to be? Dimensional Doors was one of my favorite small mods back when it was relevant due to the alien and creepy nature of it. Also, is there going to be any special threats that reside in these transference zones? Using Dimensional Doors as an example to base perspectives off of, will there be threats like those eyes that transport you to Limbo along with other demons and monstrosities birthed form the void? Along with that question, will these places still continue to be these winding bridges or will it be more like a light dungeon that you're meant to rush through before the void consumes you? (tangent) I could see the little platforms of which the portal resides on in the grand vastness having something along the lines of a ward to protect them so the void doesn't destroy them if not use it to leak out into the real world with. Heh, maybe that could be an island type, an island tainted by the void from a broken portal due to a failed ward. Though, back to normal use of these portals, I do like both ideas of this area being either something you'd have to go slow and cautiously through and the idea of having to rush through it as everything brakes apart. Unless, there were to be a happy medium of where you can find stable and unstable portals. Unstable portals would be either a one time use or something that falls apart when used, then you'll have to wait for it to "rebuild" itself. On the other hand stable portals would be used more like solid dungeons. I also like the idea of them being highly risky and dangerous to traverse because that'd force players to make 100% sure they have everything they want to take to the new land and are prepared enough. These portals could also increase in stability the more you use them which will add progression amongst these worlds. This increase in stability could be increased in either the time that's spent there, the more void you fight off, or a mixture of the two if not something else. Actually that something else could be that, sense the other two feels more "grindy", you could also have a crystal or something of such that spans a ward across the path between the two portals that you need to activate. In this ward that spans to connect the two portals, the void shall be forced back along with all it's creatures which will allow players to temporarily "claim" these passages through the void. In order to keep the wards in tact, players need to either fuel or merely reactivate what we could just call the "crystal" for now. Sorry about that massive tangent, that's a lot more of a suggestion but I'm tossing around ideas to what I could possibly see these void transportation zones becoming with my lack of knowledge on what the devs have in mind. Hopefully it won't be frowned upon. Also, thank you for taking your time in reading this post for the ones of you who have.
  4. Enhanced Movement

    My bad, I considered it as one topic due to it's how you control your character, being enhanced movement. I guess it depends on your perspective of what "enhanced movement" fully classifies. From how I see it, how you engage into combat is a form of movement and controlling your player which is why I added it. But regardless, I apologies if it is.