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Devlin

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  1. Wayukian please!!!

    it has been a little over a month, not critisizing, but are you even still working on it or should i try my hand at making it compatible
  2. Ships

    already a post about this. it is in the thread directory. the very first post. you should read the rules. one of them says don't make repeat threads.
  3. Wayukian please!!!

    Hello? um... do you plan to update this? Not trying to be pushy but you said as soon as the mod updated you would update the "texture" pack. so im just wondering if you are working on it or if i should just try to update it myself?
  4. Why is this not getting any more love?
  5. New Health and Medicine System

    Wow, how long has it been since i posted this? i remember when i got all excited when Bioxx replied saying he loved this and was planning on using this post when implementing a health system. guess they went in a different direction but man does this bring back memories.
  6. To heck with the current communication!

    bukkit does not work with forge, bukkit forge does not work with TFC, If someone could create a TFC exclusive version of this then great, but until bukkit and forge work on compatibility with each other then i don't see this happening anytime soon. unless a modder sees this and just to prove me wrong writes a plugin that works similar to the bukkit version. >.>
  7. Archery and Weaponry

    this is exactly what i was trying to say. just that we need more variety to make combat more interesting. i would also like a variety of archery equipment as i am an archer in most games (or a battlemage, but that is unfortunately not in this mod) so i was hoping for a bit of variety for us who prefer archery, 3 different types of bows and a crossbow. so yeah variety is all this topic is about, making combat more interesting. oh and to Roark92, i understand what you are getting at but i have pretty much every type of sword on the planet IRl and i can tell you a Katana is much different than a typical double sided sword. seeing as how we are limited to one handed i tried to refrain from listing two handed weapons. there are plenty of weapons that deserve as much respect as everything else but the Katana is easily implemented compared to them and is iconic, that is why i listed it, in the end it is up to you guys and Duncan to figure out what you want most. i just started the topic to get us thinking about it because Dunc is working on the new damage and armor systems.
  8. Wayukian please!!!

    What? i use this texture pack pretty much exclusively and it is working perfectly fine on 1.5.1. the basalt is a bit dark at times but other then that i have had no problems. perhaps you are not installing it correctly?
  9. Wayukian please!!!

    ok that's understandable. i was hoping to have the metals by then but i am perfectly fine waiting.
  10. Archery and Weaponry

    doesn't need to be but we want believable right? and having every single weapon be exactly the same is not very believable. plus it would make it that much harder if you had to actually way your options on what you want to do. if your thinking about zombies a sword or spear would be best. for a skeleton bleed would be pointless so the something like a stunning hammer would be best. fending off a creeper? get something with knock back or more reach. range is best for them,. really the only reason i started this was for archery but i had a few ideas for weapons so i thought i would throw them in as well. basically i just want to make it more immersive. if you have to really think about the weapon you want then it makes it so that the weapons you make have that much more meaning to you as they reflect your personal choice and preference if it is only based on visuals then really there is no attachment to your weapon, but if you have to think about the pros and cons of each weapon type and them make a choice it increase the sentimental value of each weapon you make. yes eventually you will have them all but until then you will really have to consider what you want to spend your hard earned ore an time on. oh and naming them would make this even better. many weapons throughout history have been given names. whether that weapon was lost and broken on a battlefield or preserved forever in a museum. naming a weapon gives it character ad sentimental value.
  11. Archery and Weaponry

    OK so just to clarify this is a thread about weapon ideas. Normally I, like everyone else, would sit here, write out some long explanation of what I am thinking and have about 7 different people show up to tear apart my ideas because of something i said. So instead of explaining why i think they should be added or anything like that i will just list a few ideas for anyone to add onto, they are not detailed or refined in anyway so feel free to add on or deconstruct as you see fit.. Archery: Slingshot: throws rocks, mostly just pisses off mobs Short bows: basic bow made for beginers Bow/ strong bow/ hard bow/ whatever: stronger bow made of better material then the short bow, longer range and more damage Composite bow: same range as the short bow but more damage then the long bow, fires faster. Crossbow: very very slow fire rate, massive damage, may be able to 2 shot kill a full health player in full iron or 3 shot steel (if you can reload fast enough to shoot them before they run up to you and start beating on you with their steel mace.) Combat: Knife should have increased speed. Maces should inflict a slight miner's fatigue and slow the player's swing. maces and swords should have a 2 block range, swords should have a chance to inflict a bleed effect that deals very minor damage while maces have a slight chance to knock back or stun the enemy slightly more then usual. Dagger: fast weapon, 1/2 or 1 block range block range Katana: faster sword that deals slightly less damage, same range as sword and mace Battleaxe: slower, like the mace but has am increased chance to inflict the bleed effect. Spear (not javelin): less damage but has increased reach. 4 blocks? Other: Throwing knifes/stars: do i really have to explain this one? Jacks: throw them on the ground. When a mob walks on them they hurt the mob and disappear/ break. Bleh... i can't really think of more for this but feel free to add Traps: Spikes Skyrim.... you guys can fill this one out.
  12. Early power systems

    How about we keep it pretty much the same as it is now and instead of adding new teirs or whatever we simply add things like a windmill that you build and it helps you grind flour more swiftly. a pump made of steel and pipes for liquids made of glass and steel. you know believable medieval machines that don't seem like much now but would make the little things much easier to manage? imagine if you had the option to either move bucket after bucket of water to your ponds and wells or simply build a pump that you can either hand crank or something to move the water for you. obviously it would be much more expensive to make, like building a bunch of individual parts and putting them together in the crafting bench or setting it up piece by piece next to a water source, hooking up a pipe to the intake and one to the out take. regular steel for water but blue or red steel for lava. something like this. instead of adding in a whole new system, simply add in buildable and craftable medieval tech. only ones that come to mind are windmills, basic pumps, watermills, clockworks, crane, ext... i think I am starting to ramble so i will leave this here. no teirs, no having to build this before you can build that, just hard work and engineering, if you can make it then go a head and do, but having a systems where they eventually need maintenance would balance them out a bit, so it take a ton of materials to build and then depending on how well it was put together it may need more or less maintenance.
  13. Wayukian please!!!

    Hello? it has been a week since you last posted, if im being annoying just tell me, i get that way sometimes, i don't mean to be but it happens so just tell me if i do. now im just wondering if you could post an update? just say im working on it or im about halfway done anything to let me know you are still working on it. hope to hear back from you.
  14. Can you upload the pipe and engine recipes? i mean i understand that they are probably very close to being the same but knowing what i can and can't use would be very helpful. also how did you implement new recipes if you can make a tutorial on how to add new recipes to tfc gui's i would really like to start porting other mods like thaumcraft and simply horses. also if anyone knows how to add ore gen to tfc that would be extremely helpful as well.
  15. Dreaming of FTB with this mod

    Umm.. has anyone ever thought that maybe A FTB TFC does not have to have such a huge progression? i mean FTB has many different pack all with different themes. heck they even have a voxel mod pack ment purely for building awesome stuff in near vanilla. whay not have a medieval time TFC modpack with simply horses or mo creatures? and perhaps a few other mods like buildcraft or thaumcraft? (with some of the features like oil and quarries removed) just adding new recipies for the mods by making them use TFC items and blocks. Just cause it is FTB does not mean you have to eventually reach the space age. i would love to see TFC with a bit of late game convenience and mystical elements added in.