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Pwnlord

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Everything posted by Pwnlord

  1. I had an Acacia forest go up in flames on my newest world thanks to five different lava pools in five different locations. It was tremendously convenient, and I want to do it again. What's my best bet? Make a wooden platform atop the leaves, put a firepit on it, and wait?
  2. Setting forest fires intentionally?

    Flint and Steel are just a higher-durability Fire Lighter.
  3. Basically-a lot of the appeal of TFC1 was the nonlinearity of it. If you sucked at mining-and a lot of us did, back when Dunk Decreed that Thou Shalt Not Know The Intricacies Of The Mining System-you could roam the world and gather stone-age resources nigh-indefinitely. There was a definite gating in the form of metal, but a lot of the game was still accessible without it. You could, in short, feel like you were actually Exploring A World, rather than Playing A Game. The Portal system is an...interesting take on the progression inherent to TFC1, but it also loses a lot. Sure, a bad spawn means tedium finding the one (or two, or five) resources you lack-but the joy of TFC is in "Holy shit, Cows!" or "Fuck yes, my first pick!" or "YES! METAL! AT LAST!" or the sheer pride of stepping out into the night in your first set of Wrought Iron armor, only possible with the Flux you traveled so very far to find, and hours spent bent over a Forge as you puzzled out the right order of strikes to turn recalcitrant metal into the tool you need. The Portal system reminds me of a wide variety of shitty survival games, and it also inherently means leaving your comfy base behind, thus disincentivizing creative endeavors (like the much-praised Chisel.) TFC2 players do create megastructures, if nowhere near as often as vanilla players. Why make something impressive, when you know you're going to leave it behind? With every island having resources easily found, a lot of the exploration is gone. I'm encouraged by the screenshots from Bioxx's Twitter, but I'm terrified of the idea of islands maybe a hundred chunks across with only a single variety of ore. Consequently, I'd like traditional worldgen to be an option-either from the beginning, or by fighting your way past whatever dangers lie beyond the safe shallows. Build a better boat, make better armor, or otherwise skill your way past, and gain access to a world that doesn't coddle you.
  4. Hunting and world generation.

    I'm actually mildly sad that this is going in a Glorantha-esque direction. I liked TFC1 a bunch, apart from a few retarded things like no slings/decent ranged options for Skeletons, and no use for half the mob drops. I hope you can outskill your way past the Portal system, and that the Portal system is just easier.
  5. Such that I managed to dig right past a major deposit I was looking for. TFC1 is no longer in development, so there's not much that can be done with/about this information, but I wanted to bring it up after I spent several very frustrating hours puzzling over a deposit I couldn't find.
  6. Boy howdy, if this wasn't literally my first vein of the game I'd have done just that. Adding insult to injury, it was Poor Tetrahedrite.
  7. Alright so: spiders. Big, scary, unfriendly, quick and dangerous. During the night. During the day they're docile and almost friendly. They're also a reliable source of String. So: why not make them tameable? Box one off, feed it meat, avoid it at night, and eventually it'll self-tame and allow itself to be 'milked' for String with a Bobbin (three sticks in a line). The hardest mob in the game to tame, but a good source of Spider Meat (tastes like crab!) and four String once a day once tamed.
  8. Meteoric iron & materials

    Meteoric iron is a staple of both real and fantastic works as a tool material-intensely frequently swords, but occasionally other items as well. Rare meteoric impacts could be a solid source ofiron-nickel alloy as well as exotic space rock, an excellent material for bragging rights on MP servers and quite pretty in its own right, atop possible use in TFC2's magic system. Vitally, it's also yet another reason to explore; the sight of a shooting star far in the distance should be reason to grab your tools/hop in a boat and chase it. Honestly, what TFC2 needs is a sense of the fantastic to add to the detail it adds to everyday life. Chasing meteor impacts and climbing into craters in search of precious ore sounds like a lot of fun.
  9. Mules (and other pack animals) carry barrels

    I'd be all for this, but requiring a Saddle beforehand.
  10. [Solved] Brine lost on transfer

    The barrel I was emptying. The contents of the barrel I was trying to fill. The result. I don't know how to check logs, so I can't post logs-tell me how in the comments and I'll do it next time it happens.
  11. Survival content

    May I also propose that the snare have a chance to catch rabbits, rats and birds alive for taming?
  12. Weapons, Melee range, Cooldown, etc.

    I've been proposing Slings for ages. I'd love to see them added.
  13. Given that galena DOES contain silver-even if it's miniscule amounts-I say we should make it possible to gather silver from it again-quite simply, in a forge. How? Melt off the lead. Lead melts at 621f. Silver melts at 1700+. Melt off the Galena, get 1-5 Silver Flecks. Ore Flecks stack to 100, and melt like larger ore does. I know, I know. But I want something to do with all the goddamn galena I run into.
  14. Endgame guns.

    From the IRC: May 07 07:57:59 <Omri> So I saw the gun suggestion thread. May 07 07:58:10 <Omri> made my cogs spinning. May 07 07:58:46 <Omri> I got some expirience and knowledge with ancient firearms that might be useful here May 07 08:00:15 <Omri> In theory a matchlock musket/rifle could also be a possibility May 07 08:00:43 <Omri> Especially with the use of jute fibres for the slow burning "match" May 07 08:01:56 <Omri> and bronze barrels for ancient firearms May 07 08:02:12 <Omri> a bulky, matchlock bronze blunderbuss as tier one gun May 07 08:06:18 <JackSparrow> Are there any kind of anti-griefing mod/plugins that will work with the latest release of TFC for my server? I really would rather not whitelist the server as that creates a lot more work of player screening and access that I just don't have time for at the moment. May 07 08:07:11 <JackSparrow> LURKer: No I am not running FastCraft. I don't even know what that is. My TFC server is vanilla with no additional mods other than the base TFC install. May 07 08:09:52 <Omri> I think that griefprevention works with forge mods well May 07 08:09:57 <Omri> but im not too certian May 07 08:11:38 <Omri> I also recall worldguard and towny work May 07 08:16:44 <JackSparrow> from what I have found those are meant to work with bukkit style plugins, but, I could be wrong and overlooking something. May 07 08:20:37 <Omri> bukkitforge is a thing May 07 08:21:07 <Omri> Im only running a vanilla server. May 07 08:21:17 <Omri> my last modded one was 3 or so years ago May 07 08:21:24 <Omri> funny enough it was tfc May 07 08:28:40 <LURKer> JackSparrow, try adding FastCraft then May 07 08:28:49 <LURKer> it's recommended on the DL page for TFC May 07 08:29:18 <LURKer> Omri, I am Pwnlord. :3 May 07 08:29:59 <LURKer> I know it wasn't super detailed, but I was mostly gathering together some quick Google searches, with a dash of Wikipedia article. May 07 08:31:00 <Omri> ah, well in that case LURKer lets brainstorm for a bit May 07 08:33:07 <Omri> thoughts on crude hand-cannons? May 07 08:35:49 * LURKer handwaggle May 07 08:36:16 <LURKer> I could be for 'em, mostly didn't propose them because anything that sounds vaguely like "tier 1 guns" tends to provoke rage and "NO GUNS EVAR" May 07 08:36:17 <LURKer> http://i.imgur.com/lfbEiqu.jpg May 07 08:36:25 <LURKer> this is my personal favorite style thereof, the Culverin! May 07 08:36:37 <LURKer> yes, let's make a bomb on a stick with an open end on one side May 07 08:37:08 <Omri> I mean May 07 08:37:21 <Omri> 1-hit kill most mobs May 07 08:37:29 <Omri> 50% chance for losing a limb May 07 08:37:40 <Omri> increases ad durabillity goes down May 07 08:37:47 <Omri> last resort sort of weapon May 07 08:37:51 <LURKer> mhm May 07 08:38:17 <Omri> Its practical for early survival and useless for later stages May 07 08:38:19 <LURKer> I'd say more like, 1/4th HP per kb May 07 08:38:27 <Omri> Sounds like a great weapon May 07 08:38:44 <LURKer> since limb removal is kind of hardcore for a Minecraft mod and just incentivises player suicide May 07 08:39:21 <LURKer> "well I could continue with decreased capability and my levels OR I could die gloriously. HmmmmALLAHUACKBAR *boom*" May 07 08:40:02 <LURKer> kb causes the loss of the culverin, possibly giving a Destroyed Culverin that can be melted for half its metal cost May 07 08:41:45 <Omri> Culverin fragments May 07 08:43:48 <Omri> Culverin < Blunderbuss < Smooth Bore Musket < Rifled Musket May 07 08:44:36 <LURKer> Sounds good, though I'd replace the Blunderbuss with the Hand Cannon May 07 08:44:52 <LURKer> I want the Blunderbusses to be their own parallel tech tree to the Muskets May 07 08:45:08 * LURKer quickly types up some ASCII. May 07 08:45:38 <Omri> Achievement Get: Mah Boomstick May 07 08:46:58 <LURKer> _______________________/ -> Cast Blunderbuss -> Forged Blunderbuss May 07 08:46:58 <LURKer> Culverin -> Hand Cannon May 07 08:46:58 <LURKer> _______________________\ -> Smoothbore Musket -> Rifled Musket May 07 08:48:10 <Omri> Trigger Mechanism: Fuse < Matchlock < Flintlock May 07 08:48:55 <Omri> 40% failure chance in fuse May 07 08:49:05 <Omri> 20% for matchlock May 07 08:49:11 <Omri> 5% for flintlock May 07 08:50:09 <LURKer> Yup. It'd be nice if you could apply the trigger group qualities to each item seperately but idk if you could do that. I think you might be able to use something like the way the code handles Vessel contents or Large Vessels being used like buckets? Idk. May 07 08:52:12 <Omri> Not-a-programmer May 07 08:52:36 <Omri> Im an engineer May 07 08:53:39 <Omri> I know how to make things work May 07 08:54:55 <LURKer> Yeah. I mean it'll probably have to be hardcoded, Handcannons and Culverins use fuses, Cast Blunderbusses and Smoothbore Muskets are matchlocks, Rifled Muskets and Forged Blunderbusses are flintlocks. May 07 08:55:20 <Omri> I like the torch idea May 07 08:55:21 <LURKer> but it'd be nice to have, say, a Flintlock Hand Cannon for cheap ammo and much lower chance of kb. May 07 08:55:35 * DigitalReaper ([email protected]) has joined May 07 08:57:52 <Omri> how about a middle ground May 07 08:57:57 <LURKer> added another thing to my post May 07 08:58:21 <Omri> torch lit works for both handcannons and culverins May 07 08:58:48 <Omri> matchlock for handcannon + smoothbore/cast blunderbuss May 07 08:59:08 <Omri> and the flinlock for muskets and blunderbusses only. May 07 08:59:17 * LURKer handwaggle. May 07 08:59:33 <LURKer> It's sensible, but I tend to err on the side of "minimum number of single-use items." May 07 09:00:10 <LURKer> though I feel like there should be a consumable involved for matchlocks May 07 09:02:19 <Omri> jute fiber May 07 09:02:38 <Omri> great extra use
  15. Endgame guns.

    They've been recommended before, but I'm gonna throw my hat in the ring. Guns. Divisive subject, aren't they? To the fantasy enthusiast, they're the death of the genre and the end of chivalry. But as early as 1500, handguns and cannon were in common usage, right after TFC1's tech level. By 1520, rifling had been made effective, though not common until the 1800s. Early flintlocks were expensive and time-consuming to make, but distinctly effective-initially as much for scaring horses as putting bits of lead in people, but later quite accurate indeed. Making a barrel is a simple enough task-take eight bars of endgame steel, make four Tuyeres, then Weld two together to make a Short Unfinished Barrel, and Weld two Short Unfinished Barrels to make a Long Unfinished Barrel. With that done, you have to Finish it-with a Reaming Jig-requiring three Plank Blocks, three Wood Planks, and another bar of endgame steel for the drill bit. Drill it once to make a Smooth Barrel, then twice to make a Rifled Barrel. With that done, work a Steel Sheet to get an Unfinished Breach Group, then craft that with a Flint to get a Breach Group. Stick the Breach Group behind a Short Rifled Barrel atop one Plank to make a Flintlock Pistol, behind a Long Rifled Barrel on top of three Planks to make a Flintlock Musket, behind a Short Smooth Barrel atop a single plank to make a Flintlock Dragoon, and behind a Long Smooth Barrel to make a Flintlock Blunderbuss. Flintlock Pistols and Muskets deal Piercing and Slashing, and Flintlock Blunderbusses deal all three at short range and high inaccuracy. Reloading requires a Paper Cartridge (one Paper Sheet, one Gunpowder, and one Musket Shot or Blunderbuss Load). Reloading requires holding down R, then tapping Mouse1 to load the cartridge, Mouse2 several times to ream it, then Mouse1 again to put the loading rod away. Now we get into the process of making shot. While one COULD make rifle balls or blunderbuss shot with a mold, there was no guarantee of quality from same, and a better result was gotten with a Shot Tower. A Shot Tower must be 5x5 with a 3x3 interior, made of Stone Brick, and at least twenty blocks tall. At the top of the tower, you place a Copper Sieve (created by crafting a square of four Copper Double Sheets), then pour molten lead into same. Over time, the lead will drip and form perfect spheres while falling through the air, then be instantly quenched upon hitting the water. One gathers the resulting Musket Balls with a shovel, like Charcoal. Ta-da: guns, balanced for their power by distinct difficulty in crafting and expensive materials not only per gun, but per gunmaking workshop. More ammunition cannot be made in the field without difficulty-unlike the Bow-and so balance is preserved.
  16. Granaries

    Grain decays a lot faster than I'd like, even in Vessels. And even then, more structures are always fun-so why not a Granary? Must be constructed of stone, with a minimum capacity of 1 block, and a maximum volume of 5 blocks per Y-level, in the shape of a +. A granary must be built on stone brick or raw stone, and capped-with stone brick, wood, or thatch in reverse order of effectiveness-and made of stone or wood, again in reverse order of effectiveness. Within, grain decays at one tenth speed (wood) or one percent speed (stone brick.) Placing the Granary Hatch creates a context sensitive space behind it akin to the Bloomery, turning Grain dropped from above into Grain Blocks. Grain is removed from the granary by breaking a block at the bottom (resulting in the Grain Blocks within returning to item form) or right-clicking the Granary Hatch to bring up the Granary interface. The total capacity of the Granary and current amounts will be displayed in said interface, and blocks immediately adjacent to the Granary Hatch will be immediately available for removal, represented as a stack in a central interface space like a barrel. Kind of vague and not without issues but I wanted to get the idea down, and out for discussion.
  17. Endgame guns.

    I counter with the use of the new Offhand slot-instead of cluttering up crafting with six new items, you make stages equivalent to the new Bow's draw stages-first powder in offhand, right-click to fill, then wadding (craft Cotton or Silk cloth, not Burlap, get 16 Wadding), then ramrod in offhand to tamp, then shot to pack, then ramrod again to finish ramming. Doing them out of order may result in a jammed weapon, a misfire, or a kb depending on how you fuck it up, and I'd kind of like to be able to fire ramrods in desperation ala Mad Max Fury Road. This would require four slots of inventory space JUST to load and reload, which would preserve balance. Probably. Ditto shot towers-though you could have shot towers produce higher-quality ammo or larger amounts thereof. Idk, I just like the things, yannow? Instead of making a whole new 'match' item of limited usefulness, why not just use a torch in the offhand? Rocks as projectiles is just fine with me, though.
  18. Villages

    Millenaire called, it wants TFC support.
  19. Magic!

    Personally, I think the best expansion of TFC's exploration-based gameplay would be sacrificial pits. Create a Sacrificial Altar, and when activated, it creates a permanent flame. Interacting with the flame tells you what it wants and what you'll get-drop in a stack of Rotten Flesh, get a small gem; drop in a bar of tool metal, get an enchantment, drop in a bar of tool metal AND a tool AND a stack of Rotten Flesh, get an enchanted weapon-or a spell in the form of a weapon ala TES' Bound Weapons. Of course, there's no guarantee that it's going to want something that simple-it might want meat from an animal that only spawns several thousand blocks away, or a stack of Reeds, or a Lilypad, or some Olives, or...you get the idea. Might even want some Galena. Wouldn't that be nice. I also like the idea of potionmaking being more akin to smithing than to vanilla's Infusions. That said, I'd very much like to bring back the Villager Curing mechanic-even if Villager settlements aren't the idea, having a cured Villager drop something useful before disappearing into the sky is fun and could even be a little heartwarming.
  20. Shield progression

    I am 100% for shields, including a Tier 0 option for more effective escapes, as most of your time in the Stone Age is spent running away from shit.
  21. Display animal traits

    Every so often I'm far from home, go "I need food", then slaughter an animal. Sometimes "far from home" is "half a day." Sometimes the animal drops 36 pounds of pork despite being only slightly larger than the sow sitting next to it. I'd like to avoid this, for obvious reasons. Showing animal size, traits etc when sneaking-next to their Familiarity indicator-would be a good way of going about this. It could be tied into the Butchery skill, displaying "Size: Small/Smaller/Medium/Larger/Large", "Weight: Light/Average/Heavy", etc.
  22. TFC2 Enchanting

    I'm curious if this will be present in any form in TFC2. It's not on the banned items list, so I figure it's kosher to ask about. Vanilla's mechanics don't mesh quite right with TFC. The immediate thought is "blood sacrifice, either personal or from livestock" but that feels too edgy. I'm thinking amulets made from hard-to-find materials, sacrifices of same into a specially prepared 'altar' with fire in the center (providing a use for Rotten Flesh and excess Bones, perhaps?) with Gems as a prerequisite-perhaps set into jewelry, with power or duration depending on the quality of the gem-with powerful effects like Oresight limited to only Perfect gems. This would provide extra uses for Gold and Silver, as well as ornamental-only jewelry and decorated weapons. The idea with Enchantment is to provide an additional tier beyond Red and Blue Steels-and while that niche is filled with new alloys, a touch of the fantastic wouldn't go amiss. Jewelry alone would be pretty great-allowing for obvious displays of allegiance in clans, for one.
  23. Tameable, 'milkable' giant spiders.

    If TFC2 keeps vanilla's Rabbits, they'd be the perfect form of Spider chow. The other use for Spiders would be-mounts! Skeletons can ride them, why can't you? Apart from being heavier, probably. Unarmored or leather-armored only, maybe? Spiders being slower than horses-much slower-but also capable of climbing sheer walls would make them quite valuable indeed. Plus the ability to make them attack on command, ala Caragors in Shadows of Mordor!
  24. Tameable, 'milkable' giant spiders.

    Given that they'd be the hardest mob in the game to tame-requiring three days of being fed meat before gaining any Familiarity-and it takes 24 String to make one Silk Cloth, I think one Silk Cloth per spider per week is fair.
  25. Loot for the Dungeons

    The nether depths of the earth, beneath the lava, supposedly hide stone so long buried in lava that it is wracked with it, neither stone nor liquid, but burning forever given the faintest provocation. Or you could call it Evercoal or something.