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Vagabond

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  1. Divisor's Smart Moving

    Kittychanley, I apologise, It must have been an installation error on my part. The tone of your post sounds much like a reprimand for a simple request. I could have read it wrong, but if not, it's not appreciated (for what it is worth). As far as I could tell, it wasn't allowing me to perform certain actions against certain TFC blocks. Again, it must have been an installation error on my part if it does indeed work. The post can be deleted as clutter if you so wish. With Regret, Michael
  2. Divisor's Smart Moving

    Hello, Basically, I have no modding skills, but thought that someone else might have the skill and interest to speak with the author about doing and maintaining a port of this mod. Cheers, Michael
  3. Millanarie/TerraFirmacraft Crossover

    Hello, I made this suggestion a long time ago, and wasn't met with nearly as much enthusiasm. Think it was more along the lines of "WTF gtfo nub". Yes, Millenaire, Minecraft Comes Alive, and Mine Colonies would all be awesome. What would be even better is if the developers of all three would get together and make a single mod. All three of those mods have features that would mesh well with the others. I particularly like playing in hardcore mode with MCA because you can have children and take control of the children if you die. It makes dying meaningful, but gives you a chance to continue on a sort of 'legacy'. For now, I could suggest the mod "Custom Npcs". You can inject your own npcs into the world with various abilities/tasks/ect. If you want to stay in character while you play, I would suggest setting ground rules, such as not making a new npc until you've built a house for him/her that would allow him/her to perform their profession. Cheers, Michael
  4. Scythe work

    Hello, First of all, I would like to point out that the last few posts are in breach of the rules posted in the sticky by Bioxx about staying on topic. In the entire posts, nothing was contributed to the topic. On Topic: Scythes. I think we can all agree that they should be used for their intended purpose: Mowing and reaping. I think that we've also come to the conclusion that using the wrong tool is inefficient, thus one should be penalized (in speed, increased degradation of objects used incorrectly) in some manner. We've come up with one such example: the reaping of crops, which should take a long time if done without a scythe. But let us take a look at what features the scythe would be losing: the function of the billhook. Would it be more appropriate for the billhook to be used in conjunction with the axe while chopping the tree down (like how a chisel and hammer work), or should one need to use the billhook first (if one wanted to) if they wanted to get stricks/saplings. My position is this: Regardless if you choose to do it before or after the tree is "Chopped down", logically, it has to be done in order to process the tree into smaller, more manageable chunks for transport/storage. No matter what order you do it in, you end up with logs, and everything that was previously attached to them (in game: sticks and saplings). As any forrester would have done through history, you would discard whatever you didn't need. So I propose the scythe's function be split in two: Scythe (Mowing/reaping) and billhook (Pruning). The scythe would be required to do any sort of mowing/reaping effeciently, thus preserving it's usefullness. The billhook is another matter, though. I see it working in one of these ways: A) How a scythe is currently used on a tree: clearing an area of leaves for sticks/saplings. Used on a tree like an axe (before the axe), taking "X" amount of time based on how many leaves there are, but leaving the tree bare and ready to be chopped down with the axe. C) Kept in the "belt" while using the axe in the same manner as the hammer/chisel. You'd get the wood, saplings, and stick all at the same time. In closing, I would like to suggest that prior to metal tools (since the billhook is a metal tool), simply using an axe on a tree will produce sticks and saplings, just at a lower drop rate. Punching branches should not be effective- any branch thick enough to be usable for tools would be hard to take off with your hand. Cheers, Michael
  5. Scythe work

    Hello, - - GreenLeaf - that is an awesome suggestion; liked. Lower efficiency for using the wrong tools. Brilliant. When I spent summers at my grandparents house in Illinois, I would work in the fields for extra money. It is incredibly hard work. Most plants don't want to be picked, even with the proper tools. - - puxapuak- And how, pray tell, is your post remotely relevent to the OP? That is a rhetorical question by the way; Not meant to illicit a response, as that would just further clutter this wonderful topic with more useless prattle. Cheers, Michael Edit: responding to post #10 in pm, as to avoid cluttering the topic with off-topic content
  6. Scythe work

    Hello, In my opinion, tone is irrelevant so long as something constructive comes out of it. He/she makes incredibly valid points in the spirit of turning TFC into a believable survival simulation instead of a blacksmithing simulation with survival elements. Cheers, Michael
  7. Health, hunger and thirst unification system

    Hello, As I see this, the OP has thought of a completely hidden way of managing all basic needs in an almost human way. In regards to health, you simply get healtheir when wounds are treated and you are fed, rested, and your thirst is quenched. It would be easy to know when you are getting hungry or thirst; a message can pop up saying "I am getting thristy. . ." or "I need to drink; I am getting a headache" or "I am getting hungry" or "I NEED to eat; I feel shaky" or "I'm tired" or "I need to sleep; I can't see straight". "Health" shouldn't go down in chunks but go down over time as you attain injuries. Injuries that go untreated continue to deplete the "health bar" at a rate appropriate to the severity. In order to improve your health, you need to treat the wound, make sure you eat and drink something, and rest. Cheers, Michael
  8. More early game uses for straw

    Hello, You mentioned in another thread (I think mine?) that "mystical creatures" are planned to be moved to dungeons or such, I thought? Leaving normal fauna up top. The believability meter would go down considerably if have a perfectly good starter-straw bed that you can't sleep in, then wonderously when you get planks and wool you are magically able to sleep for the frist time since you woke up in the middle of nowhere, stranded. Hell, you should be able to sleep on the floor if you really had to. . . I agree! Not being able to make ANY sort of slabs or "stairs" in beginning in annoying! I need decent rooves! At least let us make them outta straw! All it is is bunching the straw up in a certain shape. . . >.>; Contrary to popular belief, Steve needs to sleep some time too. I.E a sleep meter (At least for SSP). As a side note: I think beds (if they progressed from the day 1 bed, to the luxury goose down bed) should give you buffs the better the bed, not debuffs, unless you downgrade. Can't miss what you never had; I imagine a caveman slept on the ground or a bed to leaves just fine. If you would have let that caveman sleep on a serta memory foam bed for a year though, it might have issues sleeping on the ground again after that. Cheers, Michael
  9. A few suggestions on Stone Age Weapons

    Hello, It's my belief that it is the mobs that are flawed, not the weapons. Which makes hit boxes so important. Since, pretty much hitting anything hard enough in the right place will kill it or render it immobile/unconscious. If I have a club and get close enough to a pig, then I slam the club into it's head, I imagine it'd die. Likewise, if I slam a mace down on some guy's head, I imagine he would have a cracked skull or broken neck even if he wore an arming cap, chain coif, and a plate helmet. It's my belief that it should be much easier to die, but also much easier to kill. Which gives humans the advantage because they can prepare for an encounter; but if caught unawares, they are likely to get roflpwnd by yogi bear when he-a-goes a lookin' for a pic-a-nic basket. Cheers, Michael
  10. [Request] Modification of TFC's "Treecapitator"

    Hello, _ _ Kind of like you need a hammer in a work-slot when you use a chisel? So It causes durability loss on both items. That is a good Compromise; I still think you should get 25%/50% as much when just chopping down a tree with an axe. Having an axe and scythe (though I don't know what the obsession and loyalty to the scythe stems from (Grimm Reaper complex?), especially when using it outside of it's intended purpose) equipped would net you the normal amount as if you had scythed the tree leaves then chopped the tree. On branches: Can be placed like planks in the world, but are a 4x4 square with a less refined (still has bark) texture than planks. Maybe instead of getting "sticks" we could get branches from trees, and have to work those to get 1-3 "tool handles"(instead of sticks...Sorry it just gives me a complex, because the word "stick" doesn't come to mind as big enough to make a handle out of-I know it's knit-picking, I apologise.). Cheers, Michael
  11. My BIG suggestion post

    Hello, On armor. . .I believe the true nature of most armor is severely misunderstood in regards to encumberance and mobility. I believe much of the misunderstanding stems from RPGs as they attempt to balance combat, progression, and economy. I'd rather not get into the details of it, as it takes a considerable amount of time to collect sources and explain it all. Suffice to say, I am sure if anyone is interesting in the mechanics of armor, they could easily visit any number of sites to learn about it. A few points from what I remember when researching for my own reasons: -Chain was about as heavy as Plate. Plate was distributed across the whole body, with complex hinges and such to ensure mobility. Chain just hung off the shoulders. -Modern soldiers lug around at least as much, but usually more weight then an fully armed and armored knight (depending on Rate/M.O.S/A.F.S.C) -Even wearing armor, you really don't want to be hit...It is just in case you get hit, not something you use to "soak" a hit. Much better to deflect or avoid a blow completely. >.>; Cheers, Michael
  12. Weather and Seasons Improval

    Hello, This is a good suggestion, in my opinion. It would mesh well with the effects of the "Hardcore Weather" mod, as well as the now (I think) discontinued "Nature Overhaul" mod. Water physics such as the ones presented in the mod "Finite Liquid" would make for interesting "puddles" of ice after rain in cold climates when the temperature goes to an extreme. Mainly, I just can't wait 'till body temperature is implemented, and hopefully climate being the prime danger (followed by wildlife, then "monsters" in dungeons). Cheers, Michael P.S: It was well written, but man I had to go back in forth between a fahrenheit and celsius converter to comprehend what you were talking about
  13. [Suggestion] Basic Needs

    Hello, I could understand how this could pose a problem in SMP. I hadn't taken that under consideration as I only play alone; more then likely the reason why npcs aren't a welcomed topic here, either. I suppose one could say I am just as anit-social in my gaming habits as I am in real life. Not that I am suggesting the mod should alter it's proclaimed focus (which I was unaware of) on SMP to cater to my desires. Knowing that this mod favors mutliplayer aspects over single player would cause many of my suggestions to be made useless. I apologise for my lack of consideration for those of you whom play multiplayer. It is so far off my radar that It doesn't even enter my mind to take that into account before posting my ideas/preferences. Cheers, Michael
  14. Thoughts on family features

    Hello, This is a good suggestion, as I always play minecraft on hardcore. MCA is a really cool mod. I'd like to really see a combination of Millenair and MCA made for TFC. The world always seems really empty without the npc villages, it would be nice for immersion and alternate play styles to be able to buy/sell/trade and recieve quests and such. Cheers, Michael.
  15. Hello, That is an awesome idea. Like developing your own culture. The Katzbalger for example, either means cat-gutter (an allusion to a cat-fight), or named after the style of how it was worn, with only a cat's skin frog. I'd totally name my Javelins upon creation Schweinstechens "Pig-Poker" (think that is how you'd say it; not fluent in german). Think it would add a sense of discovery to exploration. Cheers, Michael