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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

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troutonland

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About troutonland

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  1. Professions

    There should be different professions in the game <-- I will explain what I mean by this Doing certain actions would increase your profession level in those areas: chopping down trees, splitting wood,making charcoal -for woodsman mining ore, mining stone, using the prospectors pick, using the chisel -for miner/mason planting crops, harvesting crops, plowing, collecting fruit, hunting -for forager/farmer smelting ore, using the anvil, crafting tools -for smith etc. Each tier would unlock something: a higher tier tool you can use, for the smith it would unlock the ability to work higher tier metals. Whatever your highest skill is(it would need a minimum skill level) would be your profession and give you some little improvement in doing its actions. More on the skill system: Every day the skill level in each area would decrease by a small amount(so players who ignore one area become less skilled in it) Benefits other than unlocking new tools would be very small(just so it is noticeable but not over powered) It would only be possible to have 1 Novice, Adept, Specialist, Master tiered trait. To make people actually specialized. This entire idea and system only has the purpose to give a greater feeling of progression to the game and to make a more active economy in multiplayer. People specializing in one area would encourage trade and would even create "supply and demand "
  2. Possible Amazing future mod combo

    once this thing is released, I have a feeling TFCraft will feel a lot better http://www.minecraft...terrain-engine/ Scroll down about halfway and then to the bottom, pretty pics
  3. IGN:troutonland Age:16 I've been playing this a lot lately and I've and playing this smp seems like the perfect thing to do.
  4. Actual Age Progression

    Since everybody seems to agree that TFCraft should be as realistic as possible the general progression of the game seems to not fit in entirely(stick->flint tool->stone tool->Metallurgy). My idea on how to fix this issue is to add in an age progression: The age you would currently be in would limit what you are able to do/craft and you would progress to the next age by achieving some goal(like creating the highest tier pick available to you at the time etc.) Starting age(next age by making flint tool) Stone age Bronze age Iron age Medieval Industrial Modern etc. Some things I think it would effect: Crafting - Obviously making tools/constructions that are much too advanced should be impossible so those would be unlocked by progressing ages.Mobs - If there are bandits/human npcs they could also improve with your progression so you do not become completely overpowered and they remain challenging.Structures: Bloomery etc. would be unlocked