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Miner239

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Everything posted by Miner239

  1. Magic!

    Since Bioxx said that fantasy will be more emphasized in TFC2, then let's start a thread about magic. I will update OP when the topic is discussed more and points are made. And here's my suggestion. I'll add yours, no worry. 1. Gemcraft-themed by Miner_239 Gemcraft! For those who don't know it yet, play it here. As it says on the tin, it revolves around gems. Before that, I'll mention some concepts first for those who don't bother playing the game: 1. Mana is, well, the magical power stored within. 2. Gems are the tip of the suggestion. Natural gems must be mined before you can conjure the magical equivalent. (not ingame) 3. Mana bricks are conjured building blocks. Now, let's start. I'll use arbitrary numbers. You will start with 120 mana pool. To start generating mana, you need to be lucky enough to get a gem from mining. That gem will determine your first gem color. You will generate mana as soon as you destroy the block that drops the gem(say, 1/s). Your mana pool will increase along with experience level, highest gem staff level, and how many times have you reached your mana pool limit. Your mana regen will also increase with your mana pool, although the effect will lessen the stronger you are. You'll need a gem staff to start conjuring gems and bricks. To make it, craft the gem with an (in)active staff. You'll need better shaft to accommodate better gems. Now you can conjure gems and bricks. To conjure, select the mode and rightclick. These are the modes: gem, tower, trap, amplifier, wall, reclaim. You can reclaim mana from your buildings except wall for 30% of its mana cost. Walls can only be destroyed/chiseled by mundane means. Reclaim 70% mana from gems by aiming at a dropped gem and rightclicking it. A special color of gem can only be used to conjure walls and gems, but they can both be reclaimed for 100% mana. Conjured gems can be fitted into towers, traps, amplifiers, support staves, and battlestaves. Towers will shoot bolts that also carries its gem's special ability. Traps will attack touching enemies and have amplified special power but have extremely low damage. Amplifiers can't attack but will boost the stats of nearby players, towers and traps. Support staves are used to boost buildings, allies and yourself. Battle staves are used in battle. To socket a gem into a building, rightclick it with the gem in hand. Craft staves from wood, stone, or metal and craft the staff with the gem on one end of the staff. The socketed end will determine whether it is a support staff or a battle staff. v1.1 here. There will be 32/16(you choose) grades of gems, each one doubling in power than the last. To upgrade a gem, however, you need the gemforge. Craft the gemforge using a gem and smooth stone, then activate it using a gemstaff. You can set gems/staff on the forge so you can conjure gems on the spot. Higher grade gem requires double the cost of the previous grade gem and some amount of mana to combine them. You can also instantly conjure higher grade gems with better staff. Limit on gem combining is 2 higher than your staff limit. Limit on staff conjuring Chipped (stone)gemstaff:<G5 gems/towers/traps Flawed (gold/silver)gemstaff:<G8 (platinum)Gemstaff: <G11 Flawless (iron)gemstaff: <G14 Exquisite (steel)gemstaff: =<G16 I'll make some examples: Grade 1 Poison gem(conjured from an unupgraded emerald staff): 14-37 dmg, 28 dmg over 7 sec that ignores armor, 400 mana, 6 range, 1.2 bolt per sec(834 ms) Grade 3 Poison gem: 39-127 dmg, 113 dmg over 8.5 sec, 3518 mana, 6.62 range, 1.32 bolt per sec(752 ms) G10 Psn gem: 2935-14823 dmg, 14994 dmg over 29.5 sec, 795k mana, 9.31 range, 1.90 bolt per sec(525 ms) G16 Psn gem: 155k-947k dmg, 988k dmg over 67 sec, 55218k mana, 12.47 range, 2.59 bolt per sec(386 ms) Active staffs can shoot, too. G1 Psn G1 SStaff: 1-4 dmg, 14 dmg over 5 sec, 6 mana, 16 range, 5 bolt per sec(200 ms) G1 Psn G1 BStaff: 25-66 dmg, 126 dmg over 9 sec, 72 mana, 40 range, 1.7 sec delay(.58 Hz) Towers and traps are upgradable. G1 Tower: 2100 HP, 250 mana, max G2 gem G3 Twr: 7141 HP, 754 mana, max G4 gem G1 Trap: 9000 HP, 300 mana, max G3 gem, 8% dmg, 10% range, 150% special G3 Trap: 12960 HP, 4954 mana, max G9 gem, 10% dmg, 15% range, 190% special v1.15 Basing on TFC gems, I have associated the natural gems and the conjured counterpart like this: Active staff material: Craft a wooden active staff with a plank and a chisel. Craft a stone active staff with a smoothstone and a chisel. Work an ingot to make a staff. Upgrade an gemstaff by infusing a special loot found rarely on mobs and commonly inside fortresses with the staff. The gemstaff could also be engraved with your highest exp level(not lost). Killing mobs give mana. The amount is determined by how much damage you have dealt(limit: max health) and the difficulty of the mob. Damage using gems is doubled, counted separately, and has 3 times the limit. Damage using mana-leech gems/attacks are quadrupled, counted separately, and has 8 times the limit. Gem Offense SupportEmerald Poison Heal AuraRuby Fire ??Amethyst Armor-breaking ShieldTopaz Mana-leeching ??Jasper Regen-halting RegenSapphire Ice/Slowing SpeedGarnet Chain hit RangeDiamond Piercing DamageOpal Poolbound ??Tourmaline Critical hit ??Agate Bloodbound ??Beryl Knockback Thornshield (attacker knocked back and damaged)New in v1.2 because there is no reason to not add more gems (4 slot empty on the metadata)Peridot Cloud Aura (puffs damaging cloud on impact) (special-flavored damaging aura)Quartz Sunshine Beam (stronger at day) (quicker shot, less stat)Onyx Multishot MultitargetingMoonstone Nightmare Armor (stronger at night)Per Darmo's gemcutting suggestion:Malachite Confusing Blunt (attacks each other) (converts to blunt damage)Obsidian Shattering Pierce (terraria's crystal bullet-like) (converts to point damage)Wood G1-G3Stone G1-G5Copper G1-G7Silver G1-G13Bronze G2-G5Gold G2-G16Iron G3-G11Steel G5-G13 v1.20 Elaboration on mana: You start with 0/120 mana, 0/s base regen, 0/s bonus regen, 0% multiplier. Multiplier only affects base regen. Each gem mined will add 1*quality/s to base regen. Traded gem don't give regen. Each time you surpass your mana pool, your mana pool will be extended by 50+(1*timesSurpassed) percent and your multiplier will increase by 20% Your highest experience level will add multiplier to your mana pool by 5%/level and your mana regen by 2%/level. Your gemstaff level will increase multiplier by 30%/level. So... Start: 120 max, 0/s Mined a gem: 120 max, 1/s 3 days later: 69042 max, 22/s A...h. That went too fast. Let's use 0.05/gemQuality.sec 3 days later: 195.6/275.4, 0.08/s without any other source of mana. 4 days later, killed 5 basic zombies on last day: 497/649, 0.15/s Conjured a gem, managed to kill one R5k zombie: 639/649, 0.15/s That's better. Regional Difficulty rating system here. Some calculation spreadsheet here. 2. Cave crystal and ley-lines (also dark magic) by Darmo I think that something TFC is currently kind of missing, that MC has, is the need to 'go deeper', for resources. I know Bioxx mentioned this in another thread, that he has some secret plans for that. But, there could be a further compulsion to go deeper if, for instance, Crystal clusters grew deeper. These wouldn't be random gems popping out of the rock, they'd be physically visible crystals, that only appear at certain depths - the deeper the bigger. And perhaps only in certain rock types, and/or near hot springs and lava. There could even be epic crystal caverns, like so. Those are real-life crystals several meters in length! I think having some of those in the larger TFC2 caverns would be pretty epic, If magic were derived from these kinds of cave crystals, then you have a reason to go deeper. The deeper you go, the bigger and more powerful the crystals. Then, further imagine that the largest, most powerful crystals cannot be carried by the player - they do not fit on the back, and yet overburden the player. The only way to get them to the surface (aside from tediously placing, moving to the other side, picking up, placing, etc) where they can be used somehow, is in a mine cart or on a donkey. I'd kind of prefer mine carts, because then suddenly minecarts have a purpose beyond being rollercoasters. It'd be interesting though, if some kind of hoist was added to the game. Maybe a shaft could be sunk down into the crystal cave, so that the player doesn't have to lay an insane number of tracks. The books, the player carries with them, and is what is used to activate the spell. Maybe one use, maybe multiple. Maybe the player crafts a specific book of a specific rune type, and it can be used as many times as that same type of rune is inscribed on a crystal. Provided crystals are rare enough, they don't get used up. But each spell use removes a rune, making subsequent spells from that crystal more powerful, since the crystals has fewer runes now. Now at the same time as I think gems and crystals would be a good basis for the system, I think it would also be good if books were important somehow, since right now paper seems to lack importance. Reeds are one of the few reasons to visit the tropics, but one trip and you've got about all you'll ever need. Perhaps the wizard has to bring up crystals and set them up, so they'll be physically present. They have to have access to the sun or moon - that's where they get their power, and why they don't work underground. The wizard has to make a book for each spell, and the book is linked to the crystal by inscribing a rune on the side of the crystal. In this way larger cystals can hold (power) more spells. Basically each block of the crystal can power 4 spells, 1 on each side. But the crystal provides power based on size as well. And the power is divided by the runes - so if you only use 1 rune on a 1 section crystal, that spell will be 4x more powerful vs having a rune on all four sides. And if you get a 4 meter tall crystal, and only put 1 rune on the whole thing, well, that's a very powerful spell indeed! Crystals cannot be combined. They would have specific sizes and when placed would immediately be that size, similar to support posts. Maybe allow 1-section crystals to be carried on the back, 2-section can be carried by donkey, but anything larger requires a mine cart and/or hoist. In keeping with the highly geographical nature of the game, it would also be interesting if ley lines were a thing. These would be invisible to the naked eye, required special equipment and/or magic to see them. Placing a crystal (or several depending on how big ley lines are) one the intersection, powers them up even more. If done right it could be a critical point in the wizard's career - he'll already have a decent base before he gets this magic, so does he just keep going where he is, or does he find an intersection and move there? Hexagonal generation I would think would allow both 2-way and 3-way intersections. There's also the good 'ole notion of dark magic, in the forms of 'soul gems'. Trapping the souls of living creatures in gems or whatever, to power fell magics. It'd be kind of interesting if there were sort of several 'paths' of magic to go down, rather than one.
  2. Clothing

    TFC2! Horray! Fresh ideas to suggest! I think armor and clothes should be in TFC2 because no major update will be for TFC. I suggest another tab for wearable instead of the current tab, which now should just include inventory and crafting. The wearable would be split into 4 parts, they are: Armor, Over, Middle, Under. Not that they should necessarily include that labels. Armor would be worn on Armor, and should have at least one clothing under, while steel and above require 2 layer under. Wearing armor should wear out the layers under over time. Wearing more layer of clothing adds more heat loss resistance, while wearing metal armor multiplies external temperature change by many times. Clothing would also protect from damage. Enough with mechanics, let's move on to items. Clothes would be made from 5 sources: leather, silk, linen, wool, bark. They would have different properties. Leather protects most from damage, most durable, but wears most over time. Wool protects most from cold, while silk protects most from heat. Bark is (not?)the worst of all, but better than nothing. You would get bark from rightclicking unharvested log with a knife. The weight of the bark depends on the knife quality. Wait, weight? Yes, weight! You could combine it and separate it with a knife, just like food. You would then sew it up with some straw/reed fibers on the basic crafting bench, formerly known as the meal preparation bench. Bark clothes give an early protection against the elements and random accidents. Silk cocoons would be gathered from silkworm-infested leaves randomly found on temperate(/particular) trees. You can instead gather the worms with a stick, but it would take a long time to gather some from the leaves. You could mix spider strings with silk cocoons. Then you would cook them in a cauldron and stick them to a spindle/loom. Each cocoon is worth 4-6 string. Next you craft it like usual, but with added string for sewing them up(or make them weighted just like bark, and craft them just like bark). Silk is the best option for the desert dwellers for its lack of heat holding capability. Linen is woven from flax fibers. Flax would be gathered from flax crop, and would be weighted. You would then process it like jute to get flax fibers, also weighted. Sew them up with string on the basic crafting bench. Wool is made just like usual, but with added string for sewing them up(or make them weighted just like bark, and craft them just like bark). Leather is made just like usual, but with added leather strips for sewing them up(or make them weighted just like bark, and craft them just like bark). Inspiration taken from Unreal World.
  3. Regional Difficulty

    I made a spreadsheet. Go get it here. Basically, the more you go from x=0, the stronger the monsters become. This is realized using a points system. More points can be awarded for mobs that spawn further from x0. For example, a zombie(i'll always use zombies) that spawn on x1000 can somehow have only 45 points, which gives 16 HP, 0.05 m/s speed, 0.4 damage, 0.5% armor, 2.5 regen, and drops 8.6 xp (and 44.5 mana). But it can also have 1834 points, which gives 656 HP, 0.2 m/s, 200 attack, 5.8% armor, 12.6 HP/s, and drops 24.3 xp (and 223.4 mana). Some tries for x500: Health Speed Attack Armor Armor% Regen E. HP Mana Exp Rating623.92 4.442 72.67 111.07 10.00 5.90 693.2 83.78439 15.4 437.84488.35 4.626 59.21 161.37 13.89 9.22 567.2 117.2759 18.3 772.76650.18 4.534 47.55 133.44 11.77 15.17 736.9 116.8746 18.3 768.75568.80 4.516 75.37 109.21 9.85 10.63 630.9 92.76063 16.3 527.61604.48 4.465 39.91 140.71 12.34 11.83 689.5 97.69393 16.8 576.94649.27 4.590 41.21 132.80 11.72 12.52 735.5 114.5798 18.1 745.80596.80 4.653 42.93 125.40 11.14 16.23 671.6 127.2214 19.1 872.21526.01 4.487 41.11 112.48 10.11 7.56 585.2 70.9531 14 309.53 And some for x2000: Health Speed Attack Armor Armor% Regen E. HP Mana Exp Rating1151.32 4.765 361.61 227.32 18.52 17.46 1413.0 365.4345 29.5 3254.35829.28 4.844 378.23 174.24 14.84 35.05 973.8 416.2044 31 3762.04539.46 4.565 155.84 148.91 12.96 13.96 619.8 146.4339 20.3 1064.34886.74 4.721 59.16 238.30 19.24 26.20 1098.1 284.4623 26.7 2444.62504.12 4.435 57.46 100.94 9.17 5.91 555.0 63.06491 12.9 230.65697.05 4.703 194.83 183.08 15.48 21.79 824.7 244.5301 25.2 2045.301355.69 5.172 161.68 141.57 12.40 15.58 1547.6 403.5027 30.6 3635.031276.20 5.026 88.45 171.24 14.62 11.11 1494.7 319.5543 28 2795.54 The chance is equal. Max limit on points is twice times absolute(x).
  4. I would like to see damage sources that actually sort of impact body temperature. Other than magic, a way to get elemental damage like fire, ice, or poison is to heat up the weapon(or fill them with lava that would sometimes needs to be recharged, or just pure fire), cool the weapon with pack ice(or fill them with a blue(?) steel bucket, or just pure frozen shards), or coat the weapon with a poisonous agent(or just pour the poison out). Fire and ice damage would obviously alter the victim's body temperature, while poison will decrease nutrition. Inspired by Royal Revolt 2.
  5. Magic!

    Conjured stuff does not really need to be complicated. I envision spectral blades(courtesy of Brogue) that have fixed, upgradablelinear speed and a limited turn speed. These will chase any hostile or targeted entities. Speaking of magic, I have improved upon my modular magic model... I feel guilty from abandoning this thread.
  6. Clothing

    Sweating should be hooked into body temp, not fatigue. Well ventilated clothing(duster, light clothing) would make sweating effective in losing heat. Try imagining a water-cooled plate armor.
  7. About Bones...

    And.... Does it have any advantage over stone or metal tools? Why should I use bones over stone?
  8. Fasting

    Um... I'm currently not playing any Minecraft at all. I used to stay away from pork in-game, tho. Not sure why, it's a game anyway. Well, self-imposed rules do spice up life, ingame or not, don't they?
  9. Fasting

    I'm fasting for Ramadhan. I enjoy it and helps me focus on fixing my sub-zero productivity at school.
  10. Decorative/Magical gems

    Nuh uh. It's a bit outdated, though...
  11. TFC Engineer

    Here, here, have some smelling salt. A zombie virus had been released!
  12. ( ͡° ͜ʖ ͡°)

    Whoa, man, that creeped me out.
  13. Encumberance Inventory system

    A train of minecarts for inter-island transport? aw yiss
  14. Encumberance Inventory system

    Ah. Ah. AH. Bioxx said that.
  15. There's a reason why the daily upvote quota exist, logwet.We all have different standard on what to upvote. I upvote when the poster has a clever idea. It's up to you, really. Almost all posts contribute to the idea, but I think those that stand out and are generally better than the rest are the posts you should upvote. Honestly, it felt like a bot visited here and blanket us all with votes.
  16. Encumberance Inventory system

    That is if you have animals in the first place. If you can only carry 1 stone block, then by density you can only carry 3 logs. We're talking early game here, when people scurry around looking for materials, ores, crops, and animals because they have none, and if they find it but can't carry it then... what? Settle here and there? TFC ain't Civilization, mate. You've got more islands to conquer and more fancy building to build. Though now TFC2's going to have hex tiles too... Hmmm... However, I kinda like the idea because it almost forces you to build a base to progress. Familiarizing an animal without a base is very difficult if you don't pen the animal or be there all the time for weeks, but once you get a pack animal, you could continue with the nomadic lifestyle (if you chooseone).
  17. Um, you make cobble from 4 rocks in the crafting grid (at least in TFC1). It's primitively easy, like what Darmo said. I envision fat to be mid-game lighting, before plant oil,alcohol andsomething more sophisticatedlike lava,magic or dedicated chemicals,and after wood. Does crude oil counts as animal fat? EDIT: It seems like somebody upvoted all posts but logwet's (but one). Are you doing that, logwet?
  18. Alright, alright, now I get what y'all mean. I'd say that making candles would be safer than torches and firepit at the cost of slightly dimmer light.
  19. Website Update

    I think the top ad should stay at its current place rather than pushing the main web down.
  20. I don't think candle fire is enough lighting(i'd say 8/15, stronger than the moonlight yet so weak), and a fire big enough for lighting and is an open fire should still be considered a fire hazard. Another alternative would be to build a clay hut instead of a wooden one, then pour all your fuel into a container and burn it. And who the heck doesn't blow off candles when going out? You can easily beat fire one-on-one. It's annoying, but that's my point.
  21. I'd say that candles should also have a small chance to burn down wooden stuff around it when it expires so that making lamps are urged more.Open, spreading fires aren't exactly safe.
  22. Encumberance Inventory system

    Well, I'm a miner and a fighter, so don't quote me on that. Making players only be able to hold 1 stone block at a time would make even simpleconstruction take days, days that quick-players like me usually don't have.
  23. Encumberance Inventory system

    I, for one, would advocate for blocks (and logs) having quite small weight and volume. You see that blocks in item form is small, right? Let's just assume that it's light. A stone block would be lighter and smaller than a metal tool. Please do care about those who care about building.
  24. Smithing bonus based on player skill

    Um, how? Just think of the small bar as the zoomed-in version of the pixel above the green arrow on the big bar (yes, make the two bars distinct to make it more intuitive). The closer you can get to the actual value of the red arrow, the better. Stray too far and you'll get what is practicallya lump of metal. Stray even further and your character refuses to call it a tool head, and urges you to keep working. With this, casual smith who doesn't want the extra work to ensure that the green arrow land close to the red on the little bar would get good tools, but those who work out how their moves move both green arrows and land the green arrow very close to the red arrow would get masterwork tools. People who care little would just outright pretend not to see the little bar, and get 'random' quality tools. For this, maybe, maybe, the reward for those who got the skill levels(not actual skill) should be more move variants, emulating the smith having more control/technique over the moves.
  25. Smithing bonus based on player skill

    Um, regarding the integer/decimal values, why not just have two bars, one with a big scale and one with a small scale? That way you can fit more (integer) values. That way, there would also be two red arrows, one on the big bar, and one on the small that only shows when the green arrow lines up with the red arrow on the big bar.