Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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jacob4408

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About jacob4408

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    Wood Cutter

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  • Location Arkansas, U.S.A.
  1. Primitive Mobs NOT NPCs

    I have googled many things since I started playing TFC and reading these forums but orange cave crocs has to be the oddest...so far. http://www.abanda-expedition.org/orange-cave-dwelling-crocodile-012.html
  2. How to solve the lose of crops in winter.

    I like the greenhouses as long as they are balanced. No way should a player have 15 acre greenhouses. They should be expensive/difficult to build in order to keep them small. Also, they should require a mechanism like fertilizer to restore the nutrients in the soil since they are not exposed to the normal sun, rains, etc. In cold climates they would be worth the effort but in warmer climates they would yield too little benefit for too great a cost.
  3. Tree stumps

    Harvesting crops doesn't take skill, planting seeds doesn't take skill, animal husbandry doesn't take skill, digging a charcoal pit doesn't take skill, a pit kiln doesn't take skill....the list of necessary activities in TFC that require no player skill is quite a long one so I don't know that is a valid argument against And if a players wants a simple AFK way to farm resources then TFC probably isn't for them. Nothing would force you to remove stumps if you didn't want to. You could follow the historical models of leaving them there or waiting until you had TNT and blast the stumps.
  4. Easy to Implement Ideas

    Absolutely, if the deeper nutritional system was a something like forging that a player could opt out of and still play the game that would be optimal. I just don't want to be required to spend anymore time on nutrition than I have to. My strong feelings may come from the fact that I'm in the middle of weight cut to make a lower weight class before my BJJ tournament. Losing 4-5 lbs a week right now. I obsess over nutritional balance all day in RL. Don't want to do it in the game as well.
  5. Easy to Implement Ideas

    That is a perfectly accurate assessment of the procedure leading up to the goal. The difference (to me at least) is the result of all this activity. With smithing the result is a tangible something I can see, use, display, wield for a long time as the payoff for all my time and effort. With nutrition, the payoff is...I get hungry again in a few hours and have to do it all over again. I'm not militantly opposed to a deeper nutrition system, I just question whether most players would see it as an improvement or a detriment. @dutchraptor - I don't think anyone is simply dismissing this as "too complex" but rather doubting whether it make the game more enjoyable or whether the result is worth the coding investment.
  6. Tree stumps

    There are several different ways this could be implemented but I suppose it would all hinge on which is the easiest to code... when a sapling grows, have the first log above ground be a new block more resistant to chopping.on sapling growth create first log block underground and any log surrounded by dirt is more resistant to chopping (dig it out first or chop away)when a tree is chopped down, first log above ground isn't affected until all those above it are gone (would require 2 choppings instead of 1 and 2nd would only get you 1 log)I'm sure there are other ways but this is what I came up with off the top of my head. @Kittychanley - can you move this to the Suggestion forum or do I need to manually create another post there?
  7. Tree stumps

    A common feature of many period woodcuts/drawings/paintings of new settlements are structures surrounded by acres of tree stumps. Settlers needed the nearby wood to build but left the time consuming and labor intensive stump removal until much later when survival was easier. In my game, I emulate this by leaving the bottom blocks of trees when I chop them and either not replanting or replanting farther from home. Would anyone else have interest in a difficult to chop/dig stump being left behind anytime you chop down a tree?
  8. Easy to Implement Ideas

    I realize that different people enjoy different things but it seems that the majority of people attracted to Minecraft find the crafting portion to be very enjoyable. As for me, the anvil and the complicated crafting is fun while micromanaging my diet....very not fun. If I forge an RedSteel breastplate I know my skills have progressed, I can see the different anvils and tools around my shop, I remember the time investment and I have a great sense of accomplishment because of the lasting result that I have achieved and can show off to my friends. If I spends hours to perfectly balance my diet, I know I'll just be hungry again tomorrow.
  9. Easy to Implement Ideas

    Didn't mean it as a scolding. That's why I had the in there. You asked for correction if you were wrong so I was simply trying to provide that feedback. Sorry if it came across differently than I intended it.
  10. Easy to Implement Ideas

    Actually, it was stated by the Devs that no reason ever could ever possibly ever be worthy of ever implementing NPCs....ever. Quote from Bioxx in the thread at the top of the Suggestions forum entitled Do No Post the Following Suggestions: http://terrafirmacraft.com/f/topic/16-do-not-post-the-following-suggestions/
  11. Ambient Sounds

    I wasn't aware of the MAtmos mod. I'm somewhat new to using mods and have been leery of conflicts so I only run TFC. I will give MAtmos a try. Thanks.
  12. Etho does TerraFirmaCraft

    Etho is how I discovered TFC. As many followers as he has, TFC should get a big boost.
  13. Ambient Sounds

    One thing I've noticed is that the world seems very...sterile because there are no ambient sounds. Unless you are near animals or flowing water or in a thunderstorm there is only silence. Adding just a few noises that occasionally played would really bring the world to life. Some simple examples: wind, creaking limbs, birds, crickets, rustling grass, water splash (as if a fish or frog had jumped), squirrel bark (but only the non tomato thieving kind of course ), seagull and/or waves near ocean. Ambient sound is commonly overlooked but it can add incredible depth and life to a game for a relatively small coding investment. If you've ever played Skyrim with the ambient sound mods then you know just how much difference a few sounds can make.
  14. Started in a northern region and this design fit in nicely with the viking theme that developed in our game. It's nice to head into the long house on a snowy day and toss some wood in the fire pit to warm up.
  15. Discussion regarding Bioxx and Dunk...

    +1 Kittychanley praise. Follow her on Twitter as well because she tweets about wiki updates. All in all, great bunch of developer's and great community.