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  1. Hello, and first of all i want to thank everyone who is developing this wonderful mod. Now. I created a poll, where i gathered some ideas in the style of the mod, as i understand it. Please take your survey and thank you for your attention. Here's a mushroom inspiration picture.
  2. PneumaticCraft

    forgive me if this is in the wrong place, i wasnt sure if i shoud put it here or in the Addons section. ok so i did a general search and turned up nothing. would anyone be able to make an addon to make TFC compatible with PneumaticCraft? the main thing that it seems to need fixing is some way to make the plastic plants generate besides the way the due by default in the mod since the nether and end are off limits. this cuts out purple, yellow and red plastic which is needed for some of the more useful crafts. if i had any skill or knowledge in coding i would do it myself. thanks for taking time to read this and any feedback or comments are welcome.
  3. So, any of you who have lived in a climate where there is snow regularly in the winter will know that 80% of the time, it isn't sunny. What I propose is quite simple: when the temperature drops below 40 ºF (4 ºC), there is a ¾ chance that the day will be cloudy & overcast. (Think vanilla deserts during rain). I thought of this when I was playing and noticed how much colder & more winterlike it felt when the sky clouded over as it snowed.
  4. TERRAFIRMA+ Be sure to Follow this post for updates! Episode 3: Storage & Furniture Other Episodes Episode 1: Animals & Carts http://terrafirmacraft.com/f/topic/4638-terrafirma-animals-carts/ Episode 2: Botany & Food http://terrafirmacraft.com/f/topic/5095-terrafirma-botany-food/Episode 4: Medicine & Health http://terrafirmacraft.com/f/topic/5209-terrafirma-medicine-and-psychology/ Storage -Overall, my goal is to make Chests useful is very rare occasions, long live the ingot pile! -Item Rot/Damage- *Log piles and straw bales will grow mold or mushrooms on them if left in the rain *Straw bales can mold within 2-3 rains *Log piles will grow mushrooms, that will be used to craft medicine, if left for too long, logs will rot *Covering with a roof will not allow any damage or mushroom growth -Burlap- *Created by weaving dried jute reeds together *Used for Burlap bags, bee smoker fuel, and cheap curtains -Burlap Bag- *Can store 320 oz of grain per bag *Shift click to place on the ground, like ingots, 3 layers of 2 bags *1920 oz of grain per block -Wicker- *Woven from Dried Sugar Cane *Rather expensive material -Wicker Basket- *4 Slot container *Used to store fruit *Stack like Ingots, 4 to a square *16 total slots -Fruit Storage- *No longer able to be placed into chests *Have to be put into Wicker baskets -Grain Storage- *Can no longer be placed inside of chests *Must be put into pots or burlap bags *Pots hold 1280 oz per block, compared to burlap bag's 1920 -Crate- *8 slots per crate *All touching crates create one inventory, up to 8 consecutive crates -Weapon Rack- *Weapons no longer fit on tool racks *6 Slot, on the floor -Stone/Stick Pile- *New way to store sticks and stones. Works exactly like a log pile, but Sticks can hold 256 sticks, and stones can hold 128 -Straw Bale- *Stores straw in its raw form *Created like a log pile *Holds 256 straw -Pottery- -I haven't a clue how this would be coded, so its just a dream *Uses a 3d model *Making a pot now opens a 3d gui, that you can use to make custom modeled pots *Can also use dyes to color and decorate Furniture -Aesthetics, until episode 4 is released -Log/Stool- *Basic furniture *Shift clicking a log on the ground will turn it into a stool-log *Wooden and silk variants made with planks -Wooden Chair- *Mid-level seat *Mix-matching seats and backs -Upholstered Chair- *Wool/Feather filling with a burlap or Silk covering *Silk is -Wicker Chair- *Another form of chair, on par with a burlap chair in comfort -Throne- *Needs a silk chair, add in gold, silver and gems *Fit for a king! *Aesthetically pleasing -Bench- *Can seat 2 people *Stretches if placed next to each other -Fire Place- *Building a forge like structure, then creating a camp fire inside will create a fireplace *Creates far more heat than a campfire *Cooks food faster -Table- *Counts as a normal block for placing items *Aesthetical *Forms together in placed next to one another -Animal Skins/Rugs- *Unprocessed leather, looks nice *Wool cloth 3 across in the bottom of the crafting grid -Large Bed- *Created by placing 2 beds by each other in a crafting grid *More than 1 player can lay in it, provides more benefits than normal beds -Luxury Bed- *Same recipe as a normal/large bed, but uses silk instead of wool *Provides far more comfort -Candles- *Made of beeswax and string *Melt down beeswax in a bowl, them pour into a chisel mold, combine with string *Provides more light than a torch, looks nicer too -Pastor Gate- *2-4 wide entrance for pastors *Makes moving animals easier, allows carts through -Tall Doors- *Door with 2 planks above it will create 3 tall, repeat for up to 5 tall *From 3-5 blocks tall, good for large buildings and mine entrances -Burlap Curtain- *Purely aesthetics, look good in a thatch/wood home -Silk Curtain- *Purely aesthetics, look really nice though -----Post Notes------ Thank you HM Silverbane for the Log Stool idea Thank you AllenWL for the stone pile idea Change Log: 1-21-2014: Started Thread Added:Burlap, Burlap Bag, Wicker, Wicker Basket, Grain Storage, Crate,Weapon Rack , Wooden Chair, Wicker Chair, Throne Bench, Fire Place, Table, Animal Skins/Rugs, Large Bed, Candles, Pastor Gate,Tall Doors
  5. Trains ?

    Trains undoubtedlyi'm sure this already has been given alot of thought but in myopinioni feel like the minecraft rail system lacks something and i think TFC should touch upon this. I've often wanted trains with cargo wagons running between mines Steam Locomotives Sure The trains in Minecraft are great and help you get around but how do they go? Already alot of redstone contraptions have been removed and to fit the general theme of the mod i think there should be the introduction of steam trains. They'll be simple to run for example they could run of of logs (Primitive resource) Charcoal (next Tier) Coal (Best Tier) and water. Salt water will be slightly less effective to add emphasis on getting fresh water. Cargo Wagons Simple yet effective. Personally i would rather have cargo wagons to move items from point A-B This could be another way of using the size system there could be multiple types of cargo wagon. ~Small (Small items) ~Medium (Medium Items) ~Large (Large Items) ^ ^ ^ Around 16 inv. Around 8 Inv. Around 4 inv. Slots Per Unit Slots Per Unit Slots Per Unit These are just basic ideas at the moment there will be more to come. Thanks for your time. ~ICY
  6. lead lamp

    I know this is a common thing but I feel itmust be stressed. Lead is latterly useless. I have a idea for it that is mainly a later game thing (iron age) lead wood lamps these lamps would not be affected by rain or snow, create more light and best of all use lead. unlike torches, these lamps would use fuel. my idea would be sticks because if you are like me you have a million sticks later game and have no uses for them other then tools. this way I can empty 12 large chests full of sticks in a useful way. a stick should last longer that torches and the more you put in to thelamp the longer it burns but the dimmer it is. it should be made with a lead sheet in an anvil to make a unfinished lamp, then crafted with glass to make a working one. you would the place it, load it and light it with a torch.
  7. Weapon Suggestions

    I had some ideas for some weapons that I haven't seen suggested. 1. Sling-The sling would be crafted with leather and/or rope. it would be a ranged weapon that would deal bludgeoning damage and use stones as ammo. Its range would be less than a bow, but slightly longer than a javelin. 2.Bolas-Crafted with rope and stones. It would deal the least damage of any ranged weapon and the shortest range, but it would cause slowness to the target to simulate the creature becoming entangled in the bola. 3.Atlatl-This would be crafted with sticks and a wood plank. It would use javelins as ammo, but would increase the range and damage of the javelin. 4.Pike-This would be crafted with a javelin head above 2 sticks. It can't be thrown, but has a long reach. When the player holds right click the pike would be held out in front of the player. Any creature that walks/runs into the pike while being held out takes damage. The pike would also slow the player down. 5.Harpoon-This would be crafted with a javelin head, rope, and a stick. It would be used mainly to catch squids. It would be thrown at a creature. Then once it hit its target the player would right click and pull the creature closer while dealing damage. This is my first post. What do you guys thinks?
  8. How about that gypsum?

    So, I've spawned near huge deposits of gypsum, and I'd really like to dig it all out but at the moment there's not really much use for it - which is unfortunate, considering how useful this has proven to be in the non-simulated world. I'd very much like something to use all this gypsum for, so here are some (hopefully believeable) suggestions based on common real-world usages, sorted by a work guesstimate: Fertilizer Gypsum has commonly been used as a fertilizer, in this case one could let gypsum work much as sylvite does.Mortar Heated, ground gypsum (plaster) mixed with water, as per how the lime/sand mortar currently works.Building material Bricks/blocks could be created like mortar, but by pouring it into a fitting container to let it solidify (barrels or ingot moulds come to mind).There's of course many other things to use gypsum for, but I'm not going to suggest casts or hair products. ;-)
  9. Custom Painting systum.

    Paints Erick Ryan Drinkard 1/5/15 (7:36 P.M) To whom it may concern. I have just started on my journey into the Mod TFC and find it most beautiful. I alsoHave a suggestion for this mod, It is in the form of custom painting using dyes on a paper canvases ina format similar to paint. You are however limited to the color of dyes you have on hand such as black or blue so you can only paint with those colors and with however much dye you have collected. I also feel that this could be implemented in glass work and pottery some how and would love to see it implemented in the mod on a future date. Please RASAP with a comment or feed back on future up dates and if they will contain or not contain this suggestion. Yours Sincerely: Erick R. Drinkard
  10. Astral Movement Poll

    Link to Astral Movement page Please post comments there.
  11. A Place to Lay Your Head

    The recent changes to Terrafirmacraft have left beds a more advanced item. With planks being inaccessible until you have access to enough metal to craft a saw, we are now forced to huddle in our caves for the dark to pass, never able to sleep. As such, I thought up a few ideas, better suited to the more primitive life style of the neolithic. All of these beds have the advantage of being usable, regardless of the time of day. At the same time, they are less effective for passing the night than a structured bed, and less comfortable, preventing deep sleep. More or less, all of these primitive beds function as a fast-forward button on the day. They have their advantages over a normal bed... NOTE: These beds do not function like the existing bed that we have. They modify the timescale (if possible) or modify the current time in small increments to cause time to pass more rapidly. They are NOT as effective at passing the night as a normal bed, but offer a way to more rapidly pass through the night. This allows the more advanced bed (utilizing fabric and planks) to remain viable for more than aesthetic reasons. Straw Mat Simply two pieces of straw, side by side in the crafting grid. When placed, it would look like a thin layer of the thatch that we currently have. X= Straw O= Empty _______ | O | O | | X | X | The straw mat does little. It modifies the time scale, as to cause night to pass more quickly. During this time, thirst and hunger rates decline slightly. Bed with Hide A warmer, more advanced bed made by combining a raw hide and a straw mat in the crafting grid. It looks like a straw mat, with a hide laying across it. X= Straw O= Empty V= Sheepskin ______ | O | V | | O | X | The skin bed does about the same as the straw mat, but offers protection from the cold (when climate effects are introduced to TFC) and has a slightly larger impact on the timescale. Tree Weave-Admittedly, this one seems unnecessary, as we can dig an adequate hole rapidly, but it could serve a minor purpose. One of the oldest "beds" in the world was simply a thick branch or a tight weave of thinner branches. As we don't have wide, branching trees, our next best option would be the weave. It kept monkeys and early people (who were admittedly, much smaller than we are now) off of the ground, away from the harm at the floor of the forest. A protective place to sleep for the more nomadic people. It offers little protection from the elements, and is uncomfortable, so your thirst and hunger rates don't change, but it has the advantage of almost completely hiding you from mobs. While in it, the timescale is modified, causing night to pass more quickly. To create it, right click on leaves with a knife, while having sticks in your inventory. A number of your sticks will be used, and the leaves will be converted in to a weave.
  12. Ranged weapons vs. Skeletons

    If I'm not mistaken, there are currently no ranged weapons that deal any damage to skeletons, as all ranged weapons (javelins and arrows) are piercing damage. This seems problematic to me, as ranged combat used to be the only effective way to attack them in old TFC. There have already been concerns about there being no dedicated blunt stone age weapons, but I think it is even more concerning that there is no way to fight them at range, even after metal is acquired. At the moment, if I'm not mistaken, the best way to fight skeletons (besides not and running away) is to charge them with a hammer and try to kill them before they kill you, tanking the arrows as you smash repetitively, and that's a ridiculous notion. The problem is not how much damage or how quickly your weapons damage them, but rather, using weapons that prevent you from taking damage yourself. Not only do I recommend the already-requested idea of making a dedicated blunt stone age weapon such as a club, but more importantly, I recommend making it a throwable weapon, as the javelin, for effectively dealing with skeletons. While I realize such suggestions have been mentioned before, I mention them for a specific purpose (and also one that has become relavant only relatively recently) - to effectively fight skeletons. Clubs definitely had historic versions made for throwing, and it makes sense from a believability and roleplaying point-of-view that the player characters would use weapons and tactics designed to take out the sort of enemies they're facing (blunt weapons are specifically designed primarily for skeletons in this world, after all). In fact, I'd think it would actually be unbelievable if they didn't exist - one of the primary enemies has no effective weapon to deal with them. An alternative would be some sort of shield to block arrows as one advances, although that would be more complicated; either way, though, I think some sort of weapon or defense should reasonably allow one to fight skeletons without taking any damage if done properly.
  13. Compost/Fertilizer

    Right now, fertilizer isnt the most common thing. and when you decide to make a new farm plot in a pond or something, it takes FOREVER for the ground to be worth planting in. we are also missing the aspect of food waste, and don't even get me started on all that rotting flesh over in the corner with no use. i suggest we add a compost pile! it would allow for the natural production of fertilizer, and a place to stick all that darn rotting flesh. egg shells could be added after cooking an egg, along with some extra item given if your food goes bad to shove in the pile. maybe we could even have our tame animals give us some...er...additions to the pile now and then, and if we don't pick up after our animals, it would act as a monster attractant to the smell, and maybe a nausea effect. to balance it out, it should take about half a year or so to have the fertilizer useable after rotting in the pile for a bit.
  14. Use for Lead

    It could be cool to make like casting channels to move molten metal outputed from the blast furnace into a crucible, and usually there where lead pipes like 100 years ago.
  15. Fishing

    Personally i love the 'spear fishing' mechanic It's really neat and i haven't seen it before. But I think fishing as a hole could be redone Heres some ideas ... Bait: The idea behind this is that there are different leveled baits and the better the level the better chance of adecentcatch. To catch level 1 Bait you will need a net (See below) Worms : Lv1 - Appear on grass when it rains. Magots : Lv1 -Appear When food decays in a vessel or chest. Flys : Lv1 -Appear When food decays in a vessel or chest. To catch level 2 bait you will need a glass bottle and right click on them Grass hoppers : Lv2 - Find in grass (...) Rag Worms : Lv2 - Find on beaches To catch Level 3 Bait you will need a poking stick and a Bucket filled with salt water (see below) Hermit crabs : Lv3 - Find in shallow Salt water. Rods: The idea behind this is that as you progress through the ages you can have better tools to use for fishing with different effectiveness. copper rod : Lvl 1 - 30% (effectiveness) - Lvl 1 Bait bronze rod : Lvl 1 - 35% - '' biz bronze rod:Lvl 1 - 40% -'' Iron rod : Lvl 2 -60% - Lvl 2 Bait and above Steel rod : Lvl 3 -70% -lvl 3 Bait and above Blue Steel rod : 75% - '' Red Steel rod : 80% - '' Items: rod cast - clayforming net - string and sticks ? poking stick -stick and knife Mechanics: different sized fish depending on bait and how effective the rod is. (Possibly fish breeding But that a bit advanced)
  16. so i was going through some of the suggestions ( been lurking around for a while) and I noticed a thread about mechanization and the discussion led to the fact that it isn't really needed for something like tfc. but what if that changed? I had this idea in my head for a while for a waiting time when using crafting tables, like having to take time to craft things rather than it being instant. this could work by when you put the ingredients in the bench correctly it shows the item but you need to press a button and the arrow would fill up similar to a furnace in vanilla minecraft. of course some items would take longer to make than others, like the difference from chipping bricks and putting together two sticks to make a fire-starter (one would take something like 15 seconds the other being instant, give or take) this would be a little annoying with how things run in tfc now with the lack of a physical crafting bench, because if you were to exit your inventory in the middle of sawing wood you would need to start over. this annoyance could be solved with the addition of some sort of physical early game 2x2 crafting bench that you could start crafting something and be able to walk away and it would continue to craft it ( maybe made by shift-clicking a log with a stone hammer ) the trade of being that maybe it takes a little longer than if you used your internal crafting bench. the same goes for the 3x3 crafting bench, once you craft it you would still get you internal 3x3 bench in your inventory but would also get the actual bench for the purpose of setting up you workshop to make things easier on yourself. if this was added somehow ( i don't know how easy it would be, i'm no coder) then mechanical set-ups would be feasible as a way to process stuff way faster than just crafting it, like making a saw mill that would cut logs into lumber at a fast enough rate that building your mansion could actually be achieved a reasonable time-frame. of course mechanization would be later game, like once you get steel. So what do you think? Good? Bad? Too difficult to code?
  17. Prevent grass growth

    I cant imagine that this idea hasn't been though of before but I wasn't able to find a topic about it. Basically I'm looking for a way to keep grass from growing on to dirt with out having to make a new dirt block for each rock type(which is why I'm guessing this isn't currently available). So that got me thinking about the attributes that food can have, is it at all possible to give a dirt block some attribute, while keeping it the same block, that could be used to prevent grass from growing on it? If it is possible (that's a big IF) you could be able to shift right click dirt with salt or craft dirt and salt together to apply said attribute. Now I'm guessing that's probably not possible so an alternative could be adding a block similar to the chiseled block, which is able to use the different textures of rock, limiting how many block would have to be added. There are many problems with this suggestion I'm sure, but I would love to be able to have grass free dirt.
  18. Sculpting Skill

    Hello I'm suggesting a new skill: the sculpting skill Basically it is a masonary and woodworking skill in one. The skill effects the chisel and how it works. You gain it by doing things with the chisel like making bricks etc. First if your skill is low only the smooth and stair mode of the chisel are unlocked. Also if you are making bricks there is a ~60% chance that the rock breaks without resulting in a brick. If you are chiseling a block there is a low chance (2% no skill - 0.001% max skill) that the block you are editing completely breaks. The percentages could also be effected by the type of metal your chisel is made of. So what do you think?
  19. If a blast furnace or a forge can detect a correctly arranged bellows pointing into it, then its GUI should have an added "Press Bellows" (or something more apt) button that the player can press to activate the bellows for the desired effect. This should elegantly remove the need for the player to enter/exit/enter/exit GUI screens to operate the bellows - it should make things less aggravating and easier/more efficient to operate. As there's existing code that already detects if certain blocks are in place with respect to a certain block (charcoal pit, forge, blast furnace), this shouldn't be too much to code and implement; it may alleviate the (immediate) need to implement (the more intricate) mechanics behind transferred mechanical energy (hand crank, windmill, foot pedal, etc). Thanks for reading. --- Danek :2)
  20. Maps and Cartography Skill

    Maps - Cartography Underlined text shows new edited content. As of now, maps are not available. I'm not sure why but they would prove to be quite the tool for adventurers. Hence, maps. The way it works will be similar to vanilla, opening it up and begin carving your map with many major tweaks to it. A new skill will be introduced to suit the maps and ability to create maps. Crafting and Enlarging Maps Maps in TerrafirmaCraft will use a different recipe. Placing 9 papers in your 3x3 crafting grid will give you a parchment which when used, will show up in your hand similar to how vanilla map works. Similar to vanilla maps, you can surround your map with papers to enlarge it. After your first enlargement, you can no longer look at your map from your hands; instead, are required to place it down on any ground to look at it. You can only enlarge your map 3 times as opposed to 4 times in Vanilla Minecraft, at which the map will appear to take the size of a full block surface when placed on ground. You can right-click the map to pick it up immediately. Maps have the same block coverage as Vanilla Maps, meaning an un-enlarged map can cover 128x128 blocks and can be enlarged multiple times to cover 256x256 blocks, 512x512 blocks and finally 1024x1024 blocks at maximum size. Maps can be carved at different scales based on players' choice. Adventure and Exploration is a big part of this mod, even in beta stage, there is so much to explore. When you first open your parchment, a menu appears for you to choose your scales. As an example, a map has 128x128 pixels. You can choose scales ranging 1 pixel : 4 blocks, 1 pixel : 8 blocks and 1 pixel : 16 block. In any case you want larger sizes, that's where the enlargement comes in as explained above. An enlargement simply doubles the scale of your map. (More will be added such as using different materials that may result in different sizes or creating maps in different scales and enlarged at different rates.) Creating your Maps Maps will not automatically be recorded and you need to manually carve your surroundings. When you begin carving, it will always start at the center so be mindful at where you begin carving. Making maps are not free; you can either use charcoal, coal, ink sac and any colored dyes. To begin carving, simply hold your map and hold right-click (default button for 'Use Item). You will start carving in the map based on which direction you are looking; if you are facing north while carving the map, you will only carve the north from where you stand. If there are no obstacles from your viewpoint, you can carve large distances. Carving further distances from your map will take longer so it is sometimes better to just move into the area and continue carving from there. Using only charcoal/coal/ink sac/black dye/any dark-colored dye, you will only carve your map in gray-scale. Your map will have different shades of black to represent different blocks or land. This includes but are not limited to Farmland, Crops, Forest, Stone, Ravines, Oceans and even Beds, Forges, Blast Furnaces and others. You can carve a map at twice the speed using a quill, crafted with an ink sac and feather. A quill needs to be constantly refilled with ink sacs. You can always erase your whole map by throwing it in water and pick it back up again and dry it in a firepit. Maps are not immediately erased when thrown in water. A fully carved un-enlarged map takes 5 seconds to fully erase its whole map. If picked up before it erases, the map will appear blurred and recarving may need to be done. I want maps to be able to create maps for underground purposes but I'm totally unsure how computer coding will work that out. >->" Coloring and creating custom keys for Maps Coloring maps will be a bit special here for some realismbelievability. To begin coloring your map, you need your dyes obviously and a solid surface (wood, smooth stone etc) to work on. One dye of any color covers 32 blocks completely in a square and partially outwards from there so you'd need 4 dyes of all colors to fully color an un-enlarged map to its full prime.An unenlarged map takes 8 dyes to be fully coloured in a single colour. Multiple dyes are needed for a full colored map with no enlargements. If enlargement takes place after coloring, more coloring will need to be done. Additional enlargements will always take 8 more dyes each of any one color. Different variants of colors work the same, such as light blue, blue and dark blue all work as blue, if they exist. Orange can substitute as both yellow or red; purple as both green or blue; brown as black and etc. Place your map on a solid surface by sneaking and using the map on the solid surface. You'll place the map which you can then access by sneaking and right-clicking it. A GUI will appear with your map and several inventory slots to your right where you place your dyes and quill if you have one. There is also a slot at the bottom at which you place a paper on. This is where you create the key for your map. You can draw your own symbols or use preset ones and place them on the map. The paper with the key for your map will automatically be attached to your map and may be removed anytime by placing the map on a solid surface and removing the paper. The key is saved on the paper however and be placed back once again. When working on your map in the GUI, you can color the map by ticking a color mode box and tapping the map with your mouse to apply color. Respective dyes are automatically consumed for respective blocks (such as all green dyes will be used mainly for forest and grasslands). The dyes in use will have a durability meter to show how much left can the dye be used for coloring in the map before a new one must be replaced. After coloring your map, it must be left settled in the solid surface for around half an hour for it to dry so you can pick it up afterwards. Updating Maps Maps do not update by themselves, you will need to carve your map constantly if you want up-do-date pictures. Updating maps do not take resources. Colored maps to not need to be recolored. Cloning Maps Requirements to clone maps are simply another map and some black ink or charcoal. The map that you want to clone must be placed on a solid surface. Hold the parchment you want to clone your map onto and hold right click it onto the map you want to clone. The time it takes to clone the map depends on how well furnished the map you want to clone is.Fully colored maps take only 1/8 of the time to be cloned in gray-scale as opposed to cloning a map that is only in gray-scale. You will need to hold your right-click for as long as several in-game hours to clone a map. Cloning is now instantaneous to suit multiplayer playstyle. You cannot directly clone and color a map simultaneously. You can only clone the map in gray-scale, which you must place down afterwards to be colored. Cartography Cartography is the skill to create maps, simply said. At high levels or skill mastery, a cartographer can carve and faster speeds, longer range, larger radius and make efficient use of dyes. To put into perspective, mastering cartographing allows you to : Carve and clone maps in gray-scale at around 3x the speed. Carve at up to double the normal range. Carve at up to double the radius of what you see. Color maps using as little as only 1/4 dyes of what you normally use. I felt like I am missing something in my suggestion. If you feel there is anything missing in my suggestion, please feel free to tell me. Also, feel free to leave any feedback on my idea if you like it!
  21. Mushrooms in TFC

    What do you think of the idea of having like as many type of mushrooms in TFC as rocks or trees? some would be found in caves, some on trees, some edible, some poisonous, some grow big some grow small, some grow in a type of dirt more, some doesn't, some grown in a biome when it rains, but dies off, some even grow in winter(?) some don't. some spread fast, some don't. Some grow in the sun, some dies. Some causes hallucination other are fine. Some, oh you get it. (in case you don't they WILL go and grow in between your crops) You can pick them, inspect them, hopefully not confuse them with a similar but venomous one, water them, Humidity might be something to brought in though. EDIT 1 As people liked the idea more than i expected I will write how i would like to see mushrooms in-game: First step: Humidity - dont know much about mushrooms but i know they love water so some important factors are for mushroom growth: Humidity, Rain, Season, altitude, Soil (can be dirt, stone, trees, leaves, clay, ORES! and of course different kinds of these trees, stone, dirt, stone), Sunlight, Temperature, Blocklight, Nutrients, Distance from water block, Water block type and just maybe... stabilty Humidity is the only one that needs to be added every mushroom has different needs Purpose So what would them shrooms be good for? I feel these would be good: -Food -Medicine/Potions -Indicators -Aesthetics -CollectiblesWell here are some of my favorite shroom ideas: -Peat indicator shrooms -Icy winter shrooms -Some what can be fed to animals but not to players, becuse they cause bad stuff -Boiling water near indicator shrooms -oreshrooms
  22. Water From Seaweed

    I find it extremely annoying when I spawn by an ocean. There's usually no food or fresh water and you die of thirst and hunger way too often. Then seaweed was introduced as a food item! This made oceans and beaches more enjoyable. But I still died of thrist often. If seaweed refilled your thirst bar as well as your hunger bar, it would make up for the low yield and difficult harvesting. The way I see it, you use seaweed as an early source of water or as a last resort. As I said earlier, I died way too many times from spawining near an ocean without water. Adding seaweed as a source of water would would make spawning near the ocean much more enjoyable!
  23. Another use for Fire Clay

    I haven't made any fire clay myself yet, but after reading the wiki and watching a few TFC let's plays I've noticed there's only a couple uses for this material. My suggestion is maybe useing fire clay blocks to make an upgrade for a pit kiln? Instead of the little 1 block pit kiln, the upgrade (which could be called a Brick Kiln) could be the same size and shape as a bloomery and have a hatch door but not need a chimney and the use of the fire clay would elminate the need for wood (just straw similair to how you fill charcoal in the bloomery) and then light it. I dunno if that would work, but it's an idea **side note** I was watching Dunk's old lets play and he mentioned wanting another use for fireclay and that got me thinking XD
  24. Ageing Alcohol

    Ageing AlcoholThis idea came to me as I was preparing leather every time I sealed a barrel the date I sealed it in was shown. This got me wondering on how could an ageing process for alcohol be implemented in TFC. Here are a couple came up.Alcohol is and has been a recreational drink used by every civilization in every part of the world therefore is has huge diversity of colour and taste; but one constant is the use of ageing to improve flavour. depending on the alcohol and the region some require longer or shorter period of ageing.In TFC alcohol comes in a couple different types. Each type has a very small change of giving you a potion affects. My main idea works with this mechanic.The concept is the longer an alcohol is aged the higher the chance for potion affect to take placeSo lets say I were to seal my barrel and let it age for a whole TFC year when I open it the alcohol would have 10% higher probability of giving me a potion effect (with a limit of 5 years of ageing so u could not get higher then 50% probability)Another aspect I came up works with taste and cooking skill. As I’m sure the nutritional value of Vodka is quite low alcohol taste should not affect the amount nutritional value but the duration of the potion affect good and bad.So If were to seal a barrel depending on my cooking Exp lvl this would determine whether additional secs to potion affect will take place.(this will take into account only the Exp lvl I am when I sealed the barrel not the Exp lvl I am when opening it). As well with taste if I find the taste more desirable a slight increase of duration time will occur.And my finale thought works with TFC region/climate this thought is a lot harder to implement. Some alcohol require shorter period of ageing this has to do with climate. Take whiskey and tequila: whiskey is produced in colder climate takes at least 3-12 years to produce and age. Tequila is produced in warmer climate takes only 2-3 years to reach peak. Climate help with speed up the aging process.If I were in a warmer climate when I seal it for ageing maybe the % is slightly increase when I’m done creating it. Instead of a flat 10% per year i get 11or 12.As I am not a programer I would not know exactly how hard it would be to implement these changes but I do have some suggestions. In the new version of TFC food has 2 bars one to show rot and the other for quaintly. You could use this mechanic to show how long this alcohol is aged and how long is the base duration of the effects. (so a fully aged fully Exp lvl cook alcohol would have both bars full) you might want to use the rot mechanic in revers and slow down for the ageing process.If anyone has any more ideas or have a different take on how to implement ageing alcohol in TFC please feel free to add on in this thread
  25. Remove Side Grass

    I'm new to using this mod and so far it's been an amazing experience. The only reason I bought Minecraft is so the developers could make a plugin API and support mods like these, though it seems like Mojang is taking awhile to go through with that.Anyway, back to the actual suggestion. I see that your mod isusing the same feature that the "BetterGrass" mod uses and it's really unappealing in my opinion. It also makes things more difficult to see what's under grass. Now I would understand if Minecraft's hills were made up of slopes rather than blocks, but unfortunately that isn't the case. So basically what I'm suggesting is if we can have the old Minecraft style of grass blocks, where grass isn't capable of growingat a90 degree angle.Update 1: I've just recently discovered that the 'BetterGrass' feature creates lag within the game. This suggestion is no longer based on personal preference, being that this feature actually negatively impacts your gameplay. I’ve tested this with a high end computer and a low end one. Both computers experienced lag, unlike vanilla Minecraft. My fiancé, the one with the low end computer, was barely handling the Mod, having a lot of client freezes until I removed the ‘BetterGrass’ feature through options.In fact, I stopped playing TerafirmaCraft a very long time ago because she couldn’t handle it very well, so I was waiting for version 0.79 hoping it would fix this, which it actually did not. My computer, the extremely high end computer, has specs such as 16GB of ram, 3.40GHZ i7 intel core processor, Windows 8.1 that’s a 64-bit, with a GeForce GTX 660 graphics card, had some stuttering which is very much unlike vanilla. Removing this feature eliminate all lag from both computers, I highly suggest others to try this as well to confirm that something is wrong. Not sure if this is known, but if it is, why default or even have a feature that negatively impacts your gameplay.Update 2: Looks like the lag is due to Minecraft limiting the amount of RAM you're capable of using with it's client. While this can be fixed, it's not a very good impression for new players, therefore I suggest this feature not to be defaulted for us since it can lure new players away...