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  1. Alternate clothing material to wool, decreases the amount you perspire and shields you from the sun. Would be needed to travel through deserts safely and for doing work in the summer near the equator. Flax fiber would also be used to make canvas, which would replace the sugary paper we have now.
  2. I know the mechanics of both limewater and tannin in barrels were changed in b79 and removed from buckets, but I'd really appreciate the ability to at least use buckets to move limewater/tannin water from one barrel to another. I have two barrels of both that are both half full; it would be nice if I could use a bucket to empty one barrel into the other so I could fill the now-empty barrel with fresh water again without having to empty it and lose the limewater/tannin that's there. Is there a reason that this isn't allowed now?
  3. Shields a defensive weapon

    Shields a defensive weapon I like the idea of shields, they could be made out of wood to start with then progress through the varies metals. In order to use them they must be on your hotbar, have a key to block with it so it doesn't have to be in you hand [Dual wielding is a thing, the Romans did it with shields and spears.] While blocking almost like deflecting a ghast ball in regular minecraft you block incoming projectiles. You can block and ram your enemy to inflict a low amount of crushing damage. As far as crafting goes I mentioned above starting with wood, this would require the player too at least have a saw, and have enlarged their crafting space. I would suggest to go as far as have a knapping like system but for wood, or more comparable to how you need a knife to shape leather. However for the sake of not writing a new system just for one item, here is an example recipe below. http://i.imgur.com/YufTBAs.png http://i.imgur.com/uwvXHIJ.png Now for the metal versions, I suggest a taking a metal sheet, or double sheet. Place in anvil while hot last 3 steps have to be hits. I got inspired form a post in this topic here:http://terrafirmacraft.com/f/topic/6989-1001-small-suggestions-community-brainstorming/page-2
  4. With TFC still in development there are (and supposedly will be) mistakes, such as the recent bug that caused trees and other features not being generated in snowed chunks. Therefore if you visit particular area before the bug is removed, part of your world is spoiled forever. I suggest adding a command (in “cheat” mode) allowing players (ops in SMP) to regenerate a chunk (or several chunks at once) by replacing all blocks as per world generator. Something like /regenchunk command, working similarly to /removechunk and /stripchunk. But it might be better, allowing to set chunks’ coordinates to regenerate bigger area at once…
  5. H -the cut in half hotkey

    With the addition of more and more complex preservation mechanics it was really nice to see the devs add the hotkeys to trim and combine foods, saving valuable time on these tedious fronts allows us to spend more taking advantage of brine, vinegar, smoke racks and grills. This idea came to me after attempting to turn my potato harvest into 10 barrels of vodka for later use as vinegar. Because the recipe calls for 100oz of food and I prefer not to waste any, I took the time to cut potatoes and combine them into 100 oz pieces. I think it would be nice to include a hotkey for cutting food items in half. It would work similar to the combine hotkey where you need to hold your cursor over the desired food item. Essentially you would need to have a knife in your inventory, hover over a food item and then press H at which point the food item would be cut in half and both pieces placed in available inventory slots.This would fit in well with the existing hotkeys and take away a little more tedium so we can enjoy the new preservation mechanics more. Useful applications of this hot key include: -Easier time preparing food for small vessel storage -Easier time preparing food for grill cooking -Easier time cutting food into the correct portions for use in liquid recipies -Easier time sharing food with other players in SMP Thank you for your consideration.
  6. Simple economic idea

    I will talk shortly what is in my mind. Server need some kind of economy, like coins. Game have items called "Coins" that could stack in large stacks like 1024 or more. All items could have price which one could be changed in someItemsPriceConfig.txtor fully turned off from game (for example you dont want that sequoia logs would be ingame shop). Game shopis a villager. Server admins could summon that special villager which one have many trades, people could buy and sell items, make money. Game shops could have infinity number of items or only number of items that have been sold. Or there could be several villagers for different items likelogs,stones... Its just basic idea. Tell me what i your opinion about this. Sorry for my bad English.
  7. Ceramic tools

    Not so serious intro: So when you start terrafirmacraft there is a point where you have your first metal but not enough to really make tools with just jet. You are irritaded with the fast breaking stone tools. Then why wouldn't you make ceramic tools? Because they aren't in the game you fool! (lol) But seriously why are there no clay/ceramic tools? Nowdays we got plenty of ceramic knifes, shovels and axes. I'm Suggesting that we get a ceramic "upgrade" for all the stone tools so no ceramic pickaxe to be clear. It seems to me something people would use and it wouldn't hurt to have a more smooth transition into metal tools. I don't think it would be to game changing and it would help people who have trouble setting up or help people who like staying in the stone age for a bit longer.
  8. I was testing some build ideas in SSP and while designing a forge setup for a house I fell out of fly mode and landed on an active forge block. The falling particles that come with 1.7 take on the texture of the block you land on. When landing on the lit forge it looked like this... Now doesn't that look a lot like this?... It hit me, that set of particles would look absolutely AWESOME if when you were working hot metal on the anvil they would fly out every 5 or 6 hits. Hammering away makes plenty of sound but I think this would really add the feel of working a blazing hot piece of steel/iron/bronze etc. Sparks flying all over the smithy floor and other players being able to have some visual indication of the work you are doing would be really cool imho. I know that on Hypixel Blitz PVP the particles from breaking redstone appear when you hit someone so I am going to assume that this is also possible in TFC. What are your thoughts people?
  9. Heat and Light

    Since i coudn't find something similarly conected to what i want to say i am going to describe my idea here . Well the reasons why someone might need a stable on demand light source are pretty self explanitory , it is just more convenient , and beyond that if implemented properly could be a big influence on what players collect and build as structures in their world . This is preety much an expansion in tier . I suggest adding a solid pipe sistem (solid because the heat would transfer more believably from one solid to another) which would work like this : Heated metal encased in glass , similar to a lightbulb (infact it is) that contains in itself a small peice of metal with a low melting point so as such , when heated , it would easily emit light , and when over heated melt/burn and dissapear . Heat would come to it using solid insluated metal pipes which themselves would be heated from burning something in a pit or insluated area to reduce heat dissapation latter on . It could run on coal or logs or thatch , prety much anything wooden . This would allow this light soruce to be a good source of light but not heat , so , that it can't be used for cooking . So if you progress much forward you can have a stable light source for the cost of constant medium-easy obtainable fuel , and so that you can also turn all lights at once , depending on the distance the heat would have to travel . This would be a good sistem for not so far light , since you can only build so much pipes and the heat can heat only so much mass . The pipes should be made out of hard or medium hard good heat conducting mettals , like cooper and/or iron possibly . The wire inside the glass bell would be made bassicly out of low tier mettals . I don't know how far the reach should be in blocks , you guys decide , if you like this idea .
  10. In games I always like the collecting aspect. So I want a book that holds record of these collections. This book should not hold every item or provide information about the collected item (it could but that would be just detail). The book should give a sense of completion by showing a percentage of completion. The book could hold the following collectables: - Gems (this started the idea) - Rock types - Metals (nuggets, poor, normal, rich) - Alloys (or ingots) - Minerals - Saplings (Wood?) - Seeds (Food?) - Fruit tree saplings - Berry bushes This book should not be a game changing mechanic but something to fill your time with. The book should be manual you doing it because you want it not because it’s needed. I’m not expecting that it would be reasonable to expect anyone to complete it but I think it would be neat to have. When I think of it I think of a book that shows pages when you register the items (it should not consume items) but leave greyed out items of types of the item that you haven’t seen (like with poor and rich metals). And maybe with taps for the different collectables with each have a own percentage (so the gems don’t drag everything down). This book could be a way to integrate some of the documentation ideas but this topic isn’t meant for that. The book could ultimately for the players who find it worthwhile a progress report of some sort. It could also serve as a bit of a competition for players on servers. The book could be separated in part feel free to suggest what could be improved on this idea and if you think it could fit in the mod.
  11. Better Forest Fires

    Just a quick idea. I'm not sure if this is buried in the code somewhere already but if it's not I think it would make a really cool addition. Now that in 79 random grass block ticking actually creates saplings like it's supposed to, it's very easy for a forest to become overgrown over the course of several years. Nature takes care of this by allowing the increased risk of fire in dense old growth to clear away the old and make way for the new. I was wondering if it would be feasible to make fire spread affected by the general "wetness" of an area. Back in the good old days when fire spread forever in early mine craft beta you were terrified of this natural disaster. Now it's no big deal. Imagine, no rain in an area?... live in fear of ravaging infernoes sweeping the landscape. If you've just been throw a few days/weeks of rain fire spread would be nerfed in that area so that there is no cause for concern and the fire only makes it a few blocks. Dry trees and grass burn much easier than wet ones. Is this possible? I just figured that since the forest can now regenerate itself there should be a way for it to naturally clear up a little too. EDIT: Idea for new bucket mechanic: Using a wooden bucket (because metal ones place source blocks) right clicking a full water bucket would remove fire blocks in a 3x3 or 5x5 area centered on the block you right clicked. If there is no block then shift+right clicking the full bucket in mid-air will have the same effect, but centered on the player, or perhaps one or two blocks ahead of them. This is simply a way for players to not be completely helpless against the inferno, and I think it fits with the style of TFC.
  12. Making barrels less OP

    Hello ! As it is now, barrels have 12 slots for solid items. But small clay vessels can be placed into a barrel, expanding it to 48 slots, which is a bit too much in my opinion. Having a single barrel on your back will in most cases be more than enough to don't have player inventory issues in early game. And with new world gen making a saw is easier than ever, considering nuggets spawn in larger groups (at least in my world, i have nuggets everywhere, about 7-10 from one ore deposit as opposed to 3-5 in 78). I think it makes TFC a bit too easy, but i might be wrong. Also, i have no idea if it would be hard to implement or not, but a config option for allowing vessels into vessels would be great. I think it would be much more believable that way. And harder as well. I would like to see some thoughts on the subject. Posting it in suggestions becouse it's not really even remotely a bug, just something that needs a bit of rebalance IMHO. Highest regards to Bioxx Dunk and Kitty for amazing work and great new build Reyvinn
  13. Punkin's an Watarmeloans

    PUN'KINS!! WATARMELOANS!! Everyone knows these classic crops from vanilla. Both of them are a semi-rare crop, as it takes much exploring to find them. Pumpkins still exist in Terrafirmacraft, however, they don't serve any purpose, except for a breeding exploit. Watermelons actually don't exist at all, since they only generate in structures like mineshafts. So, what do we do about them? As you may have known, gourds were a food staple of many places, so it makes sense to make them a crop, however they could be improved from their 3foot- giants that are in vanilla. Man, those things are huge. Miniature pumpkins! Since pumpkins already spawn naturally in the world, it would be a small change to include them into the food group. But instead of the gigantic ones from vanilla, these new pumpkins would be varying sizes, from 43 to 103 pixels wide. That's about the size of a players head, on average. Miniature watermelons! These would be identical to their vanilla counterparts, except like the melons, their size would be tweaked to fit the actual size. However, instead of being just square, these can take on a more rectangular shape For comparison, this is the best image I could find of the relative size of the new pumpkins and melons http://i.imgur.com/hlXSB2a.jpg Why the change? In order to fit the theme of Terrafirmacraft, the pumpkins and melons would be better implemented as a realistic size. Plus it creates a unique type of crop instead of the standard wheat/carrot/potato that every Terrafirmacraft crop is based off of. Maybe if this is considered, we might see more unique crops in the future. What about the pumpkins/melons? The harvested pumpkins or melons would follow the same rule as every other crop, following "vanilla" Terrafirmacraft mechanics, but also behaving like Vanilla minecraft, growing in the space adjacent to the stem. Oh, and the stem on the pumpkin would connect with the stem of the plant. And since they take up less than a block, they can be random about their positioning within the block. There are alot more things, but tell me what you think of this, if it should be considered, and what could be improved on it.
  14. Rail, Rails, Rails!

    So, with the current state of transportation in Terrafirmacraft, there are only 4 methods of transportation. Foot travel, Horses, Boats, and Minecart. Given the theme of Terrafirmacraft being more of a progressive tech-tree, options are opened up to you based on your location, resources, and preference. If you never find horses, jute, or leather, traveling by horseback is impossible. Boats are the obvious default travel over large bodies of water. But what I'm suggesting is something that I was surprised that never was fully utilized, both in TFC, or Vanilla Minecraft. That would be rails, my friend.Given that Terrafirmacraft is such a manual, rustic-style mod that makes the game more believable, It would only make sense that aspects in the game would resemble real-life practices. In that regard, Mineshafts were created to haul out large amounts of ore out of a location. However, in Terrafirmacraft, the player has ample enough inventory to clear out an entire vein in several trips. The player's inventory has never changed in the entire history of minecraft, and it never may, but that is a different topic.My suggestion is to improve rails to become more intuitive, better suited to fit therole that they were designed for, and more believable in their creation. This post only highlights the largest changes, although given the chance, I could write pages on this topic. But I'll try to keep it short. Making the Rails Crafting rails in Terrafirmacraft is much cheaper than in vanilla, netting an entire stack for one-eigth the cost! That's a really nice incentive to make rails, however the process to make them is currently... Lame.What I suggestInstead of the current method of laying ingots and sticks on the ground, ingots need to be worked on an anvil, similar to tools. One ingot is stretched out into x number of "Rail" http://wiki.resonant-rise.com/images/9/98/Standard_Rail_%28Railcraft%29.pngThe number can be changed, but more can be made with a higher smithing skill Up to a cap of 1 ingot -> ~32-ish rails. Equates to the same cost now of 4 ingots -> 64 tracks These "Rail"s can then be crafted with sticks/planks/logs to make the finished rail tracks.(Currently, Powered rails are the standard for using railcarts at all, but that's not very realistic, or befitting the theme. I'll get to that later) So, now that you have the finished rails, what do you do with them?Getting the Wheels Once again, shaping ingots into an object with your bare hands isn't very intuitive. And to that, i suggest a simple change and a whole lotta white space, because I've got a bunch more to say, but I won't bore you with it. Minecart recipeSince they are carts, and not iron boats, you have to form the metal into sheets. Then you can just use your imagination and pretend that you've just made a minecart. (There would be more, but again, too long) HOWEVER, I want to emphasize that I want to stray away from powered rails, at least until a better system is implemented. As a replacement, since furnace minecarts are impossible to craft, a small solution would be to make a player-powered hand cart. http://goo.gl/dKP1Hc This type of cart moves by being clicked on by a player riding in it. That's it. It just pushes other carts. Now, an alternative longer down the line would be an improved version of the furnace cart, because that poor thing never got any attention. I do admire the lack of a GUI, but my god, do they suck. What do they do? A minecart, for all intensive purposes, was designed to cart things out of a mineshaft. And as Vanilla ores don't spawn in large veins, it never was much of a priority. Instead, Command blocks were made *grumble* But seeing as TFC has a much more classical mining method, the purpose of a minecart fulfils the theme. They can carry tools, players, ore, tracks even! But how does it do it??Players can simply sit in an empty minecart. Wow, that was simple. Rails can be placed in carts, up to a stack (or more)Chest carts may still be an option, but for their purposes here, they'll store what a normal chest can store. Possibly, just maybe, they can store blocks that may soon be too heavy to carry by hand (barrels, log piles, ect) And last but not least, without even a chest, a minecart can store 1 cubic meter or raw ore. This may take some consideration, as deciding how to render the storage cart may prove difficult, and may be scrapped altogether. There is much more that I want to suggest, however I'm tossing this idea to see how it's accepted. Tell me what you think, your opinions on it, and if you believe it would add content to the game. I really want to see a more integrated experience involving more than just the player and the inventory, and have more of a tool-oriented environment. Leave your comments, even if you don't like the idea!
  15. Alrighty, what I am suggesting is that we get colored glass, but not in the way that we have it in vanilla, where you surround a dye with glass blocks. No, what I am suggesting is glassblowing, a more immersive and... interesting way to make more creations in TFC. As an FYI, this suggestion is made with the intention to use current gameplay elements while making it more believable! In order to make basic, clear glass, you'd now need a tuyere of any metal type, sand and flux in a ceramic vessel, a pit kiln, lead, and a forge. First, you'd bake the vessel with the sand and flux in it to make your molten glass. Then, you'd put the vessel and the tuyere into the crafting interface to get a "tuyere w/ molten glass," which is still hot and you'd need to spin and blow into the pipe to shape the glass into a disk. If you cannot shape the glass once you put it onto the tuyere, you can use a forge to reheat the item, but be careful, for if you heat it too much you will lose the glass and only have a hot pipe left. When you are making the disk, the process would be very much like smithing, where the red "hit" buttons would be replaced with "spinning" and the green "relax" buttons would be replaced with "blowing." Since you will only have one real method of it, the recipes for the glass will have to be randomized to reduce the monotony of making glass. Once the glass is made into a disk, you will get your tuyere back with a small amount of damage done to it along with a disk of glass. Stop! Hammer-time! You then take the disk and a hammer into the crafting UI and smash the disk to get glass fragments. To make a block of glass, you take 8 fragments and surround a molten, unshaped lead ingot to make 10 blocks of clear glass. If you wish to have a bit of color in your glass, you simply put the color dye into the ceramic vessel before you melt it. If you wish to make window panes, simply use the vanilla recipe to make them, but you will get 6 panes instead of the vanilla amount. Now, onto my main reason for this suggestion, making stained glass! To start, simply place a pane so that it isn't a plus-block-thing (place it between blocks/other panes!) then right-click it with a chisel to open up an 8X8 grid interface. To use it, simply place glass fragments into each box to create your stained glass window, but EVERY box has to have a glass fragment in it, or else you'll destroy the pane, getting back only fragments and the taste of your own tears. Once you have made the pattern you want to be the pane, exit the interface and right-click the pane with a molten, unshaped lead ingot to finish it up! Like sculpting, you can use blueprints with it so long as you have the items necessary, and it will work like sculpting as well, so know where you had the pane face! I tried to make this suggestion as immersive and easily stitched in as possible, as well as making a use for lead so y'all can empty your waste-chests of one metal. I thank y'all for reading this and I do hope that you all have a fantastic day/pleasant sleep! For those curious about how you'd make the dyes as they aren't in TFC currently, we'd make dyes using similar processes that were used for making the colors for stained glass IE sulfur for yellow, copper for red, etc mixed in a slurry using the crucible.
  16. More crops being hardy

    I have read on the wiki that carrots, garlic onions and cabbage are "hardy" (being able to survive cold conditions while still young). Based on IRL-experiences i think that more crops should be like that. I am especially talking about wheat, rye and possibly barley. IRL both wheat and rye and some but not all types of barley have to be sowed in the autumn and harvested the following summer meaning that thay can survive a winter while still young. I therefor think that this should be added as it would improve the believeability.
  17. Integrated Crafting Guides

    I just got back into TerraFirmaCraft, after leaving it alone since flint tools were still a thing. And one thing which struck me about figuring things out this time around, especially since I was watching videos, was that, like almost any complicated mod, I had to go look at the wiki. That's normal. But, especially with TerraFirmaCraft which is all about believability, it ruined the immersion. And I noticed that what some mods do, like Tinker's Construct, is give you a book with pretty much everything in it. Of course, that ruins the game just as much. I began thinking about it, and I think there is a good way to do this. Why not break up the crafting guide into basic bits, and spread them around the world as loot in generated terrain? I think TFC already has quite a bit of exploring in terms of looking for certain kinds of land and rock, so adding something to take a peek at while exploring doesn't seem to be a bad idea. How would one format it? A straight up crafting guide with illustrations would be just as bad for breaking the immersion as going to the wiki. So perhaps one could format them as notes, written by survivors who had come before. Then they can be vague while giving a sense of direction and help to the player, especially in the stone-early metal age. The way I envision this is probably something like a skeleton on the ground, which you can loot. It would turn up a book. That book would have the basics of metalworking or of pottery, or things like that. Only mechanics, not recipes, or things like 'raw igneous stone is needed to create an anvil that can withstand heavy blows', without actually telling the player how to get raw igneous stone. Perhaps a crude drawing to aid with things like knapping? If the player knows they can find stuff like this, I think it stops them from going straight to the wiki, and at the same time keeps a reason to have complicated crafting to figure out. So, here are some examples to start; Pottery; " I've been experimenting with clay recently. It's hard to cook without some kind of pot; my food always chars without strict attention, and stew is an impossibility. It'll be great to finally have something to put water in. But pottery is harder than I thought it would be, not at all like I expected it. Without a proper pottery wheel I've had to resort to making crude vessels by scraping away at the corners to shape them. My attempts at handles have all failed, but having a jug with a handle would help with transporting things a lot. Firing them is another thing entirely. Baking them on the campfire didn't even harden them much. I need to figure out a way to keep the heat in. I've tried digging a hole to set the fire in, but the logs that i stacked on top to cover it and set fire to were too large, and let the heat out anyway. I need to find something smaller to cover it up." Melting Metal; " I've done it! The clay pots I made recently really do have a use. They were worth gathering all that straw after all. The ceramic kept the heat in, and the copper ore melted, right in the pot! This opens up so many possibilities. Tools, real ones, or even something to keep away the bears. A sword! But I'll need a mold to pour the metal into, something that won't catch fire or melt, and that I can break off afterwards." Metalworking; " The sword I tried to make yesterday snapped like a twig. I learned my lesson, i thought. The molded one didn't even set properly, so I hammered it into shape this time, but I must have gone wrong somewhere. I'll need to pay closer attention to what the metal looks like when i'm shaping it. If i don't master this soon cutting that rock will have been a waste. I went three kilometers just to find a stone hard enough to use as an anvil, i won't let this stop me. i had to cut all around that rock to get one large enough. I wasted two weeks! Everything's right here in my hand. I just need to work it out." You can see that each one is pretty vague, but that they give good hints as to the right direction. And even if you find a more advanced one, like the metalworking one, first, they give good hints as to what you need before it. Finding two helps you even more because they interlink. But they never tell you outright, even put together. They make the player think that they came up with the idea themselves. And they're little snippets of story that'll take people's mind of grinding a little bit. TFC's terrain gen's really unique and beautiful, so I think its good to encourage exploring. EDIT: Going back, I see an issue. What if they find the same ones lots of times? Any solution to this issue? They could just not take it, if we make the skeleton guys like a chest which you can look in. Then you also get an epic storage thing. Maybe use skulls instead of full skeletons? It could be used to just hold two or three things, all small, but act as decoration at the same time.
  18. Slow down on animal model details

    What the title says - as time goes on, I see more and more steps towards making animal models closer to how they are looking in the real world. I thought about this and realized this isn't as amazing an option as that might sound. Reasons: 1. Style compromising. Minecraft has quite distinct blocky style to it. Mostly. More often than not shapes are parallel or perpendicular to each other, which fits well with the looks of the rest of this world. Higher model quality looks out of place in this. 2. Animation quality. There seems to be a great deal of compromises done in the engine's innate animation handlers and providers - models do not have turning, jumping, falling animation states, walking animation triggers on any movement, including entity being moved via minecart. I bet there's no real hooks for resolving these problems either. Now, for simplified default models that isn't a problem. However, as detail count increases, it starts to look more and more stupid. There's a reason "big" developers are starting to rely on motion capture as graphics get better. 3. AI. Not that it is an insolvable problem, but I myself will actually expect more detailed entities to behave more life-like. As far as I understand, these things are a massive PITA to code into minecraft, which is the reason we had so little in terms of mods that add and/or improve this particular aspect of the game as opposed to mods that simply add some plain blocks with "magic" machines and some tools (no matter the actual mechanics of said blocks and tools), and considering that most of aggressive mobs just charge the player head on, occassionally taking detours for navigating pits and walls. 4. Performance. This one is miniscule and the least of a concern out of all three, but I just felt like having three bullets to my point, so it's in there too. I'm not saying I don't like models Dunk is making, mind. All I'm saying is these models are far better being used somewhere else, and for TFC we need to have simplified ones with a not a lot more details than in current vanilla minecraft models have. I'd say twice as much body parts (that would make 12-18 pieces) should be a max number.
  19. Hello fellows! Here some suggestions I hope you people find usefull to implement in TFC. I searched to see if there's something like that already suggested, but found nothing. I apologise if its already suggested and I didn't spoted. 1ª) CLAY BOWL: made by molding 5 clay in the hand (the basic process, you know the drill), which should yield 2 bowls (much like ingot molds) that should be cooked. After that, the clay bowl is ready to use the same way the wooden one, except that: - it should be returned to the inventory after eating the meal made with it; (more resistent, easy to clean, so it should be reusable) - it should not be turned onto gold pan; - it could have a chance to break when used, like the jug. 2ª) WATER SKIN made by cuting a piece of leather with the knife into a specific shape (same process to make leather armour and other leather stuff): - It should have half the capacity of the jug; - it could also be filled with alcoholic beverage, not only water; - it doesn't breaks! =p - it's stackable when empty! xD 3ª) Cobblestone, stone bricks and brick blocks should NOT GO INSIDE CHESTS, much like logs - Cobblestone should be stocked like logs: right-clicking on the ground with one pieace opens the stock menu were you can place four stacks of four, making a pile of cobblestone that can be placed on top of each other without falling. Just like logs, really. - Stone bricks, made with a rock and the chisel, should be pilled up just like ingots, by right-clicking it on the ground or surface. - Brick blocks should not be stockable at all, or, at least, placed into piles like logs. Not into chests, no no no. Chests should be for small, light and medium items only. Heavy/huge items should all be piled. 4ª) Fertilizer production with rotten flesh (give it a use or take it out of the game, it makes me crazy!) and spoiled food. Since feces will never be implemented (I would find amusing to find digestive byproduct drops, just like eggs, hovering inside were I pastured my cattle), then, by all means, make rotten flesh and spoiled food usable into a process to make fertilizer: - when you cut the spoiled part off your food, instead of desapering, the spoiled part is made into a generic item called 'spoiled food'; all foods just give that same generic item; - on a multi-block shape just like the forge but made with dirt (it has to be dirt), you throw 8 pieces of rotten flesh or spoiled food and one bucket of water; - 12 ingame hours later (maybe more time depending on game balance), and voilà! You have a block of fertilizer, just like charcoal, that you have to mine with the shovel, just like charcoal, and will drop fertilizer items that you can use on your poor-managed farms to make you happy and well feed. That's all, folks! I hope you enjoy these suggestions. I have some more ideas, but I'll think on them a little bit more before posting. Cheers! Edit: Apologize in advance for my english, I'm not a native speaker. Feel free to correct me if I accidentaly murdered the english grammar.
  20. Thatch/Straw bedding

    As of a recent update, a metal saw is required before a bed can be made. I recommend implementing a stone-age sleeping method, so that we cavemen/cavewomen can sleep the night away instead of spending the night in a hole (and walking away from our computers, etc) In order to keep the regular bed still valuable, thatch bedding might have 2 uses or 50% chance of being used up when slept in. the current mechanic of pit kiln could be used, laying straw in a 2x1x1 (bed sized) area then right clicking with an empty hand.
  21. The Night

    There might be quite a bit of controversy over this, but bear with me. The night is an extremely influential part of the minecraft experience. It drives the player to explore with caution and a watchful eye for the time and drives several fascinating pieces of emergent gameplay. For example: a consequence of the night is the tendency for one to maximize the efficiency of daytime activities by clustering functional buildings closer together, so it takes less time to get from point A to point B. It also incentivizes choosing a base location that coincides with more than one ore type to do the same. These aspects of emergent gameplay are wonderful, and really shape how the game is played, however there is a problem. The problem is the presence of the bed. Before we go any further i'd like to point out that this has nothing to do with the spawn setting aspect of the bed. The bed, while now slightlyfarther along in the progression than it was before, still cuts these wonderful bits of gameplay apart. As a result travel efficiency is no longer required on relatively short distances because a bed simply resets the clock to a safer time. Additionally, exploration becomes far less interesting than it otherwise could be. Though I refuse to do so, i find that many people I have asked simply carry a bed with them whenever they explore for some ore or mineral or rock type or even vegetable they need for their latest project. In doing so they make exploration extremely monotonous and remove a period of time that makes the game more enjoyable specifically because it breaks up that monotony into manageable chunks. This also effects having bases long distances from each other. Sometimes having a base very far away from your main is necessary because of some extremely rare substance found there. The journey between the main base and the outpost, however, is not incredibly exciting since you can just plop a bed down right before sundown, fall asleep, and then continue on your way. But if there were no beds you introduce a new form of emergent gameplay. i can imagine people building up networks of safehouses between there most far-flung outposts with various amenities to safeguard the player through the night. Ultimatey i find the solution vexing, since beds should not be removed entirely, since spawn setting is a useful part of the game, but on the other hand it would not be wise to simply remove the night-skipping aspect of the bed, for then beds have no intrinsic value over straw-and-hide mats. I believe I have come up with a fine solution to this. My suggestion is that the night skipping aspect of the bed be removed entirely, but to counter-balance this with respect to the straw-and-hide mat it should give some type of health bonus to the player through the course of a 24 hour period.
  22. OK, let's go. I'll go first: Dirt types that have different amount of fertility/harvest than the others. Rain hydrating crops/farmlands.
  23. Cold Suggestions

    So ive been spending alot of time in the cold, and thought I would share a few of the things I wish I could do: First, there really needs to be an alternative source for thatch. In cold climates, grass virtually never grows. This makes settling down there much much harder, as there is no local resource for pit kilns. I suggest allowing us to create thatch from the reeds that grow in fresh water, or perhaps adding some taiga shrubbery that drops thatch. Second, let us harvest snowballs. I found a sneaky way around this using water, IE if water breaks a snow patch it still drops snowballs, but using a shovel or by hand, it does not. We should be able to acquire these objects, and build snow blocks from them. I like my igloos, and cultures through the eons have used snow as a building material. No sense in leaving it out of TFC. Im on the fence about snow blocks responding to gravity or not (igloos roofs are snow after all), maybe you can limit their range like the horizontal behavior of the support beams? Regardless of how that works, snow blocks should melt. Just a simple mechanic where they disappear when in + temperatures for prolonged periods of time. Third, I think that snow should be allowed to build up over time. In exceedingly cold places were the temperature rarely gets above 0, the snow should be allowed to pile up 3-4 deep on the map.The snow already somewhat does this by forming a layer, then a deeper layer over time. It would be cool if it continued to pile up until it became a solid block of snow (the snow block). It would be really really cool if snow could build up to 3-4 layers, then over time the bottom layer will turn to ice, and another layer could be added to the snow, setting some maximum of 2-3 layers of ice and the aforementioned 3-4 layers of snow. The ice part could be tricky, what with it reverting to water when its broken or melted, but the idea of natural and dynamic glaciers in TFC is very appealing to a frozen copper miner like myself. There should also be a greenhouse mechanic. If I was to build myself an enclosed area, that was lit well, had direct LoS to the sky (through glass), I should be able to regulate the temperature inside of it somewhat. I wouldnt be in favor of being able to grow any arbitrary plant on a glacier, but a green house should provide acceptable growing conditions for hardy plants. These suggestions just come from dealing with the hardship of living in the cold. IMHO, the dynamic weather conditions are one of the signature features of TFC. Why give us these awesome weather mechanics, but leave tech progression crippled for those who want to experience it.
  24. I was attracted by TFCraftat the first glance and I really like its awesome realistic world. But after I moved into the Iron Age, I found I had nothing to do except mining & smithing. It was boring, why don't we do something else, for example, writing, to let us get into civilization? Here are my suggestions. Paper 3 sugar canes for paper? Don't you think it is too childish? In fact, paper making is a hard process. There are more details in the wiki, and it's not difficult to convert it into game. For example: [*]Soak the materials into water, materials can be jute, straw and so on, wood was late used and needed to be broken up. [*]Heat it or add limewater(in fact it needs soda orcaustic soda) to get pulp. [*]Screen the pulp, which needs a wooden frame(deckle). And laythe wet mat of fibre on top of a damp cloth. [*]Repeat step 3 to stack more on the damp cloth until getting a required number. [*]Gently place a wooden plank on the top of the stack and add some stone(cobblestone) to squeeze out water. [*]Air dry it and finally we get the paper. Also there are more references and it's only my advice. Pens Either quill or ink brush is a good choice and the materials are not difficult to get. But it seems that making a pen is still not easy. So it just needs a knife, a heating device(forge?) and some feathers in the game. Ink brush is used in ancient China to write on paper. Since paper making is in a Chinese traditional way I think it's interesting to use their writing tools. A ink brush consists of stalk and hairs. Stalk is a hollow cylinder usually made of bamboo but wood is either OK. And hairs are mainly from animals. Just tie some hairs together and fit it into the stalk, an ink brush is made. In the game, it is easy to use wool(maybe sorted) as hairs and wood(crafted) as a stalk. Inks Ancient inks are more complicated according to different cultures, so I just suggest ink sac as the original. But ink bottle is a good idea for writing and is made just by placing a glass bottle on the top of a block. Then fill it with ink sac or marking used now. Also dyes can be added into inks to create colored writing. BookWriting Shift-right-click to place a paper on the top of a suitable block(e.g. dirt and sand are unsuitable), with an ink bottle nearby, then hold the pen and right-click the paper to start writing. The pen should first be dipped into the ink bottle and writing will decrease the ink as well as the durability of the pen. Rough surfaces will cause twice durability decrease. It means a smooth stone is the best material to make your desk. A written paper will be renamed as a note, and right-click the note for a look. Signs should also be written with pens and inks. A lot of paper/notes can be fastened together as a notebook with some methods, for example, threads and glues. Animal glue was made in the ancient mainly use hides, so it fits the condition of TFCraft. While staples and stapler are hard to get. Finally bind the notebook in leather and sign it. After that, a book is finally finished and no more words can be changed. And a bookshelf could be a great place to place written books like a log pile, isn't it?
  25. Don't ask what's in the soup

    The general idea is a cooking system involving the Iron Cauldron as a large stationary cooking system in much the same way as a barrel can for water, but positioned over a firepit and/or maybe forge. You fill up the container with an appropriate amount of water, toss in a bone, then add other ingredients to the soup. After stewing for around a day or so, the end resulting soup would contain all the nutritional material of the food used to create it, as long as the ratio of food to water was viable, similar to how bread works I believe but on a larger scale. As this requires a bloomery in order to access the wrought iron or pig iron to acomplish, this would be more of a mid-late game cooking upgrade up from bread's ability to double its weight from its base grain using only stone and wood. However, the soup would have to be scooped up into bowls, which could not have any decay removed from them after. A bowl of soup would only contain 5oz of food, requiring that anyone wanting to gain a large amount of food from soup would have to remain nearby the cauldron enough to keep refilling it. The cauldron was a centerpiece of peasant households during the dark ages, allowing them to cook a variety of foods by boiling them together, and keeping them preserved through an endless cooking process (though the longer food was boiled, the more the nutrients sank into the broth or burned away from heat). The role soup would play is mainly a food to prepare and eat while spending large amounts of time in your base, while saving more travelworthy foods for exploring.