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  1. Responsible Forestry

    One aspect of TFC that I like is the fact that wood is a valuble resource that must be managed properly. Unfortunately with some tree-types it is impossible to collect a sapling for every tree you cut down. I think sequoia and jungle trees should still have no sapling drops, but as for the other tree types I would like to see a way to actually grow a forest. It would take patience, it would take resources, but it would be worth the investment. Here's how it would be done. -Only during the correct time of year, each tree type will also have a chance to drop a seed when it's leaves are broken -Leaves would change texture slightly to indicate seeds are ready -Seeds will drop at the same rate as saplings -Seeds can be planted anywhere a sapling can be planted but they mustbe planted early in the year if you are close to the poles (see next point) -If the temperature drops below 0 degrees (could be changed for each tree-type) the seedling will die and disappear -Planting a seed makes a tiny sprout appear on the ground, called a seedling, similar in appearance to a plant in growth stage #1 -Each tree type's sapling has a certain time before it will grow into a tree, take this time and multiply by 2. That is the time it takes for a seedling to grow into a sapling -Before a seedling can start the count until it grows into a sapling it must be right-clicked with a freshwater bucket, a piece of fertilizer and one piece of bonemeal Making it a long process that requires patience and resources as well as player interaction means that growing your forests wouldn't be easy. I think managing forests should still be important but you shouldn't have to destroy a forest far from your home just to make a grove of trees by your settlement. Over time, a player who is willing to put in the time and effort would be able to grow their forests and practice sustainable resource management while players who are lazy and just scythe leaves and chop away would eventually be left with a scarcity of certain wood-types. I think this addition would promote more immersive game-play where players who actually care for their trees and learn to be responsible stewards of their environment are rewarded. It would also greatly benefit SMP settings where many players currently end up running further and further from home to massacre forests in search of certain wood types.
  2. Tree / Forest Improvements

    Hey,Dunno if this is appropriate to start thinking about at this time, but I guess I will end up spewing some ideas. I think it would be nice to see more uses for trees, here is a list of some I have thought of:- Birch bark is flammable when wet (in particular, Yellow birch - Betula alleghaniensis - perhaps birch wood could be burnt in rain?)- Oak trees could bear nuts that could be edible by the player (perhaps turned into flour)- Pines and spruces could be used to brew tea, which would hydrate and slightly restore health.- Chestnuts are edible - can be eaten or turned into flour.- Maples could produce syrup- Hickories provide edible nuts- Willows (genus salix) produce salicylic acids, which were used for pain treatmentThe forest could be altered in several ways:- Trees could have trunks of differing sizes (1/4, 1/2 3/4, 1 of a normal log)- The forest floor could be covered by dead leaves (perhaps an extension of grass, these could be created under and around trees (maybe they could also change color with the season)- All trees, except evergreens, of course, should show textures similar to those of fruit trees in winter - bare branches.- Differing soils could hold higher or lower amounts of nutrients, which could effect the types of plants present there.
  3. Better tree models

    I have always loved the look of terrain if it was made well. I have never known why terrain looked so good until I figured it out, TREES! I feel that trees are one of the biggest factors in the overall appeal of terrain. But the trees in TFC just look like your old bland vanilla trees. That is why my suggestion is that tree models should be Improved. How they should be improved is that they should use the models from the biome terrain mod ( ). The models look simple, small, but beautiful, they really seem like trees you see in real life. My problem with tree repository trees is that there big, bulky, and complex, they just take up too much room. That is why I like biome terrain trees, they add lots of atmosphere with there small but complex look. If your wondering what the link was, it was a video cinematic for the biome terrain mod, it really makes it all look nice. Thanks for reading! (if you do I hope so)
  4. Alternative to water jug?

    I think it would be great if there was an upgrade to the current water jug. It can break at any time, which could be inconvenient, so i think it would be cool if we could make a metal cup for water, and it would never break. Or have durability or something
  5. First of all, hats off to the devs on generation code, Terrafirmacraft consistently produces stunning landscapes that are a pleasure to build in. I think Mojang had a decent idea with rare, randomly generated structures, but their execution was horrible. The buildings are ugly, serve no real purpose, and worst of all they all look identical. (Seriously, they are hideous... Don't get me started on the recent guardian temples.) I would like to see the landscape dotted with buildings in various states of decay. They should be rare, more so even than in vanilla. Additionally they would serve a purpose by providing the player with knowledge. The idea for learning was inspired a little by skyrim, learning words of power at locations, also by tinker's construct (MC mod) where to make a scimitar you have to find the mold at a village tinker hut. Each ruined building would impart one or more various recipies/abilities to the player when visited. (ie one blacksmith might enable throwing knives and lanterns while another only enable scimitars) This idea has the ability to pull from a plethora of other fantastic suggestions on the forums. Without going into crazy detail I'll list a few possiblities. Ruined Smithy would enable the option to making scimitars, halberds, metal lanterns or throwing knives in the anvil gui Ruined Tower/Fort allow players to craft/use sheilds or inlay their armor with precious metals for decoration (shields worn in quiver slot and come out on left of screen when using a right-click to block, reducing slightly more damage than sword blocking) Ruined Huts could have small overgrown gardens with new types of plants and trees not found in the wild (canola, peanuts, fig etc) Huts could be for different trades... so a carpenter's hut might allow players to craft new wood items, or enable a new chisel mode. Ruined Windmill/Watermill Not sure what purpose these would serve but they could look really awesome. And others (suggestions please)... I would also suggest making buildings fit the biome, such as having different huts for deserts, igloos for the poles etc Building schematics could be sourced from the community in order to attain the variety that Mojang desperately lacks, I'm thinking at least 5 of each building type is appropriate. Combine that with making stone and log types randomly vary building by building and you would have something that feels natural even the 5th time around. As you can see this would open the game up for adding many great ideas that people are already suggesting while simultaneously adding more longevity to the game. Finding them in multiplayer would make for great bragging rights. Imagine a player with gold-inlayed black bronze armor, wielding a steel scimitar and living in a house lit by metal lanterns... Infinitely more cool than some guy grinding out red steel everything and having progression stop there. A few images that articulate my imagination:
  6. Different variants of trapdoors

    Make trapdoors look differently depending on the wood they are made of, just like normal doors.
  7. Tool reworking

    As of now there are no ways to enchant items through normal means and enchanting itself would not be in the spirit of terrafirmacraft as it is magic. The answer to this could be the ability to rework tools combining gems/items with tools or armor in order to increase certain aspects. An example would be a chipped/flawless diamond which could add a certain % of durability extra to the weapon/tool/armor, dependent on the quality of the gem, once it is welded to it and reworked, this however also has a chance of backfiring as when reworking the item durability is still dependent on the smithing skills of the player. Another example could be an item created by adding "metal", bones and cacti together in order to make "painfull scales" which depending on the metal used will armor that it is welded to a Thorns enchant once it is reworked. So in short: No enchantments directly, items need to be welded to another tool or armor and then worked in order to gain an enchantment dependent on the item welded on.
  8. More animals

    Personally I find the animal farming bland so I have some suggestions... -goat: goats can make milk and make more than 1 offspring but have little meat on them -Moose: kinda like deer only bigger and slower -black bear: a less aggressive bear that breeds with berries -bees: found in hives on trees. break the hive with anything but shears or a knife and you receive 200 damage otherwise you get the hive and you can move it. right click monthly witha wood bucket in order to collect honey lastly I have a love for elephants so may you please add them they could be ridden and drop ivory when they die (please suggest ivory uses)
  9. Fall-Damage Inconsistency

    Currently I am playing on a server and have 21 levels. I'm building a new home and often fall off 3 or 4 block high walls. With 21 levels on me I can take upwards of 20 hits from a zombie wearing absolutely no armor. Paradoxically, falling off my 3 meter walls a few times is deadly and I frequently have to stop and wait for my health to get up to a safe level before I continue building. I think it's appropriate that fall damage be scaled down along with damage from hostile mobs. It makes no sense that I can get mauled by a grizzly more times then I can walk off my balcony. In order to prevent players from leaping off cliffs without worry I think the damage reduction should only strongly apply to falls of 3-5 blocks. After a 6-7 meter fall I think it should be devastating but if I can become more agile and dodge most of the damage from a skeletal archer... I like to think I would be agile enough to roll when I hit the ground after falling a few blocks. My suggestion is very simple and would be easy to implement in the code. I hope you agree and will consider adding it to the game.
  10. Regarding Blueprints

    Knowing that you have to chisel a block, then get a schematic for it is tough work. Maybe you could implement a feature that allows the game to list Blueprints, based on any blueprint files that are stored in a folder. It would be kind of like the Buildcraft Schematics Library. You could even make a Creative Tab for the Blueprints in your folder! I really enjoy TFC and I want to help in any way I can to make this awesome mod even better.
  11. New device: Range: mid-game replacement for fire pit Getting tired of having a beautiful kitchen of stone counters and hand quern marred by a pile of burnt sticks and embers? Well we have the solution for YOU! Try the TFC inc.'s NEW and improved Range! It's a beautiful construct of stone or metal that you can simply place in your kitchen! No chimney required! It may not get as hot as our amazing forge, but unlike the forge it will consume coal and charcoal very, very slowly! You can use it to heat your home! You can use it to cook your food! You can use it to set sticks on fire! You can even use it to dispose of Hansel and Gretel, we won't judge! With it's lovely expanded size you can even cook them both at once! Order yours NOW from TFC inc.! Some assembly required The range could have a stone base and small number of tier I or tier II metal parts, such as the grill that the cookery would rest on. I would consume coal and charcoal at a WAY slower rate than the forge, but would only be able to heat things to Very Hot****, and it would get them there slowly. User interface: 1: Accepts only a stack of coal or charcoal 2: Fed by 1, consumes coal to keeps temperature up 3: Accepts any stack of anything 4: Fed by 3, heats items to Very Hot**** if the temperature permits 5: Fed by 4 should the item in it change to something else (like uncooked to cooked, or stick to torch).
  12. About braziers Fire-pits are very early game, rudimentary means of containing fire, however, later in the game they seem out of place, barbaric and unattractive. A brazier is a metal cage that contains a fire so that it can give off light and heat and in some cases be using for cooking while maintaining a safer indoor flame. I don't like the feel of cooking meat in the same forge I am melting steel in and I feel this would make a great addition to the game. Once body temperature is added braziers would be very useful as a means for heating your homes during cold winter nights. In real life TFC chiseled concept art Mechanics Crafting a brazier would require working a double ingot of copper, any bronze, wrought iron or steel, then welding it with a double ingot and then working again The brazier would be similar in size to an anvil and, like the anvil, would be placeable in line with both the x and z axis Right clicking a brazier would open the GUI where you would find a temperature gauge and inventory slots for fuel When burning, the top-most fuel slot is burned first, logs migrate to the top and coal and charcoal automatically go to the lowest possible slots Right clicking an unlit brazier with fuel inside using a fire starter or flint and steel would light it Right clicking a lit brazier with a water bucket would put it out Braziers are not affected by bellows Lit braziers would have 3 stages, or modes:flames,coals andembers -Flames are from a lit brazier that has wood being burned in it, the brazier is replaced with a fire-block (http://minecraft.gamepedia.com/Fire) that burns until the wood runs out. If possible, there would still be a hit-box in the center so players could add fuel to a flaming brazier. A flaming brazier would obviously be have a luminance of 15 since it becomes the default fire-block. When a flaming brazier runs out of wood the fire block is replaced with a brazier with embers inside. (no harvest-able charcoal is produced by the brazier) -Burning coal or charcoal in the brazier gives lit coals but no flame, however the temperature of the brazier would be higher. Lit coals would look like the brazier was full of the texture used for an active bloomery. A brazier with lit coals would have a luminace of 11. When the lit coals run out the brazier becomes full of embers. -Embers are the final stage of a lit brazier before it goes out. They would last quite a while (maybe 1/3 day-night cycle) but could not cook anything. The texture would be the same as lit coals but with more muted colors. A brazier with burning embers would have a very low temperature and a luminance of 3. Adding fuel to a brazier with burning embers does not require re-lighting the brazier. Fuels Logs, coal and charcoal are used as fuels (not peat) Copper and bronze braziers only burn logs Wrought iron braziers can burn logs and coal Steel braziers can burn all 3 fuel types. Logs would burn shortest, followed by coal and finally charcoal as the longest burning fuel. The brazier would stay lit significantly longer by taking the burn time for logs, coal and charcoal and multiplying it by a certain value so that players wouldn't have to stoke the fire every 2 minutes. I think that for a brazier with 8 inventory slots, a full load of 8 charcoal should last about one fullday-night cycle (that means to keep a brazier lit to heat your cabin for a 45 day winter would take roughly 5 stacks + 40 charcoal) Other fuel types could be scaled back from this. Cooking To use the brazier for cooking arange or ametal pot would be placed in the block above a brazier. When food items are placed on the range or when the pot is set to 'boil' the brazier consumes it's fuel at the same rate it would normally be consumed in a fire-pit or forge (depends if it's logs or coal/charcoal) EDIT: Cooking aspect moved to new thread that deals with cooking and foods.LINK Here is an example of how using a brazier might play out. Steve loads his brazier with 3 oak logs, 1 kapok log and 4 charcoal The charcoal sink to the bottom and the logs go to the top Steve lights the brazier and it turns into a minecraft fire block First it burns the kapok log at the burn temperature for kapok but for much longer than kapok in a campfire Next go the 3 oak logs, the brazier stays a fire block and the temperature goes up Steve is now boiling stew for 30 seconds so the oak logs are consumed at the same rate as they would be in a campfire until the stew is done When the logs run out the fire block disappears and the metal brazier returns, now full of lit coals The temperature is hotter but it's not as bright now Finally the charcoal runs out and the brazier is now full of embers Steve notices the lighting change, walks over to the brazier and stokes it again, enjoying the cozy atmosphere inside his cabin along with a bowl of hot beef and vegetable stew while not dying of hypothermia The end.
  13. This is a modified post, the original can be found in the spoiler at the bottom. Just a simple suggestion this time. One recipe, one new block, one great new addition to building in TFC. I love to build and TFC lends itself well to medieval buildings. There is a block that most medieval texture packs include and it looks great. Here are a few examples of it in different buildings (It's the wool with a wooden cross frame) Historically this building material used plaster dried on to a frame, after doing some quick research into plasters (which I should have done before I started this thread) I was pleasantly surprised to find that the means for creating plaster are almost entirely in Terrafirmacraft. Making this specific block would require applying plaster to a frame made of wood. Frames When I want to get to my attic or treehouse I use a ladder, but when I'm working on a barn or castle tower it would look sweet to have the work in progress surrounded in scaffolding for easy building, climbing and chiseling. Given that fall damage is so lethal I think scaffolding would fit in wonderfully into construction in the world of TFC. Crafting recipe for wooden frames, yields 2 frame blocks. Frames would act somewhat like a combination of vertical and horizontal support beams, horizontal armatures of frames could only extend a certain distance from a vertical column of frames, however they would not provide any cave-in support to blocks except the ones directly on top a frame. (To ensure that support beams are still useful) Frames could be climbed like ladders on all sides and would break slowly except when using a saw. Like trees and support beams, knocking out the bottom block would topple the frames above. Frame columns would have a max height of 16 blocks. For more info on possible mechanics for scaffolding check out the scaffolding mod (http://www.minecraftforum.net/topic/246874-173scaffolding-v23/) One thing I think would be great is the way that right clicking the side of a scaffold block adds a scaffold block to the top of the tower, I think this would be balanced if the height limit of 16 was used for frame towers. Plaster Traditionally lime plaster is created from limestone powder, water and sand (essentially what is currently used for making mortar) so I propose that we go in favor of Gypsum plaster (or plaster of Paris) Basic Info on plaster of Pairs as taken from the wiki page... Gypsum plaster, or the plaster of Paris, is produced by heatinggypsumto about 300 °F (150°C):[2] CaSO4·2H2O +heat→ CaSO4·0.5H2O + 1.5H2O (released as steam). When the dry plaster powder is mixed with water, it re-forms into gypsum. The setting of unmodified plaster starts about 10 minutes after mixing and is complete in about 45 minutes Since we already have gypsum I think it makes sense that we start using it. Without going into super detail, the way we simulate making/using plaster in TFC is this: Take gypsum and heat it in a fire-pit or forge Crush gypsum while it's hot by crafting it with a hammer (yeilds 3 plaster powder) Craft 8 plaster powder with a water bucket to obtain 8 wet plaster (wet plaster would have an invisible countdown -like cooling metal- where once it reaches 0 it reverts to plaster powder) -(A nice bonus would be to include a way for mass-producing plaster by placing a full stack of plaster powder in a barrel of water and having it empty the barrel and instantly convert to wet plaster, the same mechanic might be used making mortar with sand in a barrel of limewater) Wet plaster can be applied to a frame, creating a frame with a grey coating, breaking the block at this time separates it into a frame drop and a wet plaster drop After 1 hour game time the plaster dries and the coating turns from grey to white, breaking the dried block drops the entire white coated block, right clicking with chisel in hand and a hammer on the hot bar (on any chisel mode) will remove the white coating from the frame and drop it as plaster powder so that frames can be recovered Once plaster is applied to a wooden frame it stops being affected by gravity unless the plaster dries and is then chiseled off. Original OP Here is a possible crafting recipe for this block. It would yield 1-3 blocks, I'm not sure which number is better balanced. Any plank type could be used. Characteristics -This block would not be affected by gravity, making it a versatile building material. -By using planks it restricts this block to the metal age. -Currently maintaining sheep is pointless, once you have a few beds you can make all your bows and fishing rods etc from spider silk. Historically sheep were much more used and useful. I think adding a block like this would give players incentive to maintain a healthy flock, regularly shear them and actually use the wool for something. Fancy Extra Bits -If more than one type of plank is used the block defaults to a generic wood color for the border. Using only one type of plank could make the wood frame be that color -The block could be dyed using the existing dyes in TFC, only the white wool part of the block would be affected by dye. These last 2 suggestions would make a butt-load of different sub ID's for this block but they would look really neat, especially the different color wood frames.
  14. Darkness and Movement

    This is a suggestioin realting to both the topic of darkness and movement. If there are topics relating to these ones please tell me. Link to previous suggestion: http://terrafirmacraft.com/f/topic/6177-buckets-and-fishing/ http://terrafirmacraft.com/f/topic/6179-gold-coins-and-coin-stamps/ Movement: Depending on which block you move around on will affect the speed of your movement, encouraging players to build roads. Blocks that cause you to sink such as soul sand gives you a quarter of your normal speed. Surfaces in which would normally slow you down would give you half speed, e.g. Sand, snow, tall grass, crops. Everything else would give you normal speed. Road materials, smooth, polished and clean surfaces would give you a 2x speed, e.g. Wooden planks, gravel, cobblestone, stone. An early game road material can be packed dirt (two dirt together on top of each other), which can be used as a road material, and crafted into slabs (two packed dirt besides each other). Darkness and Portable light: While in a light level of 0 the player will receive an effect called gloom, causing the player to be slowed and more ambient/creepy noises being heard. Any block that has a brightness of 0 will be pitch black, not affected by brightness option. This will cause quite a bit of tension in caves, and mining. another idea is to have portable lighting of some kind, in the form of wax candles, crafted with wax, string and any metal plate, this will give out a low brightness in a small area around the player. Any thoughts or criticism, please detail down in the comments, as it would be much appreciated. Thank-you!
  15. Buckets and fishing

    This is a suggestioin realting to both the topic of buckets and fishing. If there are topics relating to these ones please tell me. Link to other suggestions: http://terrafirmacraft.com/f/topic/6178-darkness-and-movement/ http://terrafirmacraft.com/f/topic/6179-gold-coins-and-coin-stamps/ Fishing: An idea is that inorder to fish you would have to firstly bait your fishing rod with items of mob drops (not meat), e.g. rotten flesh. Without baiting your fishing rod it should be impossible to fish. Worms may be added as an item used for bait, the bait and fishing rod may be crafted together to get the baited fishing rod. Worms may be gotten from random certain naturaly spawning dirt and grass blocks, from certain temperature and humidity biomes. Worms may be possibly farmed in a warm farm, both giving you more worms, but also rich soil, inorder you must fead them vegtable food scraps. Fish can only be caught in certain biomes, water based biomes or sub biomes, such as rivers, and fresh water and salt water. There may be more types of fish, such as Tuna and Carp. Depending on where you are catching your fish will affect the likely hood of the catch rate. Underground is impossible, nightime is half chance, daytime is the same, but full moons are twice as likely as daytime. In order to craft a fishing rod must use the same pattern but replace sticks with a tool-rods, crafted by sawing a plank into 2 tool rods. Buckets: Instead of having both red steel and blue steel buckets just have steel/black steel buckets, working like vanilla. Wooden buckets may be able to pick up water and other water-like liquids, like in vanilla TFC, you can place it down, except the catch is that you do not place down a source block and that it disaperes once being paced, you can then pick back up any non source water blocks. Any thoughts or criticism, please detail down in the comments, as it would be much appreciated.
  16. T1 container: Straw basket.

    I've just started a new game and I found it frustrating having found so much stuff, but being unable to store it any way, since I don't seem to be able to create ceramics, alas it takes time to find clay anyway. So I would like to suggest a new storage solution; a straw basket crafted out of two straw items. For inspirtaion: https://www.google.pl/search?q=straw+basket&safe=off&client=firefox-a&hs=Yqb&rls=org.mozilla:en-US:official&tbm=isch&tbo=u&source=univ&sa=X&ei=zgUaUpKENZHCswag04CgCw&ved=0CC0QsAQ&biw=1920&bih=930 http://en.wikipedia.org/wiki/Basket_weaving
  17. Gold Coins and Coin Stamps

    This is a suggestioin realting to the topic of gold coind and coin stamps. If there are any topics relating to this one please tell me. Link to previous suggestion: http://terrafirmacra...ts-and-fishing/ http://terrafirmacraft.com/f/topic/6178-darkness-and-movement/ Gold coins and coin stamps: As of now there is no ingame tradeable currency in servers, but with this it is aimed to fix it. In order to keep consistent there needs to ONLY be gold coins, they would be crafted by a gold metal sheet with snips, into 2 gold half sheets. Then that would need to be heated into a workable temperature, then placing a Coin stamp into a anvil (new slot) with the gold half sheet, work it in the usual TFC anvil way, once finished it should yeild 4 gold coins. Coin stamps would be made out of either bronze or steel, you would need to work an ingot into a Coin stamp base, another ingot worked into a Coin stamp top, craft the two together to get Coin stamp base & top. Any thoughts or criticism, please detail down in the comments, as it would be much appreciated. Thank-you!
  18. Knowledgeable TFC Suggestions

    These ideas/suggestions are general, but I will go into more depth. This topic may be edited as time passes. From what I may suggest, they may already be suggested, but I will just resuggest them anyway. Paper: As you probably know, paper just is not made from sugar cane, but instead from wood and other fibourus pulp mixed with water. Step 1: Getting wood/other plant fibre. Step 2: Making that fibre into a pulp. Step 3: Add water to the pulp. Step 4: Place mixture onto a "deckle" or suspension mat, and let it drain and dry (in sunlight?). Mentality: Recently I have been playing a bit of "Don't Starve", one of the big things about it (Besides not starving) is that it has a mentality system. As it lowers you start to hallucinate, in seeing monsters and such. A system of your mental health can be introduced into TFC as well, it can lower when in darkness, and other things. As it starts to lower you will hallucinate as such. in order to revive your mental health a solution may be the act of sleep. Beds: When sleeping in beds, they SHOULD NOT set the players spawn, but instead pass MOST of the night. When you sleep you will use up a signifergant part of hunger, making the players less wanting to sleep. Straw beds will allow you to sleep only partially through the night, for normal beds that amount of time is set, but for straw beds the time is random, they let you sleep almost as long as normal beds or only a short peroid of time. On servers all players can just wake up. Both straw and wool beds will both use up the same amount of hunger when being slept in. Spawn and respawn: As removing the setting of spawn with beds there will be a system in place, similar to "Better Than Wolves"'s Hardcore Spawn, in which when a player dies they will respawn somewhere else in the map within a 2000 block radius of the original spawn. Thus will make players even more unwilling to die, as they will lose their entire progression, until they refind it, in which there shall be cake and parties. Of course there must be an eventual way to set your spawn, but I will say that later, or it can be up to the developers. Health, hunger and thirst warning messages: Health: Hurt: Is or lower than 50% health, then loss of sprint Injured: Is or lower than 40% health, then slowness 1. Wounded: Is or lower than 30% health, then slowness 2, weakness 2, unable to do heavy handwork e.g. blocking, ect. Crippled: Is or lower than 20% health, then slowness 4-5, loss of jump. Dying: Is or lower than 10% health, then blindness. Dead: Is or lower than 0% health, then death. Hunger: Peckish: Is or lower than 40% hunger, then loss of sprint. Hungry: Is or lower than 30% hunger, then slowness 1, weakness 2, unable to do heavy handwork, e.g. blocking, ect. Famished: Is or lower than 20% hunger, then slowness 2, loss of jump, decrease in bow power and draw speed to half. Starving: Is or lower than 10% hunger, then slowness 4-5. Dying: Both hunger and fat are 0%, results in nausea and damage. Fat: Plump: Is or higher than 40% fat, then loss of sprint. Chubby: Is or higher than 50% fat, then slowness 1. Fat: Is or higher than 70% fat, then slowness 2, weakness 2, unable to do heavy handwork, e.g. blocking, ect. Obese: Is or higher than 80% fat, then slowness 5, loss of jump, decrease in bow power and draw speed to half. Thirst: Thirsty: Is or lower then 40% thirst, then loss of sprint, slowness 1. Dehydrated: Is or lower then 20% thirst, then slowness 2, nausea, unable to jump, unable to do heavy handwork, e.g. blocking, ect. Parched: Is or lower then 10% thirst, then slowness 4-5, decrease in bow power and draw speed tp half. Dying: Thirst bar is 0%, then blindness and damage. Hunger and Fat: Instead of food saturation it will be replaced with a visible white translucent fat bar on top of the hunger bar. To gain fat you need to over eat, or eat dessert foods, e.g. cake. You cannot eat while being food poisoned, eating spoiled/decayed food results in food poisoning, food poisoning is a replacement of the hunger atribute from rotten flesh. Loses fat first before hunger and therefore goes down at half speed, with losing fat, then hunger, then fat and so on. Speed movement (roads): Depending on the block type that the player is moving on the speed of which can change. Blocks that cause you to sink such as soul sand gives you a quarter of your normal speed. Surfaces in which would normally slow you down would give you half speed, e.g. Sand, snow, tall grass, crops. Everything else would give you normal speed. Road materials, smooth, polished and clean surfaces would give you a 2x speed, e.g. Wooden planks, gravel, cobblestone, stone. Buckets: For the best effect it would be good to in all get rid of red and blue steel buckets, replaced with steel/black steel and wooden buckets. They would work just like vanilla (except wood could only do water) ones, except buckets would not be able to place down a source block of liquid, instead the liquid shall disappear once being placed. This also means that when liquids are being picked up by buckets they do remove the source block (exceptions) source block. Darkness and lighting: While in a light level of 0 the player will receive an effect called gloom, causing the player to be slowed and more ambient/creepy noises being heard. This will reduce the players mental stats quite a lot. any block that has a brightness of 0 will be pitch black, not affected by brightness option. This will cause quite a bit of tension in caves, and mining. another idea is to have portable lighting of some kind, in the form of wax candles, crafted with wax, string and metal plate, this will give out a brightness of 10 in a small area around the player. Fishing: In order to fish you will need to be required to bait your rod, this can include certain mob/monster drops, such as rotten flesh and bat wings, and and new, worms. Worms can be gotten from certain patches of natural soil. There should be more types of fishes able to caught e.g. Tuna or carp. Fishing underground is impossible, fishing at night is twice as unlikely, daytime time is the same, but fishing during a full moon is twice the luck. Garden, crops, flowers and Manure: Manure: Manure is an item that grazing animals can drop during the day after eating grass, cows in particular. When replanting natural farm plants (except crops) it will place a withered version of the block, in order to continue to farm the item, e.g. Berry bushes you will have to manure it. Manure can help fertilize soil, and speed up crop growth. At the moment this suggestion is unfished, as there are more things that I do need to suggest, check back soon.
  19. Simple Backpacks

    I know that this is not a new topic but I think this way of approaching it would be balanced and add to game-play. Crafting a Backpack 8 pieces of leather surrounding a clasp. Metal Clasp Made on an anvil using an ingot of any metal type. The last three techniques would be pull, bend, bend. Backpack Mechanics The backpack adds 6 or 9 slots to the inventory and is worn in the chest slot. The backpack can hold items so long as they are not designated asHuge Metal type determines durability of backpack. The clasp takes 1 damage point every time the backpack is opened. Once the clasp breaks the backpack starts to drop it's items and must be crafted with a new clasp. (or for simplicity's sake just have the backpack disappear and the items fall everywhere) Obviously extra inventory is beneficial but wearing a backpack means no breastplate, increasing the risk of melee damage. Let me know if you have any suggestions on how to make it a better balanced addition.
  20. Alcohol and Gunpowder, Barrel Combat Mechanics Welcome to edition 2 of my tfc suggestions. Thanks for reading this post btw. Now i got this idea while playing on a server and having an imaginary battle whit someone. i had 6 barrels of rum and i told myself:"hey:shouldent i be able to use this?" and got the idea for: Alcohol Battle Mechs: so lets say i have a barrel of rum, and i want to burn down, say, a house.In normal tfc, the only way to light fings on fire in the copper age is to create a outdoor charcoal pit and hope it spreads to the house, witch is very impractical due to the sheer amount of time it would take. My idea would be do "douse" blocks and mobs in alcohol, witch would need a full barrel of it.It would be right cliking to trow the dowsing projectile, that would go only some blocks, and shift click to place the barrel down. once "douwsed", the subject can be lit on fire instantly whith a tortch. this is very usefull but would require some nerfing due to the sheer amount of rum you can create. i would suggest nerfing sugarcane growth, as it grows like weeds at the moment(not very tfc like) and slowing to player down for having a barrel in his hand, and make the trowing animation "charge up" like a bow, meaning some skill is needed to use it efficiantly in combat. it should be noted that the dousing will only get off if you bathe in water, right click animal or block whit buket of water(you can use wood buket) or will dissapear over time Edit:throwing modes bring able to throw the alcohol particles is two ways(using m key of course): spread: covers a large area. mobs doused in alcohol will be lit by other mobs on fire(same whit players) causing a chain reaction of fire. Line: move your cursor in a specific direction and it will use centrifugal energy to throw it in a line in front of you. good if your surounded. Edit: oil oil is flammable, like alcohol(has same mechanichs as said above), and can be found one of two ways: 1: bio oil: take a high oil substance, like olives, and grind them in the quern. once grinded you will get a oily slurry(digusting). now take a peice of woll and right click the top of the barrel to make a filtering barrel. now right click the top of the barrel whit the slurry to filter the bio oil into the barrel, giving you bio oil in your barrel 2: Natural oil: natural oil is found in nature, and range in variety. they are rated by pure-ness, and range from clear petroleum to thick tar. thikness will make it heavier, meaning you throw less far, but will burn longer and slow down your enemies. Science it can be found in pools, thick tar is good for traps. Edit: Molotov coctail: Crafted whit rum bottle, cloth, and a tortch. once thrown and landed, it will randomly(with very high chance) light mobs and blocks on fire in a 5x5 radius Gunpowder: You can place down gunpoweder from a barrel as a block whlie right clicking(shiftclick to place). Lighiting it whit a tortch will cause a VERY rapid fuse. once it reaches a barrel it will instantly explode. Please show me you opinion in the comments, and stay respectfull -Simon_science
  21. Pie and Cake

    I was thinking about some things in TFC, and thought how sugar has almost no use(I heard it can be used to make vinegar idk if this is true). Anyways and I also thought how most food in TFC we just eat directly after we harvest it. The only exception being meat, eggs, and the breads. So, we could use fruit to and dough to make pies, not all dough (mostly wheat, rye, and barley). You would mix the fruit with the dough to get pie dough(with something stating the type of fruit) that's placed inside a mold for baking.(pic below of the recipe i had in mind for the mold) You could bake this in a special oven the baking over for balance purposes it could be made using fire bricks like a regular furnace, but just for baking pies and such.(maybe it could be used to bake bread faster, however it doesn't need to be required for bread) My idea for cake was kinda the same, you have some flour, water(or milk), eggs and sugar and mix that in a your crafting space to get a bucket of cake batter, that's then poured into the baking mold. then this is baked in the oven as well. I think we still should be able to place it like a regular cake, but when you right click you get a slice of cake instead of eating it directly. thanks, for reading..please share your opinion on my idea below. http://en.wikipedia.org/wiki/Pie#History
  22. Smokehouse Multiblock Structure!

    As I was lamenting my inability to find some rock salt, I starting thinking of other ways to cure meat for the winter. I came up with a new multiblock structure... the Smokehouse. http://imgur.com/Ufr0Z09 It could be sized differently depending on the player's needs, but I build a slightly big one... 5x5, with a 3x3 interior. http://imgur.com/KwLAr9l The player would make a stone hut and place a metal chimney on top... (willow planks are my stunt chimney) http://imgur.com/WQGkDCG You could make metal racks (again with willow stand-ins) to hold the raw meat. If you line the fill the bottom area with a thin line of charcoal and light a campfire in the center, your smokehouse will start smoking the meat. Return in a few hours to have meat that would (hopefully) last through winter. I also made a video outlining the idea in case I wasn't totally clear in that description. Here it is!
  23. Stone Age Building Materials

    I can only think of three building materials in the stone age - Thatch, Logs and Cobblestone (which falls). I think there should be some more materials available for building in the stone age. In order to keep the idea of struggling for survival, they shouldn't be easily obtainable, and they shouldn't be easy to build with. So, I propose: - Sticks - Add the plank placing mechanic to sticks, but they can only be placed vertically, and can only be placed when there is a block below them. - Mortared Cobblestone - Brick recipe but with stones and clay. Does not fall if the block below is a drymortared cobblestone and there is a solid block on at least one horizontal direction, otherwise acts like TFC falling blocks(dirt, sand etc). Takes a few minecraft hours to dry. - Adobe / Clay Bricks - Made from straw and bricks, take a few hours to dry in your inventory (cool down type thing). Maybe it needs to be placed in an ingot mould to get its shape. Can make the Clay bricks block with a 2x2 brick recipe. If there is not a solid block on at least one horizontal direction, it falls.
  24. Three related suggestions, I'll work backwards: Cobblestone One cobblestone block is nothing more than four loose rocks stacked together. You should harvest one cobble block by hand in the same or faster time as thatch. It should be even faster with a shovel and/or pick, on par with shoveling gravel. Explosives Forget about Vanilla blast radius mechanics, which I understand are difficult to modify. Devise new explosive recipes. When detonated, they could trigger a mechanic similar to cave-in propagation. Instead of destroying raw stone, they should be fractured into cobblestone (like a cave-in). Ore bearing rocks should either be unaffected by the blast, or have a significantly reduced chance of being "cobbled". Combined with the above change to cobblestone, this would allow you to fracture a large area of raw stone, then harvest the resulting cobble by hand or shove/pick quickly. Fire-Setting Fire-Setting is an actual prehistoric method of mining. A fire is lit next to a stone wall, causing thermal expansion. The wall is then doused with water for rapid cooling which causes the rock face to fracture. If implemented, I propose ignoring the water, especially since there is some evidence it had minimal or no effect on fracturing. In TFC, this would be a stone-age low range explosive-over-time controlled by the existing firepit. I would recommend a fracture area equal to the 3x3 horizontal plane centered on the pit, and two units high (3x2x3), with no fracturing below the firepit. The initial 3 sticks should be enough to at least fracture a portion of this area, with the addition of logs guaranteeing full coverage, or possibly expanding the range of effect (perhaps dependent on log type/heat).
  25. Leather Armor?

    I think it would be interesting opportunity to craft leather armor with the addition of metals, increasing the size of the inventory through pockets .