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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

Search the Community: Showing results for tags 'magic'.

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  1. As far as I read in the Magic (link bellow)thread the consensus seems to be the idea of having to research for spells and magic techniques, but I haven't read any pro and con of each system (research and innate knowledge). If magic is still on the table, what is the consensus from the developers about how we get it? Is it too soon to ask this? From my point of view, I see that the Innate knowledge is better than the research one, mainly because I feel that it is usually used to extend gameplay where is not needed. It is like wanting to research metallurgy before you start working with metals in TFC1. It makes that the progression stagnate and the actual usefulness of magic is diminished. For an example in the offensive side of magic, Thaumcraft, if my memory serves me right, you can start using "magic" as soon as you reach iron, but you can start to shoot fire after you reach and "beat" the Nether... where everything is immune to fire... where Ice magic would be an asset in dealing with the Nether (and you get Ice magic after you get fire, so). It feels like magic in Thaumcraft is a reward from defeating X objective instead of a tool to defeat X. Don't get me wrong, I like Thaumcraft, it is an amazing mod, but not a useful mod. Not after a lot of time and research (golems, for example). In this regard, and with the island progression theme in TFC2, I would rather have magic from Island 1 that would help me in defeating Island 2 than as a reward that would hadbeen useful to defeat Island 1 but kind of pointless in Island 2. Therefore, I think that Innate magic knowledge would be better for TFC2, or at most, a fast research system to encourage** the research of magic before dealing with the next Island/problem. What do you think? ** A system that encourage the use of it: As an example of a system that does not encourage the use of it would be World of Warcraft professions. At the moment, WoW has a professions system where you are encourage to train after you reach max level, ratherthan while you are leveling up. This is due the fact that in WoW, leveling is too fast for the profession to be useful at every level. In the similar fashion, thaumcraft magic system seems more like WoW profession, in which the progress is too fast for the research to be on par with it. As an example of encouragement, if thaumcraft had ice/water bases magic before reaching the Nether, it would encourage the research of Ice magic because, well, it would be useful.
  2. Potions, magic beams, redstone,and enchanted weapons, these are some of the things that must to be "terrafirmated". My idea is to add these "magic things" like realistic things. For example potions, formally, potions really exist, but these aren't magical substances (well, the magical prefix is relative by the level of knowledge), potions of the past was actually drugs, obtained by the destillation of specific plants and organic substances. Green fire? Fire that burns underwater? Invisible fire? Exists!, These are (al)chemical mixs. Primitive explosives... steam machines, optical ilusionism... "these can look magical for the poor primitive Steve that lifes inside of the game." Redstone (mercury?), in the other side, should be replaced totally by copper, primitive batteries and vacuum tubes... okay, this can seem too advanced, but aren't really so advanced, these can be created with the technology of a medieval town (?). Potions Drugs (concept): This has been viewed sometimes in the past, but it stills being a need if terrafirmacraft can be fully realistic (well, with a basic realism). The idea is simple: to add machines, destilleries... machines for viticulture and alcohol production. Alcohol is a very common drug, easy to produce, its effects are depressant, sedative, disociative, somnifer and hallucinogen, but little amounts can act like a kind of "minuscle temporalstrenght potion" for the player, since it increases the reaction (although badly)and decreases the dolor sensation. Next there is others drugs as coffee, coca, opium, cannabis, tea, tobaco, each one with negative and positive effects (mostly negative). This branch could be extended to anabolizant steroids (obtained from the concentration of hormons of animals) that would have a very long and progressive strenght/speed/haste/jump increasing and decreasing;and strong nootropics (from special plants) that could to improve the accuracy, speed, night vision, etc. Alternatively, poisons theme can be extended and variations can be created (neurotoxic, cardiotoxic, and citotoxic or wither) each one with different speeds of affection and different lingerings (for example, citotoxic is slow but lingering and very dangerous at big place, while neurotoxical is almost instant but its effect can disappear fastly); from plants and animals. Redstone Electronics/physical mechanisms(concept): Copper andzinc or silver; copper and iron... and some of acid juice. Batteries can be obtained with low technology easily, simply connect different metals to a potato, and you will obtain energy for do work a clock. Steam machines also are easy (technologically speaking) to obtain, and generates lots of mechanical energy that can be transformed into electrical using a iron fragment surrounded by copper spiral (an electrical transformator). So, you can create toothel wheel systems and electrical systems... Do you want light bulbs? Use carbon or graphite bars inside of a vacuum bulb. How to obtain vacuum bulbs? Technologically speaking, these also are easy to make. And speaking about bulbs, you can to create primitive electronic displays using vacuum bulbs... you can to build transistors (better said, tristors), diodes, decators... Analogic computing, that is very similar to redstone computing. Giant machines able to move walls or impulse doors... Primitive tanks... imagine the utilities. Mechanical mechanisms, not related directly to electricity and steam machines, also could be used for build catapults,etc Alchemy: from the fire that burns underwater, passing tothe powder that explodes, until the nitrical acid. You can to mix things forobtain fire that burns underwater and powder that explodes, but mostly important, you can to obtain nitrical, sulfuric, chloridhidric acid, when you has electricity. Can you to obtain a "magic sun torch"for burn zombies with a blinding flash?, create some of magnesium via alchemy. Invisible fire? Wood alcohol. Etc. Magic beams: Build mirrors, parabolic mirrors and the previous light bulbs, and you will able to create since deffensive mechanisms able to burn monsters, until "magical spectres with you shape" that are actually holographic illusionism. Yes these are only concepts and should be extended, and will be extended progressively. But now is the timeof discuss about its viability, and next, if it is viable, maybe be developed more in detail.
  3. So when I hear Island progression it made me really excited! It lends it's self well to a pirate-ish theme. That being said this quote is the inspiration for this post. Gibbs: So the Pearl. Any idea on how to get her out? Jack Sparrow: We shall need a crossbow, an hourglass, three goats, one of us must learn to play the trumpet, whilst the other one goes like this. Gibbs: I know a man with a goat. Jack Sparrow: Good. I can go like this. I think it would be awesome for two paths to develop. First everyone starts the same. Sticks and rocks. As people become more settled after the basics of food, water, shelter they now have time to sit and stare into the fire getting ideas. Some chop down trees anddig into the earth topull out precious metals which through heat and tools shape armor andweapons. They build rails for transportation of goods, they construct wind or river powered mills. They sow seed and raise crops which they store in silos for when winter hits. Eventually they build ships and sail to other lands to do the same. Then there is the second set of people. They stare into the fire and eat herbs that given them visions. They carefully go out and collect odd and random things. A bone from a chicken, tooth of a bear, skull of a human skeleton, wax from bees, and wool of a goat. They construct totems in precise arrangements and throw things into the fire while wearing ceremonial robes made from bear leather and goat wool. Just as day breaks the ceremony completes and enchants the head band on the altar with the ability to breath longer underwater. They then put on the head band and go to a cliff, they pick up a heavy rock and jump off the cliff with the rock in their hands. They land in the water below and the rock makes them sink fast. They get to the bottom and let the rock go. They pull out a knife and gather an oyster or two before swimming back up to the surface. They then Gather a bunch more stuff. Certain types of stone which they carve on the beach. After gathering tons of pearls they finally find a black one. Then they spend weeks upon weeks finishing the altar on the beach. While they toil they preform more ceremonies strengthening their armor made of bones and leather with powerful enchantments and infusions.When all is ready they do a ceremony there on the beach under a full moon. They sacrifice a rare white crab they fished out of the ocean, that has been cooked in a stew made from roots found in a cave, liver of a deer, a flower that only blooms at midnight on the north side of the mountain, and the hair of a rabbit.Agiant turtle gets summonedthat allows them to travel to another land where there will be stronger animals to kills, different items to collect, new ceremonies to discover andpreform. So that's the pitch. Now to the break down. So the first set of people, well call Sam, would work on skills such as prospecting, smiting, wood carving, and agriculture. The second set, we'll call Conan, would work on cooking/brewing, butchering, stone carving/gem cutting, and fabrics. Samwould strengthen his weapons and armor through different alloys, ores, and smiting practices. Conanwould do it through different bones\shells, hides, carvings, and enchantments. Sam gathers ore, processes it, and shapes it. Conan gathers various stuff, processes and carves it, then assembles it. Sam builds forges, bloomeries,blast furnaces, and docks. Conan builds various altars and temples in fairly precise formations and locations. Sam builds boats using wood, and metal, and pays his "crew" with each crossing. Conan summons his mount with a sacrifice of rare things he's gathered. Sam has swords, axes, and metal spears. Conan has toothed blades, spiked clubs, and bone tipped spears. Sam has to sharpen his weapons over time. Conan reapplies poisons on his. So far pretty even, now how they differ. Conan gets his food while gathering resources, risking dangerous mobs. Sam risks nothing with his crop fields and but does rick cave in when mining. Conan looks up in the mountains, in caves, and all around for herbs. Conan fishes and dives. Sam cuts wood, digs, and manages crops. Now it does benefit Conan to have a small herb garden and it benefits Sam to raise some animals, but they can trade. Conan could useprecious metals and gems for boosting his stuff. Sam could use special leathers and ivory for his stuff. It all is fairly balance-able while offering two unique styles of play that go well together. What stops Sam and Conan from crossing over. Conan would need to work his ways up the metal tree while developing new skills. Sam would need to develop the skills to get the drops he needs. So Sam could spend time fishing but that doesn't help him progress, and Conan could smith, but that doesn't help him with his progression either. Can't wait to get some feed back.
  4. Enchantments for TFC

    Has anyone considered reworking enchantments to work in TFC? I have been trying out some of the vanilla enchantments on TFC tools and armor and have found that almost all of them are next to useless.I have also thought it might be possible to add special enchantments to tools and weapons from other mods to give them TFC equivalent stats. I would love to hear if anyone else has looked into this or has any other ideas for TFC enchantments.
  5. Decorative/Magical gems

    Hi Everyone! I've been playing TFC both alone and with friends for about 3 months now, and it's become the best minecraft mod I have ever played. so much I enjoy it more than vanilla itself. I love immersion in games, and this mod brought it to me. however, there was always one thing which bothered me: Gems. sure, they look pretty, but really, the only thing they're good for are protection meters, and that's only the chipped gems! I found myself wishing that they were useful in some other way, and when i saw that TFC2 was in development, i jumped on the opportunity. so, without further ado, Igive you my ideas for gems. First up is some decorative purposes. You could now set gems in chiseled stone blocks by chiseling out an accordingly sized area and right clicking on it with the gem in hand. when the block is broken, the gem(s) drop for you to collect again. this would be awesome for fancy buildings and showing off on servers/LAN worlds. PerhapsExquisite gems could be set in armor as well? maybe only metal armors and only the chestplate? and finally, maybe there could be a way to use them to stain/color light sources? for example, using a garnet would make red light, and using amethyst would make a purple light? this would add some customization and just be a cool effect. I've heard rumors that magic was going to be added to TFC2. this opens many possibilities and Ihave some ideas how gems can play a part. Gems can be used to make staffs. the higher tier gem, the more powerful the staff. for instance, a staff with a Chipped gem will not be as powerful, whereas one with anExquisite gem will be more powerful. also a random suggestion for staffs. two factors depend on the staff's durability/power. the material (i.e wood, copper, iron) depends on it's durability, and the gem (chipped, normal, flawless) depends on its power. Gems can be imbued with magic, ranging from healing to offensive to defensive powers, which can then be released by right clicking with the imbued gem in your hand. again, the better quality the gem, the more powerful magic can be stored inside. Going along with the theme of storing magic in gems, perhaps you could place gems with offensive magic down as traps. well that's all for now, please leave feedback!
  6. Pagan Religion/Sacrificial System

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. Let me preface this by saying KEEP THE IRL RELIGIOUS DISCUSSION TO A ZERO. I remember how quickly the last religious thread turned into a crapshoot over psuedo-intellectual bs. Okay, so I'm super glad to hear that there's going to be a little more wiggle room for the fantastical in TFC2. So my proposal is a very basic animistic style of religion. I'm not sure if I fully understand the new hexagonal worldgen, but perhaps if multiple hexagons happen to be, say, predominantly forested, perhaps in the middle there would be a special tree, or statue possessed by a god. Now again, these gods have nothing to do with real life religion, and are more like the old gods from GoT. The gods are merely primeval protectors or spirits of their territory. Now, TFC could scan how much of a good, wheat perhaps, you have in all of your possession (including inventory, vessels, chests, or any other container that's in TFC2) and if you brought a large percentage, maybe a minimum of 25 or 33%, of that good and sacrificed it to this statue/tree/monolith and you'd get a buff in return. Hopefully, these rewards would be balanced and proportionate: give half of your harvest and your soil is depleted half as quickly, or your crops can survive in wintertime. I'm not talking "give a little and gain a lot", I'm talking "give a lot and gain a little". Perhaps there would be different castes/classes of god that had jurisdiction over different types of livestock/crop. Perhaps also the sacrifices have to be performed by the winter or summer solstices. Gods that offered greater benefits, but greater sacrifices, reside on islands further away. That would make for a cool adventure, trekking over dozens of islands trying to make a specific due date on time. It would be even cooler with the implementation of a punishment system. See, these gods are fickle, and offending them or forgetting to sacrifice to them on time can lead to some nasty effects. If you had already entered into a covenant with a god, and didn't give the god the amount it required, the opposite effect could occur, i.e. crops consume twice as many nutrients, or your crops start to die of cold in the peak of summer. Or, say you started harvesting wood too close to a god's sacred grove, and it summons a small army of forest sprites to attack you. This is just an idea I've been thinking about for a while, and I don't think that would offend the sensibilities of any players, or be too sensitive of a subject for a developer to deal with. Thanks for reading, and feel free to add input!
  7. TFC2 Enchanting

    I'm curious if this will be present in any form in TFC2. It's not on the banned items list, so I figure it's kosher to ask about. Vanilla's mechanics don't mesh quite right with TFC. The immediate thought is "blood sacrifice, either personal or from livestock" but that feels too edgy. I'm thinking amulets made from hard-to-find materials, sacrifices of same into a specially prepared 'altar' with fire in the center (providing a use for Rotten Flesh and excess Bones, perhaps?) with Gems as a prerequisite-perhaps set into jewelry, with power or duration depending on the quality of the gem-with powerful effects like Oresight limited to only Perfect gems. This would provide extra uses for Gold and Silver, as well as ornamental-only jewelry and decorated weapons. The idea with Enchantment is to provide an additional tier beyond Red and Blue Steels-and while that niche is filled with new alloys, a touch of the fantastic wouldn't go amiss. Jewelry alone would be pretty great-allowing for obvious displays of allegiance in clans, for one.
  8. Magic "anamotronics"

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes Answering "no" to the above question will result in your post being deleted. with the idea of having metallurgy and magic as progression routs, i have an idea to combine them. Similar to golems in vanilla, anamotronics would be a forged bodied magically powered robot. stronger alloys allow for more strength for carrying, lighter would allow faster movement, and durability would determine the health. Magic could determine the attack strength, and AI of these robots. so you could make a iron-man with a pig AI (soul) making it dumbly do the required task, fall of ledges and never really listen. every animal could have its soul harvested to be placed in these shells and the would all have different traits ex: wolves could be used for it's intelligence, loyalty and ruthlessness. these robots would be bound to man and only attack monsters (can't fight in army's) so they would not be OP for pvp. sorry for the bad English, please comment where you see fit
  9. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Yes I touched on this in a previous post but I feel it deserves it's own. Playing TFC, I feel there is little connection between the super natural and it's world. Now personally I am a fan of an all or nothing approach to fantasy, as such the mobs present seem to be more like placeholders for a challenging foe to make TFC extraordinarily difficult over vanilla minecraft. That said I think the presence of these mobs could be greatly improved with a gradient in terms of their combat ability as well as a connection to some kind of overall lore. I realize this would be challenging but hear me out. In my ideal world of gaiety and wonderment, TFC would be home, not to the generic animated corpses and beasts of unusual sizes, but instead populated by horrors of cosmic design. There would be mundane animals, abundant and strong enough to pose a threat but surmountable. Then, at first night, a new threat would make an appearance: Humans. These men are not simple survivors however, no these men have been driven to madness by an unknown force.They are no more difficult to kill than normal men, a serious wound and they will die of shock, but they would be numerous and aggressive. Driven away at first light, the madmen reappear every evening. That is until the night of the first full moon. Dispersed among the madmen would hooded figures bearing ceremonial blades and the ability to strengthen the hoards. Some time after that things would get interesting. Periodically, probably on the night of the occasional full moon, no mobs would spawn, instead a single Cosmic horror of Lovecraftian design with strength enough to sunder the feeble machinations of the Survivor would appear and relentlessly attack until either destroyed or frightened off by the dawn. This is a fantasy of course but the idea of what I am referring to is not so fantastical. A gradient and variety in the mobs to allow for escalating challenge, theming for the existing supernatural mobs, a greater threat from nature to give significance to the supernatural.
  10. Thaumcraft compability/crossover

    Is there any possibility of using TFC with Thaumcraft? I went away from TFC some time ago to play tech mods for a while, but some of the tech mods have moved into a more hands-on design and I got interested in that again. Watched the b77 update and was intrigued, haven't really played heavily since like b62 or something... But I still sometimes feel TFC is a bit too limited for me, I like to be able to do a bit more. One mod I feel would fit quite well with TFC and that I enjoy is Thaumcraft, which is kind of half-way between a tech mod and a hands-on mod, though "magicky" in feel. But since it relies heavily on vanilla and mod metals, and I'm unsure how TFC works in relation to the ore dictionary, do you know if it's possible to get them to work together? :3
  11. I'm curious - what mods have you found are successful/play nice with TFC? Right now I'm using Rei's minimap - but was curious if anyone's gotten anything else - possibly something like thaumcraft, computercraft, runic dust, etc.