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Zerren

[TFC 0.78.9] ExtraFirma Addon v1.0.4

334 posts in this topic

3/23/2014 I'm not dead! http://terrafirmacraft.com/f/topic/4581-1627717-extrafirma-addon-v103/?p=76411

 

Good day to you all, and welcome to the show.. This is:

 

ExtraFirma, a TerraFirmaCraft addon
I'm xChainblade on Minecraft, by the way
 
What is this addon?
This addon is designed to add aesthetic and somewhat fantasy items and blocks, including colored tallow candles, an extremely powerful crossbow that fires devestating tool metal bolts, beautiful metal lanterns in precious metal variety, a mortar and pestle with herb grinding and bandage crafting, and much more, here and to come.
 
Why did you make this addon? What does it do?
I wanted some more aesthetic choices in my building, but since TFC 'removes' a few choice lighting blocks (glowstone, redstone lamps, etc) I didn't have much option in the way of lighting. Thus, the lanterns were born. I got carried away and starting adding a barrage of new blocks and items, until the creation I've set before you has spawned.
 
A crossbow to one shot a zombie, a candle to mood light a cathedral, a name tag to keep that Creeper, a Lead to guide your herd, or a fence and bookshelf to match your wood planks.
 
This addon does NOT (except maybe the crossbow which has a damage config, or the plant dyes) break the balance, flow, or difficulty of default TerraFirmaCraft. I'm doing everything in my power to make this a purely additive mod, and not bring in or take out any systems  that mess with the core gameplay. Any suggestions regarding increasing or lowering difficulty of any system in TerraFirmaCraft will be ignored.
 
Content:
 
Adobe Drying:

Early game is very limited in terms of building materials. Thatch, logs, and raw clay blocks are really your only options. You can craft adobe lumps like http://i.imgur.com/D1WKaKB.png. Place 4 of these on the ground and let the block dry, and collect it. Craft 4 of the bricks you get from breaking the dry adobe in your 2x2 to get 2 solid blocks of adobe brick.
 
Method of obtaining the beautiful 1.6 hardened clay coming soon.

 
Candles:

You'll first need some Tallow, which can be obtained by cooking Suet in a firepit or forge (8 tallow per 1 suet). (Gain suet by killing cows). Craft 4 tallow with an empty wooden bowl (shapeless) to get a Bowl of Tallow. Craft a bowl of tallow together and either a Spider String or Wool Yarn along with (optionally) any dye of your choice  to receive 1 colored candle. (Bowl has 8 uses) http://i.imgur.com/wwEPHBE.png

 
Lanterns:

A beautiful lantern that can be turned on and off via a shift right click with an empty hand. Crafted using 2 glass panes, a candle of any color, and 2 metal sheets of precious variety (brass/tin/wrought/sterling silver/gold/rose gold) like http://i.imgur.com/uTty9HM.png.

 
Composite Crossbow and Bolts:

A vicious weapon that is easy to use and even easier to swiftly slay the most fearsome foes. Crafted using 2 Weathered Horns (gained by killing male sheep or cows), 3 small planks of any wood type, and 2 braided string (crafted like http://i.imgur.com/9pjLqzL.png with either string or yarn), making the complete crafting recipe for the Crossbow http://i.imgur.com/2Oa357K.png. An alternate recipe uses steel ingots instead of weathered horns.
 
Bolts are somewhat harder, starting out as http://i.imgur.com/FwolaJJ.png (the clay molding recipe is the same). The anvil recipe uses a single ingot. This gives you 1 arrowhead, which can be crafted into 4 bolts, first by making fletching http://i.imgur.com/MS9rHgd.png to save on your feathers, and then by crafting the full bolts like http://i.imgur.com/OcaPT3K.png. Metal bolts of higher tier have greatly increased damage of those of lower tiers.
 
Bolts are chosen from the left to the right in the hotbar (and MUST be on the hotbar), and are loaded in that order. Hold right click with an unloaded crossbow to load, and when loaded, right click again to fire. You can tell what bolt is loaded in the crossbow by its special text on hover.
 
Bolts can be recovered at a very high success rate (>95%) if fired on monsters or terrain. Bolts fired onto other players are almost always lost on impact.
 
Finally, crossbow damage can be configured from 50%-150% in the config file. Do note that anything above 100% does severe damage.

 
Melee Weaponry: 

ExtraFirma currently adds two new melee weapons with a clear use: The Halberd and the Dagger.
 
• The Halberd does more damage than a sword, and has a longer range (+2 blocks), but swings twice as slow. Used for fending off low amounts of enemies at a time safely (1-2), you can easily devastate someone with this vicious weapon.
 
The anvil recipe uses the plan + a Double Ingot of a tool metal. Finished using two sticks, like http://i.imgur.com/WFSxLbB.png.
 
• The Dagger does less damage than a sword up front, but given enough time and the ability to stick on your target, more damage over time can be acquired. A stab with the dagger applies the Hemorrhage debuff, causing the target to suffer 1-2% of their health in damage every 2 seconds. The dagger's range is actually shorter than your fists or a sword, so be careful.
 
Attacking a hemorrhaging enemy has a second effect: exposing their weakness from the wound, you sometimes jab the same bleeding spot again for a massive damage eviscerate and applying a longer Hemorrhage debuff. There is an internal cooldown on this proc of 3 seconds.
 
Attacking a player asleep in a bed is almost surely an instant death...if the upfront assassination doesn't kill them, the fatal hemorrhaging that is applied will.
 
Hemorrhage can be removed with a Bandage, but doing so makes you not get the Regeneration effect from the bandage.
 
The anvil recipe uses the plan + a Single Ingot of a tool metal. Finished the same way every other tool is finished.

 
Bookcases:

Building an aspen and schist fortress, your library can look a little bright with the oak bookcases. Remedy that by crafting a wooden bookcase of any wood type  like http://i.imgur.com/9eBZzt2.png, using any books (TFC or vanilla).

 
Medicine:

In climates with average rainfall over 1500, you'll find purple Kingsblood plants. These benefecial herbs are key to creating basic medicated bandages, and can be grown by right clicking on one of the plants with a knife in your hand. This turns the plant into a smaller (ungrindable) version, and adds another to your inventory. This smaller clone with eventually grow into another Kingsblood plant.
 
A similar method of growing plants can be done to the vanilla Rose and Dandelion, by crafting 1 of the plants with a knife (which takes 1 damage).
 
You'll also need a ceramic mortar and wooden pestle. The mortar is first crafted like http://i.imgur.com/9fvsDwN.png, and fired into the ceramic version in a pit kiln. Right click to place down the ceramic version, which will now accept valid, fully grown Kingsblood plants with a right click. Once the plant is in the mortar, right click again on the mortar 
with a valid pestle, crafted like http://i.imgur.com/hQ4MJR7.png (currently only the wooden pestle exists), and after a certain amount of grinds, will turn the plant in the mortar to paste. Right click again to  receive the ground paste. The pestle takes damage in the process, and will eventually break.
 
Lastly, you'll need some leather strips for keeping the whole bandage together, crafted like http://i.imgur.com/s8TmTpH.png. Take these leather strips, two string or yarn,  a wool cloth, and the paste and craft them together like http://i.imgur.com/lmuZYyV.png.
 
Hold right click with the bandage in your hand (if you aren't at full health) to use. This instantly heals you for a small percentage of your health and applies a 1 minute regeneration buff on you if you're not bleeding, or removing the bleed if you are. This also applies a 3 minute 'Recently Bandaged' debuff on you, which prevents the use of another bandage or healing item for the duration of the debuff.

 
Misc. Items and Extra Crafting Recipes:

Many crafted recipes I felt were left out or forgotten from TerraFirmaCraft, so I added a few that I use and thought other people might use as well. These include:
• (Brass)Name Tag: http://i.imgur.com/yDGKUiu.png (Right click on a sign with text to rename the Name Tag to whatever is written on the first 2 lines of the sign.)
• Steel Tracks: Crafted like the Wrought Iron tracks, but with Steel.
• (Vanilla)Iron Bars: Crafted like the vanilla iron bars, but with Wrought Iron ingots.
• Compass: http://i.imgur.com/6yuRZ4g.png Four Wrought Iron ingots for a casing surrounds a chunk of Magnetite ore, which follows the magnetic field of Minecraftia.
• Redstone Logic Tiles: http://i.imgur.com/1VrFiW7.png
• Carpets can be re-dyed using 1 dye and 8 carpets. Surround the carpets with the dye.
• Red and Yellow Dye: Obtained by grinding a Rose or Dandelion in the mortar.
• Brown Dye: Obtained by grinding a Weathered Horn in the mortar.
• Green Dye: Obtained by grinding a Cactus in the mortar, or an Olivine ore with a hammer. (green and lime)

 
Ropes and Rope Anchors:

Once Iron is obtained, you can craft a sturdy Rope Anchor, which can be placed on a wall and used to lower a rope down to a maximum of 128 blocks. Crafted like http://i.imgur.com/bnUKyBM.png with either Wrought Iron or Steel, they can be placed on any sturdy block's side, and when right clicked with a Rope (jute), will lower a rope. When right clicked with an empty hand, it will raise the lowest rope 1 and place the rope item back in your inventory.
 
Ropes can be climbed like ladders, and can only remain when the block above them is either a Rope Anchor or another Rope block.
 
Ropes are non-functional when used in conjunction with Smart Movement and Player API. This is on their side, since I properly implement isLadder().
 
I can't easily fix this.

 
Download Link:
 
Changelog:

v1.0.4: 1.6.4 Update
This update mostly was just for the 1.6.4 port, and I had to fix quite a few things to my code that were changed in base TFC. Alchemy update will come next.
New: Added the Fish Net, a block that can be placed in water and supplied with any dough or maize seeds to passively trap fish
• New: Added Icepetal and Whiproot plants. Icepetal found in cold regions, whiproot found in wet regions. Can be cut/cloned with differing growth times.
• New: Added pastes for both of the above, ground in the Mortar
• New: Added the Calcinator, used to craft some recipes involving in-air burning and high temperature heating (solids) (uncraftable yet)
• New: Added Soda Ash and Quicklime, crafted in the Calcinator using Salt + Flux + heat. Used in some recipes (glass)
• New: Added the Retort, used in heating liquids to specific heats (uncraftable yet)
• New: Added the Alembic, used in distillation of substances (uncraftable yet)
• New: Added the Beaker, used for mixing liquids and solids to be further refined (uncraftable yet)
• New: Added Alcohol Burner, used for heating alchemical apparatuses, fueled by Ethanol (uncraftable yet)
• New: Added Leather Bag, used for storing (6) items of size small or smaller. Great for an herb or mining bag! Can be placed down similarly to the ceramic vessels not yet
 
• Changed: Rose Red, Dandelion Yellow, Cactus Green, and Horn Dust are all now crafted in the mortar
• Changed: Hardness of Adobe Bricks severely reduced to allow punching
• Changed: Lamps now recognize Walls as valid post destinations
• Changed: Rope hooks now require Rope instead of braided string. Grow that jute!
 
• Removed: All of the fences. The stock TFC fences are better looking anyway
• Removed: Some internal items that were no longer used (plans)
• Removed: All of the metal plates. You can now place metal sheets on blocks, which is a far more useful system than mine was.
 
• ???: probably some other things as well, it's been in the pipe for a few months now so I can't remember it all
 
v1.1.0: The Alchemical Update (A running list and a work in progress)
 
New: Added Ethanol, crafted by distilling Rum, Vodka, or Sake in the alembic
• New: Added the Rain Collector, a block that can be placed on top of a Barrel to passively fill it with water as it rains. Must have an unobstructed view of the sky and be raining
 
• Changed: Enabled the bolt quiver, which can hold 4 stacks of bolts. Crossbow prioritizes the quiver's bolts over your inventory
 
v1.0.3:
 
• Added Halberds, a long range, slow weapon used for fending off few enemies from a longer range
• Added Daggers, a short range, fast weapon used for assassinating a single target at a time, causes a hemorrhage and can strike twice on bleeding targets
• Cleaned up more code
• Added in framework to easily add new weapons of any type
• Added a Steel Pestle, same as a wooden but lasts far longer
• Added in copper versions of the redstone logic tiles, can use silver ingots for double output
 
Old:
v1.0.2_β: 
• Updated to TFCraft 77.14 and above (new API)
• Enabled the placing of torches on ExtraFirma fence posts
• Updated mappings to MCP 8.05
• Fixed OptiFine sillyness with the ropes and anchors
• Minor bugfixes
v1.0.2:
• Added wood fences of all types, crafting with 4 sticks and 2 small planks in the center
• Changed mortar to be fired from a clay mortar, recipe http://i.imgur.com/9fvsDwN.png
• Added Rope Hook, crafted using 2 iron or steel ingots around an iron or steel plate
   -Right click on the hook with a braided string to lower a rope 1 block
• Added halberds, but will soon be craftable and do damage
• Fixed some bugs involving arrowhead crafting
v1.0.1: 
• Candles come in all colors. When crafting a candle, add a dye to the recipe. Crafted candles cannot be re-dyed.
• Fixed floating candles
• Green dye can be created via crushed Olivine and crushed Cactus. Crush these the same way you crush rocks for flux.
• Method of crafting tallow now uses suet. Gain suet by killing cows or sheep. Cook suet to get 8 tallow. (Less annoying when cooking beef and mutton)
• Cleaned up tons of code
• Added some Shift Help tooltips for Adobe and Name Tags
• Added decorative blocks for Malachite, Jet and Olivine, crafted using 4 of the ores, reversible
• The bow is now a Crossbow with higher damage, but a 3 second draw time (all old recurve bows turn into crossbows, arrows only renamed). (Crossbow does massive damage. A red steel bolt has a chance of killing a spider, skeleton, or player in a single hit.)
• The loaded crossbow now shows what bolt is loaded in the tooltip
• Crossbow damage can be configured in the config file using a multiplier, 1.0 default
• Added two status effects: Recently Bandaged and Adrenaline
   -Recently Bandaged prevents you from using another bandage until it wears off
   -Adrenaline greatly increases your run speed, attack damage, crossbow draw speed, and pain suppression for a short time
• Added Kingsblood, a flower that generates 4x rarely as a Rose in a climate with more than 1000 rainfall. Can be grown soon, used for herbalism and medicines.
• Added Stone Mortar (block), used for grinding herbs and plant matter into pastes. Made with smooth igneous only.
• Added Stone Pestle, used with the Mortar. Takes damage each use. Made with smooth igneous only.
• Added Minor Healing Bandage, crafted using Kingsblood paste. Heals 12% of your health instantly, and gives 1 minute of regeneration 1. Applies the 'Recently Bandaged' debuff, preventing the player from using another bandage until the 5 minute debuff wears off.
• Added leather strips, used for crafting bandages.
• Added config options to configure crossbow damage, some crafting recipes, and bandage debuff timer
v1.0.0 :
• Initial release

 
What I need from You:
Any and all bug reports, crashes, instabilities, incompatibilities, good suggestions, and anything you can think of that will better the mod in a constructive manner. Give me a good reason, and I'll give it a good thought.
 
ExtraFirma is also configured to already accept any localization files in the form of .xml. Use the default en_US.xml as a template when submitting other languages.
 
Legal?:

This mod is licensed under everything TFC is licensed under and is property of myself and the two main TFC developers, Bioxx and dunkleosteus.
 
I edit, distribute, and reproduce NO files or assets from Terrafirmacraft in this mod. Some art assets are based heavily on assets provided by Terrafirmacraft to keep visual continuity, but none are direct copies.

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Ever since you showed a picture of the lamps on chat while it was WiP, I was somewhat excited for this. All the ways you have to craft these things, they seem to fit in well. I'll definitely put it on my server, and it gives me a good incentive to play more :)

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Great to hear. I tried testing it as best as I could, but I'll need some community help. Maybe some deadly bugs slipped through, but I hope not.

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I would like to give a round of applause for this man.

Posted Image

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I'm off to bed and college tomorrow, here's to hoping I don't come home to a thread full of bug reports  :P

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Looks awesome! It be neat if you could somehow make metallic plate walls. but stilll I cant wait to try it .... after im done with my project... :)

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Nice aesthetic mod.

Just a question, do different arrows have different strenght?

 

And few random suggestions :

  • burnt clay bricks (the red ones)
  • burnt roof tiles (both horizontal, stair-shaped and at 45degree angle)
  • Add stair-shaped and at 45degree angle for each metal cover, for roofing (and maybe for thatch too)
  • Whole decorative metal blocks. "Decorative" in a sense that they are cheap to make, but easy to break.
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Are you going to add food, transport, more tools, ect?

 

One suggestion atm that would go nice with your house would be slate tiles, or some form of tiles (terracotta).

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Nice work, moar metal sinks!

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This is SO cool. I think that bioxx want to rework bow so I do not care much about it, but there is many really good things in this.

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Nice aesthetic mod.

Just a question, do different arrows have different strenght?

 

And few random suggestions :

  • burnt clay bricks (the red ones)
  • burnt roof tiles (both horizontal, stair-shaped and at 45degree angle)
  • Add stair-shaped and at 45degree angle for each metal cover, for roofing (and maybe for thatch too)
  • Whole decorative metal blocks. "Decorative" in a sense that they are cheap to make, but easy to break.

 

 The arrows do more damage, yes. I took the sword damage, halved it, and added modifiers. A charged bow shot will do tremendous damage, but DPS wise, a sword is better in the long run for pure damage.

A fully charged bronze arrow should kill a creeper or zombie in a single hit. Fully charged red steel crit might kill a skeleton or spider in one to two. Powerful, but slow.

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The majority of those features are things Bioxx and I have already committed to do, albeit in slightly different ways, even if we haven't started yet. Way to beat us to the punch :P

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The majority of those features are things Bioxx and I have already committed to do, albeit in slightly different ways, even if we haven't started yet. Way to beat us to the punch :P

dunk, I was thinking and wondering. If someone else makes something that is "planned", did you ever thought about integrating it? I'm sure Zerren wouldn't mind if his additions became official part of the mod. I see reason why not do this. Especially if it is just visual stuff and not some special mechanics.

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@Rev: Originally, the metal plates weren't plates at all, and were blocks with the same texture. Adding them back would be a two minute task, if there is enough interest.

 

@davoval0001: More tools could be planned, I just don't know what I'd need! I would love to add more food, and transport might be an option. I sort of did this by adding in another track recipe using steel instead of wrought (4 steel 2 sticks, 64 tracks) in addition to the original wrought one. Once you have the means to make it, steel is by far easier to make.

 

I wanted to re-enable horse spawning and adjust their health by a magnitude, but never got around to it. I even added the saddle and lead recipe in preparation, although the lead is useful for more than horses.

 

Donkeys wouldn't use chests for storage, but craftable saddlebags.

 

@dunk: If you guys want to save on some work for the features you want, you can just use my code as a skeleton, or even just a straight copy. The source code is available to anyone at their request, just send me a PM and I'll send you the java project.

-----------

I'm currently working on some more bow rendering to show you which arrow you have nocked when you're drawing it back. I could throw out an update multiple times a day but I'll hold off until I get some more features.

 

A rudimentary medicine and bandage system might be in the near future..

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Zerren, I have some ideas about food and nutrition that I gathered around the forum (and that I tought of), I could share my ideas with you if you are interested.

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nice addon it will be added to the midnight sun server

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wow, i just downloaded it, when iam back from work ill try it out =3

 

food suggestions:

some kind of grass grain -> early ground stone -> water from jug (is it possible to collect water with a bowl?) -> flat bread or something like that

roots from digging grass blocks (only in forest/jungle biomes?)

 

some aesthetic suggestions:

vanilla iron bars. maybe some coper/bronze skins aswell.

iron door maybe? (so you have to switch lever/buttons?)

colored glass (and maybe an special way to create glass) and glass jugs?

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@alice: Sure, always looking to add ideas for foods. I'm not going to mess with any 'systems' of sorts though (ie. required sleeping, required vitamins and a balanced diet). I don't feel like doing that would make the game more fun, only tedious/mathy.

 

@Mileaos2: There are already recipes for the vanilla iron bars using 6 wrought iron ingots (you get 32?). I can add in the metal types for bars, that would be great.

 

I'm not fond of stained/colored glass, because of the buggy rendering that it causes to any other transparent block and that they never really look that good.

 

Rooting for food sounds neat as well, but it's not too tough to find vegetables growing around to eat.

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So will this just be a general addon, thats adds anything, or is it based on looks? Are you happy to code, ideas (any) if people ask for it and if you like the idea?

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Just a hint : It is nice to listen to suggestions, but you should focus on single thing at a time. Jumping between aesthetisc, weapons, food, etc.. is not going to make good. Try to finish one thing before you move to the next, except when things depend on each other.

Also, maybe separate the mod into different parts. There is already sort of conflict with different TFC mod thanks to your bow and arrows.

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I would suggest you split this into a few addons instead of just having one.

Something like the ForgeEssentials is doing.

That way it's much easier to combine different addons without having "too much" conflict problems.

 

.. and yeah, Great job!! :)

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I like the fact that the mod cover a lot of different kind of things. I see the point made by Emris and Euphoric, byt I would rather say that it would be nice to put as much as possible in a sinble add-on so we would only have one to install.

 

If you ever want to build a small team to work on you addon, I am sure that there is other codders who can help to add things, for example Emris and Vegas Goat made their own mod too. On my side I can only do research and testing.

 

 

Few basic suggestions.

 

New things

  • Wool dying system (dying raw wool would be the least expensive, then you can have colored sting that can be used in other crafting recipes)
  • Wool carpet recipe (2x3 wool string?)
  • Colored bed (I think it is in the idea list of bioxx/dunk)
  • Vanilla missing item
    • Painting : wool cloth instead of wool block
    • Name tag
  • Metal block (like the metal "carpet")
  • Metal bars (like iron, with other metals)
  • Stained hardened clay blocks... or change it to cement with a recipe like limestone, gypsum, clay, with a minimum use of clay (as the goal is to save clay). Should also be possible to chissel these blocks. Same dying recipe as vanilla.
  • Like someone pointed out, red bricks block would also be nice. 

Tweak

  • Change the texture of the connecting rod of the lantern to be the same color when connected to a wall (now it's wood colored)

 

I'll msg you about my food reaserch.

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hm, okay then no colored glass, but some kind of different mechanik would be cool, cuz melting sand for glass is a bit too easy (allready acess in earlygame)

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That's the point though, this mod doesn't focus on one specific thing. That's why it's called ExtraFirma. I add small additions that build upon already built systems in Terrafirmacraft, without starting too much in the way of playstyle.

 

 

@alice: Wool carpets are craftable, using 2 wool cloth or 8 wool cloth around a dye (from my mod). Same goes for paintings, 8 sticks around a wool cloth. (from TFC)

 

Name tags are on my todo, but think about how you name them. An anvil. I'll end up making a ExtraFirma nametag item, that when right clicked, opens a text box akin to the sign, and when submitted it gives the vanilla nametag with that name.

 

@everyone: If anyone is worried that all of these features are causing conflict, I'm not working on them at once. I do one at a time and move on, checking that off the list. Better ideas get put in priority over lesser ideas in that list, but I'll never start one without finishing or scrapping another. This mod does NOT aim to replace any aspect of any addon or TFC itself, only add more options that the player can choose from.

 

This whole addon was made in 3 days

 

If i'm encroaching on another mod (maybe the other bow mod?) I can either:

•add a config option to turn that part off from my mod

•change my arrowhead recipe

 

Specialized mods would come before my all encompassing mod.

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