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Mac4s

Mammoth in terrafirmacraft

Mammoth   37 members have voted

  1. 1. Your thoughts for mammoth

    • They would fit perfectly.
      24
    • They would fit, but I would suggest some other changes. (comment)
      4
    • They would ruin terrafirmacraft
      3
    • Dont really care about them.
      6

Please sign in or register to vote in this poll.

27 posts in this topic

When I started to play terrafirmacraft, I always imagined myself like playing in stone/bronze ages. I was wondering, why not add large animal like mammoth for a challenge? There are no boss mobs, but mammoth would look somehow like a boss, and this huge mammal would fit perfectly without ruining terrafirmacraft style.

So my suggestion is to add mammoths:

  • They would be found in the cold biomes -/+20 000 blocks from equator.
  • They would be found in large amounts (10 - 20 mammoths).
  • They would be huge ( 6-10 blocks height).
  • They would do large amount of damage to player, so you need some strategy to kill him.
  • You can kill him only with special traps, or with many spears only (sword/mace dont do any damage).
  • They would drop: huge fur, huge amount of meat and their tusks (maybe some tools, or only for design, maybe trophy, dont know really).
  • Mammoth would be a challenge for player, huge animals that would look astonishing, thrill while hunting them.
  • Hunting him also would be a lot of fun.

Of course, if this is possible for mod creators.

 

Here are some models for them

 

Links Removed

 

P.s. sorry for my english.

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The one image you have posted is an art asset from he Jurasicraft mod. You do not credit them or have their permission to post. That link has been removed. As I'm certain the other image is also not of your creation I've removed it as well (ah found that it is an asset of Project Zulu mod). I will not assume you were trying to pass that work off as your own, but it is greatly frowned upon to present work that is not your own without credit or permission.

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The one image you have posted is an art asset from he Jurasicraft mod. You do not credit them or have their permission to post. That link has been removed. As I'm certain the other image is also not of your creation I've removed it as well (ah found that it is an asset of Project Zulu mod). I will not assume you were trying to pass that work off as your own, but it is greatly frowned upon to present work that is not your own without credit or permission.

Sorry for photos, i just googled them, thats all. Forgot about credits.

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I think they would not only fit, they would be beneficial to the overall primitive scenery TFC offers. They're big, rough and cool just like the mod itself! It would be awesome if they were implemented rideable.

Edited by Veb
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Hmm. Interesting idea about mammoth hunting. You could make an entire list of things for this. Pits, spikes, (Read Fire Dancer by Victor Kelleher, it's pretty well-researched.) and any number of things.

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Hmm. Interesting idea about mammoth hunting. You could make an entire list of things for this. Pits, spikes, (Read Fire Dancer by Victor Kelleher, it's pretty well-researched.) and any number of things.

And the best thing is that mammoth kind a fits in terrafirmacraft. Its not a dragon or magic creature boss, its a large animal that gives a challenge.

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Or potentially destroy your home if you anger it :)

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New mobs are always great. But, would there be a compelling reason to go after them?  A guy can only brine so much meat, honestly.  The rest goes bad.  Fur might be useful when/if body temperature comes into play. How many people would go after them because they need them, vs just for the thrill?  Trophies would be fun of course.  TFC taxidermy?

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Perhaps they would drop a lot of hide for tanning into leather?  I could see the usefulness of this early game, but late game leather becomes little more than cheap replacement armor and/or bellows material.  Also quivers, but once you have one you don't really need another unless you constantly switch out from arrows to javelins/are a heavy bow and arrow user and use like a full quiver of arrows (who does that?) in one night of fighting mobs.  But I digress.

 

I concur with Darmo in the sense that harvesting that much meat from an animal at once would be extremely burdening on all but the most experienced food-prep player, i.e. one who would have several barrels of brine ready for the processing of said meat, then salt and/or a smokehouse to preserve it even more.  That being said, this wouldn't really be a viable option until you're at least late copper age and have a food storage area.

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When I started to play terrafirmacraft, I always imagined myself like playing in stone/bronze ages. I was wondering, why not add large animal like mammoth for a challenge? There are no boss mobs, but mammoth would look somehow like a boss, and this huge mammal would fit perfectly without ruining terrafirmacraft style.

So my suggestion is to add mammoths:

  • They would be found in the cold biomes -/+20 000 blocks from equator.
  • They would be found in large amounts (10 - 20 mammoths).
  • They would be huge ( 6-10 blocks height).
  • They would do large amount of damage to player, so you need some strategy to kill him.
  • You can kill him only with special traps, or with many spears only (sword/mace dont do any damage).
  • They would drop: huge fur, huge amount of meat and their tusks (maybe some tools, or only for design, maybe trophy, dont know really).
  • Mammoth would be a challenge for player, huge animals that would look astonishing, thrill while hunting them.
  • Hunting him also would be a lot of fun.

Of course, if this is possible for mod creators.

 

Here are some models for them

 

Links Removed

 

P.s. sorry for my english.

 

-0-0-0-

 

Why add a mammoth into the game? Based on a quick Wikipedia search (I know, it's not always reliable) most of the mammoths appeared to have died out before the early Bronze Age, and only a few surviving populations remained following said age. (Though, to be fair, we could use that information to our advantage if the developers go through with this.) The timeline on the calender in-game also indicates to be the year 1000: otherwise known as the 11th Century (although, I'm assuming this is AD), which would suggest that the last mammoths died at least several millenia before the start of TerraFirmaCraft's timeline.

 

 

There are no boss mobs, but mammoth would look somehow like a boss

 

I'm unsure how to go about this one. You mean like add them in for a challenge, and to make them appear as if they are a boss? I feel that adding them in for the sake of acting like an unofficial boss to the player is... not exactly what TFC had in mind. The way you've wrote it implicates that mammoths are to be added in for the player to slay like it was an enemy, and not to be treated as a resource.

 

I'm not exactly sure how the new animals Dunkleosteus has been working on for the past few years will interact with the player, since he has yet to release details on the matter -- added to the fact Bioxx is restarting work on his old TFC2 project. At this point, it's just a matter of speculation.

 

 

(sword/mace dont do any damage).

 

Why don't they? A mammoth is purely flesh and bone, so surely a sword and a mace will do some of damage? I find it a little unbelievable that swords and maces won't do any damage to a flesh target like a mammoth!

 

I really don't see a very compelling reason to add mammoths into the game. Of course, it could be an appropriate as game in the hunter-gatherer sense of TFC, but it's hard to believe that they still existed in greater number around the early Bronze Age and throughout the colder regions of the generated world.

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Not sure how much a mammoth would add to the game, but I think is not a good option to play TFC and think you are in our world around the year 1000.

This is after all a game, even if somewhat based on real life is always better to assume you are on a different planet. with a very particular set of fauna and flora.

Vegetation and animal population do not follow the same distribution as we have in our world.

The fact that Mammoth were extincts by medieval times in Europe should have nothing to do with the decision  to add or not such animal to the mod.

Like I said I am not sure if is actually needed for the gameplay, but if a developer feels like they can balance it and create some creatures in a way that adds more fun without breaking the balance, I'd say go for it.

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...but I think is not a good option to play TFC and think you are in our world around the year 1000...even if somewhat based on real life is always better to assume you are on a different planet. with a very particular set of fauna and flora.

 

 

I'm not sure I would agree with that. If we assume that TFC does not takes place in our world, as one boots up a normal gameplay session, wouldn't it mean that every world we play in is a different planet? As far as I am informed, no two planets are ever exactly the same; so, one would find it odd that their own worlds follow a same set of characteristics despite the fact that every world they play in is assumed to be a different planet.

 

I mean, each planet is a member of their own solar system and each solar system are never exactly alike. Assuming that a planet has met the conditions required for sentient life to evolve (I don't claim to know what exactly are those conditions are for evolution of such life, mind you!), one would think that at least one of those supposed planets has some variation in their characteristics. One 'planet' might have stronger gravity, so, therefore, the player must contend with shorter jumps and lesser inventory; while another planet might lack tectonic activity, which would mean a high lacking of geographical variety and possibly few-to-no mountains and/or hills.

 

But I digress: for this subject is entirely different to what is being discussed here, so back to the matter at hand.

 

 

This is after all a game...

 

 

Of course it is a game. I just find mammoths walking amongst the players in TFC to be a little pushing over one's suspension of disbelief; at least for me, that is!

 

(I don't claim to know yours or anyone's limit when it comes to their suspension of disbelief, but I do think that some people -- who are versed in the study of paleontology or likes to read articles and papers concerning the prehistoric times -- who play a survival  total-conversion mod like TFC will find it at least somewhat disconcerting that an extinct species such as mammoths exist in the game, especially if the predicted time range is from the stone era to the Steel Age!

 

Although, mammoths indeed exist in larger numbers during the stone age; however, those instances would take place during the last Ice Age, and I certainly doubt that TFC has an Ice Age era of its own!)

 

 

Vegetation and animal population do not follow the same distribution as we have in our world.

 

 

They don't have to at all, of course. On the other hand, I do think that if we're implementing flora and fauna based on the real world, their distribution would have to be reasonably within believability based on their known characteristics and how they connect with the geography of the generated world!

 

 

The fact that Mammoth were extincts by medieval times in Europe should have nothing to do with the decision  to add or not such animal to the mod.

 

 

In a case where the whimisical and fantasical aspects mattered more than factual accuracy (and it is backed up with reason as to why mammoths are still roaming about with no signs of endangerment), I would agree. However, where believability is concerned, the only way I can see mammoths existing in the mod itself is during the stone and early bronze ages; even then, practically all of them died out long before even Egypt had its first Pharaoh.

 

Does that mean that I absolutely don't want to see mammoths in the game, and I would be angry and protest against it if the developers decide to actually implement them? Of course not: I'm having a difficult time finding viable reasons to add mammoths into the mod in the first place!

 

Even if the developers decide to implement them, if we are going down the believability route, they would most likely be rare creatures scattered throughout the frozen tundras of the northern hemisphere (southern hemisphere as well, if we also take gameplaying into account). Besides, the OP describe the implementation of mammoths as if they were commonplace in TFC; and I'm sure that anyone who are paleontologists themselves or are well-informed will surely find that huge herds of mammoths roaming about frozen plains in the year 1000 will be, at the very least, breaking their suspension of disbelief!

 

 

Like I said I am not sure if is actually needed for the gameplay, but if a developer feels like they can balance it and create some creatures in a way that adds more fun without breaking the balance, I'd say go for it.

 

 

I, too, am unsure if the implementation of mammoths will add some degree of purpose in the mod. For me, I find that mammoths being added to TFC as roaming herds dispersed throughout the tundras to be breaking the believability factor of TFC, considering its time range technology-wise and the fact that there is a lack of an Ice Age era.

 

Regardless of my words, if indeed the mod developers wish to go with this idea, then I say go for it as well! That does not mean that they are given a free pass to do anything they wish to do with the mod beyond the boundaries of reason. I'm sure all of us play TFC because we find the vanilla Survival mode in Minecraft very lacking, and that the mod remedies this by converting the first mode in the base game into a very believable, challenging, and overall fun experience. I just think that the way the OP describes his/her idea of mammoths in the game to be quite... far-fetched, if we are taking TFC's aspect of believability into account.

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In the end, if the devs decided to put them in, they could simply put a variable like they do for a great many things.  I this case, there could be a variable the says "yes there are mammoths" or "no mammoths".  I think the vast majority of people who play this game would have no problem with mammoths being here.  Just people with a very strict sense of 'believability'. I mean, there's zombies and skeletons, lava in buckets, fantasy metals, trees that go from weed to behemoth in a bit over a week.  It's a game, there's going to be some suspension.

 

I think the bigger issue is, what do they bring to the game?  If they're limited to the poles, how many people will ever see them?  I personally probably would not make a 5k block trek just to kill a mammoth.  Not more than once anyway. 

 

Would they support a certain style of gameplay?  Possibly.  If someone wants to do an arctic survival game, the mammoth might be a big part of that.  If the bones and fur could be used to build shelter, it would be very distinct.   But I wonder how many people would be interested in that. 

 

It'd be a great idea if there were a dozen devs on this full time.  But surely with the limited dev time, there's better uses of their time, even better animals to make if we're wanting new animals. 

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I this case, there could be a variable the says "yes there are mammoths" or "no mammoths".

 

 

Hmm, I'm not sure about this one. If we assume mammoths would become full-fledged mobs in the mod -- and they serve as an integral part of a viable playstyle -- slapping a configuration option whether to allow mammoth spawning in the game world is a little... counterproductive to that playstyle, and the overall purpose of the gameplay, don't you think?

 

 

I mean, there's zombies and skeletons, lava in buckets, fantasy metals, trees that go from weed to behemoth in a bit over a week.  It's a game, there's going to be some suspension.

 

 

Well of course! TFC (well, Minecraft would be a more correct term to use) is still a game in the end, and there is going to be some suspension of disbelief. Still, fantastical monsters, lava buckets, and trees growing within a week, well, probably less than that, are more or less part of the vanilla game, so to speak.

 

I'm more concerned about the implementation of mammoths. For starters, they are not vanilla mobs, and if they are implemented, they would be considered part of the TFC mod; obviously not a part of the base game. For a mod focused around believability, it does seem a little strange to see mammoths roaming around when you consider their extinction dates... and that's assuming the fun gameplaying is not factored in.

 

 

I think the bigger issue is, what do they bring to the game?  If they're limited to the poles, how many people will ever see them?  I personally probably would not make a 5k block trek just to kill a mammoth.  Not more than once anyway.

 

 

I fully agree. Adding mammoths into TFC would require a purpose for such a decision.

 

It does bring back to the point of implementing a configuration option so that mammoths can be allowed to spawn or not, which I think is already counterproductive enough without taking into account that most people will probably not see them much if their spawning locations are limited to the arctic regions around the poles. If their purpose is to serve as an early game source of food, leather, and other useful materials early in the mod, mammoths would definitely have a place in TFC, especially in the arctic regions -- considering they were hunted before by early man during the last Ice Age.

 

For the issue of not everyone seeing mammoths, I would argue that if they are ever implemented into the mod, they would serve the purpose as one of the target resource animals for the hunter-gatherers who spawn around the poles. I mean, adding mammoths for the sake of pure sightseeing is not what TFC is all about; it's about a revamped Survival mode of Minecraft that provides a more challenging, believable, and fun gameplay experience the base game never provided in the first place!

 

 

Would they support a certain style of gameplay?  Possibly.  If someone wants to do an arctic survival game, the mammoth might be a big part of that.  If the bones and fur could be used to build shelter, it would be very distinct.   But I wonder how many people would be interested in that.

 

 

I once recall Dunkleosteus speaking of allowing several viable gameplay styles in the final version of TFC (of course, it would take several more years before we reach that point!). Each gameplay style is dependent on what geographic region the player spawns in, the kinds of resources the player will encounter, and the environmental factors and variables that could potentially affect his gameplay and how he will survive. (The way I describe here is a little watered down, I think, but Dunkleosteus does intend for the early stage of TFC to resemble this description.)

 

For instance, say the player spawns near a river brimming with marine life and a forest surrounding the vicinity: that player will be playing a farmer-style session wherein he will settle near the river and rely upon the local fish, plants, and possibly even livestock, for food and materials, and it is possible that he will also build a nice log house to live in. If the player spawns in a mountainous area, he will probably live a nomadic life; herding mountain goats, searching for grassy areas for them to graze in, and living in smaller, portable tents. If the player finds himself in an arctic area, most likely he'll be hunting the local wildlife for food and pelts, and gathering herbs and plants for consumption and materials, and he'll also be likely nomadic considering the needs of his target herds.

 

I think many people will be more than interested in varied gameplay like that. As it stands right now, the early stone age is not as well defined and is lacking depth; most players will be looking for metals straight away whilst collecting resources from animals and plants. Locations tend to be samey gameplay-wise, so it is almost going to be the same process in the end. The only difference are the different species of trees, the geographic features, and the biomes that are part of the spawn location; which does successfully make the player feel like they are somewhere else, at least.

 

 

It'd be a great idea if there were a dozen devs on this full time.  But surely with the limited dev time, there's better uses of their time, even better animals to make if we're wanting new animals.

 

 

We can only hope that the devs get more hands on deck, :).

 

Before implementing animals, the developers once mentioned that all of the hostile vanilla mobs will be moved underground; their presence replaced with the predators one might see in the wild.

 

I've lost track of development in the recent months, since I've been hoping that new updates would come in my absence due to growing boredom with the current mod's state, but I do hope that the core features are implemented first.

Edited by Sda215
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I still think your reasoning is wrong. You too the fact that the dev's said that the technology in tfc would not go higher than medieval times around 14th Century, and extrapolated that the TFC world would also have to match what was found around Europe at that time.

We do need more animal diversity in tfc. It has been a plan for a long time to replace monsters  with dangerous animals.

I think it would actually be nice to have some prehistoric animals, like saber tooth tigers and Mammoths.    

Please understand that my concern is not if mammoths will be added or not. I don't really think at this point there is much that we can change in the Dev's mind about that. Either someone like the idea and will work on this or not.

My problem is with how you situate the tfc world by the calendar 1000 and think that it means that anything that did not existed in Europe in 1000 AD should also not exist in tfc.

The year 1000 is just an abstraction that one of the Devs choose to start the calendar. I think you read too much into that..

BTW Sometimes I get too excited with an idea. So please do not get personally offended by my comments. I also think you have the right to your own opinions on the matter.

Peace and Love.

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Hmm, I'm not sure about this one. If we assume mammoths would become full-fledged mobs in the mod -- and they serve as an integral part of a viable playstyle -- slapping a configuration option whether to allow mammoth spawning in the game world is a little... counterproductive to that playstyle, and the overall purpose of the gameplay, don't you think?

I would clarify that my config setting suggestion would have been *on* by default, so the default game would have them.  It could be set to off, for people who have a problem with them being there.  That servers everybody's interests very well actually - only those who care about them would ever touch the config.  Within the scope of this thread I've not seen anything that makes mammoths 'integral' to any but some outlier thematic game experiences, so I don't see them as necessary to the point where a config would mess anything up mechanically.

 

The devs have already put in many config options for many things, to allow people to customize their worlds the way they like.  To me, configs are in fact very productive and good.  Although it does seem like they then require Kitty to remind people they exist oftentimes...

 

The varied starts sounds good and all, but I think a lot has to happen for the game to support it. 

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I like the idea of Mammoths. One point to add is that in Multiplayer it could be required(or it would just be more feaseble)  several players to kill one mammoth and they would all split the spoils and that would resolve the issue of the extra meat. Remember that cave men hunted together for a gerater purpose, the survival of the tribal or clan.

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Many paleontogolists place the extinction of mammoths and other Proboscidea and large mammals in general firmly in human hands (the retreating Ice Age didn't help either), so I don't think "they're extinct so players can't hunt them" is a reason they wouldn't be in a world populated entirely by players. Quite the contrary.

 

I'd certainly rather the night was prowled by nocturnal sabre-soothed cats and than zombies and skeletons.

 

There is only a small list of realistic candidates for animals that could harm the player. Boar, bears, wolves, large cats, and very large herbivores such as elephantines, and very large predatory birds (flighted and flightless). You'll note how in real earth we made nearly all of those extinct, at least regionally.

 

We have boar, bear, and wolves. Sabre-toothed cats, mammoths, (Haast's) eagles, and moas would be examples of the others.

 

Personally, I'd love to see skeletons and zombies gone, at least from the surface, and replaced with non-despawning beasts that are more aggressive at night and need to be (permanently) killed to replace the "protection" mechanic.

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I'll 2nd Waz there.

 

Just need to be careful not to make a dropped resource extinct too.

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I didn't read the whole topic, so I don't know if this has been suggested, but when I first read this, I imagined a mammoth congealed in a big chunk of ice. That would be a very rare finding, but it would provide the player with meat for some time. Of course, the meat found there would be way less than what a live mammoth would give you and it would also be of lower quality, same for the hide, but the bones should still be usable, so it would be very useful for those who mainly need the bones of the mammoth but don't have the time or equipment to kill one. Again, this would be very rare and it would give the player a small bonus similar to the one you get by finding a dungeon in vanilla MC.

Also, it would be pretty cool honestly to find a congealed mammoth.

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But one of the reasons to add Mammoth to the game is to have a huge animal, that can be hunted for meat, yes, but can also inflict serious injury to the player.

Also if the Dev's decide to include mob block destruction, having Mammoth destroying wood fences and constructions would be totally believable. 

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I'm all for this. TFC could use a touch of the fantastic.

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I don't think they would "ruin" the game, but I don't think they would fit, since mammoths went extinct thousands of years before Terrafrimacraft is implied to take place (since the tech tree is about what was possible during the middle ages). I also think the height is a bit much. 
 

Six meters is also too tall for a mammoth. "Like their modern relatives, mammoths were quite large. The largest known species reached heights in the region of 4 m (13 ft)".

https://en.wikipedia.org/wiki/Mammoth

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I don't think they would "ruin" the game, but I don't think they would fit, since mammoths went extinct thousands of years before Terrafrimacraft is implied to take place (

https://en.wikipedia.org/wiki/Mammoth

That's the point where I say people read too much when the Dev's say that the technology will not advance more than middle ages.

TFC starts in the stone age, a decision was made not to advance beyond middle ages, that does not mean we cannot have animals from that period of time.

The terrafirmacraft world is not a recreation of Earth circa 1400 AD.

I actually would love to see mammoths and saber tooth tigers in tfc.

But if it bothers people so much, I would be OK with African Elephants and Lions. 

A wild elephant is as dangerous as a mammoth, and I think a lion will kill you as easy as a saber tooth.

I don't really think we must have mammoths in the game, what bothers me is the argument that there was not mammoths in 1400 AD.

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