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36 posts in this topic

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Yes

 

I was watching someone play some TFC on YouTube, they were in their home they had built and a knock came on there door.  This was obviously in the real world, but...It really got my mind working.

 

It would be Interesting, I think, if there was the possibility of traveling Tinker's, Gypsies, and/or Nomad's.  

 

If a Tinker would occasionally come by, perhaps once a year, and knock on your door,  (You would need a door for him to approach for him to stop)  he could offer you the possibility of trading with him.  Perhaps with a bartering system, not that standard trading that Vanilla Minecraft gives, but perhaps, trading based on true value.  Stones are basically worthless, clay pots and jars are useful and worth a value, and perhaps this could give an interesting use for those occasional gems that you discover.  Tinker would offer a variety of things, and nothing in large supply that isn't common anyway, (clay for instance), but perhaps, he has that orange sapling you are missing,  Or a couple Soybean Seeds... Odds and ends that maybe you hadn't found yet, but would love to have...perhaps set to the area he is in to carry a few items from other areas in the world based on Z coords.  Perhaps you are far north, and he has 20 or 30 ounces of bananas or a banana tree.  You trade him a lot, and he gives you something in return.

 

Tinker is the main thing I want to suggest, but also...

 

Gypsies!  Another idea like Tinker's except instead of just a fellow with a donkey following him...you end up with a temporary structure (tents or perhaps something that looks like a wagon) that appears and has a few gypsies in it.  Possibility of doing some trading of some sort with them similar to above.  Magic has been suggested, perhaps the ability to buy a pendant or charm that has some really minor effect.  Perhaps increasing one of your skills while carrying it.  Making you a better butcher or prospector...Could use the Baubles mod to allow you a way to equip them.

 

Possibly Nomads, friendly or perhaps otherwise??? that will occasionally spawn at one end of your known world and just travel through the area.  Allowing for you to have the ability to do some raiding, (difficult!) or be raided yourself.  Shouldn't be often, but having them come and raid parts of your crops or supplies would be a whole new level of scary.  Also giving you the chance to pay them back later on and raid them, taking their stuff, would be satisfying as well.

 

 

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The gympies things... touches the racism xD. However, I like the idea of a travelling merchant, that might trade things from "strange worlds", like a type of stone only found in some sort of island you dont have acces to. Also it could be oriented to aesthetics. Here in spain, the Phoenicians traded gold for "worked" gold. They basically scammed us (like 1Kg of gold for a 200g of gold necklaces). This way it is not a very good trade, but necessary if you want to look awesome with that crown which can only be get by trading. +1

 

For exaple, look to the terraria travelling merchant. He sells expensive and almost always decoration items.

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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.

 

I was thinking about the nature of Terrafirmacraft and I've always felt something was missing:

 

Other Humans

 

For those of you who have played Dwarf Fortress style games, one of the most engaging and often frustrating aspects of them is the ability to attract other people to your settlement.

 

In this situation, there would be human NPC mobs with dispositions ranging from Friendly to Hostile based on historical and environmental factors. 

(eg. In winter and territories where food is scarce, an NPC may attack out of hand to prevent you from taking any of the limited food. Similarly, if you have attacked an NPC in the past they will not quickly forgive you.) 

You can befriend them by providing resources like food or water or alcohol and if they become positively disposed toward you you can put them to work on simple tasks, and slowly become more efficient.(You could also skip the assigned task thing and just make it that they act independently)

Similarly, if you built a home that meets certain criteria, it would attract NPCs who would request that they be allowed to stay in your empty lodging in exchange for goods or services. 

 

These human mobs would be frail, like yourself, meaning that even with a small army of them, one would still have trouble fighting skeletons, giant spiders etc (which would be far less common)

One may also be too afraid to lose this valuable asset by leading them into combat.

In addition, adding humans and an abundance of realistic, hostile and neutral mobs would make the appearance of a supernatural mob cause for significant alarm as they would be far more dangerous than some chump with a sharp stick.

 

 

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One of the few mods I have played out of TFC was Millenaire.

I loved the way it tries to depict several human civilizations.

I dream of a integration between tfc and Milenaire.

Can you imagine? All those civilizations using the unique tfc stone and blocks in their constructions and buildings?

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I think this would be a great idea. But in my opinion mod developers of TFC2 would have a hard time implementing this, cause of it's complexity.

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I would prefer if it was included in tfc2, like part of the challenge of conquering an island would be to get the people of that island to fallow you. That could be achieve by force or by friendship, befriending the Natives should be a lot harder than fighting then, as you would get allies. And of course trying to fight a whole tribe should not be easy at all.

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the villages should have different tiers of tech advancement based on their x-coordinate (what island group their on)

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I would prefer if it was included in tfc2, like part of the challenge of conquering an island would be to get the people of that island to fallow you. That could be achieve by force or by friendship, befriending the Natives should be a lot harder than fighting then, as you would get allies. And of course trying to fight a whole tribe should not be easy at all.

 

Solo Black & White, then? I like that.

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Maybe this is a non-mythical alternative to the monster system. We could remove completely all kind of monster and replace them by humanoids. Like in Spore, you could conquer them (They may work for you, but there may be rebelions) or you could ally with them (It would be more difficult. Also relationships will "cool" overtime). However there are humans that are naturally hostile (therefore you have to kill them) and other that may ally easier. 

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In my personal opinion, I don't like the idea of npc players other than maybe traders, on multiplayer servers you want to band together to form towns in order to share workloads, where's the fun in coop when you can make slavelike npcs do jobs for you. Automation doesn't need to be present in tfc2 in my personal opinion.

As for single player, I enjoyed taking time with odd chores and the consequences of forgetting to do them, adding npcs to do stuff for me would ruin simple pleasures and experiences.

In my personal opinion, I don't like the idea of npc players other than maybe traders, on multiplayer servers you want to band together to form towns in order to share workloads, where's the fun in coop when you can make slavelike npcs do jobs for you. Automation doesn't need to be present in tfc2 in my personal opinion.

As for single player, I enjoyed taking time with odd chores and the consequences of forgetting to do them, adding npcs to do stuff for me would ruin simple pleasures and experiences.

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I believe a cool mechanic would be situation/adaptive trading like maybe if they are in a area without copper they would ask for copper and in turn they would present with food and other resources but maybe if they had warriors to defend the village they would possibly use copper weapons instead of stone if you trade them a certain amount of copper (maybe depending on village size) and the houses could be tepees with the chief being in the only log house being a Native American long house 

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I think at first it would be prudent to focus on creating these human mobs similarly to animal mobs, even with mostly the same behaviors. At first they could just wander around and attack on sight. Then using rules similarly to husbandry, allow for "Taming" them. At which point they could just act like dogs/domesticated wolves. Later updates would include them performing simple tasks and eventually they would be functionally people and no longer animals. 

I think trying to roll something like that out all at once would be prohibitively difficult. 

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I would love to see human mobs, almost on the level of Minecraft Comes Alive.

-marriage

-Children

-Task

-Trade

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I prefer the idea of conquering an island by befriending the local population (either by trade or maybe sometimes by combat) rather than the having the conquer the island by killing mobs and being unable to place blocks (as mentioned in the topic "regional difficulty")

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I absolutely despise the idea of NPC'S in TFC. They take away the virgin earth aspect which I've always hugely respected here. At most we could have semi-sentient apes with whom you could trade and communicate using sing language and gradual trust, or with the introduction of magic, dryads or naiads, half-corporeal natural spirits.

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I too like the idea of some kind of NPCs with a "friendliness" system like the NPC mod by Noppes. I feel there needs to be believable interaction, i.e. quests and things to do if NPCs are placed in the game or there is little value to having them.  I have been learning to use the NPC mod for an adventure map I have been creating for years called the Kingdom of Motodo (and still have yet to release or come close to finishing it). As Kitty will likely say and I will attest, implementing NPCs would take considerable time away from development of the mod in general.

 

Therefore, I would gladly volunteer my time to help with with this - story scripting, building creation, skins, or any other part of TFC for that matter that I might be capable of handling. Just wish I knew java coding better. I took a computer course in Visual Basic back in 2010. Learning Java is on my list as one of my things to do.

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I like the idea of human NPCs replacing the MC fantasy mobs. I agree that they shouldn't do tasks for you because that would make playing multiplayer needless. I always liked that this game encouraged communities rather than solo play. I think a familiarity mechanic with them that leads to trade would strike a balance between those who play on servers with a large player base and those who do like the challenge of solo play. When I play solo, I end up having too much food and other resources after a while and would like to be able to trade with NPCs for new stuff I may not have yet or something I can't get myself. The latter suggestion would make the NPCs beneficial to multiplayer if it is something no one can get themselves and something desirable.

Edited by Teagan75
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I'm not sure that becoming a leader would be a good idea, as that would basically mean you can laze around while the NPCs do things. Various levels of technology, maybe starting at primitive, so stone tools, a small number of crops, no animals, small population, thatch huts and so on, all the way up to medieval, where they have steel tools, animals, a large variation of crops, larger population, wooden houses... walls perhaps? (not sure how they'd generate without too much issue), more specialisations among the population?

 

Maybe you could somehow 'uplift' the more primitive tribes? Somehow be able to stimulate trade between settlements, which leads to slow technological advancements so that primitive tribes start to get better tools and buildings and such? But that would be very millenaire-esque, which the mod author may not be too fond of.

 

If they were to be implemented, making them very rare would be a good idea. The aforementioned 'virgin earth' thing is a very big part of this mod, and making villages spawn frequently would utterly ruin this.

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AS long as the tfc devs do not make an exact copy of millenaire, it should be within the bounds that every other gaming company works within. Everyone takes ideas from others and make it their own often enhancing it. Progress :) I love millenaire, so if the npcs could work like that it would be very cool and enhance the game, but I also agree it shouldn't be very common. You should have that feeling of excitement of finding a village. 

 

On the other hand, I read somewhere that there might be a mechanic that you would have to subdue the island you start off on first? Maybe I am wrong, but that would still make implementing some of millenaire ideas into a subdued npc village rather cool :)

Edited by Teagan75
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Given the game begins in the stone age it hardly seems logical to have "historical context". Though the idea of an army of slaves pleases me.

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I was thinking that if human npcs are added they could have different cultures according to the climate. For example, cold climates could have people with cultures based off Norse or perhaps Slavic cultures and people in the warmer regions of the world could be based off ancient Persian, Greek or Roman cultures and as the game progressed the different cultures could mix and create multicultural nations or perhaps a nomadic group of npcs could settle in the same region as a native group of npcs and the cultures could mix together.

The human npcs could start out in their region of the world as cavemen perhaps aggressive people who would prefer to stay away from other people or they could be more interested in establishing relationships with other npcs to forge mighty civilizations. The player could make friends with these people and create a company of to start off with nomadic people that would follow the player around if their alignment with the npcs was high enough the player could assign tasks to the npcs such as hunting and basic tool making to start off with and as the game progressed new technologies could be discovered and new jobs could be assigned to the people.

Once the player finds a good spot to settle the npcs the player could then order them to establish a basic camp to start off with with tents and perhaps an enclosure for small animals. Then as the game progressed the houses could be upgraded and the village could expand and wondering npcs could settle in the village and become part of the population. As the village developed so could the culture of the people in it according to the region they live in for example, cultures in cold climates would start wearing fur clothing and crop rotations to suit the cold climate.

Now some people are probably thinking this would remove the need for the player to do jobs and the game would be ruined but (i don't know much about coding so i don't know how hard any of this is to implement) the player could be expected to help with building and jobs around the village to be seen as a strong leader, if the player didn't help the villagers would leave and seek fortune elsewhere because they would see the leader as weak and lazy and not worth helping.

Other towns could develop around the map in the same way that the players would develop their towns trade and diplomacy could be established with other cultures as the player explored the surrounding regions (again not to sure how they could do this, maybe after some time spent playing cultures in the stone age could spawn around the map) and the cultures would begin to adapt to the climate they settled in.

And for the people who hate the idea of human npcs being added to terrafirmacraft there could be an option when starting the game to disable the spawning of npcs and other structures.

 

Edited by ThaMarauder
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This is a very interesting idea, but from what i see it would require a very intelligent AI. One which might not be able to be handled by mojang's limited game engine. It would also creat insane amounts of lag mainly due to file size, entity ticking, and generation code. Its nice to dream though. Lol

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I love your ideas and concepts, and have for long time asked for a compatibility addon for Millenaire. Since what you are asking is in essence very similar to that tmod.

In the end even though I like it I also think something this big would be better off as a addon for Terrafirmacraft than to be included in the main Mod.

So far people that know how to code have tell me that to try and create a compatibility addon for Millenaire would a huge effort. To try and create an addon from scratch with what you described maybe even a bigger project.

As with most things in codding, not impossible as long as someone decides to dedicate enough time and effort to it. After all one can Hope and Dream.

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I think npcs would be a great addition for the game, to help the player with certain mundane tasks.  It seems like TFC2 is going to be more action-oriented, and so I see no problem with allowing the player to hire npcs to help with chores, as the player will probably still have to handle most or all of the combat.  As long as the player has to pay the npcs a monthly(?) wage, and they vanish if not paid.  The problem is, mobs that move around add lag.  And npcs would be that.  So there would probably need to be provisions for SMP environments to limit the numbers of npcs around.

As for cultures, if you mean different skins for different climates, great.  Beyond that and how their towns are built, I'm not sure how 'culture' would be depicted, and don't see how blending of cultures would work or be useful.  That part could use some elaboration.

 

Edited by Darmo
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11 hours ago, Darmo said:

I think npcs would be a great addition for the game, to help the player with certain mundane tasks.  It seems like TFC2 is going to be more action-oriented, and so I see no problem with allowing the player to hire npcs to help with chores, as the player will probably still have to handle most or all of the combat.  As long as the player has to actually has to pay the npcs a monthly(?) wage, and they vanish if not paid.  The problem is, mobs that move around add lag.  And npcs would be that.  So there would probably need to be provisions for SMP environments to limit the numbers of npcs around.

As for cultures, if you mean different skins for different climates, great.  Beyond that and how their towns are built, I'm not sure how 'culture' would be depicted, and don't see how blending of cultures would work or be useful.  That part could use some elaboration.

 

Perhaps npcs could teleport to other descovered villages to reduce lag?

And as for cultures blending it could benefit the players town by mixing ideas and perhaps other religions and the technology of the other culture could mix with your technology.

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