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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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Daeruin

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About Daeruin

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  1. Recently I've had a yen to make TFC a little more challenging. The first thing that came to mind was to try a desert spawn. Luckily, Kitty and someone else posted a few recently. It's definitely challenging. I have no trees and have only found four sticks within the first several hundred blocks. There's plenty of seaweed, and some dirt nearby with some crops, so I shouldn't starve too badly. But building a decent shelter and finding ore is going to be tough. I'm looking forward to the challenge. Has anyone else tried to survive in the desert? Any tips? What else have you tried to make TFC more challenging?
  2. [0.79.21] Desert Spawn

    I haven't been to the forums for a few months, and I'm glad to see this! I came on specifically because I was wondering about desert seeds. I think I might try it out for a while, just for that extra bit of challenge.
  3. World generation

    Lots of people use mini maps though. I've noticed some oddities in TFC1 maps because of that. There are more straight lines than you would realize if you weren't looking at an overhead using a mini map.
  4. Seed Request: Scenic Sequoia forest. 79.18+

    Cool, I'm glad you liked the seed. I've been enjoying it for several months now. It was my first seed and definitely the best I've played so far. Beginner's luck, I guess. I've seen the chickens but have yet to find cows. Where did you see them exactly?
  5. Ceramic bowls - another tedium

    One thing that might make me more likely to use ceramic bowls in the late game would be if there was a pottery skill that actually had some kind of benefit. That would be cool. Not exactly what I wanted, but better than before, IMO. Glad you are here to listen to us fans. I don't get it. When I'm traveling a long ways, I usually bring extra food to make more salads/sandwiches when I run out. In that case I'd love to keep my bowls. But if you want the open slots and don't care about bowls, just throw them away. You're not forced to keep them.
  6. Ceramic bowls - another tedium

    I appreciate the explanation. I guess I don't see the appeal in keeping pottery a big part of the late game. Personally, I find the constant need for new bowls annoying, and that just makes me less likely to do it. I'm not arguing that bowls should never break. I think they should break, and you would still need to make bowls—just less often. Either way, I would love the savings on pit kiln materials. Interesting that the straw poll survey shows only a slight preference for option 1, while the poll here on the topic shows a huge preference for option 1. If you want more pottery, maybe vessels should have a small chance of breaking as well, so you would need to make more occasionally.
  7. Seed Request: Scenic Sequoia forest. 79.18+

    Just curious, what's so terrible about the south?
  8. Seed Request: Scenic Sequoia forest. 79.18+

    Glad you liked it.
  9. Ceramic bowls - another tedium

    Out of the options given, I would vote for the first. I'm happy about the idea of using fewer materials for my pit kilns, at the very least. I've broken bowls before. Once in a blue moon they get dropped or knocked off the counter. If you're concerned about balance, what are you balancing, exactly? I don't see it. Why would the bowl break any more often than the jug?
  10. Ceramic bowls - another tedium

    Resurrecting this post because I'm so unutterably sick of firing clay bowls every few days with the corresponding cost in logs. It makes no sense whatsoever that ceramic bowls would be consumed when eating a salad. Please tell me there's a way to change it somewhere.
  11. How deep have you seen snow get?

    In my world I live at about Z -10000 and the most I have seen is 2, maybe 3 layers of snow.
  12. Seed Request: Scenic Sequoia forest. 79.18+

    The seed I'm currently using may interest you: -8335361358615055950. I spawned at about Z -9800, and there is a small sequoia forest starting at about X -400, Z -10150 by a large fresh water lake. A little further north, the sequoia forest gets quite a bit bigger, with scattered aspen, white oak, and pine, and bounded on the west by mountains and ocean. There's a really scenic spot at about X -600, Z -10600 with sequoia trees perched around mountain peaks that overlook the ocean. At X -343, Y -10700 there is a little freshwater pond, and a bit further east the sequoia forest turns into a pine/elm forest which is broken by several freshwater lakes. To the north, at about Z -10900, the sequoia forest gives way to rolling hills and plains with scattered lakes, each surrounded by sequoia trees. The prevailing stone is granite. There are lots of ores, although I haven't done much mining or exploring near the sequoia forest. I have found very large deposits of copper, gold, and silver right near the spawn point, so I have had black bronze nearly from the beginning. There is hematite scattered in various places, but I'm not sure how large the deposits are as I haven't mined any yet. There is bismuth at X 150, Y -10900.There is a large deposit of graphite at X -300, Y -8630. Even further sound I have seen sphalerite. I have not found rock salt yet.
  13. [Solved - Vanilla Bug] Extremely annoying lighting bug

    I ran into this bug today. As soon as I chiseled a block into a stair, it turned pitch black. Turning on smooth lighting, even to the lowest setting, fixed it.
  14. no Inventory

    Very good point. I keep trying to think of another use for a basket weaving skill, but I'm not coming up with much. Maybe there could be some advantage that baskets continue to have even when you develop leather backpacks? Like maybe they continue to be cheaper and easier than clay vessels for permanent storage.Maybe it could be part of a more generic weaving/tailoring skill that would include leather backpacks and perhaps clothes if the devs ever add that. Maybe it could include the making of thatch too, with higher levels allowing you to make solid thatch.Maybe grass or reeds could be required in tool recipes as the component that holds the tool head onto the stick, and the weaving skill would help improve durability of tools. There are probably other uses of reeds that we're not thinking of. Yes, I meant cut grass. If reeds or cattails are the only option, they would need to be more common and definitely self-generating in the same way as grass, saplings, and crops. I think durability needs to be there if there's a skill involved, otherwise there would be no need to make more baskets and raise up your skill. Thanks for your comments and suggestions. I don't follow. Baskets would help in the stone age by providing another storage method besides clay vessels. Baskets would be especially helpful in regions without clay. I agree that it may make a better idea for an add-on than a core feature, but that's up to the developers, I suppose. It depends on what you consider to be a core principle of Minecraft. It seems to me that many features of TFC violate basic principles of Minecraft, but I wouldn't expect everyone to agree with me. TFC has already messed around somewhat with inventory. My suggestions seem more like the next logical step to me.
  15. no Inventory

    I've been searching the forum for stuff related to inventory, backpacks, and storage.I'm commenting on this thread, because I think it's one of the most interesting inventory suggestions I've seen, and dovetails with some of the other suggestions I have.I realize not everyone loves the idea of limited inventory, butit doesn't have to be as annoying as many people seem to assume, if it's implemented right. How much stuff do you really need to collect on your first day? Rocks, sticks, straw, logs, and a few tools (axe, javelin, hammer, knife). Food if you can find it. Isn't that about all you need to create a basic shelter and protect yourself? You could easily survive several days without much inventory. As someone else mentioned, I would make it so you could use long grass, reeds, or cattails to make a basket. You could make a basket out of freshly cut materials, but its durability would be very low. If you dry them for 3 days first, the durability would be much higher. I don't think this idea would be completely game nerfing. It definitely would make the first few days more challenging. But stay with me, I have more ideas. One way to enhance this idea would be the addition of a basketweaving skill.The higher your basketweaving skill, the more durable your baskets and the bigger you can make them.As you get access to larger baskets, your inventory would increase in much the same way your crafting grid expands with a crafting table. Baskets would have durability just like tools, and would need to be replaced eventually. I think someone else on the forums suggested that every time you open the basket, its durability would decrease slightly. I would also extend this to leatherworking and add backpacks and tool belts to the game. I would make leather backpacks provide more inventory space than baskets, if only to provide a milestone and reward you for getting that far in the game. They would also wear out much more slowly. Tool belts could either expand your hot bar or add the ability to assign special hotkeys to quickly retrieve the tools hanging from your belt, even if they weren't in your hot bar. Also, wouldn't it be cool to have a scabbard to hang your sword from your belt? After a while, your inventory could be just as big as, or even bigger than it is today (if you count the tool belt), except you would have to craft a new basket/backpack every now and then. As part of this change, I would consider pressing E to be equivalent to puttingyour basket/backpack/barrel down—especially considering you can't do anything else while you have your inventory open anyway. So I would eliminate the need to put baskets/backpacks/barrels down to see and use what's inside them. And you should only have to seal barrels if you're carrying liquid. Of course, you should still be able to put down your basket/backpack/barrel if you want. Thus baskets would provide larger permanent storage earlier in the game. As a tradeoff, food would decay more quickly in baskets, and baskets would wear out (unlike clay vessels). Maybe baskets should also be limited to items that aren't too heavy (they're break the basket!). Making the increase of your inventory a goal with set milestones in the game would, I think, make inventory interesting and even rewarding over time, and some of the specific suggestions I've given would actually make inventory more convenient than it was before.