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Khalkists

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About Khalkists

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    Wood Cutter
  1. Support beams and lights

    A simple hanging bowl of oil with a wick was used pretty far back, with the downside of being damn easy to spill.
  2. Stoning your blade

    This^ Sharpening your weapon just reduces its max "true" durability. Sharpening really involves removing metal to refine the edge anyways... Sharpening (in this suggestion) only affected their damage. But I could see it being necessary for most tools, with their efficiency/mining level degrading as they get dull. (a dulled pick might not be able to mine ores for example)
  3. Ceramic bowls - another tedium

    Aah true. Didn't even think about stacking. Though, I personally wouldn't care if they stacked or not. Maybe just assign a random chance to not return a bowl, and make the wood inferior to ceramic.
  4. Ceramic bowls - another tedium

    I would give wooden bowls durability. A few uses and the wood is shot. Think of it as a tool used in cooking that is just untouchable for a time. The durability could be saved on a random NBT tag/data value, and upon consumption, it spawns a bowl in that condition. (easier said than done) Ceramic... could be unbreaking. Aside from porcelain, ceramics are pretty strong; only really determinate by the quality of the clay; and this clay can handle molten metal so... If you wanted ceramic to break, metal could be the next step (and a good drain on resources)
  5. Hmm... its interesting, but here is another idea. What if monsters AI was changed so they will not actively move into well lit areas, unless there is a player within their aggro radius? Maintaining enough light in a region would be paramount to avoid approaching mobs, and make torch maintenance important.
  6. Crafting restrictions/Progression tree

    On this subject, I feel we can slow the rate of progression utilizing something that already exists within the game. The mod has skills which currently don't do too much. For smithing, you should have a minimum skill threshold to properly utilize a metal and a certain category of armor. So, a lowest level smith may only be able to work bronzes properly. They would get normal durability for all bronze level items. This same smith could craft ingots, and work higher level materials for much faster skill progression, but until his smithing is up to snub, the items he makes will have significantly lower durability. They won't be disabled, just probably less useful than bronze for the time being. More or less, this is a sort of artificial slowdown in progression. This would slow progression while expanding the importance of skills.
  7. Patron Spirits

    Randomness could be allowed, if there was a method of seeing through it. Namely, how did tribal people 'commune' with their spirits? Near-death experiences and drugs. Find a plant, consume it, and potentially gain a small vision of an item, but othewise no context. If you burn the item and something good happens, you know the sprit was please. If you feel worse, the spirit was angry. An alternative/earlier method is to just draw steve to the precipice of death. On the subject of actual validity towards this suggestion... I am split. It seems to touch into a deeper aspect of the supernatural than what the developers are willing to accept. If anything, religious practices should give a few more minor benefits, like temporarily gaining skills faster, heightened awareness with the stone hoe (nutrient awareness) and the sort. Also, the benefit should be somewhat random, so we can't condense it down to a formula. The player sees a vision mid-ritual, in which the "god" or "spirit" is telling the player what he should do. Realistically, is this true? Who knows.
  8. Make Stone Age Longer.

    Hence why I said they should propagage instead. Only because if it spawned up erraneously on everything, it would be annoying. I personally just find the fields in TFC to be rather flat. Either way, rocks or just tilled soil, I don't care if things improve speed. I just think that when nature crops up rather tall, you should either cut your way or take the slow down to pass through it. Idk, my recent save I ended up between two jungles in a grassy plain. If I want anything beyond some bismuth, I have to go through the jungle.
  9. Make Stone Age Longer.

    So, I like this overhaul as a whole (this is how I play TFC, slow but satisfying. Its the process, not the goal) and here is my two cents on roads. First off, tall grass should propagate rather quickly. For functionality sake, it should spread similarly to normal grass. It searches for an adjacent grass block lacking tall grass, and spread to it if possible. This propagation is only to remove some of the tedium in maintaining the land you live on. A simple barrier of some sorts (tilled land, a fence, etc.) would prevent tall grass from invading. Tall grass should give a minor speed debuff, similarly to leaves, animals should be largely unaffected by this though. In early-game, a player could till the ground with a hoe. Re-tilling the ground would turn it back into standard dirt, as added functionality. Tall grass would be unable to spread to the tilled soil, and you would be able to travel easily without a speed penalty., especially if you are living in the plains. (This would all function better with an additional setting on the pickaxe for roads) For more advanced roads, you could take rocks (notice, not cobblestone blocks) and use them directly on this existing tilled soil to place stones on the path. This would give a modest speed bonus, since the road would be as a whole smoother. To make a prettier road... cobblestone could be placed directly, but improved roads don't necessarily require excavation of the soil. Anyways, the more time spent struggling in the primitive years... the more entertaining it seems to be for me. Metal is just such a big difference. I've been on the same save for a while now, and I still live in a small house of logs and thatch, because I focused more on food, animal husbandry, and the sorts before metal. I got an established farm with multiple plots making crop rotation easy. Fenced off a large area for animals I drag back, built a simple barn (I have the localized weather mod installed... tornados can wreck your livestock) and I am just starting to really work on metals now. I didn't really settle in the best location though.
  10. This really is the attitude I appreciate with TFC. Too many mods make their functionality overly dependant on blocks, blocks, and more blocks. They often make things vastly more complicated than need be in the process.
  11. The closes thing to magic that I feel could fit in base TFC is religious icons, and the psychological effects they have on people. Oh, and drugs. Norse berserkers were believed to either take drugs... or just get really pissed off. Either way, has to be frightening to stab someone and have them grin. Problem is, for us, this isn't magic. We understand the concepts behind it now. Throughout history though, they didn't really know what was causing an effect, just that there was an effect.
  12. As a person (see hillbilly) who lives in the boonies and heats their house via fire in the winter; I would say your a bit... reversed. The heartwood seems to ignite more easily than the sapwood, and bark. By experience, cut firewood actually burns much faster and hotter than a large log, which we can leave burning most of the night without concern. And of course, you are dead on with the need for seasoning, though leaving wood out in the rain really doesn't matter much. Unless its submerged for a long period of time, only the surface of stacked logs tends to get wet, and that will dry rather quickly. It can be tossed directly into an active fire with a coating of snow, and it will strip away all moisture rather easily. Though, obviously, you don't use the dampened wood to start the fire (hence the sticks)
  13. Stay real

    This is one of my larger fears... I feel like some of the initial ideas have been overshadowed by other changes. For one, I feel almost no reason to store wood in piles anymore, since the stuff stacks in my inventory to the same level that it sits in a pile... I just get what I need and use it. I loved it at first, when wood only stacked to 4 or so. It didn't make things excessively complicated, it just gave us a reason to stash our wood near our homes (aside from the ease of access benefits)
  14. It's about sleep!

    I said timescale to make the coding a bit easier. Other than that, it would just accelerate the unusable night, imagine it like a fitful sleep. You keep waking up in fear of mobs, or due to weather conditions.
  15. Arquebus (primative 15th century firearm)

    The crossbow wasn't quite so slow as you think. Lighter crossbows could be quickly drawn back with your hand, and could be relatively close to the draw and fire rate of a good bow (mostly because of the rapid aiming) The fact of the matter is though, a crossbow requires on average, 3x the draw weight to have the same power as a bow, and because they utilized heavy bolts in the past, generally had a shorter range. In the end, the most effective crossbows (in action) were usually the lightest ones, that were pulled back by hand, or had a simple lever. People could utilize them quickly without much training or physical strength. They could also be used from horseback. In medieval warfare, the vast majority of the structured archers were novices, with only a handful of well trained ones in the bunch. They were raining arrows down by the hundreds, so you only needed a few skilled people to gauge the distance, and the rest were, more or less, mimics. They obviously took the basic training on how to handle a bow. The archers on the wall though, those were a different breed. Generally more skilled, more practiced, and needed to be able to function on their own.