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Kazahied

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Everything posted by Kazahied

  1. Bloomery re-design

    I just say screw it and use pistons to open the side of the chimney, then close it when done.
  2. Water Currents. Stopping swimming across oceans

    Well visually I think the water should look "still", as massive amounts of flowing water is lethal for servers and clients, (thus the Achilles heel for Atlantis cities- cant be too big or they become a lag well) but a "flowing" effect would be used. By pushing the player and objects along its assigned path. The current would be destroyed if a player removed the water, but if water is replaced it will take the current only if connected blocks are already "flowing". Plus this could be chance to overhaul river gen in worlds, and stop with the randomly loopy rivers
  3. TConstruct-esque tools

    Its possible, but very work intensive. With the beginings of machines and other systems being implemented it might be wise to finish (somewhat) a hand full of overhauls before they undertake a complete tool/ item rework.
  4. Alternate Mob Spawning - Bonepiles

    This still doesn't adress the problem of chunk safety, by living in a region for a fair amount of time, you no longer see mobs due to chunk protection. The concept of the bone piles is a way to prevent the easy safe haven. With the current mobs being scheduled to be moved underground, to caves and the like. There would be plenty of room for more "natural" mobs on the surface. I don't think the devs would be so opposed to a sort of "npc" so long as they have no interactions beyond the standard mobs. Either hostile or neutral. Although having the idea of rival hunters equipped with javelins and other gear roaming the woods and not disappearing in the day time could be a decent challenge without being overpowered. Having little tribal settlements pop up around the world (at world gen, not randomly) would be a good idea too, the settlements would have small amounts of metals, and better gear than the nomadic hunters. However they would be automatically hostile if you take anything or harm them.
  5. Water Currents. Stopping swimming across oceans

    As I said, base it on world gen, if the river turns north or south have the current change accordingly. not have all rivers run one direction.
  6. Water Currents. Stopping swimming across oceans

    This would require a few other suggestions to be properly implemented: ships and mechanical power. However the currents could spawn on chunk gen, much like ore. A spot across x number of chunks would have a consistent "flow" of current. Possibly with a few landscape/ seascape tells as to what is going on in an area. Rivers would always have a particular flow and be decided on direction at world gen. This wouldn't be as realistic as possible but would be fairly easier to code than modeling real life currents. But without having larger ships (not necessarily galleon style ships), having any amount of sea based trade or combat is but a pipedream
  7. Explosives, a use for gunpowder.

    I can confirm that powderkegs, if used properly will blowup a 64 radius of solid stone. Its not the tool its the user that makes rough blast craters.
  8. TerraFirma+ : Medicine & Health

    Wasn't this already suggested by Moress?
  9. Cats, Rabbits and other Pets

    Both, apparently
  10. Cats, Rabbits and other Pets

    Not if you have to feed them all, to continue the breeding process. Considering rabbit meat is not very filling
  11. Siege Equipment

    True, at close quarters infantry beats artillery. At range, artillery beats infantry
  12. TerraFirma+ : Medicine & Health

    Of course i want to go out and slaughter my enemies, that is sort of the point of being prepared to do so. This is minecraft not amnesia: dark decent.
  13. Siege Equipment

    And thus hive rounds were invented. Look them up, they were originally grape shot that has evolved over the years into tungsten darts that turn howitzers into over sized shotguns.
  14. Mechanical Power. Doing things Better, Faster

    On servers ( the one I host anyway) wood is often in demand, typically the more exotic types. Machines would by nature get more out of each unit of material they are made of then using the materials to make hand tools. At the cost of needing to be powered, a sawmill would quickly obsolete most metal saws once you can provide consistent power. Much the reason why modern sawmills are run by machines, not drones of people with hand tools. Could also add the functionality of recycling wooden products back into planks. Making smithing more difficult/ time consuming would be a great idea too.
  15. Mechanical Power. Doing things Better, Faster

    I mean, the ancient greeks had steam engines, not in the way you would think. They didn't really understand the concept and it was more a novel toy than a power source. The things like powered blacksmithing machinery are key in case you come up with a more vital use for them later. In a few threads there have been suggested metal arrow heads, metal parts for larger boats, and other large or complex metal parts. These would be much easier and believable if they were made from stamped metal. (a black smith can make around a dozen broad-head arrow heads an hour, a power hammer can make a dozen a strike [op for tfc but thats the IRL] ) I mean if you build a sawmill and a waterwheel to power it, even if you only get 10% more output from it they will pay for themselves rather quickly. Considering you are saving the metal for an axe and saw to cut the extra wood. The idea is to make things valuable to build but expensive to do so, and make it so 100% automation is near impossible. If it was easy or too op you might as well be playing gregtech.
  16. TerraFirma+ : Medicine & Health

    You can already modify health in the config
  17. Female Gender Option

    Agreed, kitty can you close this
  18. TerraFirma+ : Medicine & Health

    Medicines could need to be discovered like meals. There would be x number of reactions across y number of ingredients but the specific effects of each ingredient would be randomized on each world. This would make medicine more of a skill set, than an annoying feature. To make the injuries less overwhelming they should "heal" naturally, if a player doesn't get the injury worsened, (if suffering from burns, you stay out of fire and don't burn yourself) then the wounds would eventually dissipate. Making medicine not essential, but helpful. The idea of building up resistances to injuries and sickness with level is a really good idea (seeing as you get more health). But certain things should be instant injuries, touching lava but living should be an instant burn, falling and taking damage > than 50% hp should be instant broken bones. Things of that nature. As for medicinal ingredients it should follow along the brewing methods, where you have to brew the medicines. Making differentingredients spawn in different climates would also encourage exploration , with harder to findingredients being more potent and valuable. As for brewing theingredients should need to be balanced like the alloys.ingredients should have negative effects if improperly mixed, or if in too much concentration. Also certainingredients should cause sickness but will cure more dangerous ailments. So you trade that bleeding wound for a temporary nausea.
  19. Mechanical Power. Doing things Better, Faster

    We could always use a constant rpm from power sources, with the final output determined at a GUI in the mechanical input block on a machine. This would give the benefits of having a dual variable system and the simplicity of transfer of a mono variable system. We could make the axle blocks need a coupler, with each coupler having a max load. Starting with tin, and working up to red/blue steel. If the max load of the coupling is exceeded, it will start taking damage until it breaks, which gives a broken coupling. A broken coupling can be melted down for half its value in metal. Edit-- This might make long runs of machines get incredibly expensive, but that is sort of the idea. Machines should be mid-late game. Not the first thing you build when you spawn. But axles can be made from stone and wood. This isn't precision engineering, its medieval machinery.
  20. TerraFirma+ : Medicine & Health

    Should stick with things like broken bones, lacerations, and sickness. These can provide debuffs, for as long as you have the injury/disease. To take care of these you can have different methods of healing Splints for broken bones- would not immediately remove slow debuff but would apply a secondary debuff (healing) when this is removed the broken bones are healed and all the related debuffs would be removed. Bandages for lacerations- lacerations would negate natural healing speed, and higher tier lacerations would cause a slow bleeding effect. To cure you need to apply bandages, which would remove the effect of bleeding, but would also apply a healing debuff, that when it expires removes the laceration completely There should be various kinds of sickness, each requiring different medicines to cure. Again medicine would not immediately cure, but would prevent the symptoms from killing the victim and completely removing them once the healing debuff ticks off. The healing debuff would need various forms in order to only remove one thing and not completely heal a person. And the healing effect should last three minuets, this would give a believable healing time, without hindering the ability to play a game.
  21. Mechanical Power. Doing things Better, Faster

    Redstone has varying intensities, (like your torque only idea), if the threshold for activating something like a piston is reached it toggles the state of the object. At this point it doesn't matter how much intensity you have as long as it is at or above the minimum to run a machine. Possibly out of simplicity we can avoid using torque horsepower all together. Like starxephir suggested we can use Kw. Which is also a measure of power. It is not based on speed but rather the potential for work. The power sources would provide varying amount of kw/tick, the gear boxes used to power each machine would be used to adjust speed/power ratios accordingly. -p.s. Torque is merely a measure of rotational force- it only measures the strength of a turning object, not how fast or how much work is done. Horsepower is a measure of work in set amount of time RPM is rotations per minute- again useless without torque-as it is a measure of speed, not strength
  22. TerraFirma+ : Medicine & Health

    Romans had surgeons, you were more likely to die from surgery than what ailed you but they still had surgeons.
  23. Mechanical Power. Doing things Better, Faster

    The thing is, without a speed variable the mechanical power would operate no different than redstone. Its either on or off. If we are going to have mechanical power it needs to be at the most complex when we first start. If suddenly down the rode dunk wants to add speed to the machinery it would be more complex than simply starting off with it. Kind of like the useless metals we have, yea they are there but for simplicity sake, so he doesn't have to break world gen when he wants to use them.
  24. Mechanical Power. Doing things Better, Faster

    There are plenty of ways to store mechanical power. The most common historically was a gravity battery, used in everything from cranes to catapults. The reason you need 2 factors for determining mechanical power is for the sake of complexity (if that makes sense). Having a windmill power an elevator vs, a steam Stirling engine. If there is no speed difference then both the windmill and engine will move it the same, if there is a speed difference you can gear the machine to move heavier loads but much slower. Or move light loads faster. also by having a speed factor you can make the steam engine produce power and speed faster the hotter it is. (at the risk of exploding ) The axle loads and gears breaking is only going to cause the mechanical system to be overly complex. not to mention memory intensive. There was a mod i used to play called rotary craft, it had a setup basically identical to what you are suggesting. It would cause massive lag on slower computers due to every block in a machine setup having to calculate load, rotation, torque, and durability of every shaft, gear, and transmission block. although the flywheel would be a nice buffer storage piece to add.
  25. You could always frame the skyblock with the thatch, that would keep everything within the island. Basically making a cup to hold your island.