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Kazahied

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Everything posted by Kazahied

  1. An Alternate Dimension

    In many topics if the TFC forums many state that we should not use other dimensions, and a few state we should use them to extend the range of the over-world. This topic is about the latter. Another dimension, similar to the cave-worlds from mystcraft would be a suitable addition to the over-world. A few years back when i played on bukkit servers there was a plugin that allowed the travel between the over-world, nether, and a custom aether; via elevation based portals. This would let you dig "into" into the nether. However for us it would be a cavernous world that would be inhabited by many different kinds of deep dwelling creatures. The benefits would be increased ore spawns, new resources, and a new challenge to explore. The difficulties would be dangerous mobs, intense temperatures, lava fissures, cave ins on epic proportions, and a new environment that is easy to get lost in. -now we get into the details of this- the over-world would need to have the lava at the bottom of the world removed, the lakes and rivers are fine but the endless pool right above bedrock. To get to "The Deep" you would need to mine to bedrock (y2) then make a 3x3 ring of smooth stone and place a ladder in it. this serves as your portal. The spawn point would place a ladder back up from a platform into the inverse of the entrance portal. (so you can climb back out) (sea-level) would be around block 200 leaving plenty of space for going deeper. The bottom of this would would be solid lava and a layer of bedrock --The naturally occurring things in "The Deep" Plants- Mostly fungus based, the plants in "The Deep" would be quite varied. With several kinds available. Large mushrooms- similar to vanilla giant mushrooms, these are tree analogs. While they are actually quite rare they are found in decent sized groups. They would not be compatible for a blast furnace but could provide planks, broken into sticks for torches, and burned for charcoal although it would only yield half. The mushrooms would grow on a patch of dirt/cobble/gravel type of block (like soil but mostly just decayed stone from the mushrooms). The mushrooms don't directly drop a "sapling" but will occasionally drop a spore cluster, which allows the propagation of spawn (the stuff that grows mushrooms). This spawn, stone-mycelium would be able to randomly generate a sprout (like how grass randomly creates tall grass), this sprout would then grow into a mushroom similar to how a fruit tree grows. Once a sprout grows it prevents sprouts fromappearingin a 3x3 area centered on itself. Glowing plants- various kinds these all provide red-stone like light levels and are fairly common, giving the whole world a strange eerie glow. A farm-able variant of mushroom provides brighter light but needs to be raised on the surface. Edibles- a few forms of mushrooms would be edible but not directly, they would need to be made into meals to eat. these would be uncommon to find and can be farmed underground with out light. Ambient- various kinds of mosses and other non complex plants, these would serve a purpose like ferns and such on the surface. Structures Forges as we have them now would not function in the deep( no sky to detect). We would need a few new things to make life in "The Deep" possible. Lava forge-"The Deep" would have naturally occurring lava springs, these can be harnessed to fuel a forge underground. However while not needing coal to run a lava forge would instantly destroy metals weaker than iron, due to super-heating them. Unless a crucible is used to smelt metals it is useless to someone not in the iron age. The lava forge would only function in"The Deep". To build a lava forge it roughly the same except, you would need a buffer block ( made from metal {cant think right now will come up with crafting later}) at the bottom, it would still need coal to create but wont need fuel as long as there is lava connected to the buffer. the heat limit of the forge is based on how much lava is connected to the buffer block, each adding 20% to the max heat. Heat sink- a heat sink might be a bit beyond TFC tech but it is believable in function at least. By placing a heat sink block and running water past it, the ambient temperature will decrease in 5 chunk by 5 chunk area. The effect would be small but with quite a few of them you can replicate surface temperature in"The Deep", thus making it easier to survive without have a full inventory of water bottles. Mobs Mob redo would place many vanilla mobs in"The Deep" but also have many new ones Aquatic animals- in the underwater rivers and lakes there would be a few kinds of animals- all are edible and drop raw fish when killed Ghost Fish- small nearly invisible fish, these attack and apply poison, similar to cave spiders Olms- a large aquatic amphibian, the olm would be a passive mob, but will attack if harmed. They occasionally drop eggs like chickens. Cave Crayfish- a large lobster like creature, these are completely passive although they will flee very quickly to the bottom of lakes and rivers. Bacteria- macro bacteria that spawn in bacterial pools. They cant survive for long outside of the pool but are very dangerous non the less. They do only 10 damage but they can swarm very quickly. Leviathan (ok this might be a stretch)- massive sea creature only found in the deep subterranean oceans. very hard to kill but drops an item (insert trophy idea here) as a trophy, similar to the ender-dragon dropping the egg. The leviathan would also have a tame-able variant that has to be raised from an egg. (mostly for those that want an aquarium) pet leviathans could be ridden (maybe idk) Land mobs-Most of the land based creatures are poisonous and will be drawn to sources of bright light Deep Scorpion- a form of pseudo-scorpion, the Deep scorpion are relatively small, fast, and quite poisonous. When killed it drops a venom sack which can be used to make a resistance to poison tonic. Avoids tamed harvest-men Harvest-men- a deep cave variant of spider, these large spiders (relative term, they are small by vanilla spider standards{same as cave spider}) are dangerous due to very high top speeds. They are unusual in that they are not venomous. has normal spider drops and behaviors. They tend to flee from bright light, but can be tamed by feeding them raw mushrooms. They serve the same purpose as cats and dogs on the surface. They will protect the player like a wolf, and scare creepers and scorpions away. Once tamed they still try to avoid light but will remain near where told to stay. Glowing Snails- a large snail that emits faint light, they are slow and quite passive. when killed they drop raw snail meat and shell shards. The meat is comparable to steak and the shell shards can be made into javelins or arrows Giant millipede- The Terror of"The Deep" the millipedes are black, making them near impossible to spot, and can poison and slow enemies. They drop nothing of value and are rare, but are extremely dangerous as they have spider scaling abilities but can fit through 1 block openings. They have no fear of light or other creatures. millipedes would also be able to burrow, digging blocks that are weak like dirt, sand, gravel, and sedimentary rock, they wont do this unless they saw you go to an unreachable area, then they will try to burrow. Environment- A couple of randomly generated things (similar to hot springs in b78) Sludge- a thick opaque liquid found in ponds underground. Slows movement speed and is undrinkable. has no source-blocks so the liquid is finite, it can be run through a sluice to get minerals, ores, or gems. This would consume the sludge, and output water. Lava tube- long strait tubes of INGEX rock that run vertical shafts, often lined with ore Bacteria pool- thick soupy liquid that is toxic to the touch, the liquid has no use but can be picked up in a (add new item--) black steel bucket Geodes- large rocks that are not of the native type (ie INGEX in a sedimentary layer) that is hollow, the interior is lined with an ore, or mineral but the hollow space is filled with a liquid Subterranean Ocean- massive ocean (smaller than surface ocean) in the deep, can be over a hundred blocks deep in places. Hot springs- because why not, same as on surface
  2. TFC Endgame - To the Clouds!

    Tfc does need more to do once you have achieved colored steel. By having primitive flying machines it would open quite a bit for multiplayer and adventure design
  3. Cats, Rabbits and other Pets

    The thing is,pets are going to be viewed as basically furry furniture unless there is a point to having them. Wolves are nice to have but without a reason to have a pack of war dogs, they are mostly going to be mobile furniture. Cats are much the same, but follow a more logical placement. 1) get cat, 2) place cat near door to house, 3) profit from creeper repellent cat with mobs getting moved underground we need a reason to take care of animals. - a few ideas- Make bears into a full blown hostile mob (unless captured and tamed as a cub) same for wolves. That way you have to fight against different kinds of animals Add a few more dangerous animals for the surface (big cats, alligators, things of that sort) add mice to plague farms (gives cats something to do) the mice would destroy crops and eat the seeds/grain/food they drop wild rabbits would also harm farms but can be tamed rabbits could be picked up and placed only in the hot bar (same for cats) a placed rabbit would distract wolves and bears (hopefully by running to safety) small enough animals would be able to fit through 1 block openings allowing "doggy" doors all pets can be breed to increase size. This improves its overall speed, health, and attack. pets of a large enough size could be used as mounts in place of horses
  4. TFC Endgame - To the Clouds!

    I forget where but it is generally accepted that the mod end date is mid 15th century
  5. TFC Endgame - To the Clouds!

    A simple way to break wind down so as not to cause lag would be using the heat map from various biomes. In regions where there are significant temperature changes wind would blow from cold to hot. (not the slight difference due to moving north or south) In regions where there is no major temp difference wind would be dead, or use a pattern of east-> west| west ->east, that alternates every 1k north or south. this way it takes the data from your location rather than the actual block you are at.
  6. Mechanical Power. Doing things Better, Faster

    All it really needs is a way to hold the pully off the ground, gears to and axles to apply and recieve force, and a unobstructed path for the weight. - the way i was trying to explain is a construction that is similar to a railcraft metal tank. Although much taller, this way you can isolate the area of the tower and have fewer bugs. once built you wouldnot be able to put anything in the area taken up by the tower but you can "cover" however you want. (it doesnt need to be exposed at all{well the input out put does but w/e})
  7. TFC Endgame - To the Clouds!

    could use both, but clouds are basiclly stuck the way they are due to minecrafts crap code. We could put a gauge on the aircraft itsself like a wind vayne
  8. One Single Giant Server

    I host my own server and my community is around 40-70 people active, However many of these people have played on my servers for years. The main problem of consolidating the servers into one is the that many people like different mods. (my server tends to have large numbers of tech mods and extra mobs and what not)
  9. Mechanical Power. Doing things Better, Faster

    The multiblock towers would be fairly large, with at least a 5x5 footprint. The tower would need beams made from full logs and a core block that functions as a pulley system allowing the raising of a weight block that is 3x3x3. The weight block would be filled with any manner of objects and the combined weight of these determines its power capacity. (and the torque needed to lift it) the tower would also need an input and output block, these could function as the gears that affect the ratios of speed and torque. The tower would be scaleable with even bigger versions of with(say a 5x5x5 weight instead of 3x3x3) and the height could be capped at say 30 blocks, this would allow quite a bit of energy storage.
  10. Mechanical Power. Doing things Better, Faster

    Could always measure the mechanical force in horsepower, with a secondary torque. Since we would be using horses to power many things, it would actually be a pretty good scale to go off of. Another method of storing power; using gears to turn rotational force to vertical by raising a weight in a tower, as the gears crank the weight goes higher in the tower. Then when power is released it goes down at a speed determined by the output gear. This would be a great multiblock energy storage as you can make the tower quite tall and the weight quite heavy.
  11. TFC Endgame - To the Clouds!

    Maybe locked plans that can only be found in dungeons in the underground once mobs get moved there? The locked plans would be the crucial parts to make the machine actually be pilot-able, but would have to be found. Or for simplicity the parts them selves (like say the engine) would need to be found in dungeons and would be guarded by many mobs and mob spawners.
  12. A Non-magical Use for Gems

    @pathfinder- That is actually a really cool idea, and it wouldn't be any more lag intensive than a full block of detailed stone. TFC renders each piece of the block individually, so it would not affect performance nearly as much as you might think. (just don't make an entire building out of them)
  13. A Non-magical Use for Gems

    Gems as we all know are pointless, excluding servers that use them for currency. Many suggestions for a use for gems involve magic or buffs, but how about a more scientific approach to gems. The beacon in minecraft is an often sought after block due to the massive pillar of light, and the buffs it can provide. Many kinds of gemstones can luminesce under the right conditions. By replacing the beacon with a more tfc version, we can make an intense light source a very high price. the new beacon would only provide a pillar of light, and a large radius of light. It would need to be made by processing gems into a powder, then mixing these (like the tnt crafting recipe with the core being a platinum sphere made at an anvil, eventually using all the gems), then baking the result in a pit-kiln. This would give you a beacon core. The shell of the beacon would be made from 8 rose gold double sheets, this would give an empty beacon block. To activate the beacon place the empty beacon block in access of sun light then open the block via gui and insert the core. During the day the core would absorb sunlight, and later emit it. The beacon core could also be placed in a socket (crafted from any non tool metal {two ingots on top of each other}) to function in a smaller effect. Beacon cores would gain charge by being placed in a socket or beacon block exposed to sunlight, they can then be stored but not stacked in any inventory to be used later. As a beacon core emits light it will drain fairly quickly, but balanced to where a full day of sunlight would provide a full night of light.
  14. *giggles* Trying to discover gunpowder - i imagine it as some have crazed chinese alchemist holding a candle over a strange gray powder and suddenly BOOOM no more lab-
  15. A Non-magical Use for Gems

    Another idea along the same idea; Using the gem powder mix to create a coating for armor, and smaller objects Add platinum as an armor (its technically the hardest metal in the game) and make it to where you can coat the armor with the luminous gem mixture. Then it would function like a torch after the armor is charged by wearing it in the light. (same charging as a beacon) The gem mixture could also be used to coat small place-able metal pucks and could fill the role of a torch but would be a glowing metal disk that can be placed on any surface. (these would not need charged and are simply an expensive replacement for torches for those that don't want hundreds of burning sticks in there house.
  16. I do like the idea of stick less hand tools. Would make survival in the arctic a bit easier. But really, how would you prevent people from taking their sharpened stick and their stone hand ax and putting them together
  17. TFC Endgame - To the Clouds!

    Sounds good. An idea for the aircraft though; A hot air balloon would fit within the time constraints of tfc, but a more dirigible style vehicle would be a better "fit" game-play wise. With a balloon you are at the mercies of the wind (which doesn't exist in mc), but a dirigible would be able to (slowly) power itself along (like a zeppelin, but more antiquated). would also need fuel (coal maybe) to power the balloon for lift and the engine for thrust.
  18. food preservation

    Well it's too sides of a coin. On one side you have multiplayer- which is the largest portion of the entire minecraft community on pc. On the other you have singleplayer- which is the minority. If a mod is balanced for singleplayer, then it would prove effortless in multiplayer. Look at buildcraft or one of the other tech mods, these are moderatelly challenging to do in singleplayer but are basicly a joke in multiplayer. Then look at what we have in TFC, it is tough in singleplayer and (can be) tough in multiplayer. It is balanced to help inspire community efforts. -woot 100th post-
  19. A Non-magical Use for Gems

    What kind of body armor? Modern ceramics?
  20. Update Frequency Poll

    Having a 1.6.4 update would be nice, due to the massive amounts of other mods that have 1.6.4 support. 1.7 is too new and likely to update really fast to support mods yet. There seams to be only 2 errors preventing current TFC from running on 1.6.4
  21. @Kereminde I made a suggestions post about the beacon idea. But when mobs are moved underground, the surface will be either completely safe due to lack of mobs, or still dangerous due to new ones they add
  22. The probability of large kingdoms in TFC

    We definitely need stronger mobs, and a more dangerous environment. TFC's environment is extremely easy with the implementation of increasing health and stronger weapons, the only real difficulty is food and water. With a dangerous common enemy people will band together in the most efficient groups possible that allow success against the danger. By having dangerous mobs, a community will invest in creating dedicated warriors to dispatch them. With a warrior caste comes feudalism, the foundation of kingdoms.
  23. Combat Revamp Opinion Poll

    The problem with doing the exp for using weapons is that if you have new commers to the server it means everyone has a drastic advantage, even beyond having a headstart on gear.
  24. Update Frequency Poll

    Same, i have a ton of experience with java, could help lighten the load a bit.
  25. A Non-magical Use for Gems

    A fuel idea could work. Possibly have it run on either? The fastest (and cheapest) way to charge it would be direct sunlight, but it would would even if covered. If you have no access to sunlight you could always power the beacon with coal (yay another use for coal). The beacon would also emit the equivialant of sunlight- mobs would burn, plants in the radius would grow as if outside. -- and as a second thought, any light source(not torches) near the beacon block would slowly (very slowly, so it cant charge it's self) charge the core. -- could also be turned on or off with redstone toggle