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Zerren

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Posts posted by Zerren


  1. how do you make kingsblood paste?

     

    Make a Mortar using 3 igneous smooth stone in a bowl shape, and make a Pestle using 1 igneous smooth stone and a small plank (Flint and Steel style). Right click the Mortar with an adult Kingsblood, and then right click the mortar with the Pestle. It takes 1-4 grinds with the pestle to produce paste. Right click (with anything) on the full mortar to get the paste.

    0

  2. Everything works fine with the new update. Here's a hotfix (...in the OP) for the arrowheads only making 1 after the first craft, and a few misc. changes.

    Configs for crossbow fancy rendering for the rare case that it crashes with rei's minimap, Kingsblood cloning (right click a mature kingsblood with a knife and you should figure out the rest), some texture changes to better reflect that they're now bolts instead of arrows, etc.

     

    The next update will have some miscellaneous extras that develop the ideas that I already implemented further, like more herbs and bandages, more plant cloning (dandelions and roses), maybe a few more secret things. Not a huge update, but things are in the works.

     

    (The ID mismatch warning on 3960 that it gives you is meaningless. Ignore it. I changed the name from 'flower' to 'herb'.)

    1

  3. Isn't smithing of arrowheads bugged? From 5 ingots, I got only 8 arrowheads. First time I got 4 but all others were 1. And I hit center at least 3 times out of that, I think.

    Is it really? I remember that being a very old bug.

    I can fix that easily by just making the recipe give 1 arrowhead, but the bolt recipe make 4 bolts with a single arrowhead.

    0

  4. @akbalox: When you delete your configs, it will still say there are mismatched IDs; this is okay. I changed the internal name of the recurve bow, but it has the same ID. All bows will transform into crossbows.

     

    If its possible and you're not running any mods that need an old Forge, update your Forge. It's working fine for me on 9.10.1.859.

     

    I can't reproduce that crash, but it looks like it's related to Rei's Minimap.

    ...at reifnsk.minimap.WaypointEntityRender.draw(WaypointEntityRender.java:141)

    at reifnsk.minimap.WaypointEntityRender.func_76986_a(WaypointEntityRender.java:92)

    ...

    1

  5. v1.0.1 released, which adds some missing features from the original, in addition to some extras.

     

    Changed items are the Crossbow (old recurve bow) and Bolts (old arrows, crafted the same).

    Added a few items including basic herbalism system of grinding flowers (currently only Kingsblood) into pastes for use on bandages, bandages which heal instantly and apply a regeneration effect, a brass name tag to rename your herd or captured creepers (tooltip demonstrates how to rename), a few new status effects, 1 of which is currently available, a few new decorative blocks, carpet recipes..

     

    If you want a list of all of the changed features, there is a detailed changelog in the main post.

     

    Some recipes are changed. Ones that can't be looked up via nei are posted in the changelog, while others are best found out via Chickenbones' Amazing NEI : http://www.minecraftforum.net/topic/909223-162-smp-chickenbones-mods/

    -----------------------------------------------------

    I've begun working deeper into the medicine system. My plans are to have plant be 'cloneable'. Breaking an herb with shears would change that herb into a smaller version of itself and give you the same item. These would be growable, which adds renewability to the system.

     

    A 'brewing stand' of sorts will be added (a couple flasks on a stand above a small burner). This would be used to distill some pastes or liquids into a more pure, concentrated form for use in stronger medicine, or even poisons. (Poison tipped arrows/bolts, poison smeared knifes, antidotes, tranquilizers, etc.) The source of heat would be a small burner, fueled by tallow or combustible vegetable oils.

    2

  6. @The Shadow: There are currently 3 ore decoration blocks: Jet, Olivine, and Malachite. The first picture was jet and olivine, which now have different textures than what is in the picture. (Slightly).

     

    The black box is a spoiler to an upcoming block. Maybe not in 1.0.1, but very soon when I get the bugs hammered out. I want to get you guys out an update with all of the changes I have so far, and that feature might have to wait.

     

    @fofi9753: I'm not going to overwrite features from TFC, but I'm not against making new variants of old blocks for looks. I was debating adding crafting tables for all of the woods.

     

    I have a method of making and renaming nametags, not using levels.

     

    You craft a brass nametag using a brass sheet, a braided string, and a marking, and right click on a written sign with it. It will rename the nametag to whatever was written on the first line of the sign. (maybe soon it uses all 4 and adds them together) You can rename it forever until you use it on a mob, and is then consumed.

     

    @Benelli: I developed this addon against 77.10, and its natively compatible with 77.11. I updated before releasing, but since I don't edit any TFC files, as long as there is no huge code restructure it should always be compatible for the Minecraft version TFC is on. (Every* future version of TFC for 1.6.2 is compatible with my mod probably, I haven't tested anything below 77.10)

     

    I've heard that the TFC devs want an armor stand, so I might delegate this problem temporarily to being a TFC crafting recipe for the Bibliocraft armor stand, as an addon of sorts. You'll need bibliocraft, but you'll be able to use TFC metal to make it.

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  7. @The Shadow: Malachite blocks WOULD be gorgeous, and also very expensive. Why not? It's basically only a texture, I'll give it a go.

    Wool dying using barrels would be good later, but I've not found a way to add an external recipe using the barrel. It seems like they're all hardcoded.

     

    @transcengopher: Is it not compatible already? I don't know much about things like that. Seems like all TFC leaves would have to extend BlockLeavesBase if they don't already.

     

    1.0.1 preview, a few features

    Posted Image

    1

  8. I tried making the name tag very early on, actually. I wanted one to keep a creeper around, so he didn't despawn.

     

    Naming parent animals would be helpful.

    ---------

    Suggestions are put on a temporary halt at the moment, thanks guys for giving me such good ideas. I'm implementing the ones I found useful very soon.

    0

  9. That's the point though, this mod doesn't focus on one specific thing. That's why it's called ExtraFirma. I add small additions that build upon already built systems in Terrafirmacraft, without starting too much in the way of playstyle.

     

     

    @alice: Wool carpets are craftable, using 2 wool cloth or 8 wool cloth around a dye (from my mod). Same goes for paintings, 8 sticks around a wool cloth. (from TFC)

     

    Name tags are on my todo, but think about how you name them. An anvil. I'll end up making a ExtraFirma nametag item, that when right clicked, opens a text box akin to the sign, and when submitted it gives the vanilla nametag with that name.

     

    @everyone: If anyone is worried that all of these features are causing conflict, I'm not working on them at once. I do one at a time and move on, checking that off the list. Better ideas get put in priority over lesser ideas in that list, but I'll never start one without finishing or scrapping another. This mod does NOT aim to replace any aspect of any addon or TFC itself, only add more options that the player can choose from.

     

    This whole addon was made in 3 days

     

    If i'm encroaching on another mod (maybe the other bow mod?) I can either:

    •add a config option to turn that part off from my mod

    •change my arrowhead recipe

     

    Specialized mods would come before my all encompassing mod.

    0

  10. self promotion time:

    http://terrafirmacraft.com/f/topic/4581-1627711-extrafirma-addon-v100/

     

    Erian: I'm actually implementing a rudimentary irrigation system soon that lets you water crops that aren't near water sources, without actually placing the water. Fueled by rain to fill its barrel tank, it would act just like a water source, as long as you don't try to run it in a desert or in a dry land. A rain level +1800 should be suitable.

    0

  11. @alice: Sure, always looking to add ideas for foods. I'm not going to mess with any 'systems' of sorts though (ie. required sleeping, required vitamins and a balanced diet). I don't feel like doing that would make the game more fun, only tedious/mathy.

     

    @Mileaos2: There are already recipes for the vanilla iron bars using 6 wrought iron ingots (you get 32?). I can add in the metal types for bars, that would be great.

     

    I'm not fond of stained/colored glass, because of the buggy rendering that it causes to any other transparent block and that they never really look that good.

     

    Rooting for food sounds neat as well, but it's not too tough to find vegetables growing around to eat.

    0

  12. @Rev: Originally, the metal plates weren't plates at all, and were blocks with the same texture. Adding them back would be a two minute task, if there is enough interest.

     

    @davoval0001: More tools could be planned, I just don't know what I'd need! I would love to add more food, and transport might be an option. I sort of did this by adding in another track recipe using steel instead of wrought (4 steel 2 sticks, 64 tracks) in addition to the original wrought one. Once you have the means to make it, steel is by far easier to make.

     

    I wanted to re-enable horse spawning and adjust their health by a magnitude, but never got around to it. I even added the saddle and lead recipe in preparation, although the lead is useful for more than horses.

     

    Donkeys wouldn't use chests for storage, but craftable saddlebags.

     

    @dunk: If you guys want to save on some work for the features you want, you can just use my code as a skeleton, or even just a straight copy. The source code is available to anyone at their request, just send me a PM and I'll send you the java project.

    -----------

    I'm currently working on some more bow rendering to show you which arrow you have nocked when you're drawing it back. I could throw out an update multiple times a day but I'll hold off until I get some more features.

     

    A rudimentary medicine and bandage system might be in the near future..

    1

  13.  

    Nice aesthetic mod.

    Just a question, do different arrows have different strenght?

     

    And few random suggestions :

    • burnt clay bricks (the red ones)
    • burnt roof tiles (both horizontal, stair-shaped and at 45degree angle)
    • Add stair-shaped and at 45degree angle for each metal cover, for roofing (and maybe for thatch too)
    • Whole decorative metal blocks. "Decorative" in a sense that they are cheap to make, but easy to break.

     

     The arrows do more damage, yes. I took the sword damage, halved it, and added modifiers. A charged bow shot will do tremendous damage, but DPS wise, a sword is better in the long run for pure damage.

    A fully charged bronze arrow should kill a creeper or zombie in a single hit. Fully charged red steel crit might kill a skeleton or spider in one to two. Powerful, but slow.

    0

  14. 3/23/2014 I'm not dead! http://terrafirmacraft.com/f/topic/4581-1627717-extrafirma-addon-v103/?p=76411

     

    Good day to you all, and welcome to the show.. This is:

     

    ExtraFirma, a TerraFirmaCraft addon
    I'm xChainblade on Minecraft, by the way
     
    What is this addon?
    This addon is designed to add aesthetic and somewhat fantasy items and blocks, including colored tallow candles, an extremely powerful crossbow that fires devestating tool metal bolts, beautiful metal lanterns in precious metal variety, a mortar and pestle with herb grinding and bandage crafting, and much more, here and to come.
     
    Why did you make this addon? What does it do?
    I wanted some more aesthetic choices in my building, but since TFC 'removes' a few choice lighting blocks (glowstone, redstone lamps, etc) I didn't have much option in the way of lighting. Thus, the lanterns were born. I got carried away and starting adding a barrage of new blocks and items, until the creation I've set before you has spawned.
     
    A crossbow to one shot a zombie, a candle to mood light a cathedral, a name tag to keep that Creeper, a Lead to guide your herd, or a fence and bookshelf to match your wood planks.
     
    This addon does NOT (except maybe the crossbow which has a damage config, or the plant dyes) break the balance, flow, or difficulty of default TerraFirmaCraft. I'm doing everything in my power to make this a purely additive mod, and not bring in or take out any systems  that mess with the core gameplay. Any suggestions regarding increasing or lowering difficulty of any system in TerraFirmaCraft will be ignored.
     
    Content:
     
    Adobe Drying:

    Early game is very limited in terms of building materials. Thatch, logs, and raw clay blocks are really your only options. You can craft adobe lumps like http://i.imgur.com/D1WKaKB.png. Place 4 of these on the ground and let the block dry, and collect it. Craft 4 of the bricks you get from breaking the dry adobe in your 2x2 to get 2 solid blocks of adobe brick.
     
    Method of obtaining the beautiful 1.6 hardened clay coming soon.

     
    Candles:

    You'll first need some Tallow, which can be obtained by cooking Suet in a firepit or forge (8 tallow per 1 suet). (Gain suet by killing cows). Craft 4 tallow with an empty wooden bowl (shapeless) to get a Bowl of Tallow. Craft a bowl of tallow together and either a Spider String or Wool Yarn along with (optionally) any dye of your choice  to receive 1 colored candle. (Bowl has 8 uses) http://i.imgur.com/wwEPHBE.png

     
    Lanterns:

    A beautiful lantern that can be turned on and off via a shift right click with an empty hand. Crafted using 2 glass panes, a candle of any color, and 2 metal sheets of precious variety (brass/tin/wrought/sterling silver/gold/rose gold) like http://i.imgur.com/uTty9HM.png.

     
    Composite Crossbow and Bolts:

    A vicious weapon that is easy to use and even easier to swiftly slay the most fearsome foes. Crafted using 2 Weathered Horns (gained by killing male sheep or cows), 3 small planks of any wood type, and 2 braided string (crafted like http://i.imgur.com/9pjLqzL.png with either string or yarn), making the complete crafting recipe for the Crossbow http://i.imgur.com/2Oa357K.png. An alternate recipe uses steel ingots instead of weathered horns.
     
    Bolts are somewhat harder, starting out as http://i.imgur.com/FwolaJJ.png (the clay molding recipe is the same). The anvil recipe uses a single ingot. This gives you 1 arrowhead, which can be crafted into 4 bolts, first by making fletching http://i.imgur.com/MS9rHgd.png to save on your feathers, and then by crafting the full bolts like http://i.imgur.com/OcaPT3K.png. Metal bolts of higher tier have greatly increased damage of those of lower tiers.
     
    Bolts are chosen from the left to the right in the hotbar (and MUST be on the hotbar), and are loaded in that order. Hold right click with an unloaded crossbow to load, and when loaded, right click again to fire. You can tell what bolt is loaded in the crossbow by its special text on hover.
     
    Bolts can be recovered at a very high success rate (>95%) if fired on monsters or terrain. Bolts fired onto other players are almost always lost on impact.
     
    Finally, crossbow damage can be configured from 50%-150% in the config file. Do note that anything above 100% does severe damage.

     
    Melee Weaponry: 

    ExtraFirma currently adds two new melee weapons with a clear use: The Halberd and the Dagger.
     
    • The Halberd does more damage than a sword, and has a longer range (+2 blocks), but swings twice as slow. Used for fending off low amounts of enemies at a time safely (1-2), you can easily devastate someone with this vicious weapon.
     
    The anvil recipe uses the plan + a Double Ingot of a tool metal. Finished using two sticks, like http://i.imgur.com/WFSxLbB.png.
     
    • The Dagger does less damage than a sword up front, but given enough time and the ability to stick on your target, more damage over time can be acquired. A stab with the dagger applies the Hemorrhage debuff, causing the target to suffer 1-2% of their health in damage every 2 seconds. The dagger's range is actually shorter than your fists or a sword, so be careful.
     
    Attacking a hemorrhaging enemy has a second effect: exposing their weakness from the wound, you sometimes jab the same bleeding spot again for a massive damage eviscerate and applying a longer Hemorrhage debuff. There is an internal cooldown on this proc of 3 seconds.
     
    Attacking a player asleep in a bed is almost surely an instant death...if the upfront assassination doesn't kill them, the fatal hemorrhaging that is applied will.
     
    Hemorrhage can be removed with a Bandage, but doing so makes you not get the Regeneration effect from the bandage.
     
    The anvil recipe uses the plan + a Single Ingot of a tool metal. Finished the same way every other tool is finished.

     
    Bookcases:

    Building an aspen and schist fortress, your library can look a little bright with the oak bookcases. Remedy that by crafting a wooden bookcase of any wood type  like http://i.imgur.com/9eBZzt2.png, using any books (TFC or vanilla).

     
    Medicine:

    In climates with average rainfall over 1500, you'll find purple Kingsblood plants. These benefecial herbs are key to creating basic medicated bandages, and can be grown by right clicking on one of the plants with a knife in your hand. This turns the plant into a smaller (ungrindable) version, and adds another to your inventory. This smaller clone with eventually grow into another Kingsblood plant.
     
    A similar method of growing plants can be done to the vanilla Rose and Dandelion, by crafting 1 of the plants with a knife (which takes 1 damage).
     
    You'll also need a ceramic mortar and wooden pestle. The mortar is first crafted like http://i.imgur.com/9fvsDwN.png, and fired into the ceramic version in a pit kiln. Right click to place down the ceramic version, which will now accept valid, fully grown Kingsblood plants with a right click. Once the plant is in the mortar, right click again on the mortar 
    with a valid pestle, crafted like http://i.imgur.com/hQ4MJR7.png (currently only the wooden pestle exists), and after a certain amount of grinds, will turn the plant in the mortar to paste. Right click again to  receive the ground paste. The pestle takes damage in the process, and will eventually break.
     
    Lastly, you'll need some leather strips for keeping the whole bandage together, crafted like http://i.imgur.com/s8TmTpH.png. Take these leather strips, two string or yarn,  a wool cloth, and the paste and craft them together like http://i.imgur.com/lmuZYyV.png.
     
    Hold right click with the bandage in your hand (if you aren't at full health) to use. This instantly heals you for a small percentage of your health and applies a 1 minute regeneration buff on you if you're not bleeding, or removing the bleed if you are. This also applies a 3 minute 'Recently Bandaged' debuff on you, which prevents the use of another bandage or healing item for the duration of the debuff.

     
    Misc. Items and Extra Crafting Recipes:

    Many crafted recipes I felt were left out or forgotten from TerraFirmaCraft, so I added a few that I use and thought other people might use as well. These include:
    • (Brass)Name Tag: http://i.imgur.com/yDGKUiu.png (Right click on a sign with text to rename the Name Tag to whatever is written on the first 2 lines of the sign.)
    • Steel Tracks: Crafted like the Wrought Iron tracks, but with Steel.
    • (Vanilla)Iron Bars: Crafted like the vanilla iron bars, but with Wrought Iron ingots.
    • Compass: http://i.imgur.com/6yuRZ4g.png Four Wrought Iron ingots for a casing surrounds a chunk of Magnetite ore, which follows the magnetic field of Minecraftia.
    • Redstone Logic Tiles: http://i.imgur.com/1VrFiW7.png
    • Carpets can be re-dyed using 1 dye and 8 carpets. Surround the carpets with the dye.
    • Red and Yellow Dye: Obtained by grinding a Rose or Dandelion in the mortar.
    • Brown Dye: Obtained by grinding a Weathered Horn in the mortar.
    • Green Dye: Obtained by grinding a Cactus in the mortar, or an Olivine ore with a hammer. (green and lime)

     
    Ropes and Rope Anchors:

    Once Iron is obtained, you can craft a sturdy Rope Anchor, which can be placed on a wall and used to lower a rope down to a maximum of 128 blocks. Crafted like http://i.imgur.com/bnUKyBM.png with either Wrought Iron or Steel, they can be placed on any sturdy block's side, and when right clicked with a Rope (jute), will lower a rope. When right clicked with an empty hand, it will raise the lowest rope 1 and place the rope item back in your inventory.
     
    Ropes can be climbed like ladders, and can only remain when the block above them is either a Rope Anchor or another Rope block.
     
    Ropes are non-functional when used in conjunction with Smart Movement and Player API. This is on their side, since I properly implement isLadder().
     
    I can't easily fix this.

     
    Download Link:
     
    Changelog:

    v1.0.4: 1.6.4 Update
    This update mostly was just for the 1.6.4 port, and I had to fix quite a few things to my code that were changed in base TFC. Alchemy update will come next.
    New: Added the Fish Net, a block that can be placed in water and supplied with any dough or maize seeds to passively trap fish
    • New: Added Icepetal and Whiproot plants. Icepetal found in cold regions, whiproot found in wet regions. Can be cut/cloned with differing growth times.
    • New: Added pastes for both of the above, ground in the Mortar
    • New: Added the Calcinator, used to craft some recipes involving in-air burning and high temperature heating (solids) (uncraftable yet)
    • New: Added Soda Ash and Quicklime, crafted in the Calcinator using Salt + Flux + heat. Used in some recipes (glass)
    • New: Added the Retort, used in heating liquids to specific heats (uncraftable yet)
    • New: Added the Alembic, used in distillation of substances (uncraftable yet)
    • New: Added the Beaker, used for mixing liquids and solids to be further refined (uncraftable yet)
    • New: Added Alcohol Burner, used for heating alchemical apparatuses, fueled by Ethanol (uncraftable yet)
    • New: Added Leather Bag, used for storing (6) items of size small or smaller. Great for an herb or mining bag! Can be placed down similarly to the ceramic vessels not yet
     
    • Changed: Rose Red, Dandelion Yellow, Cactus Green, and Horn Dust are all now crafted in the mortar
    • Changed: Hardness of Adobe Bricks severely reduced to allow punching
    • Changed: Lamps now recognize Walls as valid post destinations
    • Changed: Rope hooks now require Rope instead of braided string. Grow that jute!
     
    • Removed: All of the fences. The stock TFC fences are better looking anyway
    • Removed: Some internal items that were no longer used (plans)
    • Removed: All of the metal plates. You can now place metal sheets on blocks, which is a far more useful system than mine was.
     
    • ???: probably some other things as well, it's been in the pipe for a few months now so I can't remember it all
     
    v1.1.0: The Alchemical Update (A running list and a work in progress)
     
    New: Added Ethanol, crafted by distilling Rum, Vodka, or Sake in the alembic
    • New: Added the Rain Collector, a block that can be placed on top of a Barrel to passively fill it with water as it rains. Must have an unobstructed view of the sky and be raining
     
    • Changed: Enabled the bolt quiver, which can hold 4 stacks of bolts. Crossbow prioritizes the quiver's bolts over your inventory
     
    v1.0.3:
     
    • Added Halberds, a long range, slow weapon used for fending off few enemies from a longer range
    • Added Daggers, a short range, fast weapon used for assassinating a single target at a time, causes a hemorrhage and can strike twice on bleeding targets
    • Cleaned up more code
    • Added in framework to easily add new weapons of any type
    • Added a Steel Pestle, same as a wooden but lasts far longer
    • Added in copper versions of the redstone logic tiles, can use silver ingots for double output
     
    Old:
    v1.0.2_β: 
    • Updated to TFCraft 77.14 and above (new API)
    • Enabled the placing of torches on ExtraFirma fence posts
    • Updated mappings to MCP 8.05
    • Fixed OptiFine sillyness with the ropes and anchors
    • Minor bugfixes
    v1.0.2:
    • Added wood fences of all types, crafting with 4 sticks and 2 small planks in the center
    • Changed mortar to be fired from a clay mortar, recipe http://i.imgur.com/9fvsDwN.png
    • Added Rope Hook, crafted using 2 iron or steel ingots around an iron or steel plate
       -Right click on the hook with a braided string to lower a rope 1 block
    • Added halberds, but will soon be craftable and do damage
    • Fixed some bugs involving arrowhead crafting
    v1.0.1: 
    • Candles come in all colors. When crafting a candle, add a dye to the recipe. Crafted candles cannot be re-dyed.
    • Fixed floating candles
    • Green dye can be created via crushed Olivine and crushed Cactus. Crush these the same way you crush rocks for flux.
    • Method of crafting tallow now uses suet. Gain suet by killing cows or sheep. Cook suet to get 8 tallow. (Less annoying when cooking beef and mutton)
    • Cleaned up tons of code
    • Added some Shift Help tooltips for Adobe and Name Tags
    • Added decorative blocks for Malachite, Jet and Olivine, crafted using 4 of the ores, reversible
    • The bow is now a Crossbow with higher damage, but a 3 second draw time (all old recurve bows turn into crossbows, arrows only renamed). (Crossbow does massive damage. A red steel bolt has a chance of killing a spider, skeleton, or player in a single hit.)
    • The loaded crossbow now shows what bolt is loaded in the tooltip
    • Crossbow damage can be configured in the config file using a multiplier, 1.0 default
    • Added two status effects: Recently Bandaged and Adrenaline
       -Recently Bandaged prevents you from using another bandage until it wears off
       -Adrenaline greatly increases your run speed, attack damage, crossbow draw speed, and pain suppression for a short time
    • Added Kingsblood, a flower that generates 4x rarely as a Rose in a climate with more than 1000 rainfall. Can be grown soon, used for herbalism and medicines.
    • Added Stone Mortar (block), used for grinding herbs and plant matter into pastes. Made with smooth igneous only.
    • Added Stone Pestle, used with the Mortar. Takes damage each use. Made with smooth igneous only.
    • Added Minor Healing Bandage, crafted using Kingsblood paste. Heals 12% of your health instantly, and gives 1 minute of regeneration 1. Applies the 'Recently Bandaged' debuff, preventing the player from using another bandage until the 5 minute debuff wears off.
    • Added leather strips, used for crafting bandages.
    • Added config options to configure crossbow damage, some crafting recipes, and bandage debuff timer
    v1.0.0 :
    • Initial release

     
    What I need from You:
    Any and all bug reports, crashes, instabilities, incompatibilities, good suggestions, and anything you can think of that will better the mod in a constructive manner. Give me a good reason, and I'll give it a good thought.
     
    ExtraFirma is also configured to already accept any localization files in the form of .xml. Use the default en_US.xml as a template when submitting other languages.
     
    Legal?:

    This mod is licensed under everything TFC is licensed under and is property of myself and the two main TFC developers, Bioxx and dunkleosteus.
     
    I edit, distribute, and reproduce NO files or assets from Terrafirmacraft in this mod. Some art assets are based heavily on assets provided by Terrafirmacraft to keep visual continuity, but none are direct copies.

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  15. If we're making a new map... 

     

    Posted Image

     

    I'm working on a mod that adds aesthetic uses for previously useless metals and such. Lamps, placeable metal plate blocks, adobe drying in frames into bricks.. etc.

     

    These lamps can be turned off and on via shift right click with an empty hand. Same brightness as a torch.

     

    If anyone is wondering if those would cause any sort of lag, if you're on a laptop or such, they're no more laggy than a vanilla cauldron, flower pot, or wooden fence.

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