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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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AwesoMan3000

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Posts posted by AwesoMan3000


  1. Good to see I made a better suggestion for once :)

    I was also thinking that you could also put cast blades into an anvil to sharpen them, but that would be kinda pointless. Maybe just use it for sharpening ready usable tools instead?

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  2. This post is 6 months old -.- WHY THE HECK ARE YOU GUYS HERE JUS FORGET ABOUT ITS POST

     

    Because I suggested the same thing, was linked to it and yelled at for not following Rule 1 even though i did, and added my opinions to this thread.

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  3. Well since my thread apparently broke rule 1 even though I followed it, here's my suggestion:

    All coals would place like snow/charcoal. When placed, they could turn into a forge or be recovered with right click.

    When mining the ore you get the actual mineral, acting as the coal. From best to worst: jet, lignite, charcoal, bituminous, anthracite.

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  4. Basically I was thinking that different types of coal should provide different burning lengths.

    The burning times would be as follows: jet, lignite, charcoal, bituminous coal, and anthracite (which would be a new mineral). They would place identically to snow and charcoal blocks, and straw in firepit kilns.

    Also, coal should have more applications than just forges. I will make a separate thread for that

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  5. Bump, but it was on your signature

    Creative slab blocks would be a good idea, except there would be a lot of them. Maybe you could simply obtain a block of choice and when you hold it in your hand in creative, you can scroll and if will turn it into a slab or stair.

    I think that if you break a slab or stair in survival though, it should give its constituent parts if possible (raw or polished stone: rocks, wood: lumbers, brick blocks: bricks) etc.

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  6. I find it quite unrealistic to be able to pour molten metal into a mould with rather flat looking edges, and easily dismember mobs with them, Therefore I think that anvil worked tools should be sharper

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  7. Reeds should be amphibious. you could occasionally find them outside of water, but the vast majority in it, usually near the edge.

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  8. I'll give a bit of a tip for putting forward a suggestion that is more likely to garner a positive response. The first thing to realize is that currently development for TFC has in most ways stopped. Dev time is focused on TFC2 (all Bioxx at this time) and fixing bugs/refining somethings in TFC (Kitty primarily). There isn't the impetus to create or do major changes in TFC. So realize that suggestions, if considered will be for TFC2, long way off. Or you put in PR with a convincing reason on why to merge/convince someone who can code that your idea is brilliant and that they should write up code and PR it. The more likely way is to convince someone it would be fun and that they should make an add-on that does what you wish. Second thing is the suggestion. More is not better. There are 20 different types of fruit in TFC, doubling that number does little for actual gameplay beyond a bit of eye candy/helping some people with immersion. It is unlikely that the devs will want to devote time to coding the generation, all the items, the art assets, etc. just to have another fruit that does what all the other fruit does. It is a substantial amount of work. Just adding in something the same isn't adding gameplay, it is just adding bulk. Suggesting a whole new (time period appropriate) method for processing fruit, which adds in interesting mechanics and gameplay or suggesting a slight change in a current mechanic that adds gameplay is far more effective.  Think mechanics and balance. You suggest getting a seed when you eat a fruit. What is a single fruit in TFC? Food is by weight, so is it the final bite you take of any fruit pile? Each bite? You can't really delineate that it must be X size to start with because the size slowly decreases with decay and eating and could not easily/feasibly be tracked. How many seeds would you expect to get from each tree harvested? Right now you have to wait for a tree to grow the side branches and pray to RNGesus for a sapling. The most you could hope for from a fully mature tree is 4 saplings, but that is long odds.  Within a season could you turn 1 tree into 2, 10, 100 more trees? Lastly remember the rules. You are sneaking in more and more suggestions into this thread, many of which have been touched on and responded to before. Please keep it to one suggestion per thread, try your best to determine if the suggestion has been made and try and keep it as a suggestion that is (I hate saying it because it is twisted to beat people with) believable. So try and determine if it was something that was available prior to the 14th century (or is it 15th?) and western culture. Yes that biases it, but the devs had to choose a historical timeline to base progression on and it was western not eastern. Hope that helps a bit.

    What's a PR? And I have considered making addons, but I don't know anything about coding so I'll probably request it as you suggested.I was considering getting the seeds from every random bite. Although I do see your point. I was intending the seeds to be a slightly moe convenient way of planting trees, since cuttings rarely grow (from personal experience, only 1 in about 20 freshly cut maple branches actually survived planting, although I was more than probably doing something obviously wrong) and this is basically what saplings are, and I've made fruit tree saplings into a more believable and fairly easy act of grafting. Just a more realistic, believable suggestion.I understand, although if I'm suggesting to add a lot of fruit it would be a lot easier to compile the suggestions for their uses into single thread, where they could be accessed more easily. Also, since humans were believed to have first appeared in the Eastern hemisphere according both to religion and some scientific studies, travelling to the U.S. would need to have done by boat, and they would likely have taken Eastern plants that they liked right? It's hard to explain, but basically if you can travel over oceans in TFC (even by swimming) then you could basically just take plants from all over the world home
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  9. Removed are used only for aesthetics. Animal hides can be obtained in anywhere.

    I have them in the latest version, so as far as I know they are not removed
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  10. Wait, lemon grenades are a thing? :o

    It was more of a novelty idea after all. Right now the only believable, non-ridiculous idea would be to add citrus juice to arrows to deal extra damage, or simply as a drink. It could possibly also be used for acidic applications in a barrel (as opposed to alkaline limewater) for processing certain items.

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  11. So, dairy is basically bonus?

    It's still hard to get (I haven't found any cows, or breed able animals for that manner, in any of my worlds), so I'll make different thread for it. I do remember seeing a thread on making milk from soybeans, so I'll see if I can bump that.

    I've considered the ability to extract citric acid from oranges, lemons, limes and grapefruit and use it as a throwable weapon. I'm not sure about it though, since it isn't a weak acid

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  12. Parchment. Paper could be renamed "parchment" and made from animal hides as it always was in medieval Europe. That's a reason that books were so expensive and only monks, priests, and scribes had them.

    Seems like a decent idea. but then what would reeds used for?
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  13. I see. You basically can't play this game and get max health if you're playing as a vegan/lactose intolerance or something, so I think that a fruit with a high enough calcium content to contribute to the dairy section would make sense. Or we could just add soymilk

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  14. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No):

     

    Yes, many times

     

    TFC Version #: 0.79.18.673
     
    Forge Version #: 1.7.10.10.13.2.1291
     
    SSP/SMP (SinglePlayer/MultiPlayer): CSP and SSP
     
    Description: 
     
    Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): 
     

    yes
     
    Do you have any mods other than Forge and TFC installed? (Yes/No): No

     

    After stair chiselling some wooden planks, this lighting glitch happens and will not go away even if a light source is nearby:

     

    Posted Image

     

    The stair on the left is slightly darker than the rest of the blocks, almost unnoticeably, however the ones opposite them look like chiselled coal blocks.

     

    After experimenting with vanilla stairs blocks I cannot replicate the bug. With a Creative mode chisel and the same block I can. In two directions, the slight darkening appears. On one, the coal block effect happens. Interestingly, on the last axis it darkens severely, however when a nearby block updates it becomes normally lit.

     

    This bug only occurs on nonsmooth lighting; I cannot use smooth lighting on my computer because then the game runs at about 1 frame per century D:

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  15. Good point. That was possibly the only problem I thought of, so I'll change the idea a bit

     

    Added it. Can this be the main thread for the idea? It's too many suggestions to fit into one reply

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