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Everything posted by Kimbblesrath
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Ya, about the gem cutting. I just poured out what was in my head so yeah... EDIT: (your fishing post) Oh. Ok...
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Say "NO" to Near-Indestructable Purple Rocks (obsidian as it should've been)
Kimbblesrath replied to Srgnoodles's topic in Suggestions
Ya that would work; both basalt and obsidian are cooled lava. Obsidian just cooled much faster. -
Oh. Well that's amazing then!
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Does anyone have a good x-ray texture pack?
Kimbblesrath replied to insanejoeperson's topic in Discussion
Can't you just REALLY simply make one yourself by erasing everything except for ores or whatever it is you want to find? -
I didn't mean a "trait" as in something you can breed for, I meant a trait as in the actual characteristics of the specific animal. (on a side note, I should have probably included species.) I guess you could also look at it that way (the way you did). But yeah. I guess you could also call them variables. In my list, all of those traits could be bred for except for gender.
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The traits would probably be size(obvious), skin-fat ratio (for ratio of leather dropped to meat), speed, aggressiveness, and gender. Or at least, that's what I can think of
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Add a Loom? Or crafting table
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How would carbon naonotubes be implemented into TFC?
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How exactly would spawning in the desert be nice? Sure, it would be challenging, but fun/nice? I don't know..
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I would like to edit the wiki. I am Kimbblesrath on the wiki
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Ahh. Yes thank you. have you seen the show? (Fullmetal Alchemist, that is.) Edit: I just realized how ironic it is that I posted the "thread derailed" thing, and now I am continuing to go off topic.
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Yeah, I kinda derped on the weapons. I dont really know how that would work either. And I meant to make it not so "3D". After all, they are just strips of metal, not small bars. And I agree to the other ideas you had with metal strips.
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Ah yes whoops, I meant achartran. I will fix that
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Some more uses would be: You could be able to apply trim to armor and weapons as well. For metal blocks (if that is implemented), you can trim the outside of the blocks. Maybe trim could also be place-able in the world. Not just in the form of tool/weapon racks, but anywhere on the block.
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What do you mean? Basically everything in here is a suggestion, not a discussion. We are not really discussing things already implemented; we are making suggestions as to what should be added/tweaked to make these professions more robust. @ srg @ achartran Wouldn't that make it really impossible to play in SSP? Unless you are suggesting that it would be different between SSp and SMP, but I think Bioxx has said that he wants the game to be identical in both SSP and SMP
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Ahh. That makes a lot more sense now. Thanks!
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I have none. Good Point... LOL
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So far, it looks like we have (for skill ideas) fishing, cartography and art(pixel art). I am am +1 to the art, and +1 to fishing. However, I don't really know about the cartography, mainly, because I don't really know how it would. work. @JAG How exactly would cartography work; what would be the process of making a map? Gem cutting could also be a viable trade/skill. I guess, you would need a gem-cutting table.(maybe) The regular chisel could be used. Right now, we have 5 levels of gem quality. If we use some of the ideas of gems being place-able in the world, the higher quality the gem, the lower the level of inclusions, and the higher clarity the gem has. The highest level of gem quality(Exquisite i believe) would actually sparkle and shine, be transparent, and have no inclusions. The sparkling and shining would be changeable in the graphics options. The sparkle or shine would look somewhat like God Rays(idk what its called i think that's it though) Here is an example(first post on the page):http://www.minecraft.../page__st__7820 The graphics options could be fast, fancy, dynamic, or off. Fast would have no anti-aliasing by default, and it would only be done with a couple passes. Fancy would have some refraction (bending/distortion of image through gem), would have some anti aliasing and have some more passes. Dynamic, would actually, use the refracted light, and use it to cast light on other things, and also have dynamic shadows. With dynamic, the gems would also have very high detail refraction and have realistic (i know i know calm down, i used the "R" word, i couldn't really think of another word) refraction based off of the gems real IOR. The graphics abilities above are all hypothetical, and I have no idea if it is actually possible or not. The intensity of the shine/sparkle(and other gem related graphics options) could be edited in either the configs or the options menu. Another aspect of gem cutting would be to actually "cut" it. In the gem-cutting table GUI, there could be different options such as Shave, Large Cut, Small Cut, Slice, Smooth, etc. to refine the shape of the gem. You could engineer the cut of the gem to make the reflection and refraction either really crappy, or really good. This would make it very hard to achieve a good (or amazing) looking gem. Also, another graphics thing. Maybe the gems could have dynamic, gem cut models. What I mean is, a placed gem in the world could have a round brilliant cut, for example. IDK if this is really possible, but I saw the OBJ importer that Bioxx made a while back, but now it seems to have disappeared If Bioxx was able to make something like that, I;m sure you could model a low poly, (25-50 maybe? I don't know much about coding, and how much is ideal for things) gem in Blender, or something of the sort, and import it as a Wavefront OBJ. Again, I don't really know much about coding, so IDK how much of this is really possible in the limitations of minecraft. For other aesthetic reasons, gems could also be put into blocks. So that you could have a diamond studded gold block, chiseled into a statue.(probably not the chiseled part though). When a gem is set into a block, the refraction is greatly decreased (obviously). You could also encrust swords and armor with gems. TO MAKE THEM LOOK COOLER So wow this post went a lot longer than I expected. I just kept getting ideas as I typed. EDIT: This is by far the longest post I've ever made.
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Really? I was wondering about people going crazy over not being able to find clay. In one of my worlds, I just went to the ocean, dug around for a couple minutes, and found a megaton of it.
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The "you won't believe what happened to me today" thread
Kimbblesrath replied to Androyed's topic in Discussion
Wow LOL. someone should make an adventure map of that. -
But the thing is, you wont get a saw, until you get metal.
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Yes I was also thinking that sometimes fish would be so deep, that you would have to scuba dive or something along those lines to get them. @the prep for all animals idea Yes exactly. it would be much better. You could have to have large knives for skinning the animal to get leather, meat, etc. You could also "customize" fishing rods or nets. nets would have to be used for bigger fish, while rods for smaller fish. By customizing, I mean youcould have one "all round " rod, that could catch every thing, but not be very efficient at it, or you could have a selection of rods, each built for a specific type of fish or something likw that. EDIT: Just changed the spelling of "rod" from round to rod.
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Well, I would really like to see some for fishing, as right now, fishing is kinda bland. You sit there, and hold your rod in the water and sit there. There should be nets, and bait, and different "tiers" of fish. The different tiers of fish could heal more hunger. There could be sharks in the water that are very dangerous; they attack when they are hungry and smell "blood" (either of a fish or the player) The player could be attacked by a shark when he is damaged. Bigger, Higher tiered fish could require better bait. For example, sharks would require other large fish like tuna, while a minnow would require no bait. In the case where no bait is required, bait would just increase the chance of that fish being caught. You could also have to skin the fish and remove organs like the heart or gills and scales. If you dont do it properly, the fish would not heal as much hunger shanks, or not heal at all and just give food poisoning. This is just the preparing part of it. You will have to cook it evenly on parts too. However you would only have to do this for the higher tiered fish(tuna, sharks, etc.) Minnows, would require virtually no preperation. The whole higher tiered fish idea would only be really viable with Bioxx's "higher player health pool" idea he made in the neewest blog post. So minnows could only heal one or a half hunger shank, but tunas or sharks would have to be cut up into pieces to consume as they would be so big. Larger fish would also need better nets. If you want to really fish, and not just catch minnows(which will only spawn near the shore and maybe in rivers), you will need a fishing boat. It will be larger than the vanilla boat at the smallest for aesthetic and practical reasons. Some fish would ony spawn in oceans or shallow water. So yeah, those are just my two cents!
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Today, Bioxx made a blog post that clears that up. He said that the days/year variable isn't saved with the world, so if you want to make a world which has a different amount of days from the default (now 96, i think) It will get "wonky". Hope that cleared it up!