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About Pyr0mrcow

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    Wood Cutter

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  1. World Gen

    Updated MC adds Cave Air. This could designated as a block that prevents cave-ins.
  2. Biomes and Compatibility

    If I might make a suggestion on that. When making servers or personal TFC worlds in the past, and trying to configure sets of mods for enhanced variety/more 'living' worlds, feature additions, ect, one thing that always made it more difficult was the lack of proper biome/biome types in TFC. Caused, of course, by TFC deciding on how to populate areas based on its behind the scenes numbers like temperature and elevation. If biomes could be applied to their applicable areas, even if they aren't actually used to calculate TFC world gen, that would be really helpful for customization, like setting custom area spawning conditions for animals and other mobs. I don't remember the exact terms because it's been quite a while since I've set up a real overhaul world, but as an example... A high elevation, flat, almost permanently cold area in TFC, in the current system, can be considered 'plains', because the other information is separate. A biome label like 'high frozen plains' would allow much easier tagging for mob spawning within that specific area, such as an ice or snow-based mob. Frozen oceanic islands as gathering points for penguins...ect. Forge's Biome Types expand this usage further. This would also ease the usage of other mods that read area conditions, like Ambience.
  3. Food decay & preservation

    Could make crops function somewhat similarly to fruits. They might be able to stay at adulthood indefinitely if the host so chooses, but limit the time of year in which they bear edible parts. There could be plenty of overlap, but nothing would be able to sit on the vine year-round regardless of where you are. At least encourages crop variety, if a player is really intent on living in a tropical plantation where food is always plentiful.
  4. Shield Concept Art and Discussion

    My one complaint is that the Blue Steel design looks a slightly more carrot-like amalgamation of the regular Steel and Black Steel designs, while Red Steel looks amazing and unique. What about something more diamond-shaped and sturdy looking, like the center of the armor? Could also take functionality into account for design ideas. The original Red Steel armor specializes in blocking slashing damage, and both of the current Red Steel shapes look good for catching/moving a blade slash. Blue Steel is meant to block Pirecing damage. Given my aesthetic, Blue Steel tends to be my main armor end-game.
  5. Submit Questions for FAQ

    Any plans to implement incomplete systems like body temperature? I second the food system question. I like cooking experimentally and figuring out how to produce/reproduce flavors using different ingredients irl, so any news on the food prep/cooking system interests me; I'd say it had a larger part in initially getting me interested in TFC than the metal-related systems did. Last, will this be a 'catch-all' mod like TFC, or will it follow a more open-to-customization approach? IE will it aim to replace base MC entirely or will we be able to play with vanilla/modded content at the same time? Though the base game isn't very interesting, they've added much higher variety in mobs, music and atmospheric elements over time, and it would be a shame to lose that by installing TFC.
  6. Sounds

    Mm, I find myself either turning off the music after a while and playing something of my own, or trying to find a way to add more music. Does get that repetitive feeling pretty quickly. Fitting music, just...yea. To be fair, the vanilla soundtrack somewhat suffers from the same feeling, though less so since the additions a while back. While more variety would be nice, smoother intros and outros could also lessen the feeling.
  7. Fearsome Critters

    Riding on the ideas of factional monsters/small details that give the game personality... I like the suggestion of Rats being a minor nuisance to stores of food. Sneaking their way in. Perhaps chewing small black 'holes' on the surface of weak (wood, dirt, ect) unobstructed blocks near food. Not completely obnoxious, but...seen. Making their presence known. Then Ratmen. In dungeons, hording food. Small rats making deliveries to piles of grains and such, Ratmen roaming around, being creepy, territorial, attacking the player on sight. Perhaps in the midst of some ransacked ruins, or whatever the plan is for the dungeons. Possible variant of Mice and Micemen. Minor buildup to later aspects of a game is a really nice thing to see. Small details contributing to something larger.
  8. Hunting and world generation.

    Could be good to soft lock the oceans a short distance from each island, ie with shark swarms or temporary barriers, and then release the lock on surrounding islands once that island is conquered. Long term, I mean. That'd leave open the option to make use of water/ocean-based mods in combination with TFC, once the player reaches the right criteria. I'm a fan of the path dimension though. Ties nicely into the tiering system, breaks up regular travel. Worth the time.
  9. Weapons, sheats, and ranged weapons

    Some earlier info on the recipe stuff here, for anyone interested: But yea, noone's really made use of this yet either. Granted, it came out not too long ago. Good for basic recipes. Would make them feel more like a natural part of the game.
  10. Weapons, sheats, and ranged weapons

    Thaumcraft 5 had a good progression system in that regard. Learning about the world around you and applying your knowledge, or reacting to what you see. Dispensing that knowledge afterward in multiplayer. Personally, I'd like to see a mixed approach. No 'locked' research (as to not annoy vets having to unlock something for the fifth time), but at the same time, providing the player with enough guidance that they don't have to open a browser and read through pages upon pages to understand the game. There's been a lot expressed on that front to begin with; providing information in a way that feels natural, leaving things to be discovered. So, a system where information can actually be discovered in-game through a natural-feeling process. With 1.12 there's the Advancements system and a recipe search function within the inventory, and it'd be a perfect fit. Basically a more readily editable version of Achievements, with branches/tiers and more display options. Good opportunity for a little in-game flavor text, too; treat it like research, with the character expressing their thoughts. But yea. Experience or see something in the world, receive a related advancement, giving the player information/an idea of how to craft it (or showing the actual recipe right there if possible). Example: - Have a branch named something like 'Equipment'. + Within that branch, give an advancement at the start, giving information about basic tools, and how to craft them. + Branch can be added to with experience; come within range of an animal that flees, get information about Javelins. + Get hit by an arrow, Advancement talking about Shields. + Health drops below 50% as a result of external entity damage, get an Advancement telling the player about Armor. - 'Heavy Industry' talking about metals + Tabs about metalworking - 'Agriculture' + Animal husbandry + Crop care Get more advanced with each tier of a branch. Add an extra condition for unlocking advancements, by crafting a related item, so vets can skip steps. i.e. Make armor, get armor advancement without having to do it the normal way.
  11. The normal world is made up of islands arranged in a grid pattern, with increasing difficulty by island...when traveling north/south, I think? I don't think that the nether has even been mentioned by the devs thus-far, in regards to TFC2. Though if there is a portal system, it could have a use. Paths between islands through an old broken down hall Nether-side, so the travel is more than a simple 'poof'? Perhaps even a small dungeon that needs to be navigated through/conquered, since dungeons in general will be added. Part of the challenge of reaching the next area. I was suggesting some of the magic stuff with the tiered island system in mind. Like, you'd need certain things from one island to open that island's portal, giving you some level of preparation for the next island. Activating the portal or traveling safely through it could include some very light magic/minor magical items, at least exposing the player to the possibility of it...but like other skills, diving head-on into magic might not be completely necessary. Or, make it require quite a bit of magic, but have multiple portals, some of which could be activated solely with Metalworking; ie repairing them. Then the player has multiple paths that they can take with a small skillset (maybe some paths would require an east-west detour?), while a balanced team with different skills could storm straight ahead.
  12. ...personally, if a magic system is implemented, I'd like it to go more in the direction of 'conquering the world around you' than internal magic, and to do something besides the usual 'magic in the air' thing. Fortunately, TFC's in a position to do that. Finding magical objects, manipulating them, perhaps using the metal-working system to focus those objects for weaponry, tools, ect. Perhaps even talismans and such for other effects, or one-shot ranged spells? (A way to keep ranged attacks from being too powerful.) The portals between islands sounded magical in some way; what if they and other structures can be investigated and plundered for more magical understanding? A magical progression system without pure-UI, tedious research. Structures of that sort could also bring the world to life in a similar way to the new mobs. Small, overgrown ruins are what come to mind. Perhaps they could also be an alternative way to enter the discussed dungeons? It could even play a part in the island-hopping progression system. The player needs to at least find certain types of objects to activate (or pass safely through) the portal, making them aware of the potential around them. One portal might be related to one type of magic, another to another type. All that said though, I just hope that the damage amounts of TFC stay around vanilla levels. There're other magic/tools/ect mods out there which would be amazing in combination. Thaumcraft in particular, once its current version is released...which sounds pretty close to happening. If TFC does implement a limited magic system, it could actually make compatibility easier. I'd really like to adapt Thaum without having everything immediately available at the beginning of the game. I like the idea of TFC as being a 'base game' for other things to possibly be added onto.
  13. Release Date? Soon?

    As one of the aforementioned lurkers, hell yes we're interested. What you're saying you have so far/will have at early release is at least of more interest than vanilla. And heck, once farming changes (if those are still a thing?) plus metals and the resulting equipment are'd be pretty much right back up to par with TFC1, with the addition of more interesting world-gen and the mobs as a bonus; even if they're not fleshed out yet, they add to the atmosphere.
  14. I have resigned as staff and will no longer be playing on the server. Hopefully the issues get fixed/more people get in on performing those fixes. Good luck to everyone! /dropthemic
  15. Correct me if I'm wrong, but I'm pretty sure that we've been totally Forge-based since the crashed map started. We've already got mod-based protection. ...from our best guesses when discussing it, it might've been either the Small Boats mod or some really rebellious zombie.