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bilbobuddy

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Everything posted by bilbobuddy

  1. Smithing depth

    I am all for more specialized and realistic smithing, and would download Tfc just for tempering, annealing and quenching, and using oil to quench is an excellent idea. If we could do away with dumb metals like black, blue and red steel and have higher tier tools come from skillfully forged steel, this would be awesome.
  2. Metal Tiers

    Yeah I agree with the idea that steel is lacking and colored steel is arbitrary, and I would love for a more in depth, player skill oriented blacksmithing system to be implemented in tfc2, where a highly skilled player-smith could make and excellent steel sword with the materials that a noob player could barely make a functional sword with.Some elements of this could simply copy real life, with tempering, quenching, and annealing to add the depth to smithing. I think crucible steel would be a nice intermediate tho, it could go something like this: It could be done by building a structure like the bloomery but without the bronze door, and made out of fire bricks, or stone. You would then place a large ceramic vessel in the bottom of the furnace. This would act as the crucible. You would put the appropriate iron ore, some charcoal or perhaps bones in the vessel to add carbon (it could be at 1 charcoal/bone [the carbon adding content] per 100 metal units of iron), seal the vessel, put down 8 charcoal layers on the ground of the furnace, and throw a torch down to light it. After after~8 in game hours the charcoal would burn down and there would be the vessel, but you would have to break it to get the steel ingot (s) inside. When you break the vessel the ingots inside would drop as items.
  3. Apiculture in TFC2?

    If bee mobs are added the could be bred for defensive purposes, to attack hositile mobs, again I think it's really important for some kind of bee mobs to be added, without them it feels horribly stale and bland. (forestry)
  4. Terrain generation

    I was browsing imgur and the tfc forums at the same time and got so confused when I thought minecraft worldgen was on the fp. Looks awesome tho.
  5. Injury

    I absolutely love the idea of dairy reducing fall damage, but I take so much fall damage from little drops that I would hate for it to become any more of a nuisance to heal up than it already is.
  6. Is there plans of any sort for this to be ported/rewritten for tfc 2?
  7. Dungeons?

    Link to the twitter post?
  8. Magic!

    Some stuff would have to be tweaked to fit tfc, but maybe we could contact azanor to get a dedicated tfc-tc compatability, with both mods working together as one. I think the feel of thaumcraft is perfectly fine for TFC (in terms of "believability", time frame, etc) and the mods would compliment each other nicely.
  9. Crafting Table 2.0

    I'm drooling... I love multiblocks and this would be awesome, although I like real word interaction like the weaving/drying racks/ pitkiln systems and I hope more of that sort of stuff gets implemented.
  10. Regional Difficulty

    What sounds like all parties want is for the player to be able to play the way the map is built, and the way the player wants. So, it seems reasonable to make these two things line up. The actual implementation that dictates how the player settles and pacifies the island is up to Bioxx, but this could be tweaked to fit what everybody wants in terms of playstyle. I personally like a range of challenges, like a multi stage process, (perhaps getting a toehold on the island in a D-Day style beach landing, then locating the tower/miniboss/objective, then taking down the mobs and settling the island), as well as a freedom to tackle these challenges the way I see fit. As TFC is still supposedly a tweak on minecraft, and minecraft is all about building to defeat challenges (building nether portal, building an enclosure for blazes to control them, building up to the healing beams in the end, and building a cage to keep the wither contained) it is perfectly believable and true to minecraft to say building, or manipulating the environment, is a legitimate playstyle. It could be incorporated into the fight to make building a part of the fight, or very difficult but necessary, but to say that players aren't allowed to play a certain way only shows that the devs have not thought of everything yet.
  11. TFC2 Goals

    Since TFC2 is a complete rewrite will there be a boss, or some other goal (like the enderdragon/wither) for the player(s) to shoot for? Tfc1 did not have such a goal, with better tools/armor the only things in the game that changed over time. I hope there will be something, because especially in single player I find it hard to be motivated to do anything once I get bronze/copper tools, as the only thing I have to look forward to for the rest of the game is better stats on my tools/weapons/armor, which just means more exploring, propicking, and more exploring.
  12. Bronze bloomeries? Iron furnaces? That ain't be believable

    I would like a skill based system, but I don't like the idea of requiring a full suit of armor just because the game said so, I like the idea of needing a full suit of armor so you are able to survive long enough to even make iron
  13. Crafting Table 2.0

    Sorry to ask, but what is going on there? Is normal hematite being converted to rich hematite?
  14. Volcanoes

    How about one in every few islands is a volcano, and has little on it except a large volcano, that would offer some sort of reward
  15. Bronze bloomeries? Iron furnaces? That ain't be believable

    So much stuff in tfc is thoroughly different from vanilla that I don't think it is really justifiable to say that you can't remove the crafting table because it is a mod for minecraft. When everything from almost all the tools, almost (if not all) all the world gen, the combat equipment, and all the mobs are all either heavily tweaked or completely rewritten from their vanilla counterparts, it seems perfectly reasonable to keep the crafting tablepurelyfor compatibility reasons,especiallywhen the way tfc replaces much of the vanillla crafting (knapping, forging, weaving, fireing, and drying) ARE SO $#%^@&@^# AWESOME. If tfc were "simply a mod for minecraft" I would expect something like this: No wood tools Flint spawns on the ground and need to be knapped to form stone tools. Wood needs to be mined with an axe. Copper and tin spawn as ores which are smelted to make bronze. Iron ore is smelted in a bloomery (a furnace made of bricks instead of stone) Diamonds are knapped like stone tools. Otherwise, the exact same as minecraft. Same worldgen same damage/health, same items (iron=iron, not wrought iron) As fun as this would be, real life tfc is so much more than this. Tfc does not need to be held back by what is in vanilla minecraft, as the devs have shown, and can do away with more of vanilla than it currently is. I would love to see iron tools actually start out with aweful attributes, but get extra bonuses from smithing skill that would take a very long time to get good enough to make it reach a point where it is on par with bronze, especially when it comes to armor (Brittle, unannealed metals with lots of slag tend to make aweful anything that needs to resist stress.) Better yet, make early iron ingots, refined with low general smithing skills something that cannot be used to make sheets, tuyres, and the like, as amature smiths fail to produce bars with low enough slag contents to be considered worthy of finery. An intuitive UI element might be "Forging operation requires slag content of '<1.6%.'" Creating an obvious progression of being a good smith, and being able to complete a full list of metalworking tasks with iron. (Yes, this would mean listing slag contents on iron ingots, but probably not finished tools. This would make so much sense, as bronze bloomeries are absurd, but the proper progression is arguably more important. The players poor skill in forging both the bloom and the tools would replace the time spent making a bloomery as we know it. This would be nice, because now, you need to find a world with copper, quickly find a region with the alloying ingredients for bronze, then iron ore etc. A balanced way to skip bronze (or at least part of it) would reduce the amount that worldgen would have to do for you, in terms of creating the right ores.
  16. Boats and Ships

    If portals are added, I would love to see them added as monument-stonehenge sort of things, that the player has to build(wouldn't be very hard though), and activate using gems and the "useless metals/minerals". If possible, portals would be used sparingly, and if boats are not an option.
  17. Initiation of Agriculture

    I don't know If I like this idea, because I don't think it is done in the right way. I think that farming should become more difficult, modelling history/real life, with the player(s) having to switch form a small steady source of food (hunter gathering) to large but seasonal source of food (farming). This should be done by making field preparation more important, like the soil's pH, irrigation, fertilizers, and other facets of farming become key to being able to plant crops. Another thing is I hope that temperature and food are the driving, as well as limiting, factors in making you want to get metal, with keeping warm and fed occupying most of your time, but with metals making it it much easier to do both of those things.
  18. Threshing Grain

    I think this would be a great idea for TFC2
  19. Apiculture in TFC2?

    Yes, I think fruit would bee a great niche for bees to fit into, as well as magic, but I think we would have to work out a magic system before we fit bees into it.
  20. Drinking from large vessels, barrels, buckets etc.

    Ok so make it shift right click with empty hand.
  21. Apiculture in TFC2?

    I love the **** out of bees (Ah Muzen Cab!), and I would love to see them implemented with hives as you described, but with actual mobs. The way forestry grind my gears so much, and it feels that there is nothing happening except a block with AoE properties, it is very un-organic. If you attack a hive bee mobs should come out and attack you, and I was thinking if this is possible, make them as small as possible (only a few pixels across) and have each hive have ~20 worker bees, plus a queen. Worker bees would fly around to nearby flowers and back to the hive randomly, and if you start breaking the hive, or attack a worker bee the other bees would spawn at the hive and attack you, doing 10-30 damage but ignoring armor (unless you are wearing the bee suit), and would fly very fast, and buzz around you, with about 40 HP each I think bee breeding should be a thing, with hives making crops grow anywhere from a little to A LOT faster, depending on how good the bees are. Bears should attack beehives. Eating honey should reduce bad effects by 30~ seconds, as well as making bread tastier.
  22. Volcanoes

    I like the idea of volcanoes, but I would only like to see the cindercone and strato volcano types, and would like the eruptions to occur around 2 or 3 times per year. I hope the natural lava pool's spawn rate would also be reduced.
  23. Mechanisms and Mechanical Power

    We could do what many tech oriented mods could do, and increase the amount of metal gained (only if you're using mechanical stuff, of course) as well as increasing the need for metal. We could stimulate the desire of more metal by increasing the amount needed for blast furnaces, and make you want to build a grinder to perhaps double your ore production. Another use could be trip hammers, which were used to pound wrought iron, which made it easier for the smith. Another incentive could be rails, which would be good for transporting ore (perhaps the player's ability to carry ore would be nerfed) from faraway mines, using minecarts. Not terribly unlike railcraft, but more suited to TFC of course I think the mechanical power should be generated by water wheels, windmills, animal/player power, and steam. There should be shafts to connect the power sources and the power recipients, and gears to convert torque to speed and vice versa. Trip hammers, querns, and elevators would be what would be powered. Elevators would be cool, and I've noticed lots of modmakers don't only add stuff because people will use them, they add them for fun because they enjoy modding. Maybe the stuff the other modmakers are doing easier stuff idk.
  24. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Yepperdiddlydoodles I know that the idea of moving fantasy mobs underground has been floating around for a while, and this is my proposal of specifically how to do this: Hostile mobs do not spawn on grass, the only mobs the do are passive mobs, wolves, bears and mammoths if they are added . The fantasy mobs might end up venturing out onto the surface, but only spawn in caves and other underground areas. During the daytime, wolves are neutral, as are bears (and I was thinking mammoths but that's a different suggestion), but during the nighttime wolves would become hostile and try to hunt the player. This would be the primary source of combat in the early game. The wolves would be fast and I assume would follow the pack mentality, so the stone age player's only real defense against a group of wolves would be to run away, maybe being able to take on one or two by themselves. As the player builds a house to protect against wolves and gets copper and later bronze weapons and armor the wolves would only really be a threat when traveling light/exploring. Now, the largest threat to the player would not be from the surface, as when the player goes underground to mine in caves or in their own mineshafts, monsters would spawn. The mobs would get more difficult as the player delved deeper into the world, with only zombies spawning in the topmost stone layer (of course mobs would walk around underground and might well end up on the surface) zombies and skeletons (aka spoopers) on the middle stone layer, and wither spoopers, normal spoopers, and zombies on the bottom most layer. Endermen would teleport around lots and mess around with the layer system (I would be fine with removing them) so I guess it is up to the devs on what happens to them. To balance this, skeletons would do more damage and have more health, as well as shoot farther and faster (and more accurately if possible), and wither skeletons would also have much more health and do more damage, and would also apply the wither affect (though this would have to be balanced to the tfc health system). I would want wither skeletons to be very difficult to deal with, and fighting a single one to be a carefully calculated decision, even with mid-end game gear. Why all of this you ask? Because the deeper you go, the better the drops from the mobs would be. Zombies could drop the odd damaged copper or bronze tool or ingot (because this is what you are likely fighting them with, if not stone), skeletons could drop wrought iron tools or ingots, and wither skeletons could drop pig iron, steel, or even, if you are lucky, Blue/red steel. Fighting a mob that is out of your league (skeletons while using copper bronze, wither skeletons while using bronze iron etc) should be both difficult and rewarding, with a high drop rate to make risking your life in the caves (to get some high quality tools, weapons and armor,) instead of exploring, a fun alternative to exploring for ore (not to say exploring is bad), while ALSO being more than just farming mobs for their drops. Clearing out the mobs to continue mining would also be a difficult task, which might add a little more of a combat focus to tfc This next part of mostly me going on a tangent for end/late game stuff: Soulsand could be made using rotten food and bones (or whatever works really idk about the recipe), and wither heads could drop just like in vanilla, and a wither boss could be created and beaten perhaps with a little more difficulty than vanilla. However, the nether star could be used to create an enchantment table (along with gems, maybe using chiseled stone, High quality gems like exquisite or something, and the nether star) and using your exp you could enchant your tools, weapons, and armor. This would be a great mechanic for multiplayer, and since only high level players/ groups would be able to do this, it would give another component in a competitive server.
  25. Imrpoved Sleeping

    Yeah, I don't think getting anything past mild nasuea/slowness/mining fatigue is justifiable, and even with this I don't want to have to sleep when I don't want to.