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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
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N0body

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About N0body

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    Freshly Spawned
  • Birthday 03/04/1996

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  • Website URL http://rccclan.com

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  1. What do you think about TFC2?

    I have to say I agree with alot of what you said; what really gets me is the lack of 'further development' after you reach the basic metal tools (tin, copper, bronze) and that is generally where I begin to loose interest and start a new game. Further objectives while retaining a sandbox environment would be amazing, though I'm stumped myself on what could be added to achieve this/that.
  2. There are no 'biomes' in the world, rather the rock layers are completely random. The trees and vegitation vary the closer or further away you are from the 'equator'.
  3. Very nice, something I've been looking for, thanks for sharing! Also, if you're looking for some ideas, I suggest checking out: http://forums.bukkit...4-2-r0-2.19063/ for Bukkit, maybe using some of the ideas there would be useful for ya'.
  4. Make the nights/caves more scary!

    After playing around with this for a bit, mixed with the blockheads texture pack, this really makes the mod much more atmospheric and darker, but also the colours stronger. Very nice combo overall - great find!
  5. Official Death Penalty Discussion

    What about making the death penalty differ as per game difficulty? The harder the difficulty, the worse the effects. For example, each difficulty could be any of the below (and more, obviously!): Hard: Death spawns a corpse, which acts like a chest, can turn into a zombie etc. as suggested by ECCMy suggestion of becoming crippled - debuffs to be precise, gained from dying that last for x time or until conditions are met.The DayZ style blood & blood loss with a form of being crippled suggested by legendary64Death ban as suggested by various (I personally disagree with this suggestion - a little too excessive I think)Normal:Spawn with the food level you had when you died, starvation doesn't kill you, just makes you unhealthy as suggested by Androyed & Ryuugumo.Spawn after death and starting spawn point rather than bed, but after x amount of time of protection, you spawn in the same area as suggested by ruhl4Easy:Spawn with the food level you had when you died, starvation doesn't kill you, just makes you unhealthy as suggested by Androyed & Ryuugumo.Peaceful:No penalty for death, as normalObviously this would need be re-worked, but this means difficulty allows servers to have more choice, and players on SSP, to what happens on their server. If difficulty does not affect damages and all the other stuff as normal, but effects death penalty, then this could make for something more interesting.So, that is one thing I suggest. Difficulty effects death penalty, and the harder the more serious the penalty. I'm going to throw it out there, but more difficult = more realistic, or at the least, more forboding and unforgiving world where you fear the environment.
  6. Make the nights/caves more scary!

    This is pretty cool. Been looking for something to increase difficulty myself, and not being able to see anything during the night or when in caves certainly increases difficulty - finding ores will be harder yet, if you can't see 'em easily . Though, because it is client-side only, it put you at a disadvantage on SMP
  7. Official Death Penalty Discussion

    What about regarding a player dying as being crippled? So, 'Death' doesn't truely exist when you're not playing in hardcore, but what happens you could say is: The player becomes crippled, suffering broken limbs &/or blood loss, or the pain barrier is reached, then blacks out. During the time it takes to respawn, as normal - you could say the player crawls or wobbles back to their homes (Where their bed is located) or they'll wake up (respawn) somewhere in the wilderness. So, my idea is based upon this 'assumption', so you could possibly add the following random penalties to the player (Treated like potion effects, though the issue is milk could be used to negate the injuries, but what if milk has that use removed, and a splint item is added that does it? Ok, maybe a little too much. But just putting it there) Blood loss (Maximium number of hearts decreased by 25%-50% for x time, x could be hours, days, or until specific requirements are reached. Different levels of blood loss could be randomised)Broken limb/s (Legs decrease speed, arms decrease block breaking speed and damage, head - maybe an overlay, a blurred one at that, like the pumpkin helmet could be added, with decreased bow range, damage or speed. Possibility things like splints etc. could be added to decrease the effects, though personally I think that might be going to far. Or maybe not *shrugs*)Bruised (Maximium number of hearts decreased by 5%-10%)This is also treating hearts as your ability to endure pain, rather than blood. But then again, all of the above could still be used with the idea of blood loss, I'd guess.So, the impact on players: If the effects can stack (This could mean literally that effects get worse), avoiding death will be important for players. If the kingdoms aspect of the mod is intergrated in the near future, then this would be very important - keep your people alive, and kill the attackers. Worse thing you need on MC is a group of people who keep coming back over and over just to kill you and your villagers, but this still applies to survival.Still, players will be reluctant to go back to the fighting even with a basic injury, because it puts them at quite a serious disadvantage. Players who have been killed at spawn will suffer, so new players may have a hard time if they are killed by mobs. But that is up to the server to protect against those issues.Wars and engaging mobs will be more dangerous, and personally I would love an incentive to actually prepare for deep-underground mining or travelling during the night. Right now running away from mobs is very easy, so all you need is a little bit of food and a jav or two.Solves the issue of people being lazy and just killing themselves, just the like the example given in the first post. Also means players may actually be scared, to one extent or another, from dying.@ ECCThe idea of spawning an entity every time a player dies could be very open to abuse / griefing. What if a player picks up an item of dirt and kills themselves, and keeps doing it until a hundred corpses are littered around their house or spawn? That could be very serious for servers. Anyway, that's my suggestion Keep up the awesome work on the mod - absolutely love it, as do a number of people in my clan!