Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
-
Announcements
-
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.
I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again. -
This forum is now READ ONLY! 01/20/2020
As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.
Any questions or comments can be directed to Claycorp on either platform.
-
NegiMagica209
Members-
Content count
41 -
Joined
-
Last visited
Posts posted by NegiMagica209
-
-
Thats why I think it's a good idea to have difficulty settings for almost every part in the options menu.
0 -
My mind just exploded... @_@
0 -
a few days ago I was wondering why torches don't provide light when you're holding them, is kinda lame that I have to "plant" a torch whenever I'm walking by somewhere a bit darker. mostly when I'm hunting at night, and I have to leave a torch trail behind me... just doesn't feel right...
It'd be nice to have and I'm sure it can be done, but for the game to have to update the lighting every time you move could cause extreme lag. I love the idea though.
0 -
Thanks for the input guys I'll make some adjustments soon.
By the way, anything that is in the On option is also in the Hardcore option I'll change it to clarify more. At the moment I have very little time to be on so I'll change it soon.
Jivix: the idea of non stacking food is because there'd be a durability bar. That and this is based off of ideas found throughout this forum. So if you check out my cooking suggestion, there are meals that have multiple uses so it'd justify cooking since you can't stack food. It stacks because it degrades at the same time. You just wouldn't be able to stack two meals together.
0 -
Well, to be honest. I made this suggestion not for what would be good options in the options menu, but to have athe ability to change the options if desired. Yes I will fine tune these exmples, but it's really just to bring light to the suggestion of being able to customize your playing experience if and only if most of this forums suggestions are included. Liek the ones stated above.
0 -
Things in the On option are also/or modified in the Hardcore option. I'll change things up soon.
I've lurked through all the suggestions and have seen many things that fit well with the TFC feel and some that are out there in the extremes and awsomes. So I came up with an idea nd posted it here ( http://terrafirmacraft.com/f/topic/545-super-hardcore-for-real-badass-players/ ), but it didn't go anywhere so I decided to post it again here, but in greater detail.
My idea is to create options in the game menu and in the world generation menu that will give the mod more customization for a wider variety of players. Some of these ideas you might bring up the argument that if people don;t want a hardcore surviving experience then why play it? Well, I say theres more to this mod so far and more to come that can also be fun doing without having to worry about living. Now I personally would love to play this game with all of its hardcoreism including the suggestions here, but some players might find some of it tedeious and frustrating so I devised a chart of menu options to customize your experience. Weither you are a normal survival player, a 'real badass player', or a casual crafter.
Survival Setings:
Hunger:
On - You will get hungry over time. Hunger effects Thirst and Exhaustion, not your Health.
Off - You don't need to eat.
Hardcore - Hunger will effect your Health.
Thirst:
On - You will get thirsty over time. Thirst effects Exhaustion, not your Health.
Off - You won't get thirsty.
Hardcore - Hotter biomes and lower depths effect Thirst.
Exhaustion:
On - You will get exhausted over time and with work. Exhaustion leads to slow movement.
Off - You won't need to sleep.
Hardcore - Continuous exhaustion will lead a forced sleep on site.
Torches:
On - Torches will burn out after a few days. Weather and depth will effect torch life.
Off - Torches will not burn out.
Hardcore - Torches will burn out after a day.
Food:
On - Food will spoil after a few days. Cannot stack food.
Off - Food will not spoil. Can stack food.
Hardcore - Spoiled food will spoil other food quicker. Cannot stack food.
Equipment:
On - Equipment will require maintainence to keep from degrading over time.
Off - Equipment will not degrade over time, only with use.
Hardcore - (can't think of anything)
Wood:
On - Wood will rot if exposed to the weather.
Off - Wood will not rot.
Hardcore - Rot Wood will rot other wood in piles or lockboxes faster.
(Rot Wood can be used for compost.)
Water:
On - Water is Finite
Off - Water is Infinite
(Hardcore would be flooding, which is in the environmental options below.)
(This is probably very hard to code.)
Air:
On - The lower you are the harder it is to breath.
Off - No need to worry about oxygen levels.
Hardcore - Pockets of Methane and Sulfuric Gas will sufficate you.
(Quickly, find a low tech way to conquer the hardcore problem which includes was to harness these gases as well.)
Heat:
On - The location of Campfires and so on are effected by climate, air, weather.
Off - Stable heat at any hieght or weather condition.
Hardcore - (Can't think of anything.)
Environment:
Cave-in:
On - Cave-ins have a chance to occur in non- supported caves.
Off - Cave-in's won't occur.
Hardcore - Cave-ins lead to instant Death if on top of player. Cave-ins occur more frequently. And have a chance to happen in supported caves as well.
Landslide:
On - Landslides may occur in rainy weather.
Off - Landslides won't occur.
Hardcore - (Can't think of anything.)
Hurricane:
On - Hurricanes may occur. Damages trees, puts out heat-based items, chance to knock down fence, signs, and glass.
Off - Hurricanes won't occur.
Hardcore - (Can't think of anything.)
Blizzards:
On - Blizzards will occur. Freezes both standing and flowinf water. Damages livestock and crops.
Off - Blizzards won't occur.
Hardcore - Blizzards damage players exposed to it.
Sandstorms:
On - Sandstorms occur. Dries up shallow water. Covers things in sand. Damages livestock and crops. Makes the Thirst bar deplete faster.
Off - Sandstorms won't occur.
Hardcore - Sandstorms damage players exposed to it.
Floods:
On - Floods may occur in rainy weather. Damages crops and washes away Campfires, Signs, Redstone, Logpiles, etc.
Off - Floods won't occur.
Hardcore - Flashfloods have a chance of happening.
Fires:
On - Forest fires may occur. Damage is obvious.
Off - Fires will only happen naturally with lava pools and the player.
Hardcore - Firestorm. Forest fire spreads rapidly.
Earthquakes:
On - Earthquakes may occur. Damages are very obvious. Causes Cave-ins even when turned off, also in supported areas.
Off - No Earthquakes.
Hardcore - (Can't think of anything.)
World Generation:
Dens:
On - Monster Dens spawn in the world.
Off - No Monster Dens.
Quicksand:
On - Random Patches of Quicksand will spawn in correct biomes.
Off - No Quicksand.
Volcanoes:
On - Volcanoes will spawn in the world.
Off - No Volcanoes.
 
 
Tell me what you think and give feed back as to wha to put in the spots that are empty. Also, tell me if you think of anything else that could be added to this options list.
0 -
You and your description of age progression for this mod for me is like looking into the eyes of God! I'd be a very happy man if this were to be in TFC someday. Here's to hoping!
0 -
Oh I didnt make any changes to it. It was just a heads up for anyone who hasn't read it yet.
0 -
Wow! A small idea brought out to a full scale suggestion all on its own. Nice job! This is just what TFC needs to replace the spawners and/or dungeons.
0 -
Add Beekeeping to the OP, fixed the Fireplace part, and check out the few Hunter-Gatherer items that are added.
0 -
I agre with giving the undead a reason to exist. I know the point of this mod is to give a harder challenge to surviving and give a skill based experience on it, but nothing says it isn't still minecraft, fantasy stuff can still play a role in here somewhere.
Nests! Didn't think of it before but you are right, nests do make a better feel than mob spawners. That and the respawn time should be decreased compared to mob spawners.
Flying mobs might be hard to code but not impossible.(look at the mo'creatures mod for instance) I wish there were more flying mobs in vanilla. Bats, birds, insects(collectible for alchemy if kept or changed), heck even the infamous promised red dragon if you'd like.
0 -
All I see happening is mobs will despawn and respawn seasonally to emulate migration, if seasons are added.
0 -
Going back to the OP's topic. There seems to be a lot of suggestions here on this site that fit right in with the feel of TFC and there's others that are extreme like torches burning out, food not stacking, and a smaller carrying limit than 64. How about normal mode has the things that fit in well. And hardcore mode Includes the things that are extreme and realistic.
0 -
From what I read, ingots maybe changing to random requirements each time. However I believe this might mess with the skill biulding concept of this mod.
0 -
I could try that. The only thing is, from what I heard Bioxx prefers that each idea is in a separate thread. But, I don't know if that's for real.
For the time being I'm going to expand on the beekeeping in the OP once I wake up. I work late and i just got off so sometime tonight I'll update the OP.
0 -
I'm trying to do some research on brewing and mead would be great for it. I feel like I should make the beekeeping section in a separate thread for easier finding.
0 -
How about dens. A small cave that's home to certain mobs and spawners of the same. And the bigger the den the harder the mob? This way mobs could get progressively harder both in the ground and on the surface. Plus, how about the deeper you go into the biomes the stronger the mobs that appear. (especially since MC vanilla has added a large biome choice)
0 -
Hahahaha!! Me too man me too!
0 -
Hehe good idea! How about a bed that can be made way before those. Like one you'd make before you can get wool and leather. Add fallen leaves to the mod. Collect the leaves and craft with your inventory crafting grid to make a leaf pile bed.
0 -
BEEKEEPING 2
Sorry for the double post but I felt this should be separate as soon as im done researching I'll add these to the OP
Uses for beewax and honey:
Wax;
--Used on the string of a bow to help the string last longer. A durability bar could be added to the bows and an application of wax will make it last longer or replenish some of the durability.
--Can be used to give iron a shine but is useless for this mod.
--Oh here's a good one, if copper or bronze piping and steam punk like things are added, beewax can be used to Perserve and maintain bronze and copper. Can be used along some grease Item to maintain machines and bronze/copper made structures.
--Used in jewelry.
--Used to maintain and lubricate saws and drills in metal fabrication.
--Used I the process to make paper somehow
--Used in wip making
--Used in metal threading such as gold threading.
--Wax is used to flux molten bullets and helps remove impurities, can be used to make bullets or through the smelting of metals.
--Waterproofing and candles
Honey:
--used as a perservative
--used to treat burns and open wounds
--used as food. The comb can be eaten too
--used as a cure for hangover. My alcohol section will be like the tea section but alcohol will give better buffs but also permanent and/or temperary debuffs that can be cured with honey.
--Honey wont spoil, honey IRL lasts a very VERY long time.
0 -
BEEKEEPING 1
Now starting on a Hunter-Gather Section that will tie in to the early cooking with just a campfire. I'll edit this post saying its done when I am.
Edit:Also adding biulds to the items. I will add more, but my computer seems to want to delete stuff as I type. So I'll continue this once I get ahold of my Ipod again.
Idea:
Snow can also be used in the Icebox but doesn't last as long as crushed ice.
Edit2: just saw that Bioxx may be adding beekeeping so I'm gonna have to hurry up my research on them.
From what I gathered you can have anything from collecting honey straight from the hive, to apiaries that have removable slides that contain the combs. The fact that bees help with pollenation could be used in the mod to produce a better crop. Honey in my suggestion could be used in recipes and candying foods for perservation. As well as using wax for many things.
I'll look up other uses for honey and wax in more than just for cooking too.
0 -
Hmm I wonder what he'll do to better dungeons, strongholds and abandoned mines if he's keeping them?
0 -
I can see alchemy being a big hit with the chemistry lovers Maybe even with a touch of fantasy alchemy in the sense where you use things like spider venom and snake blood with root of bla bla bla. You know where I'm going with that. Witch's brew lol.
Oh yes! This could be the start of a much better alchemy section the what vanilla has.
0 -
My cooking suggestion could start hear. The beginnings of gathering and hunting leading up to early aged meals and then into the full blown fireplace, oven, hand pump and icebox section once you do reach the metal age. Hurray progression!!!
(my post is half bump sorry. I'd like to see more talk of leather so I also wanted to bring it to the first page.)
0
Scythes
in Suggestions
Posted
Based on the awkwardness. How about gaining experience with a weapon as you use it. A skill system could be use for almost anything and as you use the weapon more it becomes less awkward to use it.