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Artuga

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About Artuga

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  1. Tree growth speed/size

    I just felt it sounded very weird when you quoted only that part Although if these cacti were implemented, i would build myself a small hut in the top, just to have done it
  2. Tree growth speed/size

    Just to clarify, i meant living in the desert, not in the cactus
  3. Tree growth speed/size

    cacti implementation would be cool, but i think some sort of practical use should be in place as well. Guess you could implement cactus juice to go with the new thirst mechanics. this would give you a way to survive in deserts, and possibly even live in one :-)
  4. Tree growth speed/size

    That's true, but if you think about it, this could be used to add some randomness to where large forests would generate. If we stay with the suggestion where trees also can spread out by themselves, the deeper dirt layers would allow for trees to grow larger in certain areas (limitation for continuous growth by root size) Thus creating areas with massive forests, and other areas with lower, denser vegetation.
  5. Loose Rock Placement

    Wouldn't this mean locating starter ores for your first sluices a lot more difficult? could be a problem, as i tend to always scavenge rocks along the coast to mark off good sluice points early game. I DO like the idea, i just think you might need to implement additional mechanics in order to justify this change. Maybe have a way to more actively use gold pans to map out ore deposits? (like a weak version or the prospectors pick, only usable in water) This way, you would still have sluices as a desirable early game starting mechanic to obtain ores.
  6. Tree growth speed/size

    That sounds really cool Regarding the spreading through roots as redundantusage mentioned, that typically applies mainly to trees in higher mountain areas (At least for pine, as far as i know) This is used as an alternative method of spreading, i haven't heard of any trees that only spreads this way. It's something that would be cool to see, but not necessarily crucial to making a system like this work. Edit: Actually using an axe on root-infested dirt block should wear on the axe alot, not really being an efficient way to remove it. Maybe add reduced time to dig out the root dependant on how many dirt blocks are surrounding it? this could encourage you to actually "dig out" the root before actually removing it. Oooh, and i have to add; I LOVE the idea of living/dead trees this would add alot to the diversity of the game world, atleast aesthetically. Maybe also prevent trees from further growth in the winter? (would kinda already be implemented with this system considering it would snow rather than rain)
  7. Better Pets

    I think we will have to wait and see what the animal update brings that are currently being worked. However, i personally would much rather see more practical use to the tamable animals (wolves turning into dogs when tamed, used to protect livestock, and possibly even dogsleighs for traveling on frozen lakes) Can' think of many other uses for them though. Ofc, an updated AI would always be welcome
  8. Tree growth speed/size

    well, you could have the tree slow down in the height growth, while still having increased woodgain by increasing the trunk width. this way, the material gain would increase exponentially like you suggested, while still making the time required to obtain those massive seqoias from new worlds extremely high. (each growth-stage upwards would be increasingly rewarding as the thickness of the tree expands, and as branches are added)
  9. Grinders

    I think you are getting too caught up in the sharpness/effectiveness being enchants. Like i said, i am a little biased on the enchantment system, not really thinking everything in it really should count as enchantments. The way i see it, this mods tries to enchance the gameplay by increasing difficulty, and at the same time give more reward for player skill in as many areas as possible. Thus the natural progression in such a system for me, would be to make as many traits of the weapons and tools possible dependant on different skill. This will also allow for more spezialization towards master craftsmen, as well as give you more cntrol of what traits you want to aim for in your tools/weapons. I agree with you on the durability cost for grinding not making much sence though, but it could realistically atleast be a penalty for failing the grinding process. Maybe make the cost for using the grindstone some hard to obtain oil? (As mentioned earlier in the thread) possibly obtaiable from refinement of a plant?
  10. Tree growth speed/size

    i wasn't talking about making shears the only way to get saplings. i was merely suggesting to keep the old mechanics punching leafblocks, but to give you a small progression when you obtain metal tools. this way you will in time be rewarded with a system that makes maintaining your treefarm saplings easier, without spending so much time nose-up under the trees, with an unnecessarily large quantity of sticks. also, i don't think number crunching for tree growth time is something to worry too much about, as that is something the developers will tweak to where they feel it's right anyway. i just feel it should be significantly slower than it is today, giving at least some challenges to to resource management of renewable resources. i guess the initial growth stages for the trees shouldn't be so extreme. but the time it would take for a tree to grow larger than the current saplings do should be very slow. my apologies for any typing errors here. posting on my phone and will go over the post tomorrow.
  11. Grinders

    Grinders sounds really cool, but i think they should be something optional for additional benefits rather than something required to advance in the game. My thoughts are: Since sharpening/grinding a tool would actually remove some of the material, the tradeoff for using the grinder would actually be some durability (like 5% or so) The reward you get for doing it right (it would ofcourse need a small minigame) would be an appropriate ability added to the item (sharpness/efficience etc.), maybe for 20% of the durability of the item. Failing at the minigame would mean removing too much material from the item, thus reducing the durability even further. I think a system like this would be better than having enchanting giving you these traits, but that could ofc. be because i'm partially biased about the enchantment system as it is in vanilla minecraft (player levels should follow/enchance the player, not being transferred to tools/weapons/armor.) i realize similar suggestions are made, just wanted to throw in my 2 cents
  12. Tree growth speed/size

    damnit, you were too fast made a quick search, and was on my way to edit my post xD
  13. Tree growth speed/size

    Ofcourse, but as this would lead you back to the giant trees already generated in the world it really should take a VERY long time And why don't we have redwood?
  14. plant genetics = allsume

    While this idea sounds pretty awesome, i think it's making the mechanic overly complex compared to the timescale/technology avaliable through this system. Typically, the evolving traits of plants would not be something you specifically aim for, but rather something that adapts through natural selection (that darwinian stuff, y'know) While you would typically want your animals bigger/plants yielding more food/seeds/etc. It is something that would be evolving naturally and improving through the needs of the farmer. You don't choose to plant 1 seed over the other because it has higher temperature tolerance/grows bigger/faster. You normally plant them both. However, the seed being the most temperature resistant will survive later in the season, increasing the chances of actually being harvested and consequently being used for seeds the next season. The same way, the plant yielding more seeds will replant in a larger scale, thus outcompeting other less efficient seeds over time. The same goes for plants that grow faster, giving more possible harvests each year. Animal breeding is a different matter, as you would have a surplus of male animals for mating. Thus, you always use your strongest male specimen for breeding to ensure you have the highest quality offspring possible. But on the topic of plant genetics, i think a better solution would be to start out with only unspecified seeds (this actually saves you some space when out punching grass early in the game) These would have to be planted in order to even discover what kind of plant you have obtained. When harvested, these plants would give the "wild" version of whatever plant you harvested. However, if the plant were to be given the correct growth conditions on the second round, they would have an increased chance to move up one step on the traits-ladder (moving towards more domesticated plants) as they progress, they will be given better traits for growth/yield/temperature resistance. This system would reward farmers who know what they are doing, while not making farming completely unbearable to people who just want to support themselves with a small acre in their backyard. As far as plant genetics go, that would be more suited for higher-tech minecraft mods (and there's a reason ic2 has something similar partially implemented already) My opinion ofc but please tell if you agree/disagree on it
  15. Tree growth speed/size

    i've seen your thread (and voted in it ) it would truly be awesome! To get back on track: if we focus on tree growth size and speed through gradual growth, would this still mean rewriting base code? Or would the main issue be having the trees start out like in the way fruit trees currently do? Does anyone know?