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Everything posted by xAxis27

  1. Existing Feature Suggestions

    Here are some things I would like to see: Campfires -3D campfire textures, like saplings/grass/flowers etc. -Campfires that repel mobs like RL fire keeps predators away. -Ashes produced after long use. Tools -More accurate mechanics for Prospector's Pick. PROSPECTOR'S PICK IS NOT BEING MODIFIED -Stone type restrictions on tool crafting. I don't think a slate pickaxe could effectively break any kind of stone, for example. -More tools that are specialized for specific elements. I like the use of axes to split logs into planks, and more tools can be made for similar things. Ores -Zinc/Tin is far too difficult in some cases to find. I'd like to see some tweaks to "Starter" metals that can be smelted in the fire pit. -Bad ores. Useless ores. Variety. Although there are so many types of rock, caves and tunnels can be so bland. I'd like to see some variety to break up the monotony. General -Longer day/night cycle. Maybe just double the day/night lengths. -Sand types. -New mobs. -Dangerous weather. -Injuries. If you fall off a cliff, you're gonna break your ankles. However, you can bandage wounds with wool, splint your limbs with wood, etc. -More mob drops. Spider venom, wolf pelts, cloth from zombies... Everyone feel free to add to this, as I'm sure Bioxx would rather have a bunch of suggestions in one place!
  2. Mob behavior

    Rather than suggesting what mobs to add/remove/replace/blahblahblah, I want to take the discussion in another direction. It shouldnt be about how many mobs, but about adding uniqueness. -Mobs that sprint, but has low HP -Tank mobs (high HP low speed) -mob awareness, like zombie pigmen, who hunt in packs -swarms -friendly combatant mobs It would seriously bore me if there were like 20 types of mobs with similar behaviors.
  3. Slow building

    TFC needs to slow down building. It is too easy to chop down some trees and make a cabin in the first night, and once you make a shelter, you feel instantly safer. I think placing blocks should take time, so you need to invest in a shelter. Perhaps when you place a block, some kind of placeholder or progress bar appears, which you can let finish or cancel. This way, it takes a whole lot of time to build up a town, and you have a great sense of reward from even the simplest structures.
  4. Environmental Dangers

    im thinking non-metal or padded interior...or specifically made for the cold from pelts or something. but definitely not metal armor. and with spawning in a snow biome...might just be safer to make a fire that much quicker!
  5. Mob behavior

    All these kinds of mobs can be realistically implemented. Bear = tank etc etc. As for fantasy, i dunno, but I'm sure it can easily be done!
  6. Slow building

    Perhaps. I'm just throwing in the idea. I do want it to feel like an accomplishment to make a shelter rather than just a few clicks. It's all about a balance though. Realism vs Fun. If it would make the game less fun, scrap it; but if it works, I'd like a slower or more rewarding feeling of building.
  7. Dual Weilding

    It would be nice to have a favorites menu like in Skyrim, with a short time delay in switching gear.
  8. Environmental Dangers

    Cold damage in snow biomes. You'd need protection from cold.
  9. What would you find in the dungeons?

    Currency, crafted goods, gems...someone put these in a chest, and you store valuables in a chest. I dont want to see crap in there, but also I dont want to see anything game-breaking, like diamond picks.
  10. tree chopping

    Not a good idea, simply because it would look terrible if the tree was next to something.
  11. Got Problems with Ores and Ingots

    I had issues with this, fixed by removing and replacing the hammer/ore/plans and trying again.
  12. IGN: xAxis27 Age: 20 Read and agree to server rules? Yes What do you want to do on the server?: Be a helper, aid anyone with anything, contribute to building a community.
  13. Gear System/Equipment

    Crysyn expressed an interest in having equipment slots and gear, mentioning the ability to wield two items (one in each hand). This thread is to discuss the possibilities of such a system, as many of the topics here can point to using two hands. Uses - Hammer and chisel - Sword and shield - Crossbow/Bow would take both hands - Double crossbows! - Torch in the off-hand? - Two free hands = smart movement abilities
  14. Landslides

    Well grass should keep the dirt in place, but dirt blocks with no grass could have a chance to shift rather than grow grass if it is sloped
  15. Crafting Times

    Sure, we already have a lengthened time to craft items because of heat levels and recipes, but what if there was a crafting time to factor in, too? For instance, using a chisel to shape blocks in a cave is so easy because you just have to right click on them. You can convert a cave into a smooth, chiseled space in less than a minute. What if you left clicked with the chisel, and only after a few seconds the effect is applied? It would also allow for the material type to make a difference in crafting time as well as number of uses. As for other item crafting, I am thinking of a hybrid of a vanilla crafting table and a vanilla furnace, where you add your materials and wait for a bar to fill up before it is done.
  16. Varied Mob Drops

    I play Fallen Earth, and the crafting system relies heavily on mob drops. TFC could benefit from such a system based heavily on mobs. Creatures can yield biological chemicals, bones, meat, etc Plants/fauna can yield botanic chemicals, dyes, pollen, etc The drops can be used in many recipes, and thus placing a big importance on hunting and gathering, rather than just chopping trees and mining rock.
  17. Landslides

    maybe this can happen only when it rains...
  18. Alternate Brick source

    I think finding tin or zinc is extremely difficult but necessary. It keeps you from burning through the game too quickly. It took me hours to find zinc, but now that I have some, I feel accomplished and rewarded for my effort.
  19. Tanning Racks

    Perhaps parts or chemicals from the animal itself can be used too.
  20. Tree physics

    Makes sense, but would be tough to code I'd think.
  21. Dummy's Guide to Double Ingots

    Yeah this was a pain in the ass for me. Note that it is easier to let the liquid copper cool to orange before working it rather than heating an existing ingot because of the fact that it has such a small window of time in which it can be worked.
  22. Tree physics

    I do like this idea. If you dont want to harvest the leaves, you can chop down the tree and use a firestarter on the leaves to burn them. Also, if you havent noticed, alex, you can walk through the leaves without suffocation.
  23. Tanning Racks

    Since leather has SO many more uses than are in game, tanning racks would be extremely essential to many aspects of survival.
  24. Grinding Stone Enhanced

    At any rate, putting a bunch of cobble on a stick shouldnt give you a shovel or pick. You should need to grind the blocks and use blueprints.
  25. Crafting Times

    Two hands seems a lot more realistic now... And I think crafting time shouldnt affect the heating and metallurgy, but just on crafting tables.