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kickinit233

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Posts posted by kickinit233


  1. I'm working on a ancient alloys mod that adds in more basic alloys and some "lost" alloys that are practical and interesting. Currently I am working on

    Arsenic Copper: a basic but strong allow that is a early game alloy (low tier)

    Arsenic bronze: a form of bronze featuring an exceptionally high strength and durability (medium tier)

    Mokume Gane: not really a  tool material, but one of my favorite alloys (medium tier)

    Cupronickel: a strong copper nickel alloy (medium tier)

    Crucible steel: a highly strong steel made from pig iron and wrought iron  (medium tier)

    Tamahagane: the famous high grade Japanese steel that is difficult to manufacture (High tier)

    Bulat Steel: an ancient and strong steel originating from Russia (high tier)

    Bintie: an ancient Chinese steel (high tier)

    Toldeo steel: an ancient roman alloy that is known for its excellent composition (high tier)

    Noric steel: an ancient viking steel made from bog iron (high tier)

    Wootz steel, an incredibly strong alloy (high tier)

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  2. While bee keeping has been suggested before, all of those posts are a little to modern for my taste and would like to suggest my version with some unique additions including honey wasps and poisonous/psychedelic honey. Here is how I would suggest.

    Features:

    Different bee species spawn in different biomes. No bees spawn in winter biomes or desert (no honey bees naturally live in these areas). The rarest species is the giant honey bee that only live on the sides of cliffs. They produce a red honey that is said to be psychoactive. They are the only bees that cannot bee raised in captivity, however they counter that they produce tons of honey  ( up to 150 pounds a year irl). The only other species you cannot "officially" raise is the honey wasp which is not extremely aggressive but will attack unless properly sedated. While they cannot be transferred once the nest is broken it will resplendent in a in game week within a 20 block radius thus they can be repeatedly be harvested. One thing I don't see often is sedating the bees. To do this would require the player to place a torch or lit fire under the hive and wait. Once the hive is sedated you are free to break the hive. 

    Honey would be another topic that needs to be discussed in detail. Honey should work like this the bees hive scans a 50*50 area for flowers and then generates a honey based around the flowers, trees, bushes, etc found. If there is more than one flower found it become a wildflower or multiflower honey, if only one pollen source  (any pollen source) is found it creates a monofloral honey which has special properties and tastes depending on the source. If said flower source is magical said honey would also be magical (red honey produce by the giant bees was used in alchemy). 

    The type of hive suggested in most mod suggestions are what are called hive frames which are still a fairly new invention, in the olden days they used a top bar hive which is basically a half barrel with bars across the top. Another primitive version is a straw bee skep which is basically a bee hive shaped basket. Both of which are very primitive and we're around in the time period of tfc.

    Another rarer type of bee that can be found is the stingless bee which while stingless only produces a small amount of honey because of the hive being so small compared to an average yearly output of honeybees around 75 kg a year they produce only around 1 kg of honey a year. The hives unlike regular classic bee hives are exclusively found in tree trunks and crevices. The honey produced is also quite unique often described as sour and tangy. Another unique feature I would like is the addition of a biomes called the black oak forest in which the rarest magical honeydew honey (which is honey produced by bees who have consumed honeydew).

    While honey bees, stingless bees, and honey wasps are the only insects that produce honey several other insects produce sugar substances that have been eaten by humans in primitive times. The aphid family as well as other scale insects produce honey dew which was collected and eaten by native americans. In fact honeydew is often believed to be the Manna depicted in the bible as honeydew forms sweet puff scales that are rich in sugars and vitamins. Honeypot ants are a small species of ants that have specialized type of workers that act as living food storage vessels, they engorge their balloon like abdomin with a thick sugary syrup. 

    The last edition would be plants that produce sugar. While everyone knows that minecraft has sugar canes, they are not the only plant that produces sugar. Other crops include sugar beets, Sugar maples (come on maple syrup and maple sugar), sohgrum (makes molasses), palm and bamboo sap (dried and crushed), agave, coconuts, monk fruit, and Yukon tuber.

    So overall that is how I would implement bees as well as other sources of sugar.

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  3. On Wednesday, October 26, 2016 at 8:57 PM, Darmo said:

    He appears to have arranged it as a step-by-step tech tree, in the vein of Thaumcraft.  As opposed to an organic tech ladder, as TFC1 is.   So the player is presumably prevented by code from building a jug, until they've built one each of all 3 spears.  After the player builds the jug, they then are allowed to build the barbed arrow, pole poking (?), eel trap, and hand trawl.  etc.  So it straight-up prevents you from skipping tiers.  I'm not a huge fan of that (although it does simplify things), and it seems like the devs so far have opted for a more organic tech ladder.  By organic I mean that it flows naturally, and sometimes you can skip a rung.  For instance you can totally skip copper tools in TFC1.  Though you'll still need tons of copper ore.  And the products of one tier lead to the next, organically.  Use bronze ingots to make bronze anvil to make bronze sheets to make bloomery (which is a tech gate) to make iron ingots to make iron anvil to make iron sheets to make blast furnace (next tech gate).  I prefer this format personally.  It has it's own internal logic.  The tech tree format, there's no logical reason I should have to make spears before jugs, jugs before, arrows, and eel traps before fish traps.  They're all primitive technology and none produce a product that logically would be required for the next.  So that's the problem I have there. 

    The system I proposed earlier did not have a natural product flow either.  But it was weakly tiered simply by the fact that the 'upper tiers' required string, which in TFC1 anyway is not simple to get.  It had some loose progression in that clams and barnacles could be used to chum for spear fishing, and those small fish could be used as fishing bait, or net bait perhaps.  But you could entirely skip the digging and spear fishing if you wanted and go straight to the upper stuff.  It was a logical system, I felt in line with the precedent we have so far from TFC1, and the fact that we've not really heard devs favor tech trees for TFC2, to the best of my knowledge/memory.

    Aside from having special high value catches for trade or magic, I don't think fishing fits well as an elaborately tiered trade.  I think all it really needs is a primitive tier, and an advanced tier.  The primitive part of the game can focus more on food I think, with 3 tracks: Fisher, hunter, or gatherer.  The goal of all 3 is to get more stable.  So from fisher you proceed to...well, more advanced fisherman.  Hunter proceeds to rancher, and gatherer proceeds to farmer.  In all 3 cases, once you've got your more secure food supply, then you perhaps start working in a more focused manner on other trades/professions like smithing or magic.  If you get into magic you revisit some even more advanced fishing tech to farm pearls, or catch extremely rare fish for components.  Likewise, you can raise rarer animals, or crops.  Basically, you kind of set up a primitive-->advanced progression, and anyone can be expected to do this, and it's for the early game.  Anything higher is for special cooking or magic recipes, and these can be made very high-skill portions of the tree, because they're not required for survival or progression.

    Interesting point of view, if it was possible to have the fish trap be a direct upgrade more like a natural progression, thus having the requirement of crafting the eel trap. The fishing tree would be more a direct tech tree as several of the items need more advanced technologies than others. While I was thinking the the fish breeding pits be more of an upgrade/craft either crafting the new pit or upgrading your old one thus not requiring the crafting of a new pit. Or if skill trees are implemented I think the unlocking of the tiers be through a perks, like 7 days to die.

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  4. 1 minute ago, Darmo said:

    Gravel and sand aren't edible though.  So their loss isn't really a strategic choice.   "Requiring" two people to run a net would be bad for single player you probably meant just giving bonuses to having two people in the boat, ya?

    Ya, the Japanese ate all their eels, so now they import them at great expense.  The Japanese seem to not give a damn.  The more poisonous the fish the better.  Cooking destroys the poisonous protein though, ya? I don't think it's as big a deal as fugu.

    The poison in eels is destroyed in cooking or smoking yes. And in reality pose no significant effect to humans, although if it does get in the blood stream it can cause anaphylaxis, however most of the time our stomach acid is strong enough to destroy the poison. While in the workup I am making eels are meant for a early food, the do have a second use as a source of oil (fat).

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  5. 2 hours ago, Stroam said:

    Sluices you have to add sand or gravel. That's kinda like bait. What if spears were for fish, traps were for crabs, digging was for clams. With the new vanilla boats you can have two people in a boat so you could require nets to be used in a boat that has two people in it. The benefit is a larger haul and/or chance of catching rarer fish. If TFC 2 requires you to eat a variety of food, then catching different things could be very beneficiary. Or if TFC 2 still has nutrition you could have each thing provide a different type of nutrition. I am not sure about eels because they are poisonous. You really have to prepare them right to eat. They don't seem to be a staple anywhere from my look on wikipedia but they are expensive.

    Eels are only poisonous raw once cooked the poison is rendered harmless, and in the progression document I am working on they are meant to be an early food source as well as a utility.

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  6. I like some things you are suggesting but eels and fishes do need different traps. Eels are very hard to catch and can easily get out of normal traps. But to each there own. I do think their should be different types of fishing Spears, nets, and traps as one of the things I love in tfc is the diversity, but that's just my opinion. Krill make amazing bait and in a pinch you can eat them. You can make stews out of them, dry them, or make Burong Hipon.

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  7. 2 hours ago, Stroam said:

    Eye candy, decorative, ornament, visually appealing but functionally unimportant. Could you elaborate on how these traps would be constructive and used in game? Like what makes the hand trough labor intensive game wise? Is it different then going up to a specific spot on the beach with trowel in hand and clicking?

    Updated the post to try to clear up confusion.

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  8. The reason I chose fermented/dried foods was in the chance they decided to keep the flavor profile in tfc1 because fermented/dried food is capable of having such a wide range of flavor profiles making it useful if they decided to add food variation like the post you linked suggested.

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  9. 10 hours ago, Stroam said:

    I am always up for more sea life, but before you do that shouldn't you have coral reefs for fish and sponges, kelp forests for urchins, etc. Most the time when I see all of that combined it's in a mod of it's own, which just means it's a huge undertaking being added to TFC 2 which is another huge undertaking.  

    True, but I wouldn't of suggested it if I didn't think it would add depth and hours of gameplay to the mod.

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  10. Tfc is full of atmosphere and enviroment however the seas, shores, and lands are pretty barren. So first I would like to implement the following items.

    1. Fishing jugs: floating jugs with hooks attached to them, bait them walk away and wait. Only able to catch small and tiny fish. Created with clay and twine. Prone to breaking. You cannot use them in the sea. The payoff is not significant as they can only truly catch morsels of food. 

    page1-1275px-Jug_Fishing_Image.pdf.jpg

    2. Hand trawel: used to dig up buried in the sand or mud. A plow like instrument that you drag behind you. Drains energy and slows you down. It can be used in sand and mud. Catches molluscs, tiny eels, and shellfish.

    2016-10-21-12-18-21-1183645143.jpg

    3. Lobster trap: used to catch lobsters and crabs. When placed in freshwater it can catch freshwater crabs and crayfish. When in salt water it can catch lobsters and crabs. Must be baited in order to function.

    4. Shrimp trap: used to catch shrimp and krill. Can only be placed in salt watee. Once baited it can catch both shrimp and krill. Krill is not extremely nutritious but is the largest source of protein in the world.

    5. Fish trap: a small fish trap. The trap can be placed in both fresh water and salt water. Must be baited. Is only capable of catching small and medium fish. In salt Walt water it cannot be placed more than 4 blocks under water.

    images-4.jpg

    6. Fish net: similar to a lead, you post on on the shore and coral fish. A high price to pay takes a stack of twine to make it. The only method to catch large fish. Able to catch medium and large fish. 

    img-thing.jpg

    7. Eel trap: used to trap eels. Eels can be small, medium, or large. Placed in fresh water. Must be baited with meat. The eels it catches are a good source of fat and nutrients.

    s-l225.jpg

    8. Fishing Spears: various types of fishing spear with different statistic. The main types of statistics are 1. Catch rate: the chance you get a fish 2. Escape rate: the rate of which the fish can escape. 3. Damage rate: how much meat is damaged in the process  (yes you can loose meat depending on what type of spear it is)

    Hook spear: low catch rate (hard to catch), low escape rate (hard for the fish to escape), low damage rate (minimal damage to the meat)

    images-5.jpg

    Four pronged spear: high catch rate, high escape rate (high chance for fish to escape), and high damage rate (high damage to the meat)

    20130903-fishSpear-001-624x468.jpg

    Prong spear. Medium catch rate, medium escape rate, and low damage rate.

    7061fc41a4f361c1557e9766dd60a19d.jpg

    Animals to add:

    1. Various fish types with fish biomes like aquaculture.

    2. Eels

    3. Various types of shellfish 

    4. Various types of crustaceans. Crayfish, lobster, crabs, etc.

    5. Jellyfish: passive but venomous, causes damage upon touch.

    6. Sea snakes: very venomous but neutral 

    7. Barnacles

    8. Sea cucumber: not so tasty but edible.

    9. Gooey ducks: look them up

    10. Sea urchin: spiky but delicious 

    11. Isopods

    12. Krill: can be cooked, dried, or preserved.

    13. Anemones

    14. Sponges

    15. Various amphibians like frogs (some are edible), salamander  (some are edible), toads (some are edible), and newts (some are edible).

    16. Various fresh water and salt water turtles.

    Plants:

    1.Various seaweed http://www.gallowaywildfoods.com/edible-species/seaweeds/ a list of edible seaweed

    2. Various algae. List of edible algae https://en.m.wikipedia.org/wiki/Category:Edible_algae

    That's all folks.

    0

  11. For centuries before refrigeration was invented fermenting/dried food was the main form of preserving preserving food. Here is what I suggest:

    1. A special ceramic pot that ferments food as long as it is left in the dark. It looks something like this:

    images-3.jpg

    2. Yogurt: no explanation needed

    3.Bagoong monamon: a salted and fermented sardines

    4. Blaand: an alcoholic milk drink.

    5. Fermented bean curd: fermented tofu

    6. Fermented fish: gross but nutritious and great for you

    7. Fish sauce: salty and delicious 

    8. Garri: fermented cassava dough

    9. Gundark: a Nepalese pickle.

    10. Misogyny, natto, tempeh, tofu

    11. Fermented meat: all meat types

    12. Fish paste: fermented mashed fish

    13. Fermented shrimp: fermented shrimp would have to of course add shrimp

    Cured/dried food:

    1. Salt cured jelly fish

    2. Portable broth: the rendered remains of broth, would require adding in broth

    3. Black lime: it is sweet, salty, and sour

    4. Li hing mui: salty dried plum

    5. Dried and salted fish: fish that had been salted and left to dry

    6. Dried shredded squid:  squid that has been dried and shredded.

    7. Dried shrimp: small dried shrimp

    8. Stock fish: simple air dried fish.

    9. The whole art of Charcuterie multiple items, to many to list

    10. Pemmican: a mix of dried meat, fat, fruits, and nuts

    and many more foods just look up list of dried or fermented foods.

    1

  12. As an inspiring blacksmith I love tfc accuracy  on so many things, but on thing always grinder my gears was the lack of a fundamental blacksmithing feature and that's heat treating/work hardening . Here is how I would implement it.

    For heat treatable metals it would start with the heating of a blade in the furnace when the blade reaches critical temp you remove it with tongs and dunk it in oil or water. However there are three possible errors 1. The blade bends, the most common error which can be solved by reheating the blade and pounding it on the anvil then heating ans requenching the blade. 2. The second most common error is cracking the blade, cracks come in all shapes and sizes so I would have a random table of cracks from hairline (small crack) to spiderweb  (multiple branching cracks) cracks would not destroy your blade just lower the durability depending on the type of crack. 3. Shattering a rare (1 in 50 or 1 in 100 depending) chance that the blade shatters open quench destroying the blade. At that point you would have to resmelt the piece into a bar and start again. Now depending on if you quench in water or oil your chance of cracking can increase or decrease, quenching in water increases both the chance of cracking and shattering quenching in oil decreases the chance of cracking or shattering. I they decide to add enchantments or magical items you could add quenching in blood which would increase its enchantability but also increase the risk of shattering or cracking.

    Now I'm not expecting everyone to know this but heat treating softens copper and copper based alloys, so they must be work hardened. This would work by simply placing the blade on an anvil and hitting it with a special hammer. However hammer to quickly and you risk cracking the blade. While heat treating iron and steel is a quick high risk operation, work hardening is a slow low risk task, taking almost all in minecraft day to complete.

    These are the items I would propose:

    1.Heated versions of blades and tools heads.

    2. Oil: not a added item olive oil works or you could add other oils.

    3. Hamon clay: clay mixed with water, when applied to an unheated blade it increase the durability of a blade given the heat treat works.

    4. Molten salt: an alternative to quenching in liquid. This process decreases the risk of shattering and cracking however it takes all day to preform.

    5. Work hammer: a hammer specifically designed to work hardening items.

    6. Not an added item but the barrel could be used as a quench tank.

    7. Grindstone: used to get rid of minor cracks incapable of removing large cracks.

    8. The hardest thing I would want would be a multiblock structure of a trip hammer powered by a water wheels, not only can it be used to autonomously work harden your blades it can also smash rocks into minute pieces of ore and make bigger chunks of ore into smaller pieces for alloying.

    Trip-hammer_forge.jpg

    9. Is a change of preexisting game function by making the preexisting forge nonexistent and replacing it with a primitive dirt trench forge and by having an upgraded version made from fire bricks made from fireclay

    Something along the lines of this:trenchforge.jpg

     

     

    And those are my ideas.

    3

  13. As a fan of metalurgy on aspect I love about TFC is the metalworking. While the metal working is great I was disapointed by the the lack of copper alloys. Copper was not only one of the first metals to be discovered it is also a very useful alloying metal as it adds corrosion resistance to the formed alloy. There five main early/middle game alloys that I think should be added:

    Aluminum bronze: is an allot of  copper and aluminum and features an extremely high tensile strength and high corrosion resistance. And if boats are implemented or if water wheels are aluminum bronze has an excellent resistance to salt water corrosion and prevent through growth of barnacles and other animal. Would be a mid game alloy that can be used for tools , ships (specifically propellers), and pipes

    cupronickle: is an alloy of copper and nickel that has a silvery shine, high tensile strength and can be used for coins, pipes (due to its corrosion resistance), and tools. An early game alloy.

    arsenic bronze/copper: arsenic bronze is a silvery pink metal that was the real life inspiration for mithril. It is a natural alloy of arsenic and copper that can be made with or without tin, tin further adds to its strength and sheen. It features a high tensile strength and high corrosion resistance with its strength on par with steel. However this great strength is not free as the making of arsenic bronze creates lethal gas so it must be made outside. This would be a early/mid game alloy  depending on whither or not tin is added. Arsenic copper is a weaker form of arsenic bronze with only a minute amount of arsenic and no tin like arsenic copper the copper and arsenic come from the same ore although arsenic bronze requires more arsenic than the arsenic copper. This minute amount are arsenic is not enough to give it the silvery appearance although it does make it pinker and increases the work hardenablity of the metal. This allows it to hold its edge better. This would be a ore rather then a alloy as small amounts are arsenic are found in several copper ores. This would be an early game metal.

    1

  14. Yes that would be the safe way however that would also be the very boring way and I think having bamboo crafting items would definitely be worth the time. If I knew how to script I would make them myself.

    0

  15. True however making charcoal from bamboo has two major advantages over regular wood one of which is time, the speed in which bamboo grows is significantly faster than regular trees, and the added air makes the conversion to charcoal quicker. Another benefit is quality as someone who works with charcoal on the daily I can tell you for a fact bamboo charcoal burns cleaner. But you are right that per cubic meter you would not get as much bamboo, however due to the extremely fast growth rate of bamboo you would overall have more cubic meters to work with. So in all reality it comes down to this due you want to produce more per cubic meters with a slow rate of capital supply but higher efficiency or produce less per cubic meters but with a higher supply of capital. One way to tip the favor of the usage of bamboo over hard wood would be for trees to take a very long time to grow, but have higher wood yields.

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  16. 6 hours ago, Diego il Catanico Jr said:

    Some screenshots using th

    38 minutes ago, Darmo said:

    Just for everyone's info here, as I understand it, palm trees are already planned for TFC2.  Not sure if they're planned to have coconuts or not.  I'd love to see bamboo in the game, for aesthetic reasons if nothing else.  If pipes were a necessary thing in TFC2, bamboo would be great for that.  Otherwise I don't know of many great uses.  I think it'd be pretty worthless as firewood, no charcoal capability.  Great for fences though!  It'd want to have it's own sapling spawning distance, so it could grow denser than normal trees, I think.  I like those images Diego, though the taper is a bit abrupt perhaps. 

    Well I hate to call you out on something but bamboo charcoal made in a kiln has countless  medical and survival usages and might be the most efficient way to produce charcoal.

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  17. 10 minutes ago, Diego il Catanico Jr said:

    Should we write something about earthquakes?

    Well if you were going to go ahead  with that idea I would first see if anyone else has suggested it.

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  18. Yumi are strong and great, and should most definitely be added. But on the note of bamboo sharpness, it can be sharp enough to cut and even maim, however it quickly losses it's edge when exposed to water. If earthquakes were implemented it would be a very good addition to add bamboo because of its flexibility.

    1