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anonymous conservative

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Everything posted by anonymous conservative

  1. Tomatoes and green beans grow up poles, but these poles appear out of nowhere when tomatoes/green beans are planted. How about the player has to have sticks in his or her inventory when they plant the tomatoes or green beans, and each time one is planted, it takes away one stick, representing the stick that is stuck in the ground for the plant to climb up. This would be similar to having to have a hammer to chisel with. When the plant is harvested, there would be a chance that the player would get the stick back. Also, as an irl grower of many different crops, most of the ones represented in TFC, I have learned through trial and error over the years that potatoes, onion, garlic, and a few other root crops absolutely cannot be grown with any hopes for success without one simple step: you have to plant the potato/onion/garlic in a mound. You see, they need very, very loose soil to grow in- this is most often accomplished by breaking up some dirt and raking it into a mound in which the potato/ onion/ garlic will grow. It could be implemented like this: before planting the afore mentioned vegetables, you'd have to take your hoe to a piece of farmland and, well I'm not sure how, but anyway, you'd rake the dirt with your hoe into a mound. You'd take the seed of one of the afore mentioned crops and plant it in the mound, just like planting it in the farmland. After that point, no more special work would need to be put in... kinda like regular farming as it is now. Now perhaps the garlic and onion textures would have to be changed- the bulbous root would be hidden within the mound, leaving only the green leafy part shown. This could be made an optional step... but the harvested amount would be increased two or threefold if you did do the simple mounding step. So that this wouldn't be made an early game exploit, the player would have to have a moderately high agricultural skill to do this, kind of like being able to see the levels of A, B, & C nutrients. I definitely don't think that this would add any unnecessary tedium- it really actually isn't possible to not plant your potatoes/onions/garlic in a mound and still get a significant harvest irl. I've never had any success not mounding them... But for the sake of believability it would not be absolutely required, just extremely beneficial. I was trying to simplify this- sorry if it gets a little confusing! I realize I can be a pretty incoherent writer sometimes...
  2. Staking and Mounding- simple but important agricultural amendments.

    Indeed, but for those who haven't reached red steel yet, and want hydration, expanding the farm is quite often not a viable option.
  3. Staking and Mounding- simple but important agricultural amendments.

    Ok, you got me there. Maybe I could modify my original suggestion. The harvested amount without the mounding would be the same as it is now, but the simple mounding step would increase the harvested amount two or three fold. Anyway, potatoes and onions produce tons of food compared to the area they take up. A 160 oz harvest per square meter is not unbelievable. They are pretty efficient. But, so this wouldn't be an early-game exploit, the player will have to reach a higher agricultural skill to unlock this; it could be a hoe option, kind of like looking at the A, B, & C nutrients.
  4. More agricultural amendments: Hoes and ploughs

    Isnt the scythe considered a farming implement? It's sort of dual-purpose, but I thought it was meant to enable you to harvest large amounts of crops quickly, since it breaks everything in a 3 X 3 area.
  5. Staking and Mounding- simple but important agricultural amendments.

    I agree. Farming needs to be a bit (just a little bit) more complex, like black smithing. Throwing seeds in the ground with no pre requisites other than good temp and nutrients seems over simplified. I get that the aim here isn't exact realism, but it's seems like a bit more work should have to go in, so it's not so much "set it and forget it." The agricultural system is pretty good, and I'm not complaining. There's just some room for improvement, I believe
  6. Staking and Mounding- simple but important agricultural amendments.

    Hmmm... with the staking, maybe a message would appear if you didn't have sticks on hand, similar to the "overburdened" message with barrels. That way, those players who didn't previously know would know to pick up some sticks.
  7. [Already Added] Making snow more dynamic.

    I like this idea. Perhaps a similar thing could be implemented where if it rains a lot- and I mean a lot- you would be slowed down a bit on blocks such as dirt, peat, clay, and sand. This would represent the creation of mud on these blocks (of course, the textures wouldn't change!) You would just be a tad slower, not enough to make it a big problem. If you had leather boots, any boots really, they would void these slowness effects, and you could walk at a normal pace. This could be used as an incentive for players to make leather sooner, and it could give armor (boots in particular) a second purpose other than for mob protection.
  8. Stoning your blade

    I don't believe stone tools would need a sharpening system; they are very cheap to make in the first place. What's the use of taking time to repair something that literally cost you a stick and a couple of stones? I do agree that there should be a repair/sharpening system for metal tools, but only for metal tools.
  9. Eegs are too white.

    Ok, so I've noticed something. The eggs in Terrafirmacraft are nearly paper white. Most chicken breeds lay light to dark brown eggs, sometimes even speckled. The eggs that you get out of the grocery store aren't nearly representative of the eggs that you would've gotten out of the average chicken during TFC's timeframe. Seeing the rooster texture (fabulous by the way), I assume that the Terrafirmacraft chickens are not modern egg-farm grade leghorns, which are really about the only large chickens that produce perfectly white eggs. I know; I've been raising chickens irl my whole life. I've had all kinds and they all lay eggs that are at least moderately tinted. It seems like this change would more accurately represent the average egg as it would've looked like during the timeframe of TFC. I have a similar suggestion regarding the hens. There really were no white chickens during TFC's timeframe; they are mainly a modern invention. Even still, there's only a handful of breeds that are perfectly white, most of them being GMO meat chickens. The hens could look somewhat like the roosters, though of course duller and with an altered texture. Thank you for reading & God bless!
  10. Ridiculous Suggestions

    I always wanted nukes. Nukes would be great lol.
  11. Eegs are too white.

    The vanilla minecraft eggs are actually tinted, like you said. The TFC eggs could be improved by being made to look more like the vanilla eggs.
  12. Eegs are too white.

    The jungle fowl eggs are actually tinted. They may appear white, but they have an ever so slight brown hue. They aren't snow-white. I thought that the chickens would be imitating jungle fowl, but the hen texture clearly does not.
  13. Eegs are too white.

    I'm sorry if you were offended. I'm not trying to be nitpicky and I would be glad for any change. I'm not hard to please. Just making a little suggestion. I kinda of tacked on the changing-the-hen skin as an afterthought and the main subject of this suggestion was meant to be the eggs. Thank you very much for the consideration, though.
  14. Down with The Federal Fovernment!

  15. Attracting Deer/Fishing suggestion

    Deer, and really all the large hoofed mammals, should be attracted to salt. The salt could be placed on the ground, like a salt block, and any deer, sheep, cow, or horse within a certain radius would track towards the placed salt to lick up some of it. They wouldn't stay put near the salt; they would just come by and eat some, then be on their way. This could be used to make hunting and finding animals for domestication a bit easier, so the player would have more time to occupy himself with working towards different things. It wouldn't make either of the mentioned tasks tons easier, just simplify them a bit. This would really help out players whose worlds are very sparsely populated with domesticatable animals, but without allowing the animals to reproduce on their own. There could also be natural salt licks where there are salt rocks exposed on the surface.
  16. Better Cooking [updated again!]

    I honestly don't see the necessity for clay ovens. They could be bypassed altogether, making baking a completely higher-tiered method of cooking that requires one to enter the copper age.