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anonymous conservative

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Posts posted by anonymous conservative


  1. How, so much conservatives! Which leads to the question - Does TFC makes you conservative? :P

    I strongly suspected that there was a higher percentage of republicans than democrats on this forum, and this poll very much supports that. I'm not sure why, though. Interesting.
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  2. I think this is a first on this forum. It's a political poll, dealing with the current American presidential race. Please, vote in the poll above and/or express your opinion below.

    This is obviously geared toward Americans, don't feel bad if you aren't from the U.S. and have no idea as to what is being discussed. But please, contribute only if you have an idea as to what is being discussed.

    I write this as I watch the Republican debates, and I was compelled to ask ya'll what your opinions are. I'm curious. (Personally I'm for Cruz, but I could go for Paul, Carson, Perry, Jindal, Walker, or Fiorina.)

    (Sorry the poll is so long, there's so many republican candidates!!!)

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  3. One kind of sandstone is enough. IMHO, we don't need tons of varieties of sandstone. It should be a brownish-yellow, and can spawn anywhere, not just under sand. Irl, sandstone can exist anywhere where there was once sand that was compacted and cemented, not only in deserts. It is not limited by current landscape.

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  4. We really don't need most of this, but expanded fishing would be nice. So would shellfish like lobster and clams. They would be the protein equivalent of seaweed.

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  5. Hell, cicadas are common in temperate areas in summer. I can hear them buzzing away right now. I wouldn't mind if any cicada noises in TFC were restricted to the equator, though, it'd be a nice location-limited feature.

    They're everywhere here in Alabama this time of year. There's so many the sound of em all is enough to drive you crazy. They only come out in the hot, humid weather. They would be great in a dense kapok/acacia forest.
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  6. This seems way over the top. Cave-ins make mining hard enough as it is. This here would be far too tedious. Digging ventilation shafts every few blocks just so I don't suffocate or get blown up does not sound fun at all, and would add nearly nothing to gameplay. This would make mining near impossible. That is, if you don't wish to die.

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  7. ( it would make more sense to use a plank and not a log

    Like I said the ideal would be a rewrite of how wood is handle in the game.

    For example we should have access to planks without the need for a saw, using either a stone axe or wedges. If the Devs fill they need to limit some other aspects of the mod to metal age it could be done by introducing required devices. Like for the barrel we would need a metal band, made in the anvil, for doors we would need metal Hinges and so on and so forth. I would go to the extreme of requiring a Hammer and nail when placing wood blocks. So people would have access to the crafting grid, but not to elaborate constructions without metal.

    What about saw handles? If you need a saw to make your tools, then you absolutely MUST make a saw first. But where would the saw handle come from???

    I'm 100% against splitting logs for planks. It's not like it's extremely difficult to get a copper saw.

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  8. I like this.  It would add a use for the ugly absolutely beautiful drylands.

    Indeed. It would give people a reason to go there, other than the hopes for possibly finding ores. They could be more common in hot dry areas, they occur there irl. Hot, flat deserts usually have salt deposits in some form or fashion because they were once underwater.
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  9. I think if we were to have the trouble of considering the different wood hardiness in the creation of a tool handle we could go all the way and require the handle to be carved.So for a stone tool, we could just use any stick that we found laying on the ground, and there is no need to create 2 or 17 different kinds of sticks, that would just be annoying.As we progress into metal tools, that's when we want to have a good handle for the tool.Of Course that would require a rethinking of how wood works in game as we would need to use stone tools to be able to produce the first handles.It actually never made sense for me how much the mod limits the usage of wood before metals. Stone age people actually built wood plank houses and a variety of things, using only stone tools, even boats.  One idea maybe is to use the knapping, clay grid, so you somehow open that interface with a log and a knife, and then you carve the log into the handle. ( it would make more sense to use a plank and not a log, but whatever is easy. )

    A log seems like it what be too thick to whittle down into a handle. That would take hours, maybe a full day irl. The logs would need to be split into smaller pieces, maybe staves, in the crafting grid. Then there would be a interface sort of like knapping, but it shouldn't be shaped like a square. Maybe a rectangle?
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  10. Like I said at the top, maybe this wouldn't be such a great idea for tools, but maybe for archery if it got expanded.  That's how you would get different tiers of bows in with the different tiers of tools.  But the harder the wood, the more difficult the bow would be to make.  This would make softwood a viable option for a freshly spawned player's first bow, and as you progressed into the ages (maybe requiring a metal chisel to carve out the bow from harder sticks/logs) you could get better bows. P

    Now, I do agree that if archery were to be expanded, that the wood type would somehow play into the durability. The wood is, after all the body of the bow. It's quite different than with tools. I'm sure that chisels weren't used to carve bows, perhaps adzes could be added as a new tool for wood carving. If not, knives. Knives are used in whittling. The bows would likely be carved from not logs or sticks, but staves. Staves are split from logs, and are what bows are traditionally carved from. But this post isn't about bows but wood, so I'll leave it there.
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  11. I think that adding hardwood/softwood sticks would just make tool making more complex than it needs to be, and it wouldn't add any real benefits at all whatsoever. The focus should be on the actual tool part, not the stick. Anyhow, almost all tools are made with hardwood in real life. Softwoods are rarely used.

    More often than not, any given area would probably contain at least one, prob more, type of hardwood tree. People would probably just bypass softwood altogether and never use it to make tools at all and just find the nearest hardwood tree. This would do nothing but limit what types of trees would be used. In that case, what's the use of even having those tree species (pine, willow, spruce, etc.) in game if almost no one will use 'em except for their colors in decoration?

    Correct me if I'm wrong, but I believe that there are way more hardwoods in game than softwoods. I can think of pine, willow, spruce, and doug fir. Maybe kapok and acacia are considered softwood, I don't know. But the rest are hardwood. What's the use of just 4 or 5 out of 17 tree species bringing a negative effect to tool making compared to the norm? (Rock is different, where the igneous, metamorphic, and sedimentary categories are pretty balanced.) Frankly, this would be a pretty useless addition.

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  12. Honestly, this is just absurd. It doesn't take hours or days but instead weeks or months for a piece of wood to dry out, I know from personal experience. Laying it on the ground overnight would never do a bit of good. Even still, good fires can easily be built with freshly cut wood, it's just a bit harder. The fresh wood will actually burn LONGER. I don't expect that waiting weeks or months for your firewood to dry out so you can just build a regular fire is a viable option in game. Players should be able to have their fire on the first day or days.

    As for sticks, why would you need to dry them? They almost never fall off trees in the first place unless they're already dead and dry. Even if they weren't dry, just the fact that they were laying on the ground would mean that they would dry out naturally. Picking them up or laying them on logs for a few hours would never believably dry them. I have never heard of ANYONE irl drying sticks. It just doesn't happen.

    There are already different burn rates for different types of wood, hardwoods like hickory burn longer and hotter than softwoods like pine and willow.

    This would make one of the simplest tasks in the entire game, starting a fire, a complete grind. The system is fine the way it is.

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  13. I know that terrain generation is getting a rewrite for TFC 2, and I have a suggestion that would enhance variation above and underground, and would be a interesting way to obtain salt. Salt domes would be very rare underground generated structures that are made almost purely out of rock salt, but would also sometimes contain deposits of gypsum and sulfur. They would be like mineral veins, but instead they would be large, fat, and mushroom or dome-shaped. These would occasionally be exposed on the surface, like cave entrances and ore veins.

    In real life, these are most common in flat areas and coastal plains, where there were once oceans. They are often found in the coastal plains of the southern United States. This would be mimicked in TFC; they would only generate in flat or somewhat flat regions, especially dry areas, but not in mountains. As previously mentioned, these would be HUGE, much like underground mountains. Once found, they could supply enough salt for a whole server for a good while. They would obviously only generate in sedimentary rock layers.

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  14. I have an idea to deal with that scavengers they would eat the bodies when they start to decay and speed it up plus maybe a config option for it for the servers that there are no corpses

    Buzzards could be attracted to the dead corpses and would feast upon them, along with wolves and bears.

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  15. That would involve modifying the model, not just the texture. You'll have to get in touch with Dunk for that. To give you an idea though, there is a new deer model just sitting unfinished in the code.
    I wasn't saying it would be an easy change, I just meant the idea was simple.
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  16. This is just a simple aesthetic request. Perhaps cows and calves could have on them thin tails hanging about half way to the ground, mostly naked with a small tip of hair like a paintbrush.

    These would behave sorta like the tails presently on horses, but they would look different of course. The cows would periodically swish their tails back and forth, mimicking the swatting of flies. This would be a great addition to give cows more character.

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  17. Removed or used only for aesthetics. Animal hides can be obtained in anywhere.

    Edit: Seems this post was misunderstood. I was answering a question about if parchment was to be used, not stating that reeds have been removed, since they HAVENT been.

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  18. I use RecipeResearch mod in TFC where I need lots of paper. I'm in a quite cold area where I don't think sugarcanes can grow well. So making paper is a bit hard.I think sawing a log sould give some wood pulp too.From sticks you would make a frame, fill it with strings. Water and pulp would make a mix, put the stringed frame in it. I saw a video where with aluminium grid made the paper, but here it isn't an option. I think the strings can be hard enough to hold the pulp, but you won't be able to slice the paper from it, so you'll have a stringed paper, but hey, who cares?And/or you could make books from leather.

    Parchment. Paper could be renamed "parchment" and made from animal hides as it always was in medieval Europe. That's a reason that books were so expensive and only monks, priests, and scribes had them.
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  19. Mulberry is actually not a bush. In fact, it can grow into a massive tree, though they are usually about 10-30 ft tall.

    Dewberries are basically the same thing as blackberries, apricots look WAY too much like peaches, and we don't need two new types of citrus.

    I do actually agree that a few new fruit trees should be added, but not tropical, a lot fewer players live in tropical zones anyway. The ones from Europe and the Middle East would suffice. That being said, more vegetables would need to be added to balance the fruit. TFC could definitely use more fruit and vegetable variation though, of course not TOO much...

    All of the following are trees except grapes:

    -Grapes would be added, for winemaking. They wouldn't be grown like either fruit trees or berry bushes. They grow more like crops, slowly spreading up and out along fences. This could create a neat hedge.

    -Mulberries would be tri-purpose, being used for fruit, for silk (if a silk-growing process is ever added), and their bark can be used to make paper.

    -Figs- intensely sweet, and the trees grow very quickly.

    -Persimmons- have tiny, greenish-white flowers. You have to harvest in late autumn, or else the fruit will taste horrible. It is toxically sweet when ripe though, sweeter than the sweetest sugar. These are Asiatic, but so are peaches, oranges, lemons, and bananas!

    -Dates- From the Middle East, North Africa, and far Southern Europe. They would not flower, and would look like a palm, with different bark like bananas.

    -Quinces- golden, pear-shaped fruit. They grow on trees, but the tress would be short with no exposed trunk.

    -Sorbs- Small, sour fruit, about the size of a large cherry. These were very common and widely grown throughout Northern Europe during the Middle Ages, as were quinces.

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  20. Heat tolerance is actually already somewhat implemented. For example, berry bushes and fruit trees will not produce fruit in hotter temperatures. Also, for every crop the peak growing speed has the best boost from a temperature of 28, at which point the speed starts to decrease again if the temperature gets hotter, and the boost goes away entirely if it reaches a temperature 37 or higher.Some of our crops, like sugarcane, also have such a long growing period that they can only ever be grown in warmer climates, because any sort of frost will quickly kill them. These are the sort of crops implemented to encourage trade across multiple climates.Basically, we do account for both ends of the spectrum, but only the cold end is properly documented on the wiki because the percentage of the map in which players will experience freezing temperatures is greatly larger than the percentage of the map where players have to deal with the extreme hot temperatures for more than a few in-game days.

    Thank you very much for clarifying!
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  21. I find it strange that, while there is a limit to what crops can be grown in the cold, there is none such when it comes to growing crops in hot areas such as jungles and other equatorial zones. Right now, you can grow any crop in any climate, except when it comes to very cold areas. Try growing cabbage, rutabagas, and oats in the jungle irl. You won't be very satisfied with the results. I submit that certain crops such as peppers, tomatoes, squash, jute, green beans, rice, and corn will tolerate periods of high temperature, over 30°C, or 86°F. All these originated in tropical areas irl, so they will grow in extreme heat; others will not.

    Not all crops will grow everywhere. This has been partially but not fully implemented, with the addition of hardy crops, including cabbage, rutabagas, carrots, onions, and garlic. It seems incomplete to include cold hardiness and not heat tolerance.

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  22. Another thing that has to be taken into consideration with any sort of material that can be "farmed" be it food, trees, animals, etc. is that there will always be the easier alternative of just increasing the size of the farm instead of going through all the extra little steps to get a boost in yields.

    Indeed, but for those who haven't reached red steel yet, and want hydration, expanding the farm is quite often not a viable option.
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  23. There actually are a few more aspects to farming that I guess a lot of players just don't know about. For example, using fertilizer will make your plants grow almost twice as fast, and allows the player to not have to worry as much about crop rotation. Hydration also plays an aspect in that crops that aren't properly hydrated will take longer to grow. There's an entire pH and drainage system that is implemented that allows you to tweak with the flavor profile of the harvested crops.The way that the farming system is designed and balanced is that players can get decent yields without much effort, and will get a bonus of faster growing crops if they actually take all the factors into consideration. We would much rather reward the players that put in the extra effort, than punish the players who do not.

    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.
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