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Sda215

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Everything posted by Sda215

  1. I am so happy!

  2. Post your Weaponized Redstone Builds!

    You could potentially use stone as a substitute for sandstone. In my vanilla worlds, I always use stone as my choice of building material for the entire frame. Unless Bioxx either tweaks the vanilla recipe for TNT to be compatible for TerraFirmaCraft sands, or overhauls explosives altogether, TNT and Weaponizing Redstone fanatics will be disappointed, as they cannot craft TNT.
  3. Brewing, Distilling, and Viticulture: Alcohol!

    Both the positive and negative effects should be one whole buff besides the sleep and courage effects, for the believability factor. Would be very amusing if the player is a very gay (I am using the term's original definition, happy) drunkard that mistakens hostile mobiles for passive animal mobiles.
  4. Brewing, Distilling, and Viticulture: Alcohol!

    From a gameplay perspective, the inclusion of alcohol adds another layer of metaskill-based complexity to agriculture. By giving additional uses to both cereal crops and the products of fruit trees, as well as unique other crops like potatoes or honey, alcohol not only forces the player to chose between uses--introducing the element of prioritization to resource use, like with those first few ingots you scavenge from the ground--but also gives good reason for broader planting of different crops. Meals add much needed complexity, and do so in a wonderful way (as I've written in other threads), and alcohol would not only inspire those in SSP to travel, but would prompt trade and specialization in an SMP setting as well. From a believability perspective, alcohol is one of the oldest beverages in the history of mankind, and arguably its single most important one as well. Mead-making probably predated agriculture itself, and the origins of beer date almost into prehistory, and for good reason: during the TFC era, the fermentation of cereals and fruits into alcohol was vital for food preservation, storage, and the health of large populations. Romans lived almost entirely on wine, watered down for the plebians, and garum--fermented fish sauce--covered the odors of spoiled meat and probably functioned almost as an antiseptic, giving a high standard of health unmatched again until the late Medieval period. Records show that the serfs of medieval England survived on little more than rye bread and ale, the latter of which saw the first usage of hops as an antibacterial preservative of sorts (partially by design, partially by accident). In other words, the inclusion of alcoholic beverages meshes perfectly with the existing world of TFC. From an enjoyment perspective, I cannot speak to the enjoyment of others, but I would find this to be an absolutely fantastic addition. Having begun my own process of making mead IRL (I think I killed my yeast in the first batch though, heh...), there is something intensely satisfying in brewing or distilling that in game I believe would match the excitement of forging a new blade for the blacksmith. It also adds a huge level of character to towns or settlements--the local tavern, custom brews famous to one brewery, wars fought over a vintage of fine wine. The possibilities for player interaction, metaskill development, and overall enjoyment of the mod will increase dramatically. General Crafting Processes The RL Basics At its most fundamental level, the process of creating alcohol involves a base, called mash in beers or spirits--made of cereal, fruit, or some starches--water, and yeast, combined together in an airtight container at a carefully maintained temperature for a specific period of time. The time--which may be weeks or months--allows the yeast to eat the base material, converting it into ethanol, and when enough ethanol has been created, the fermentation is stopped and the beverage is bottled. Beverages like beer and wine are made in this way, and they cannot exceed 20-25% ABV because too much ethanol will kill the yeast. In the modern day, some yeasts have been engineered to survive high ethanol levels, but these were not at all available in the TFC timeframe. These non-distilled beverages I will call beers and wines. For distilled beverages (commonly called, and hereafter referred to as spirits), that initial beverage is taken and distilled by heating and condensation, thus removing water from the beverage and concentrating it. This is where the much higher alcohol content in distilled beverages enters the picture. Often, distilled beverages are sealed in wooden or metal casks to age and deepen their various flavors. Making Beer The initial process of making a beer or wine would begin with ordinary agriculture. Beers and wines can be made out of pretty much any fruit or cereal, including wheat, oats, barley, rye, rice, potatoes, pears, cherries, grapes, green apples, and red apples. Once harvested, these crops move in two separate tracks: fruits become wines and ciders, cereal crops become beers and ales. Some cereals (and potatoes) can also go directly to spirits; some spirits must be first be fermented like wines and then distilled. This is clarified under each Type of Alcohol, along with the specific recipe, below. Cereal crops are crafted with the knife to provide the grains themselves, as usual, but after this step is where the process changes from bread-making. Historically, to create the malt that is used for beermaking, the manufacturer would lay the grains out on the floor to dry out to a low moisture content, then allow the grains to sprout. Once they sprouted, the grains would be gathered and then kiln-fired as the final preparation. At this point, the grain is ready for beer. I think this could be mirrored rather closely in TFC. Much like charcoal can be set out as 1/10 blocks, the grains would be spread out on the ground (green for the already programmed charcoal code that may be able to be re-purposed, yellow for applying it to the various grains). I would argue that the ground would have to be smoothed stone, or raw stone (for a slight time increase, but good for early Stone Age brewers), but I can concede this point. The drying room would have to be covered from the sky or the brewer would suffer a large time increase in drying. Furthermore, the brewer could stack the grains higher, but the more spread out they are, the faster they dry. The charcoal illustrates the drying cereals on the smoothed stone floor. When the grain turns slightly green (just two stages of "growth" if you will), the grain is ready and now referred to as "green malt." The green malt would be gathered by hand or shovel and deposited in a Kiln, the first built structure of this suggestion. Kilns (which will hopefully exist for firing clay as well!) must be filled with charcoal like a bloomery, and once fired, the "green malt" is now plain old "malt." They will be roughly the size of bloomeries, with the same ability to increase their physical size to increase the load that can be fired at once. Here is a potential model for the kiln. The watermelon block represents the bloomery-like block that detects the shape and handles output. The charcoal or wood (it would take logs too) and the unfired pottery/grain would be thrown in the hole in front and below the melon. Next, the malt is loaded into the major new built structure of brewing, the Brewing Vat. The brewing vat is a built structure, like a bloomery, forge, or kiln, which requires a Spigot block (like the bloomery requires the bloomery block) in a similar position to the bloomery. Again, it's all designed to make it easier to both implement and to remember! The brewing vat is made of wood, a trapdoor on top , and the spigot block down below. It can be made in any configuration with the vertical passage in the middle. Here are two potential Brewing Vats. The GUI would be functionally identical to the bloomery GUI, except that rather than temperature it would tick up with duration of ferment. The pine block (lighter color) represents the position of the spigot. To start fermentation, the brewer would dump buckets of water in the top and throw in the malt, similar to the bloomery method of loading. Amounts will be critical (see Metagame Skill and Randomization for more details). The fermentation trigger is when the door is sealed shut--in other words, when the trapdoor is closed. The brewer can monitor the fermentation process via the spigot block. Much like the molten charcoal look when the bloomery is active, the texture could be a pale golden liquid texture. Potential Spigot Block Recipe Once the brewer was satisfied with the duration of the ferment, he or she opens the trapdoor, which ends the fermentation. The finished beer can then be extracted to barrels, mugs, goblets, or whatever else awesome drinking vessels strike your fancy. Making Wine Making wine would bear much similarity to beer-making. I toyed with the idea of making an additional built object for treading out the grapes, but I'm really trying hard not to overdo it (you wouldn't tell looking at the several thousand words I've written already...). So my idea for wine is to use the brewing vat as the treading vat as well as the fermentation chamber--a bit ahistorical, but it'd be fun. I don't know if this is feasible, but the player could actually have to throw the fruit into the vat, jump in on top of the pile (it would form like charcoal), and tread the grapes, jumping up and down for a bit until the texture changed to a consistent color. Then the remainder of the steps would continue like beer: closing the trapdoor, monitoring the fermentation via the spigot, and removing the end product in various storage containers. For both beer and wine, one could use the spigot to test the product at various stages. By right clicking the spigot with a bowl, the brewer/viticulturist could take a small sample of the product to "taste-test", which would basically say what benefits the product would give were it to be bottled at that time, displaying a tooltip like the meals showing thirst, energy, and any potion effects it would impart. It would be so wonderful to name each bottle, say "Chateau l'Flavius '09," but I know that's superfluous, unnecessary, and probably ridiculous to code given the limitations. Although I guess since enchanted items could be specially named with vanilla anvils, you could steal that functionality and treat finished bottles of beer, wine, or spirits as an enchanted bottle....but I digress. Making Mead honeybees though... No need for treading or malting here! Just a brewing vat, buckets of water, and some delicious honey, with the same fermentation process as beer. This of course presupposes the existence of Making Spirits Types of Beverages list below. For the former, you take the lower tier beverage, for instance, a wine, and then deposit it in the Distiller. The Distiller is a somewhat complicated model (though I suppose it doesn't have to be!), and is crafted using numerous copper sheets (hooray, uses for copper once entering the Iron Age!). The distiller would bear more similarity to the Forge GUI, with a temperature gauge, and several different slots for charcoal/logs and the bottles of beverage. After placing the beverage in the distiller and heating it just right, the finished product comes out in the output. There are two kinds of spirits: those made from lower tier beverages, and those specially distilled. I clarify what each is in the Certain beverages, like vodka, are made purely from the mash to begin with, rather than from a finished drink. To distill this, the ingredient must be placed in the GUI with the appropriate amount of fuel, with a bottle in the output. Again, timing is critical, even more so with distilled beverages. Effects Overall, the effects of alcohol would bear resemblance to those available through meals, but with two key differences: Stronger effects overall. If a meal can at best provide Jump Boost I, a beverage could provide Jump Boost II.However, their disadvantage is that alcohols also can have negative effects, and the best positive effects can be paired with some nasty ones.As a general rule, non-distilled alcohols decrease player thirst, which is one very important use for them. Distilled alcohols, on the other hand, actually increase thirst, so they are usually used for their effects rather than as a general beverage of choice. This is due (IRL as well) to the higher amount of ethanol by volume.Distilled beverages also have the extremely negative chances for two potion effects, Nausea and Blindness due to their high concentration of alcohol. This could best be handled by the quality of the finished product; if not, it could most easily be handled as a random chance (1% chance of 1 min Blindness on consumption). If there could be increasing deleterious effects from over-consumption of alcohol (reaching saturation), I would be tickled pink, but I know that would be obnoxious to code and I'll just back away from that one slowly. Types of Beverage Each listed beverage has a spoiler tag that argues both for its TFC era-appropriate origin and name. The beverage name itself is linked to the Wikipedia article on the history of the beverage for the curious. Each beverage also has a rough outline of the specific ingredients or process to make it, eschewing amounts (how many grain per malt, how much malt to how much final product, etc)--that would be a great topic for discussion! Ale This is the big one, the savior of Europe during the Medieval period. Made with barley, following the standard beer fermentation cycle. Etymology: From Old English "alu or aelu." Origins: Ale, along with bread, was an important source of nutrition in the medieval world, particularly small beer, also known as table beer or mild beer, which was highly nutritious, contained just enough alcohol to act as a preservative, and provided hydration without intoxicating effects. Beer Made from Wheat, Rye, Oat, or Rice, made into malt and fermented in the Brewing Vat. Etymology: Beer is an English original (well, Anglo-Saxon)! Origins: In contention with mead for the title of the world's oldest beverage, at least back to 9500 BC; found in the Code of Hammurabi and other Mesopotamian literary sources. Brandy Brandy is made from any wine distilled in the Distiller. Etymology: Shortened version of the term "brandywine"; derived from Dutch brandewijn, "burned wine." Origins: The first distillation of alcohol for consumption purposes (other than medicinal or alchemical) was a brandy (distilled wine), although distillation of non-beverages began in the 3rd century BC at the latest. Brandy appeared in the 12th century AD in Europe and became widely popular by the 14th century AD. Cider (Apple Wine) Follows the wine process exactly. Technically apples are mashed using an apple press, but the vat method is sufficient for TFC, I believe. Etymology: Cognates in Romance languages; "chistr" in Brittany; "cidre" in Normandy; "sagardo" in Basque. Origins: Traditional beverage across Europe; origins uncertain but at very least early medieval. Widespread enjoyment of a fine beverage. Mead Mead is simply honey wine, and is heavily dependent on the inclusion of honeybees and apiaries into TFC. I would be so very happy if it were included. It follows the standard wine-making path outlined above, but without the treading step. Etymology: From Old English "meodu". Origins: The origins of mead are "lost to prehistory" and it is "regarded as the ancestor of all fermented drinks". Maguelonne Toussaint-Samat has observed that the first brewing of mead probably "antedat[ed] the cultivation of the soil." Perry (Pear Cider) Same as cider. Etymology: The name comes from "pear," what more do you want? Origins: First mentioned in Pliny; enjoyed for centuries across Europe. Rum (As suggested by achartran) This one is a wee bit outside of the time frame, but if we have sugar wine, it could conceivably be a straightforward progression to using the distillery. I submit that to get sugar in-game, rather than simply crafting the sugarcane, the cane must be heated. This produces both sugar and molasses (as a by-product). This molasses is then what is distilled and becomes rum. Etymology: No one knows. Seriously, Wikipedia is full of theories. My favorite is that it comes from saccharum, the Latin word for "sugar." Origins: Rum didn't fully come to be until the mid-1500s, when plantation slaves began to discover the tasty benefits of fermenting the by-product (molasses) of sugar refining. It became the staple drink of the colonies shortly thereafter. Sake Sake is rice wine, and it's a tough one. I really want to include it because I feel very Eurocentric at times, but the main ingredient that separates sake from Japanese rice beers is a mold called koji, which is sprinkled over the rice during the fermentation process. I would love any ideas for including sake without creating an entirely new item like "mold." Perhaps mushrooms...? Etymology: In Japan, "sake" merely means "alcoholic beverage," while the beverage others call "sake" is in fact "nihonshu," or "Japanese liquor." Origins: Sake appeared sometime before the 8th century AD, but unfortunately records are sketchy and historians have been unable to pin down a more exact time frame. Sugar Wine (As suggested by achartran) Following the standard wine track, this would use sugarcane and require the treading. Etymology: Sugar wine was known by a number of different names throughout history; this is the simplest way to name it. Origins: Marco Polo tried some near present-day Iran; Spanish and Portuguese explorers in the new world were offered it by the native peoples; the Malay people make a variant of it as well. Vodka Made purely in the distillery from potatoes or grains. Etymology: From the diminutive form of the Slavic "voda" (water), thus "little water" Origins: According to some sources, first production of vodka took place in the area of today's Russia in the late 9th century AD. Whiskey I have simplified whiskey somewhat for gameplay purposes. It can be made from any cereal-based beverage distilled in the Distiller. Etymology: The word "whiskey" is an Anglicisation of "uisce beatha/uisge beatha" a phrase from the Goidelic branch of languages (Irish, Scottish Gaelic and Manx) meaning "water of life". Origins: While whiskey was first consumed around the time of brandy's introduction, beginning when the Irish first learned of the Italian experiments with distilling to make "burned wine," the first written record of using the term "whiskey" is from the Irish Annals of Clonmacnoise in 1405. Bourbon (corn whiskey), functionally invented and named in America, will not be differentiated by that name in this suggestion, as the name only saw its origin in the 18th or 19th century AD. Wine Wine would require a new crop, grapes, which would be heavily dependent on the soil type, temperature, and rainfall. It follows, logically, the standard wine-making process. Etymology: As Wikipedia puts it, "The English word "wine" comes from the Proto-Germanic *winam, an early borrowing from the Latin vinum, "wine" or "(grape) vine", itself derived from the Proto-Indo-European stem*win-o- (cf. Hittite: wiyana; Lycian: oino; Ancient Greek: οἶνος oinos; Aeolic Greek: ϝοῖνος woinos)." In other words, it's dang old. Origins: Archaeologists are leaning towards the Late Neolithic era for the first cultivation and fermentation of wine grapes for wine. In other words, it's up there with beer and mead. Metagame Skill and Randomization Perhaps the most important aspect of this suggestion is to make it 1) enjoyable, 2) rewarding, and 3) complex, thus requiring skill from the player, both in siting their brewery/vineyard and in making the beverages. Randomization First, the question of randomization. I believe that the effects of the various alcohols should allow for a pseudo-random range of effects, like meals, but with a series of guidelines: thirst values would be unchanged and standardized--distilled beverages always cost at least a certain amount of thirst, non-distilled will always allow you to regain at least some thirst.Distilled beverages will always have more potent effects than non-distilled beverages, both positive and negative.The effects cannot cancel each other out (aka, not running speed and slowness in the same drink). There would have to be a logic table, essentially, to prohibit bad combinations.Distilled beverages must always have at least one negative and one positive effect; a particular non-distilled beverage might have effects beyond the thirst reduction and energy gain, but might also have positive effects (like meals). Metagame Skill Second, the question of metagame skill. Much like blacksmithing and the hammering of tools or weapons on the anvil requires a skilled command of your forge temperature, metal heat, the anvil itself, and a knowledge of your workshop setup to provide the best tools, brewing and viticulture will require significant skill. What I consider the best option from a gameplay perspective, but that which I know is incredibly complex given the way Minecraft stores item data, would be that there would be vast variety in the quality of ingredients due to geographic area, rainfall, temperature, and other factors. As I said, this would require tons of information to be stored in each item, but far more problematic than the amount of information is the question of stacking, always a perennial problem. Therefore, I leave this question open for further discussion, but I do have an idea to offer of my own that does at least give a sense of the importance of location, even though not perfectly: vast variety in the final product brewed based on the location of the distillery by rainfall, temperature, and altitude. Hypothetically, I suppose, someone could bring inferior crops to a well-located brewery to actually brew or distill them, but this still maintains several advantages: 1) it is far, far easier to code than the other option, and 2) it still requires travel to find a good location, and strongly encourages players to build their vineyards themselves at the best location, rather than transporting in the vines or cereals. The final major area of metagame skill comes in the actual fermentation itself. Since there is nearly infinite variety in the modern practice of brewing and viticulture, it is a perfect opportunity for TFC to randomize the fermentation values entirely. The final product will be heavily reliant upon the ambient temperature and the duration of fermentation. A good brewer would hover over his or her brew constantly, testing now and then with the spigot to find the perfect beverage for the needs of the community, whether it be a good effect or a thirst reduction or energy increase. The difference between a good and bad beverage can be fudged a bit with beers or wines, but the lines between where something is too distilled or not distilled enough can be catastrophic, and would have major negative effects. I would love further discussion of how to implement this precisely! Well, there you have it, nearly four thousand words about why alcohol is awesome--I mean, would be a useful addition to TFC. I hope you enjoyed reading my ideas, and as always, I'd love discussion, further ideas, and questions about them. Cheers! My God... Mister Madflavius, your organization clearly obliterates my organization! This suggestion and the format is so great that I stopped reading altogther just to simply procure this positive post. You impressed me with your spoilers and proofreading. I suspect your time in the Forums will be a highly great one. Also... Welcome to the TerraFirmaCraft Forums, Mister Madflavius! -Sda209
  5. Things that make you go hmmmmm....

    Ehh... well, I am not sure about Creeper damage. Are you using Coros' Zombie Awareness modification by any chance? Because the modification gifts the hostile mobiles enhancement in terms of awareness. Also Welcome to the TerraFirmaCraft Forums, Mister Yosomith!
  6. Making metal weapons and armor more usefull!!

    Dunkleosteus appears to be more of a most-feared-sentient-time-traveling-prehistoric-marine-predator Megaledon- I mean; dunkleosteus to me. How about a mode of expiration that involves a hitman and an assassin?
  7. Help with redstone?

    Hopefully this thread does not get derailed in a similar way to the suggestion thread 'Suggestion: Barrels!' It was derailed in less than a day. If it is dead, I will also assist in derailing this thread. I am a mediocore at redstone, and I prefer to weaponizing redstone rather than construct complex builds unless I have Redpower 2 installed, as the modification compresses logic gates into items, and adds new ones. P.S. - I think I am beginnin' to derail this thread already. P.S.S - My post also gave me an idea to make a thread on the Off-Topic Forums.
  8. Saving block damage

    Probably Multimine is incompatible in terms of gameplay at the moment, since the modification seems to bug the non-vanilla blocks. P.S. - How is the Nessaja Server going, Mister Warfight67? Have not seen you in a while.
  9. soooooo

    Mister Dunkleosteus double-posted? Oh goodness me... and he crafted himself a brown strip? *Plays Celebration and Song* Well, if there were to be an invasion of children who cannot spell and use grammar properly from Mister Antvenom's Forums thanks to Mister Killster550 (No offense to children and Mister Killster), then we're just going to have to EITHER hunker down in our trenches and bunkers, and let loose our spoons, knives, sharpened popsicle sticks, plasma machine guns, artillery, scramjets, tanks, X-Wings, V-19s, AT-ATs, AT-TEs, lasers, AT-RTs, AT-PTs, sharpened wooden sticks, barbed wire, mines, Sherlock Holmes, tesla coils, muskets, cannons, forks, bows, crossbows, daggers, swords, and lightsabers and biotic powers from Mister Killster550's cycle, OR just simply direct them to a thread in the Guide Forums that explains TerraFirmaCraft and how to install it.
  10. Securing blocks (nails, cement, and so on)

    Your suggestion of yours is oudated, unfortunately, Mister Weylin. An upcoming construction update overhaul is coming soon, so please have patience and wait for while until probably after the agriculture tweaks are finished. -Sda2209
  11. Despite my time in this Forums since June or July (No account at those months), I have not seen a suggestions thread related to this. Ask a user, as I am useless if you inquire me.
  12. I do not own those fancy 'iPhones', 'Androids, or 'Galaxy 5's' technologies. I am aware that I and many are not forced to use the application and it would prove useful for the needs of people, but like Zandorum claimed; this suggestion has already been discussed and shot down by scramjets before. The thread violates the standards of TerraFirmaCraft and will be the reason why it will be shot down with Anti-Air Plasma guns, unfortunately. Mister Silverrune, you have dishonored your name by posting this thread. However, understanding that you are still learning the rules and standards of the TFC Forums, I will let you be off your merry way. My apologies if I sounded harsh, but sometimes in certain situations such as these, it's the way it has to be unless there is exception. Good day to you, Sir, and I hope you have a marvellous (and safe) night! P.S. - To anyone reading this besides Mister Silverrune, I do hope I am incorrect on the second-last sentence..
  13. Better trade for Multiplayer: The weighing scale

    Well, griefers have no possible use for this item, but trolls definitely have a use for this item. They could potentially troll the player by giving them another item instead of the supposed one, should the anti-dishonest feature be left out.
  14. Ehh... many people on the TFC Forums believes in discovery such as me, unfortunately for you, Mister Silverrune. Try to take notes on the TFC Changelog before going off where Internet cease to exist. -Sda209
  15. Better trade for Multiplayer: The weighing scale

    Your English is how formal persons write, so it is not rubbish. What you suggested, Mister VonZeeple, may have been suggested in the Kingdom Brainstorming Thread. I rarely visit that thread, so I am in the dark here. This is quite a remarkable suggestion; this item can be used in trading and bartering! However, I must point out this thread's flaws: -It could be the opposite for its purpose of stopping dishonest players. -The item could be used for griefers and trolls, I think. -This is effective up to a certain extent where coin currency is required. Also... Welcome to the TerraFirmaCraft Forums, Mister VonZeeple! -Sda209 Sure it could be believable, but that has potential use for griefers and trolls, quite frankly: also barbaric and violent.
  16. Making metal weapons and armor more usefull!!

    How about the Official Forum Derailing-Assassin-Hitman-Gentleman-Scientist-Counseler?
  17. Making metal weapons and armor more usefull!!

    I could be the 'Official Forum Derailing-Assassin-Hitman-Mercenary-Agent-Gentleman-Scientist-Councler! (This is the first time I could not spell in the TFC Forums...). They were most likely knives; Miss Srgnoodles may have stabbed your cerebral cortex (I think) in the process.
  18. Making metal weapons and armor more usefull!!

    What TerraFirmaCraft Build are you playing on, Mister EvilNecroid? The word 'realism' is taboo in the TerraFirmaCraft Forums- meaning that word is furiously frowned upon. And you are very lucky Miss Srgnoodles is not browsing in the time of this post... I heard she has an arsenal of weapons... If you are playing on an earlier build, hostile mobiles now have one-thousand health points; the concept applies to the player's health. The damage is updated to the Health-Pool overhaul, which requires the use of metal armor, tools, and weapons. So, your complaint of 'But when i get to the part where im ready to make swords and armor i get bored because i can kill things easy enough with wood and leather so i feel like im wasting metal if i upgrade' is void in this current build. Also, please use proper grammar, not Internet language. Also... WE WILL HAVE NATURAL PREDATORS, NEW DUNGEONS, IMPROVED CAVES, AND A NEW TFC NETHER, SO HERE IS SOME PIECE OF ADVICE: RESEARCH YOUR SUGGESTION BEFORE POSTING, BECAUSE PEOPLE SUCH AS ME ARE GOING TO LASH OUT AT ROOKIES SUCH AS YOU WITH FIREARMS, PLASMA RIFLES, SWORDS, DAGGERS, TANKS, SCRAMJETS, LASERS, AND THE FLIPPING LIKE!!!! *Takes a deep breath and regains composure* My apologies for making such an outburst, I wasn't myself for unknown reasons. I am so infuriated at myself... Welcome to the TerraFirmaCraft Forums, Mister EvilNecroid! (I recommend you post a suggestion with research powering your thread)
  19. What do You Desire for Christmas?

    Who else changed their title below 600 posts? Mister Ditto?
  20. What do You Desire for Christmas?

    I theorized that Mister Dunkleosteus changed the ranking title: That sly devil. Unfortunately, there are not new member titles. I did not changed my ranking title, and its not normal. How did you changed yours?
  21. What do You Desire for Christmas?

    Interesting... P.S. - I am a bit of a sluggish typer, unfortunately. P.S.S - How do you modify your ranking title? I recall reading a thread based on the secret feature recently and now I can't seem to remember it.
  22. What do You Desire for Christmas?

    After converting the price for the new computer you desired (I hope its 6 pesoes = 1 USD), it is at least $900 USD, I hope.
  23. The weird side of YouTube

    I know much more about the TerraFirmaCraft Forums than you think, Mister TheWolf227 Your signature did not claimed 'don't read'! Actually, I remember reading a thread where Kimbblesrath cheered because you updated your title. I know much more about the TerraFirmaCraft Forums, Mister TheWolf277, than you think... not all of it, though ;(. P.S. - I have a feeling we will derail this entire thread.