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Pakislav

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Everything posted by Pakislav

  1. Dynamic Inventory Size [Better Wall of Text]

    So here's an idea. First level inventory: Only hotbar. Second level: Satchel. Half vanilla inventory + hotbar. Third level: Backpack. Full inventory + hotbar + slowness I/II And honestly, making the hotbar smaller just doesn't make sense. It would be waaay too much trouble shifting equpment all the time. Remmember that you have to have a weapon, ranged weapon, pickaxe, pro-pick, axe, shovel, torches, food and some building blocks in the hotbar, because that's how the game's played.
  2. Fire as a deterrent?

    You mean the wolf will have a short life. Having fire as a deterrant would be cool, but it can't be too over-powered. It would become game-breaking if you can keep the animals away by just sacrificing a few sticks to make firepits. So maybe it should be more of an active ability. Maybe it should have a frightening effect if you hit an animal with a burning stick/torch.
  3. NPCs?

    Not about NPCs, but why wont you find someone to help out?
  4. Please Lock....

    Right... not really, um, nope, no, and nope, but ok, fine. No NPC at all then.
  5. All cultures of the world at one point or another have figured out that planting certain crops together is beneficial for all of them. Such example is the Three Sisters used by native Americans:http://en.wikipedia.org/wiki/Three_Sisters_%28agriculture%29 Native Americans planted corn together with beans and squash. Corn gave structure to climb on to beans, beans produced nitrogen, utilised by other plants and squash spread along the ground preventing weeds from growing there. What do you think about implementing such planting concept to TFC?
  6. Please Lock....

    These are good ideas. Here are mine: TL;DR: NPCs are other stranded cavemen/survivors. You find them in wilderness, have to care for them. They might proove usefull, or just fun to manage like an RTS settlement. But don't substitute the player in anything. (Player needs to do most/almost all the work.) 1.) The NPCs should be a very rare find in the wilderness, with no skills, no items, no nothing. 2.) The NPCs should have different personallities. When you find them, some will try to run away, some will be hostile, some will start following you, asking if they can join you. 3.)You can convince, bribe or threaten them into joining you. 4.)They will then follow you, and do basic functions that you tell them to do. (They do everything slower and worse then the player, and can't do some things at all.) 5.)They need resources: Food, water, shelter. If you fail to provide them, they will leave or die. If you provide enough, they will breed. (Being unlikelly to find more in the wilderness and taking years to breed.) 6.)They can be trained to perform basic duties: Attending animals. Chopping trees in selected zones. Farming crops. Being Guards. (They might be able to build certain buildings, especially tedious-work grade buildings such as: Roads. Having NPCs build a road would be especially necessary with horses and carts, that require roads.) 7.)They can't smith tools, or craft items (Maye except for a baker?) or are just very, very bad at it, and require more resources then the player. 8.)The goal: Is to add an RTS theme (Optional, for thoes who wish) to the game, and widelly expand playability of the game. 9.) Having NPC around can attract evil creatures in a siege-like events, just to spice things up. PS Also: Strong NPC guards can follow you, and (possibly) be necessary to fight against soon to come mobs/bosses underground. Or just be usefull. (And FUN!) Scenario to put it in perspective: Part 1: You start a new world. Manage to build your first shelter that isn't a dirt hole, but still use stone tools. Looking for resources, so needed to survive in this harsh world, you go for a trip, to scout your surroundings. After a few days of traveling you hear a scream to the north. It osunded like... a human! But you are the last human alive! In rush of excitement you spring forth in the direction from which the screams came. Just behind a hilltop you see a woman, running for her life from a bear chasing its easy prey. You jump, blindly, not minding the dangers of the slippery slope or the sharp teeth of the beast. You've charged in between the girl and the bear, screaming and roaring, swinging your javelin in order to intimidate the predator. The girl starts throwing stones form behind you, and the confused bear decides to withdraw from an un-even fight. The girls jumps on you from behind, her arms around your chests and her cheek agains your back. You turn around and without thinking put your arms around her, letting her silently sob. - Hush, girl. You aren't alone anymore. We... aren't alone. Still holding her, you gaze at the rising sun, greeting a new day, and a new hope. You aren't alone. Part 2: It's been a few years since you found the little girl, about to become a supper of one hungry bear. A lot of things have happened since. You found another human. A man. He likes to keep to himself, so you decided to help him build his own house. It will keep him happy, and will keep him away from her... Her name is Anna, and you can't imagine a day living without her. Ever since you rescued her, she's been always there. There's not much use out of her, best she can do is gather wheat on the farm, but you would gladly trade your best steel armor for her company. Times have been hard. There were more of us, but food was scarce and the rest decided to leave. You tried to convince them to stay, that you needed each other to survive, there are dangers worse then bears afterall... Dangers in the night. Part 3: They came right after the dusk. The moaning, the clatter of bones. They bashed the doors. They have taken her. You runned, throwing fire after them. They are afraid of fire. The screams. Her screams. They echoed throught the forest. You wanted to run after her, to save her. But Carl stopped you. -We will go after them during the day. The night is not safe. He was right. The next day you gathered your things, and prepared. -Maybe she is still alive. And if not, they have to pay. Carl only noded behind your back as you seathed your sword. -You are not alone, and there is still meaning to go on.-Is what Carls sword sung when he sheathed it.
  7. Craft saplings to sticks

    Yeah, especially since he's right...
  8. Dynamic Inventory Size [Better Wall of Text]

    DDdddouble post. Yeah, I think that the hotbar and everything is just the way Minecraft is, and in a good way. I don't think itshould be changed and it would require too much work. What I think, is that our starting inventory should be limited to hotbar only, and epxanded when we are able to craft backpacks.
  9. Agriculture: Companion Planting.

    It can be solved in three ways I think. Either just like water tilts a few blocks away from a single source, a crop planted would affect blocks next to it, possitivelly for some other crops and negatively for others. The second option is mixing seeds like meals, therefore planting one "plant block" on one tile that has all three compatibile plants. The third is similar to the second, adding a sort of an overlay to already planted crops by planting another type on same tile. But I think that the first solution, of crops affecting in some way tiles next to it would work best.
  10. Dynamic Inventory Size [Better Wall of Text]

    I don't know. I don't buy that hotbar expansion thing.
  11. Dynamic Inventory Size [Better Wall of Text]

    Yeah, I... I just... I just.
  12. Dynamic Inventory Size [Better Wall of Text]

    Well, the point of chests is that weight doesn't matter, so just tetris-like thingy for them, don't you think?
  13. Axes vs Saws

    I always use an axe of best metal I have. Never had a problem with metal quantity and find spending a lot less time on chopping trees very well worth it. Also I never used a saw for cutting trees. That concept is just funny to me... Why do we even have axes? Saws shouldn't be able to cut trees...
  14. Dynamic Inventory Size [Better Wall of Text]

    I personally never liked how I could endlessly run for ever, and often just strolled around in both Bethesdas games.
  15. Dynamic Inventory Size [Better Wall of Text]

    Same thing.
  16. Tribes with A.I. Controlled Characters

    This isn't true. It just adds a sandbox RTS feel, for thoes who WILL it. Besides, it's already an RPG. You know, role playing game. RPG =/= stats, levels, npcs
  17. Dynamic Inventory Size [Better Wall of Text]

    Agreed. A backpack to actually give yourself an inventory (With just hotbar without it). Inventory system like in Diablo, where items actually take space not only slots. Penalties for having heavy equipment, such us inability to swim, and a slowness debuff and increased hunger consumption. Making it a requirement to utilise minecarts, carts, wheelbarrows and horses to move big amounts of rock/ore and heavier blocks like an anvil. To all this, agreed. But it might be taking it just a tiny bit little too far, given how MC works in general. It already is a pain, transporting all the mined ore, if you find a huge-ass vein. I am not sure how would the gameplay feel like it we needed to build minecart tracks to move said ore. xd
  18. Grinding Wheel

    I think that the only use of this item would be making swords and axes un-usable before sharpening, like was the case in Gothic 1 and 2. And it's a bit too much work on one item with such limited and unnecessary functionality.
  19. Tribes with A.I. Controlled Characters

    Agreed, I would love to see NPCs of some sort at least in TFC. Playing singleplayer is indeed pretty pointless as it stands. A little excitement over finding an ore vein, making weapons and armor, getting blue steel, and that's that. You've done it all. Nothing to see here anymore. NPCs could really add a LOT to both singeplayer and multiplayer, and they shouldn't necessarily do everything instead of the player, but rather require the player to put extra work to help the NPCs survive and expand. Having NPCs around (By, for example, finding other "survivors" naked in the wild, or what ever) should add new challenges rather then make it easier. It can be done throught mobs invasions, or even more complicated interactions with the NPCs like theft, murder or vandalism. Possibilities are endless. It would probably take quite a lot of work, but it's doable, and if Bioxx wills to, there's all the time in the world to do it.
  20. Well, I think it's just perfectly fine as it is. Honestly if I would have to go through even more trouble to get ore, and for no good reason, I wouldn't like that at all.
  21. Grinding Wheel

    It's also mentioned in hundreds of other threads that have anything to do with crafting, metalurgy, combat, mining etc... And frankly, I think it's not necessary.
  22. True. If brewerages were to be implemented, we would need some sort of press to make wine out of grapes ;d
  23. There's even this too. (Nothing to see there thought ) http://terrafirmacra...__fromsearch__1 But your pics are really nice. Could we maybe use the Quern for this, instead of making the press thought?
  24. Big List of Mobs

    Aggressive flying creatures would be awesome. Easy to kill, dealing little damage, but very hard to hit due to constantly flying around your head.
  25. Woodcrafting.

    I suggested creating a new 'profession' of sorts in TerraFirmaCraft: The Woodcrafting. TL;DR: Woodcrafting similar to metalurgy Stone Knapping. Carving bows out of logs, affecting their quality by wood type, same as metal type for tools. Making specialised wooden handles for tools. (^ What does this mean, btw? I mean, literally, I know it's short version. ^ ) I think that wood crafts could use some love in TFC, and the multiplayer gameplay could use another 'role' to be played throught mastery b different players. Woodcrafting would look similar to metalurgy stone knapping, using a woodcrafting bench (Or just redone workbench?). Just like is the case in stone knapping, once you carve a piece of wood out, you can't replace or rework it like is the case in metalurgy. The bows should be carved out of a log, rather then sticks being glued together to act as if a deadly weapon. I also belive that sticks role should be limited to stone-age tools, and that metal tools should require specially (wood)crafted handles. Putting a mace head on a stick might give us a mace, but putting a sword blade on a randomly picked-up stick should not. Same goes for all other tools, while some should require more work then others eg. Shovel, (Pro/)Pickaxe, Hoe and Axe requireing easy plan, and a saw, sword, mace and scythe a more complicated work. Woodcrafting could also expand upon the way that doors, chests and other objects in the game are made, unifying all wood work in a single entity block eg. Woodcrafting Bench/Table. Woodcrafting skills could be a variable for the durability of doors (In case they could be damagable by mods and/or players) and chests, as well as quality of their locks (If they were to be (un)lockable.). .