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Pakislav

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Everything posted by Pakislav

  1. Horse Cart and pole drag

    How are you going to solve carts being only able to ascend 1/5th of a block? Doesn't it render them completly unusable unless on pre-placed stone roads? Maybe instead make them able to walk up halfblocks and stairs, but only if there is enough room in between each elevation so that they can't climb almost vertically? But they would still be useless for traveling somewhere where you havn't been before. Here's an idea: Instead of not being able to move upwards a one-block height, make them have breakable wheals, with higher chance of breaking when moving up in elevation. To be perfectly honest, I'd rather personally have a saddle inventor on a horse rather then a cart.
  2. Crossbows

    Knights and crossbows? I was told throughtout my education career that ranged weapons were ment for lowly peasants and hired soldiers. It brought great shame and dishonour for a knight to use a bow or a crossbow. But knights were often accompanied by a number of hired mounted soldiers carrying crossbows, as it was a devastating power. That's what I was told anyway... On the subject of ranged weapons. Javelins should definatelly have shorter range and fly on a much steeper curve, requireing the user to learn how to aim them. Javelins tips could also be made of metal, requireing more of it then arrows and bolts. The Bows would certainly use an upgrade to a long bow, or just being stronger when made of better suited types of wood. Crossbows, while not necessary, might be a nice addition. Type of wood used shouldn't make any difference and the bow and mechanism should be made out of metal. I'd wager that most metals are too britle and un-flexible to act as a crossbow bow, so it would require, say Steel, or one of the higher tier metals to make a crossbow. It would add to a distinction between bow and crossbow as well as balance between the two. A combination of carpentry and fletching could be added to the game in a similar way that metalurgy works. It would certainly be cool and add a lot to the game, having players on the server that act out different roles.
  3. Geological Events

    It could. But getting a ten meter high volcano could take just one day. Plenty of time for it not to pose any danger to the people settled in it's vicinity. ;d
  4. Magic: Scroll Scribing.

    I've searched the forum for a thread dedicated to the art of creation of magical scrolls, but there doesn't seem to be such. So here's one. Note: This topic was just a general idea intended to start off a more constructive collaboration of brainstorming in order to come up with good/better ideas or judge if it's a good idea to implement at all. *And it might turn int oa general Magic collaboration-brainstorming thread* Anything magic-related probably isn't a high priority of this mod, and might even be a part of the list-of-things-that-will-never-be-implemented, alas nothing hurtfull about brainstorming together, is there? We already have a scribing table, used solely to make plans. Everyone only needs one set of plans to keep in a uni-chest next to an anvil. So this feature doesn't get used so much, and I've heard somebody, that using an already existing feature to expand the game is always better then constantly adding completly new stuff. (Actually, a scribing table is potentially a very small part of this concept, but still ) Ok, let's get to the Point. You take rare ingredients, such as gem-dust and platinium flakes, and combine them with ink to creat a magical ink... or just ink that can hold the Essence* (Otherwise known as Exp.) With said different types of magical inks (And possible other elements) you creat a patern on the scribing table similar to metalurgy plans. This way, you either recive a magical scroll that has a one-time use with specific effects, or an 'empty' inscription that needs to be enchanted with the Essence(Exp) similar to the enchantment of normal items as might be the case if enchantment was to be ever implemented. It could also be combined with a possible feature of alchemy, requiring mortar/apparatus and alchemical ingredients to create the magical inks. This way all three fields, the magic(Scrolls), alchemy and enchantment would rely on each other, adding to the depth of the game in my humble opinion. The way that these three fields (possibly) relate would require them to be planned together. For instance, the effects of enchanted items are passive and constant. The effects of potions are time-limited and having negative effects, but require less work. When it comes to negative effects of potions, I imagined it a little like in the case of The Witcher universum (Books), where potions give you special abbilities but some of them leave negative effects when they wear off or are abused. I just threw it out there, because I imagined how potions might become too easy to mass produce, and thus requireing something to make abuse of them not profitable. It might be just that if you drink more then one potion in a specified amount of time, you'll get some kind of negative effect. Somewhat like mixing modern medicine or flushing it down with alcohol can lead to a rather unpleasant effect. it's all chemistry after all, and it still mixes inside you with unforseen effect. It could actually be a pretty cool idea to add such 'mixed' effects for potions, so that when you take a few potions at the same time, you might get an additional positive effect, but if you accidentally take a wrong one, it will posion/slow/damage/otherwise debuff you. It could be a very fun feature, such potion mixing for various, unpredictable(Due to ammount of possible mixes.) effects. The scrolls have more powerfull effects and are harder to make. They would require very rare ingredients, and take a lot of work for a one-time use spell. They would also take one full slot of inventory, like tools. They might require Exp(Aka essence) to use, have a cooldown, or a potential % chance to have the opposite effect to what was intended. There are plenty of options. But I thought that potions should have negative effects, rather then scrolls, because scrolls have the magic in themselves, and potions are chemicals that mix within you, like drugs. When drugs wear off they often leave a bitter taste of unpleasant reality. ;d Scrolls also might require the player to decifer the language in which they must be written (I've read recently Dunks posts about making a seed specific languages ;p) and might be read wrongly, thus having opposite/negative effect. The scroll recipes might also accept a certain range of 'mistake', so that you place one marking in the wrong place or use wrong ink in one place, but still get the same scroll, not knowing it has negative effect, aka. Scroll of Wild Growth rendering the area permanently un-usable for farming and growing trees/grass for animals. Or a scroll of Summoning might summon an aggresive mob that attack you. It would require the player to learn the actual Art of Scroll Scribing, and give a lot of care towards the making of the scrolls. I think it would work out this way? The enchantment may require same ingredients to apply to items being enchanted, and alchemy stuff requires enchanted ingredients or ingredients obtained by the use of certain scrolls (Such as the Gate Scroll.) I will expand on enchanting after reviwing this document by bsb23: https://docs.google.com/document/d/1rFWVhxhG0DPLFrW_02Ds7tnrP6Sd8D-ZNIjb3KwH9ng/edit?pli=1 Now what's left is Listing of possible magical effects that the scrolls could have and mechanics of their use. Let me start with interesting ideas: Scroll of Highway to Hell**: If Nether-like dimension were to be implemented, a scroll would be required to serve similar role as flint-and-steel in Vanilla minecraft, activating the pre-placed portal. Scroll of Resurrection: Using this scroll (Or possibly an enchanted item) Imbues it with your soul, allowing you to return from the dead in the place of your death, instead of the last bed that you slept in. (Maybe an enchanted pillow? ) Scroll of Turning Undead(/Evil): This scroll creates an aura around the user that terrifies all mobs that quallify as undead(/evil). Scroll of Mending: This scroll increases the rate at which your health regenerates. Cures all (possible) ailments, such as disease, poison and curse. (Where 4 or more different potions are needed for same effect) Scroll of Wild Growth: Acts like bonemeal on a large area. (Trees, farmables, wild grass, maybe breeding/growing mobs?) Scroll of Firestorm: Sets an area around the player on fire. (Mass flint'n steel) Scroll of Snowstorm: Spawns snow in an area around the player and slows everything in it. Scroll of Firewall: Creates wall of fire(/magma) in front of the player for a period of time, damaging anything that walks throught. Scroll of Icewall: Creates a wall of ice in front of the player, creating a barier between him and.. what ever is on the other side. Scroll of Summoning: Summons some kind of mob(s) that fight for the player. /Summons a set of 'Bound' armor and weapons. Or possibly a chest with some kind of goods. Scroll of Stone(/bark)skin: Adds to the player armor value. /Slows the player down. /Makes the player invulnerable to fire and magma. That's all from me for the time being. If you have ideas about other magical effects for scrolls, please keep in mind that the more already existing features we use for this, the better as it will make it much easier to code. Also keep in mind that (According to my idea anyways) scrolls are ment to be the powerfull(aka only) source of magic, end-game kind of thing, while still not being OP/Obsolete and adding to the game. *Essence: I decided to call the "Exp" such, because it 'comes' from living things and is (In vanilla) used for magic. So It's basically an Essence of Life with which to imbue other objects to give them magical properties. ** Placeholder name.
  5. Kingdoms Brainstorming

    I imagine that the NPC shouldn't be a part of TFC really, instead using an outside NPC mod on certain servers xd The Custom NPCs mod seems to do everything and more already.
  6. Magic: Scroll Scribing.

    This topic was just a general idea intended to start off a more constructive collaboration of brainstorming in order to come up with good/better ideas or judge if it's a good idea to implement at all. When it comes to negative effects of potions, I imagined it a little like in the case of The Witcher universum (Books), where potions give you special abbilities but some of them leave negative effects when they wear off or are abused. I just threw it out there, because I imagined how potions might become too easy to mass produce, and thus requireing something to make abuse of them not profitable. It might be just that if you drink more then one potion in a specified amount of time, you'll get some kind of negative effect. Somewhat like mixing modern medicine or flushing it down with alcohol can lead to a rather unpleasant effect. it's all chemistry after all, and it still mixes inside you with unforseen effect. It could actually be a pretty cool idea to add such 'mixed' effects for potions, so that when you take a few potions at the same time, you might get an additional positive effect, but if you accidentally take a wrong one, it will posion/slow/damage/otherwise debuff you. It could be a very fun feature, such potion mixing for various, unpredictable(Due to ammount of possible mixes.) effects. When it comes to scrolls, what I originally intended, was that they would require very rare ingredients, and take a lot of work for a one-time use spell. They would also take one full slot of inventory, like tools. They might require Exp(Aka essence) to use, have a cooldown, or a potential % chance to have the opposite effect to what was intended. There are plenty of options. But I thought that potions should have negative effects, rather then scrolls, because scrolls have the magic in themselves, and potions are chemicals that mix within you, like drugs. When drugs wear off they often leave a bitter taste of unpleasant reality. ;d Scrolls also might require the player to decifer the language in which they must be written (I've read recently Dunks posts about making a seed specific languages ;p) and might be read wrongly, thus having opposite/negative effect. The scroll recipes might also accept a certain range of 'mistake', so that you place one marking in the wrong place or use wrong ink in one place, but still get the same scroll, not knowing it has negative effect, aka. Scroll of Wild Growth rendering the area permanently un-usable for farming and growing trees/grass for animals. Or a scroll of Summoning might summon an aggresive mob that attack you. It would require the player to learn the actual Art of Scroll Scribing, and give a lot of care towards the making of the scrolls. I think it would work out this way? It's not that big of a wall of text, it's just mostly spaces ;s The important part consists of three sentences
  7. Animals!

    It takes guts to admit that. You are a good guy. I'll go ahead and admit that GreenLeafs signature applies to me as well, and I had no idea that there were desert elephants ;d
  8. My personal review. +Hi

    Too be honest, I cheated a little bit. My computer was lagging and on few occasions my game failed to load chuncks in certain area from which I was able to see uncovered caves underground. Found a vein of Copper and a magma pull with sulfur patches this way ;d I figured that I diserved it, after suffering the horrible lag... (I need to upgrade, and will do so soon.) Also @ backpack conversation. I love the idea, but having a backpack in one hotbar slot should give us acces to the original size inventory. So we should've only the hotbar at the beggining. If it slowed us down it would be cool too ;p
  9. Animals!

    Um, not really. It just doesn't have trees. Just grass. And just snow, most of the year ;p
  10. Animals!

    Yeah, your "african desert" is a savannah xd And honestly, I would love to see Savannah to be implemented. No, not for just one mob, but for plenty of mobs! Giraffes, zebras, at least lions, rhinos, elephants, hyenass, cheetah, crockodiles, gnu, gazella etc. etc. And also to serve a very important (Too me) function of separating desert biomes from other biomes, so that a desert biomes would be surrounded by either ocean or savannah, eventually a jungle. Not an estern-european forest, or, gods forbid, a thundra! Also, an elephant fits perfectly to a jungle biome, especially since leafes don't have colliders anymore.
  11. Kingdoms Brainstorming

    Not really obsolete. Just serving very minor roles while players are not online, just to add to the 'population' feeling. Having a hundred empty houses and just two people online gives a sad feeling. Having a few npcs here and there trading or having a few dialog options set by the player that "owns" them adds to the game, not subtracts from it. And even if they were to be added, then completly optionally.
  12. Animals!

    Elephants in deserts? That's not a natural habitat for an elephant. Try savannah. Or a jungle. We have jungle biomes.
  13. Magic: Scroll Scribing.

    I'm not the one to know things like that about TFC and what they have planned, but it's just probably vague "Magic? : Yes, maybe, somehow, not now." So simply coming up with good ideas, just so that they have something to work with when they get there might pay off.
  14. Kingdoms Brainstorming

    Yeah. I would LOVE to see NPC serving such roles. On a SMP server, you are not always around, so leaving an NPC trader in your house to trade limited amount of goods you have gathered, or an NPC guard to protect your assets would be awesome. You could also just programm your own NPC to sit in your house and have dialog options, for example explaining who this house belongs to etc. It would be incredibly great! There already is an NPC mod that does pretty much just that. I don't remmember exactly how it's called, but I think it was just something plain like MC Custom NPC. Also, to go outside of NPCs. Game enforced towns and land ownership is the main concept of the OP. So how about making cities and towns have their own Protection Meter of higher range outside of which, players are subject to Zombie Invasions that can break doors and possibly blocks as well? Basically that outside of the City Protection Meter Equivalent range, it's too dangerous to stay for a prolonged amount of time or settle? It would be cool if roads in between cities required save-zone posts with towers or other fortifications to make traveling safe. Let's say, that every 1 day lenght worth of travel there should be a guard post next to a road, so that travelers can rest at night, which is extremly dangerous time of day outside of city border.
  15. Kingdoms Brainstorming

    NPC are never (Not in a few years ) going to be the same as players. But who said that they can't place blocks or break them? They most certainly can. They can also be made to take cover, or have ranged attack in case they can't get to their target. If you can shoot them they can shoot you. And here's my idea. NPC 'leader' or a 'sherif'. Just an NPC that protects the 'law' 24/7, so that there is always someone... well, something to take care of lawbreakers in case of no MODS being around. Say, the NPC either sits in his building, or can be summoned, and complaints can be made to him: "Player [name] killed me." The NPC then checks the log and if it did happen, he punishes the murderer by either teleporting him to a prison cell from which he can not escape/banning him, killing him or sending spawned NPCs to kill him, which would give him a chance to fight back and avoid incarceration/death. So you can accuse someone of stealing from your locked chest, but this someone who you accused didn't picklock the chest and isn't in the log, so the NPC responds: "Our investigation have cleared [name] of all charges." and because you have placed a false complaint, you can't do it again for, for example, 15 minutes, to avoid spamming everybodys name until you get the right guy. It would be plenty of fun!
  16. Animals!

    To get back to the magnificient Elepthant you presented us earlier. Is it going to have special behaviours? What I have in mind specifically is, will they be able to break blocks? I can imagine it would be easy to kill one with javelins or bow and arrow (/what ever that kills them from long range.) if the player can just mount a 1x1 block tower to rain death on them. It would be cool if an elepthant in 'RAGE' could charge, breaking all trees and blocks that don't have any other blocks on their side on their path. An angered elepthant breaking down a wall would be awesome xd
  17. My personal review. +Hi

    HI AND THANK YOU FOR MAKING THIS GAME.
  18. Geological Events

    I got a feeling that the vulcanoes you planned will be ones that slowly build up throught slow magma flow, one chunk a minute or something like this. (As is the case in real life. Volcanoe =/= sudden mountain in 10 seconds.)
  19. Alloys Like Meals

    I don't think this is a good idea from coding perspective, as every possible alloy (No matter how sensless) would require it's own recipes and sets of tools/weapons/armors etc. So it would be too much work for very little gain, or actuall loss of belivability. Edit: Sorry, I didn't read the whole thread and missed Dunks (And other people) similar responce.
  20. Loose Rock Placement

    I like the idea. The amount of stone found on the surface doesn't seem realistic. Few solutions could be, that it would spawn always near gravel and uncovered stones. Especially around river biomes, that should have plenty of gravel since water flushes everything smaller away. Often. (I had a better photo but this community doesn't accept it's format...) Or additionally it could have a % chance to drop from gravel similar to flint. Also, am I the only one who finds it... intriguing that a small pebbel on the ground turns into a 1m*1m block of cobblestone if I pick it up? Maybe cobblestone should act similar to a logpile, storing multiple small stones?
  21. Fireplace/Hearth Multiblock

    Why so much talk about it being simply aesthetic? It does serve a certain function, if belivability is something you care about. Here's a rather easy to implement idea for a fireplace: Change the way that a firepit looks like, so that it resembles a pile of logs (You put logs in it after all. Sticks are only ment to start a fire.) rather then a burning plate on the ground. For cooking, add a frying pan/grill/pot/couldron to it, either as a block above the firepit or similar to how a quern works with its base and top thingy. And turn this into aethestical fireplace by simply putting stone around it that doesn't do anything. Grilling meat in a forge is fine with me and could be left alone, but I can hardly imagine cooking soup in a temperature that melts iron. Another cool idea could be a bread oven, or what ever you call that in english. Similar to a forge but enclosed and requireing iron bars or some such. Too be honest, the more structures that serve a function the merrier. I always disliked how in vanilla minecraft buildings are just empty spaces with eventual workbench-derivatives.
  22. Sky Dimension

    As if another dimension has to have exactly the same gravity as overworld
  23. Sky Dimension

    I would love to see a belivable sky and "hell" dimension in TFC, but obviously it doesn't have a high priority. New dimensions I would expect in, like a version 2.0. We are still in Beta. The most important thing about fiction in general, is that it has to remain belivable, so it does have a place in TFC. It would also greatly expand the gameplay with not as huge amount of work required as the completion of the earth dimension with all the new features.
  24. Forests,and how i think they should be

    I would also want to add to the suggestions so far. I think that the modification of the new tree spaning feature to add forest expansion would be awesome. It would require trees growing in phases, first from a sapling to a small tree and then to a tall tree. New trees should only spawn as saplings once per IGT year, or systematically during a season, eventually they should only grow throught phases once during a specified season. New trees should also spawn only very close to an adult tree of the same kind, simulating expansion rather then random coverage of all the landscape. What do you guys think?
  25. Anvil molds : place and fill

    A welding rod? I think that it would be better if anvil pieces were welded together on an anvil, like double ingots, but say, forming quadruple ingots that combine into a top and bottom piece of an anvil which then can either be put together in a crafting bench or welded together further on the anvil. Edit: Here is a rather interesting article on the art of Anvil forging in middle ages. http://www.ernst-ref...il-forging.html To add the previous. In my opinion it should be possible to create tools on lower tier anvils then the material the tools are made off, but at a price of lower quality of said tools, represented by lowered durability as is the case with a poor performance of a smith in current release. Also, a simple metal block should be a sufficient anvil, but such that lowers the quality of tools further. Eventually the process of making an anvil could require similar code as the building a bloomery, forge or charcoal pit.