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About earthboundflyer

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  1. Another photo journal of a v79 playthrough

    i really love this series! ive read both of your playthroughs, and Im a serious fan of your building style ( love the LOTRish theme)
  2. Big Ol' Pile of Schist

    So I have been looking for a long-term playthrough seed with which to do a blog-thingy under the User-Creations section of the forum. I was looking for a Schist rock-type in a livable temperature zone. Also the more tree diversity the better. Anyone know of any decent seeds that might work? I dont care to travel a little to get there, but I do play on a Laptop so seeds with Schist being insanely far out from spawn options are sort of out of the question. I'm also open to any seeds one would highly recommend for a relaxing setting for a playthrough (not ready to do a hardcore super-challenging playthrough just yet). Cheers! Earth
  3. Sounds

    Echoes in caves or areas with lots of natural stone!
  4. The Trades

    I have just updated the OP, feel free to check out the new graphic and put your critiques below!
  5. The Trades

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):yes Answering "no" to the above question will result in your post being deleted. ​ I have always liked the idea of a Trade system for TFC. I loved the intricacy of Smithing in TFC1 and I wanted to make the effort to make a rough draft for multiple trades. I have ran across a reoccurring theme in the suggestions and discussion sections of the forum: Make TFC 2 re-playable. Nobody wants a game that is only fun to play once, and if trades are at least somewhat mutually exclusive, then this means that a player must replay the game to fully experience the entire game. The mutually exclusive aspect also lends itself to encourage multiplayer co-op, which seems to be a fairly common sentiment as well. So my suggestion is that maybe a player could play every trade in a single world, but he can only complete two or three at a time, but can only proceed to the next one once at least one sub-trade is fully completed. Possibly one of the trades is predetermined (realistically, in the time period that TFC2 is shooting for, an individual was expected to take up his Father's trade) upon spawn. Each sub-trade shares the apprentice skills, but specializes once a player chooses a Sub-trade. This is basically an assortment of aspects I've seen suggested on the forum, as well as some random things I would like to see as well. I have bullet pointed the perks of each trade; progression to the next perk is based off of an XP system, but because I am no coder, I'll leave the specifics of that to other people. So without further ado, The Trades. Preface: It is worth noting that I did not write this all at once, in fact this is quite piecemeal and I've found that my writing reflects my mood at the time. So the early part is quite sarcastic, however If a section seems sort of dry, it is probably that I was tired but wanted to get that idea down. I'll try and reinvigorate those sections if they come up. Also, if a trade has a special clothing set, I suggest that when the player reaches a certain level, light armor could be overlayed on top of it; The exception being a smith, because they are freaking built, so they can wear whatever the heck that they want. Adventurer Apprentice skills: leather boots (slight speed buff?) for long distance travels.KnapsackHand cart (Biox mentioned this, but perhaps Adventurers have a slight buff in speed for carrying this?)Saddlebag craftingHorse-drawn cart?use slings (AKA sling shots)This Trade is made up of the subsets Ranger, Soldier, and Trader. Ranger Wild animal training (Dogs/boars trained to sic, sit, roll-over?/ RIDING BUFFALO [because who doesn't want to?])Herb/mushroom cultivationNatural cures/poultices ("Kingsfoil? Aye, that's a weed.")Light armor (w/ fur lining? Or a cloak w/ hood)Basic Nature magic, i.e. rune carving, magical horns, etc.Use a sweet, Legolas-level, Carved bowGryphon/dragon Summoning/ ridingFull on Elven-statusunfortunate weakness to spiral arrows....Gain extra XP by shooting an Archery butt. Soldier (Knight, Mercenary, Samurai, As you please) Chain-mail and horse armor buff (Extra resistance B/c you are a Knight in shining armor)Lance (for charging at crap with a pointy stick, that's what its for!)Shield useCastle Forged steel blade use (because when your sword is that sharp, you need a little experience so that you don't lop of something you'll need later.)Metal armor overlay on chain mailFalconry (because Ayrrn, that's why.)Sweet Semi-custom banner/ Semi-custom Helmet designLike a Ser achievement. (Ser _____ as the player ID)Gain Extra XP by jousting or hitting a training dummy. I ran a little short on this one, because I felt that it was getting a little too OP. Besides, everyone knows that knights are in it for the glory. Also, they don't get a flying mount because Knights seem to have a complex about dragons... Trader Create Bigger boats (Biox made mention of this when he discussed teleportation, but i feel like this still needs to be a thing. Because no pirate looks swashbuckling at all with the dinky vanilla boats..) As in Leather coracles (wikipedia), or Viking long ships, with which a savvy entrepreneur could propagate trade.Crates, (because solid junk in barrels is kind of wonky to me, crates are the only efficient way to move Valuable spices, and tools on said boats)Pack animal train (think multiple horses in a row)Create Portable Trader's stall (Multi-block structure W/ interface for trading)CarriageFist-fighting buff, because the best traders are those who can enforce their bargains.Vest. A top-tier dye-able armor that does nothing but hold your ingots (or money if coins are implemented???)This one is sort of weak-sauce, any thoughts? I was going for Pirate-meets-Merchant but idk, maybe I'll scrap it. Craftsman Apprentice skills: Basic low-level smithery, up to Wrought-IronBasic Carpentry (including Planer, a tool that can 'finish' a chiseled block (stair or slab) and make said block harvestable)water/animal-powered automation (*Cracks whip)Working duds (Fire Resistance, falling block resistance, plus they make you look tough.)war hammer/crossbowThe sub-trades include Tinkerer, Maester and Smithy. Tinker Enhanced crossbow (repeating)Tripwire (for tripping things....)Tinkerer's Coveralls w/ extra pockets for tools, wires, etc, Extra fire resistance.Water wheel, windmill, turbine/steam boilerWrench, for fitting together gears, pipes and the like. Plus, you can throw it in other people's plans.Steam-powered Automatons (because who wouldn't want a two-ton robot as your slave? Programmable?)Powder keg (for all of your explosives needs)Catapult or Ballistae?Removable Goggles added to players skin? Limited to light armor. Smith Leather Apron, for flux, tongs? hammer, ingots etc (it adds a certain 'rugged' air to the wearer)Wrought-iron and up forgingArtesian KilnAdvanced forge (higher temps, longer cooldown, but more fuel consumption)Shoe horses (for a minor speed buff?)Mount armorForge and wield heavy ArmorDamage buff? (Buff dude= smackdown buff)Sweet Beard skin addon (optional)no longer overburdened by anvil carryingMaester Goldsmithing (because when you choose a metal for your studying instruments, you only choose the best)Clock/compassPots and Jars for specimens and potionspotion brewingRobes (resistance to potions, extra pockets for scientific crap)Microscope (for studying plants [or animal hair] to ID specific traits [Mendelian Breeding])Telescope ( mainly for looks, unless your dark fortress is situated on a fiery volcano or epic mountain (that's where I'd put it), then you can see your foe coming, and rain fire on those fools!)Advanced Gem-cuttingSpeed debuff, and weakness penalties for wearing normal armor, because Nerds don't wear Football pads. MAGIC TRADES I really have no cohesive draft for this trade as of yet, however, I'll put down the random ideas I have about the magic trade here. Eventually, this will have a bunch of distinct trades, but for now, it is split into Gem, or earth magic, and Nature magic. Both branches are rune-centric, but vary Nature magic I've touched on this subject a little with the Ranger trade, but I feel that this sub-trade should be sort of like the Elves in LOTR. There has been a suggestion for an animistic sort of deal (similar to the Game of Thrones Northern Gods) and i feel that this could satisfy that suggestion without introducing religion. The power of this magic is by Engraving certain stones or sticks with runes (in a certain 'shrine' area, Weirwood grove, anyone?) then affixing them to tools and things, thus making them enchanted. Earth [] magic This touches the whole 'Gem magic' vein of thought, previously suggested. It could center around finding, harvesting, and cultivating gems, cutting and engraving them (which ties in to Maester, who can cut the stones with more precision) then affixing the stones to tools, much like the nature magic stones. Also, I like the idea of mages of this discipline to have the ability to harvest ore blocks whole (like the silk touch ability in vanilla). This next section is devoted to the more mundane stuff, like building and farming, because I know some people like that kind of stuff, and it deserves some thoughts too. At this point, these sub-suggestions are not trades ( as i cant think of a way to make them really attractive) because they would not be worth the XP. However, I want to work on these to make them full-on Trades eventually. Farmer Rice paddiesFish pondsGrape trellisesBurlap Root bundles (for transporting berry bushes and fruit trees without drying them out; see "future of Burlap in TFC2")AqueductsButchery (suggestions forum)Shepherd's (better lead)Green houseCross breeding (utilizing bees)herb cultivationPlowing (to refertilize the soil)Gourds (to replace pumpkins)ApicultureArchitect Not really sure what to add to this one. I like the idea of having advanced building tools, but I'd like some feedback on this one. As always, I appreciate your comments and feedback. Please post any thoughts, because this is the suggestion forum. I'll Update this as much as possible, but with school and everything it can get a little crazy. Until next time, Earth
  6. Exclusivity of Trades / Classes

    I think that there should be four or five main "trades": Magic, Smithing, Mining & Forestry (though they are totally separate IRL, it would be hard to make a trade out of each.), farming (& butchering?), etc. There is a sort of "trade" system in TFC1 that uses a levels and XP system, but I feel like trades in TFC2 could be an overhauled version of the original. I like the idea of mutual exclusivity (ERWIN SCHRODINGER!!!), within the branches of different trades. While on my morning run, I brainstormed some possible perks of a higher level of XP in a certain trade. Honestly, I have nothing for magic, as I wouldn't choose it as a trade in the game anyway. Smiths of a higher level could produce tools with a higher durability. Forester/Miners could have a higher chance of collecting seeds from trees (pretty sure that is a possible feature of TFC2, but I haven't checked that thread in a while), or they could have a chance of obtaining ores, each of the chances becoming greater as the player levels up. Farmers harvest a higher yield during harvest (and butchering?), or certain crops can only be cultivated by farmers of a certain levels, like grapes for example ( I am told there is a great deal of experience needed to harvest grapes IRL). There is a possibility for implementing many of the new features of TFC2, such as apiaries, tree seeds (instead of saplings), magic, and possibly tinkering(?)( there is a thread on machines and whatnot, and I feel that working with machinations would dovetail nicely as a branch of smithing.)
  7. Exclusivity of Trades / Classes

    I'd like to see some sort of buff or "skill" that is decided on spawn, that gives a player a perk in one or two trades. Like how IRL, some people arevery adept at smithing, and others have a knack for farming. This could translate into the game as a perk applied to maybe two or so trades, decided on spawn. For example, a certain player in a specific servergets the perk of extra durability on whatever tools he makes on an anvil; or he couldtame animals faster, or harvest crops more efficiently, etc. Of course, this player could pursue other trades,or further the ones he has a"skill" in. In the words of the great Bear Bryant,"Hard work beats talent when talent doesn't work hard.",just because a player has a talent in a trade doesn't mean he is excluded from trades.I somewhat understand that there is a similar system in place for taste in TFC1, but I'm no coder, so I don't know how hard something like this would be to implemented. Any thoughts?
  8. Tree Schematic Contributions

    Alrighty, so this is my submission. THE AMERICAN SASSAFRAS. This tree is native to the southeastern US, and is commonly used as the flavoring in root beer. The roots, leaves and bark are edible, however the bark androots are typically used as tea. Their foliage is shaggy and turns a brilliant shade of red in the fall. I have made a small, medium, andlarge variants of this tree. I have a small problem, however,due to my inexperience of posting on this forum, I cannot figure out how to attach images. Any help?
  9. Idk if I'm just an idoit, but i cant seem to find recipies for the tucker bag. It is probably in some obvious place, but could someone point me in the right direction?
  10. [79.28] Pretty Good Starting Zone

    Has anyone found fruit trees near the spawn? Idk if they are coordinate based or condition based like the cows, sorry for my ignorance...
  11. For peats sake. 79.22

    does peat spread?