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      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

Conrad_JD_777

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About Conrad_JD_777

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  1. Endgame guns.

    Yes Ma'am, I'll remove it if it's placed on the TF2 banned list.
  2. Endgame guns.

    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 would like to hypothesize about an idea concerning one of chemistry / metallurgy greatest inventions, the musket. Now don't get me wrong I am not the person shouting "Guns! Guns 4 Minecraft!!" I am merely formulating a logical path off of current ideas floating around here. It would be something like this: Once your chemistry skills got beyond a certain point then you would be able to create (not just pick up from creepers) gunpowder out of Charcoal, Saltpeter and Sulfur. Then you could forge a steel or iron "barrel" after carving the wood hilt. The recipe would be: 1 barrel, 1 hilt, 1 flint and 1 Mechanisms. Also you could attach a knife to the end to make a bayonet. You can forge lead into the ammunition. The damage would be 500 player hit points or an insta-kill for normal mobs. Now the catch is that, just like in real life, flintlock muskets have terrible accuracy and take 20-40 seconds to load one shot, this will be mirrored with in-game muskets. To reload the musket you would have place the empty musket into the crafting grid, then a gunpowder and finally a lead ball. that would craft a half loaded musket. Then you would take that and hold right click to load it, that would take 20 seconds of holding then it would become a loaded musket once again. whew! Now whatever you think of this idea remember I am open to all forms of praise and criticism, don't be "nice" by holding back, if there is a huge flaw please, do tell.
  3. Injury

    Thank you for your replies! Showing me that this is a bit too extensive and if it is implemented it would have to be changed a good deal. Thanks for enlightening me!
  4. Injury

    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. The addition of different kinds of Injury would make the game more challenging and flavorful. Example: You fall 6 blocks there is a 5% chance of spraining your ankle and a 0% chance of breaking your leg/foot. You fall 30 blocks there is a 99% chance of spraining your foot and a 50% chance of breaking your leg/foot. If you have a foot/leg injury you move slowly or possibly crawl until you can craft a crutch/cane then it takes a few days to heal a sprain, or several weeks or even months to heal a broken leg. This injury system can extend out into combat like puncture wounds cuts and slashes in which to heal you may have to craft bandages out of cloth or burlap to prevent future health loss. Also the player may be affected by high or low temperatures, so frostbite may occur if you don't bundle yourself up or stay by the fire. Now you must be thinking "Well I broke my leg and i'm beaten and I have frostbite I'll just kill myself and respawn with a new body!" But that's where the strength factor comes in. Strength is divided into 3 portions: Muscle, Agility, and Intellectual. Muscle would help you fight, mine, cut down trees and haul more items at once etc. Agility would affect things like running speed and swimming ability.Intellectual would let you craft higher level items, example at the start even if you had all the ore and tools right in front of you you couldn't craft steel leggings, you're not smart enough, yet! But you could increase it by hard practice or possibly if NPC's are added by talking to them or reading books your buy off of them. And this is how it ties in with injury if you killed yourself to get a new body all of your strength and intelligence would be 1/4 the size they were, giving you an incentive to take care of yourself! NOTE: I if you do not understand what I am saying there is a game that has similar injury mechanics and it gives more of a world picture to this idea: http://unrealworld.wikia.com/wiki/Injury