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About 27_Stop_it_TJ

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  1. Anvil Corrupting World

    This post has been automatically generated from a form submission. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?: Yes Topic Title: Anvil Corrupting World TFC Version #: 0.79.23 Forge Version #: SSP/SMP: Multi Player Have you deleted your config files or are using default configs and are still able to reproduce this bug?: Yes Changed Config Options: Do you have any mods other than Forge and TFC installed?: Yes Other Mods Installed: BiblioCraft TerraFirma Woods, Aroma Backup, NEI, NEI TFC Addon If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: I do not have Optifine or a non-forge server plugin api installed. Crash Report: Description: While smithing a tool (any tool or item besides welding) and the arrows line up, which generally means the tool is done, however the rules are incorrect, the world is corrupted (only for smp, ssp reverts to a few minutes prior to the crash)
  2. Mobs, Ages, Cavemen, Heat, & More

    Yeah a friendly NPC might be a little unnecessary but a hostile one could make more challenge and add belivability because you would have more realistic mobs. If they had small villages/tribes they spawn around it could also add to multiplayer because you and your friends could team up to defeat a tribe and make the area around your base safer. But if they do replace mobs I think they should be common enough to still have hostile mobs around. And bending to the environment could add more variety based off where you start out or travel, and make more point to exploring in the game (besides no animals/ore being near you)
  3. Volcanoes

    Yeah but the beginning of this game is 3.2 million years ago during the paleolithic era (old stone age) so I would think that more volcanoes would still be active, because they haven't dried up their hotspot yet.
  4. Size

    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. Since weight is being deleted, I thought of something that could replace it while being easy to use and make (Probably, I'm no coder...) SIZE. In reality you wouldn't just find a bunch of rocks that are identical sizes and you would need a certain size to do what you want to do. Like to make a knife blade you won't just take a giant rock and make it into a tiny knife. And when you kill a fish (or any animal really) you would get different sized meat cuts (which you would get more big cuts the better your skill is) when you kill a bigger animal. You could also cut down something with the appropriate tool to make it smaller. Then crafting recipes would be more complex and things you find are more unique. Also if there was a small tag under the item name that described the size like: Medium Rock (Shale) it's about the size of my hand or Venison (Large)
  5. Mammoth

    I think it is a good idea but I think we should have plenty other new animals otherwise it would seem strange to have one huge animal and a bunch of tiny ones lolling its a word and I used it right so don't put that comment around. P.S. tonnes is a different word, I think you meant tuns...
  6. Decorations And Landscaping Ideas

    I'm not sure we're talking about the same game... there won't be any "designated areas", and what of settlesments if you're in single player. Also, russian, man, really? That guy has been on a bunch of posts making really long Russian comments, and I am not sure how he is even reading this whole forum because it is all English. Damn you Google Chrome making instant translations. Also I think he is getting that idea of settlements from a think I posted but I realize now it was a terrible idea. It was kind of a dumb idea... I was just thinking about that because it doesn't feel believable with 1 hut in the middle of nowhere making iron tools and stuff, plus I get bored when I play sandbox games by myself because there isn't anything to make it fun. And jokes in the game get really repetitive like in scrap mechanic having ducks and toilet-paper as blocks.
  7. Mobs, Ages, Cavemen, Heat, & More

    I did see a couple of things like clothes but his/her idea of how it works is far different from mine. He/she thought of making them for under-armor and I think they should be used for inventory space and heat regulation.
  8. Mobs, Ages, Cavemen, Heat, & More

    While I can't speak Russian, I can use Google translate and try to interpret what he is saying (if you do, it makes almost no sense but I am trying to read it) He is trying to explain his idea of hostile & peaceful animals, so peaceful are normal but aggressive ones would have a hunger & thirst system so if they are starving they will be more aggressive because they want to eat. Also different animals would spawn in packs and hunt together (wolves) while some would be independent. He also mentions a level system but I can't understand it, its like "Wolf Mother Level 5" and Google translate breaks there. Also he mentions animals should spawn in places they belong to add realism (like lions in safaris, or leopards in the woods) And something about bosses. His second idea is the more you kill an animal then the better your butchery skill is. Once it is high, you get rare things like wolf eyes and then you could burn them to ashes mix them to make medicines and have a magical/medicinal system where a Shaman would make medicine and over half of it was "magical properties"
  9. Skill Books and Tech tree

    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. In TerraFirmaCraft, you can just look on the wiki to make something. But this idea will change that to add more exploration in-game and you don't need to ever check a wiki to play the game! Inteligence: When you start, you will basically know how to do nothing, and you can't make anything. But once you pick up sticks and rocks off the ground then look at an animal you will figure out how to make a knife. You kill something with the knife and figure out how to make a spear. Then night arrives. You look at sticks and rocks and realize how to make a campfire. This is how my intelligence would be. You wouldn't be able to just make things, you would have to figure it out. It would work similar to how Thaumcraft makes you scan things for elements before you can use them. But this wouldn't work exactly the same, because you would be learning how to craft things. It would store the recipes in a menu similar to the achievements. You would go in your achievements and select your current age (new ages would unlock as you go along, but you start in paleolithic) and you can see the recipes you learned then. It would have a web of things you learn like thaumcraft and normal minecraft achievements and when you hover over one it says what you need to do and when you do it a recipe reveals itself. I'm not sure exactly what you would do to open this menu, but the two best ways I could think of are an HQM type thing that is a book you start with like Tinker's Construct, Thaumcraft, (except in there you make it, obviously not the case with this) and Feed The Beast mod packs. Or the second way is the achievements menu or a new menu like it (like Ark) that shows it. Each one has pros and cons like books you can lose or give to people but with a menu you can't explain as much unless you completely change the way that works. However I don't think this would need to be SUPER detailed because you only need a hint to what you do to unlock it like "maybe I can use (something) to do (something else)..." Skills: It's pretty standard... the more you do something the better you are at it. You attempted this in the first version but it wasn't effective because you couldn't check your progress or see when you level up your skill. Just have a tab in inventory with an enchantment bottle that shows like Farming: level 9 95/150 Hunting:level 3 22/30 Fishing:level 0 0/10 Crafting: level 4 4/5
  10. Piles

    This isn't a new mechanic... I thought you were going to say something like how the sticks and stones used to be on the ground, you can put things on the ground that way. Like dropping something and then shift+right clicking on it to put something on the ground and being able to put up to 10 of that item in the pile. That way it isn't overpowered and it just forms junk everywhere and you can't find anything.
  11. Mobs, Ages, Cavemen, Heat, & More

    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 looked through a couple of pages in this suggestion list and didn't really find anything like this (plus if I did, this doesn't just copy it, I had completely different thoughts about it) so here is my list of things that I think should be in TFC2 -Cavemen: the mobs in minecraft are dumb to me really, I think they aren't realistic or believable so instead of having zombies, skeletons, creepers, etc; we should have randomly spawned hostile cavemen tribes that come out at night and spawn in abandoned villages *also on this page* and also have friendly cavemen that you can use to have different abilities like hunters, farmers, fishermen, shaman, etc;-Villages: in normal minecraft there's plenty of random things that spawn around but none in TFC like villages or abandoned mineshafts, but I think 1 you should be able to find hostile ones that aggressive cavemen tribes spawn around and friendly ones that you can claim. The way friendly cavemen would work is they spawn in the wild occasionally and if you find one you can trade it something to get him/her into your tribe. I also think you should be able to build houses in it similar to how that very old mod that let you have your own kingdom (I forgot the name, I think that mod was even before Forge came out)-Mobs Spawning: I hated in TFC1 that mobs were unable to respawn and wild wolves would kill them and you had to go miles from your house to find an animal and it was really hard and boring, since you had no way of protecting them in early game. I think you should let them respawn and be common enough to find with ease because in reality they wouldn't be SUPER rare, especially when tribes didn't breed them until thousands of years later... maybe you could have a system so that the game checks the chunks around you for mobs and if 2 of that animal are left then it can spawn more until... a max number? That way it doesn't lag out your game with mobs and it still lets you find them somewhat easily.-Ages & Abilities per age: It seemed in TFC 1 that you had a stone age but after that there was just metal and nothing came after that. I think you should have a system like a classic empire game where in the stone age you can have a tribe with up to 20 people and need like a hut for 4 people and then once you start planting and domesticating animals and get your very first metal tools (neolithic age) you can have basic farms and ways to breed animals but all the animals still look wild (bulls, not cows, bores, not pigs, etc;) and you still have cavemen and stuff but then you can move to the bronze and so forth and your livestock and people evolve (I'm no historian but you would have things where it would look Greek at some point and other cultures and there would be an Iron age and Ice age and so on...) and then you can have cities and tons of people and it grows and grows. Maybe eventually there can be guns and more advanced recipes and better medicine and armor and tools so that it still feels like there's something to do instead of TFC 1: Mine mine mine hammer hammer hammer build build build farm farm farm etc;-Building: in the early game of the original you didn't get to build anything except a whole in the ground and have a hobbit house but I think you should be able to have like stick buildings and evolve your materials as you go like sticks (paleolithic), stone & stick (neolithic), marble (Greek), stone brick (Roman), wooden & stone brick & metal & plaster (medieval)...bla bla bla... eventually modern. Also instead of hand building everything (yes I know that's Minecraft, but it gets old and its pointless) and just being able to look at it but it has no real use, you would have builders in your tribe/town/city/empire that build it and it looks good for you and looks cool and is "used" be the people in your settlement.-Servers: I know that empires sound a little overkill for single player (which it is...) but multiplayer servers (probably an official server considering Flans mod failed at letting users make servers) could have an awesome towny that forms a big empire like WOK modded servers and factions to have a Hurt-World/Arc feel where you have to evolve as fast as possible to kill people. And even cool mini-games and stuff like collecting food challenges and hunger games. I think this would add a whole new aspect to playing this mod so that its more entertaining and more people will use it.-HQM Mod & NEI Mod: Hardcore Questing Mod was made by the people at Feed The Beast that lets you track your progression and goals in-game. I think it would be very good for this because it works like Achievements and you open it to see how far you are and what you need to do next, which would've been great in the first game because you can actually play the game instead of read the wiki, but in this redo I think it is completely necessary to have some way in-game to see what you need to do. Especially if you do my idea of more defined ages, this mod will help because you can't read ahead of what you're at and it lets you put in more story line/detailed information. Also your new version should have compatibility with NEI, because people hate memorizing recipes or looking back and forth at a wiki, it doesn't feel like playing a game anymore. Pretty much every mod-pack made now uses NEI because you can see how to craft items and making a completely new system is a lot of unnecessary work.-Inventory: this is probably the least important, but I think you should remake your inventory and overburdened system. You should disable your inventory except your hot bar and make primitive bark/skin armor (the bark idea was in another article but this will show more reason to have it) that will give you more inventory space. If you do more protective armor and then armor with lots of pockets then the game will add complexity. So if you get bark early in-game then it will protect you a little bit but wearing skins will help more with heat and have more inventory space. The inventory would lock spaces when you start and unlock them when you wear armor. So naked you have only the nine hot bar slots and when you put on clothes/armor you get more and more storage.-Heat: light and heavy armor plus heat will add to the seasons/biomes so when it's winter you need wool or something but in the summer you wear light things (ex: summer you wear bear/buffalo skins but in winter you wear deerskin) which is pretty self explanitory what does what. This will add more to the armor because orriginally you had weight and no one cared really.-Killing: this might be a little graphic and all but if you think about it you don't need blood and you could just do skeletons instead of cut open animals (again that would be graphic, you just need skeletons that disapear after 5 seconds...) but if you had it so when you kill animals it drops a body on the ground (ragdoll type that disapears) and to get items from it you have to skin it by right clicking with a knife (which would drop skins & meat and turn the ragdoll to a skeleton) to get items and to get bones for other recipies you can just right click the skeleton to get bones. Then the bones could be used for tools and things but it doesn't waiste inventory space with stuff you don't want.
  12. Did they send me the conformation email?