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TheSnarkyKnight

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Everything posted by TheSnarkyKnight

  1. Make knapping a bit more... interesting

    I wholly agree with Darmo on this one: while it is true that irl cavemen used stones that already had a similar shape to the desired one, I think that it would become frustrating very quickly and, as it was pointed out, the player could just keep opening and closing the interface to reset it. I can't really think of any other way to make knapping more interesting other than what Darmo already said, as punching holes into the rock I was knapping felt pretty weird.Maybe the player would actually have to find different rock typesMaybe makeit so that the player has to click more times a tile on the GUI? He/she is chipping it, after all...
  2. Weapons, sheats, and ranged weapons

    The idea is to have sheated weapons not takespace on the hotbar, providing fast access to the weapons, and not encumber the playerlike freely-carried weapons would, because I think that carrying a metal bar long around 80cm in a backpack would be pretty cumbersome. The original idea was to make weapons attack slower when outside a sheath and having big weapons being basically uncarriable outside of a sheath. I honestly don't know which idea is best, but I would say the encumberance one. Also, you're right: This is amess. I'm sorry you had to read this. I didn't mean to sound rude or aggessive whiletalkingtyping. I however still don't like the idea of a radial menu
  3. Current survival strategies

    Yup. They drop raw calamari from Pam's Harvestcraft.
  4. Weapons, sheats, and ranged weapons

    I checked it out and, I gotta say, it's a cool concept and an useful thing. However,I would advise against it because of some reasons: It would add another hotkey on a command scheme that is often already cluttered by other mods It would remove the possibility of instantly accessing the sheathed weapons, thus making sheats disadvantageous when compared to weapons that are just carried in the inventory: sure, they might not take any space in the inventory, but is it worth having to pull up a menu each time you wanted to swap tools or weapons? Radial menus aren't that useful here on pc: on console they are almost a necessity because of the limited imput possibilities, while a keyboard has around 100 input ports (counting also the F keys and the numpad). It also becomes evident wehn you try to navigate a radial menu, asit's much, much easier with an analog controller than with a mouse and keyboard. The same could be done by employing a system similar to that ofMine And Blade: Battlegear 2:there would be three slots and the player would toggle those slots by pressing a hotkey.But this brings back to the hotkey-cluttering problem... come to think of it, that really shouldn't be a problem, because: Terrafirmacraft is a total conversion and probably won't be used with many other mods. I just realized that fudge, we have a hundred keys on keyboards!!!!! However, I would still like it more if the slots were simply accessible by scrolling over them, likeWitchery's vampire abilities. TL;DR I don't really like the idea because radial menus are really only useful on consoles and slow down tool switching. If a hotkey system has to be implemented, I would suggest the devs look at MnB:B2. I still support the scrollable-slots possibility over hotkeys.
  5. Weapons, sheats, and ranged weapons

    Corrected some typos. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- If anyone has ideas about weapons that aren't in my list, by all means discuss them here, as I would very much like to see everyone's idea about this suggestion amd hear what other users have to say. It would also be great to know what Bioxx and Kitty think about this, as to know if the idea is too far from the finished of the mod that the devs envisioned.
  6. Fearsome Critters

    To further expand upon the concept of territory-based monsters, I would suggest that you all take a gander at this mod: I think that they did an excellent job at introducing a deadly creature that actually flies off from its resting point (every once in a while) and starts hunting animals to eat. I think that this could be a good place to draw inspiration from and to see what is good and what is not. My main gripes with this mod's dragons are two: While it is true that they interact with the territoy around their roos, dragons rarely ever fly farther than a couple of chunks, and don't do much other than eating animals (this is my main gripe) Dragons can't be seen from far away, only from around 32-40 blocks away (not really relevant, but wanted to throw this out here anyway) Overall I think that if Bioxx ever decides to implement monsters that actively patrol their territory, that territory should be quite big, otherwise I think it isn't worth the trouble. At least, that's what I think.
  7. Metal Tiers

    I agree. I think that there should be fantastic metals after steel, but I also think that there shouldn't be a linear progression: imo each fantastic metal should have different characteristics and be more useful in different situations. For example, mithril could be lighter and better for enchanting illusive magic (eg an enchantment that makes you less noticeable by mobs or makes you camo when you press up againsy blocks) but would be less useful for making blunt weaponsbecause of its light weight (think of how adamantine warhammers are awful in Dwarf Fortress because adamantine is too light), while adamantine could be better at dealing damage against monsters ( like dnd's adamantine, that bypasses everything's racial resistance, be them fey, shapeshifter or anything else) and orichalcum would be the most magically conductive, being able to take any and all enchantments the player wishes to put on it. This is of course just an example, the possibilities are endless since they are fantasy metals. So, all in all, I think fantasy metals should be in TFC 2and should be considerably different, with each metal offering a distinct experience.
  8. [0.2.4] TFC2 Prerelease

    I'm just another guy that wants to thank you for making this mod and working so much on the development. I wish I had your diligence .
  9. Ideas for Random Terrain Adjustments

    I think that ocean arches would be marvelous indeed, and another cool feature would be promontories, pieces of land protruding into the sea more than a sea arch but not enough to be classified as a peninsula. I really like this idea. However, I think that there should be a bigger, unmissable reef as a limit and smaller reefs whitin the boundaries of the map.
  10. Weapons, sheats, and ranged weapons

    Wouldn't making certain tools available only at certain tiers limit the player's freedom of choice thogh? I think that the weapons that I suggested should be in TFC 2, but yeah, I don't see why there shouldn't be an addon adding all the weapons . I might even try to learn java to help you with such an addon, but I don't think that I would be able to help you very much .
  11. Weapons, sheats, and ranged weapons

    You see, I don't think that TFC 2 adding so many weapons will bother the players, I think it will bother the devs by having them work more for each weapon. Also, having 3D models for the weapons won't fit that well with the other items in the mod. Sure, blocks such as the firepit and the rocks have 3d models, but I think that if the items such as tools and materials have 2D sprites, weapons should have 2D sprites too. Of course if Bioxx suddenly decided that all items should have a 3D model then it would be his decision, being the lead developer and all that. But this is just my humble opinion and please excuse me if I sounded rude in any way while writing this.
  12. Fearsome Critters

    Thinking about it, dastardly mobs such as those goblins could be fun, even dying to them could be fun, as in !!FUN!!. There's quite nothing like discovering how many things want to kill you and how: will they paralyze you? Will they use ranged attacks? Will they cause a cave-in on your head? Well, there's only one way to find out... Yes, I remember those guys from LM, they were quite the thing. My coastal town was quite hellish to live in at first, because these guys would just jump out at random from the sea, And when some items fell in the water it was always tense going to pick them up. Maybe some monsters that work together and are rarely seen alone, like shriekers and violet fungi (still from Dnd)?
  13. Weapons, sheats, and ranged weapons

    I know, If it were for me there would be 25 different weapons for type, but, as Darmo pointed out, that would be just a a waste of time, sprites and item ids. I would have litterally every weapon ever existed, even only for flavor, but that's redundant and wasteful.
  14. Weapons, sheats, and ranged weapons

    Done it.
  15. Fearsome Critters

    While I do love the idea of having different mobs that are dangerous not because of sheer strenght but because of other characteristics, I think that these characteristics should be different than just applying debuffs, especially in the case of your examples: a poisonous bug/critter is good and all, but it having a venom that powerful would be frustrating; same with the hunger removing goblin, imho that would just get frustrating after the tenth time you die because these guys pop up and, no matter how much you're prepared, armed or skilled, just kill you because they make you starve and slow you down to a crawl. Still an excellent idea though, it's just that I have a bad relation with this type of mob. Since you seem to know DnD fairly well I'm gonna use an example "trickster" monster from there: cave fishers. Not particulary strong in melee but dangerous because of their other characteristics, ie their tendency to hook weak targets from far away , use paralizing webs and hunt in groups. Or maybe something like a rakshasa, that would use spells based on the situation. Or maybe something like a griffin, having its nest on a mountain and patrolling the surrounding territory for prey... that prey being animals, thus depriving the player of food, and, if there are no more animals, the player.
  16. Weapons, sheats, and ranged weapons

    I know that hammers just look better in front of maces, but that's because they just are better: warhammers where used from the 1300s onward because of just how tough armour got. A mace just was not enough, so the warhammer was invented, having both a blunt end for smashing faces (the beak would get stuck in unarmoured or lightly armoured opponents) while the beak was used to pierce plate armour, that was hard to deal with. Of course, a shot from a longbow would hurt and crossbows just pierced it, but what if the opponent was already in your face? Mauls were a rarer weapon: they were used from 1382 onward, when 3000 rebellious citizens from Paris used these big hammers, previously used only as a construction tool, as a weapon. That's when they realized that a big lump of steel , or even just wood, on a stick was unwieldy and heavy, but would also beat up the enemy pretty badly regardless of armour. It was still rarely used because of its size and weight. I think that a spear should be one-handed because of the famous spear/shield combo, used by Roman leggionaires ,Greek oplites and by the Macedon phalanx and by many other armies, and because it is possible to wield a spear one-handed just as it is possible to wield it two-handed. Of course, wielding it two-handed gives you the possibility to attack faster, put more strenght in your attacks and better control the blade, but I don't hink that implementing a way to check if the spear is used with a shield or not would be worth the effort. Yeah, think I'll get rid of the short spear. Spear and pike can stay. What do you think? Addressing the stylistical question, maces were very much varied in appearance. Even a rock tied to a stick can be called a mace, and depending on the time period and the geographical location maces had different looks. Since I'm basing myself off of medieval weaponry, I suggest using a flanged mace as the source of inspiration However morningstars, aka holy water sprinklers, are distinguished by the peculiarity of having spikes on their surface. This was to better penetrate chainmail and, believe it or not, as a form of mercy: a completely blunt mace would break bones and rupture organs, causing internal bleeding and many nasty things, while a spiked mace would cause puncturing wounds along with the blunt damage, often making the opponent bleed out rather than die of painful internal injuries (of course getting hit with a spiky stick hurts a lot, but way less than an inflamed and possibly infected broken arm that will make you die painfully in a week or two). The chained ones that you're talking about are flails, they were at the start repurposed farming tools that were pretty effective in battle. When specialized battle models were made, their head varied in shape. It could be a plain metal ball, a falnged head or a spiked head. There were also flails that had a metal ring as a head; thim made them better at catching swords ang gave the the ability to cut just like a blade when swung at high speed. I would not get rid of the morningstar in favor of a rapier for two main reasons: Rapiers are a much younger weapon: mauls and warhammers are already stretching the limit, being invented and used around the end of the Middle Ages, but rapiers were invented in 1500, in the middle of the Renaissance. Personal preference So, I wouldn't get rid of the morningstar, but I would add the rapier as another weapon. However, that would create redundancy. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hammers are heavier and slower, while having higher damage against armour. Let me know if you think the pike or the short spear should go. I think the short spear.
  17. Weapons, sheats, and ranged weapons

    Redone the whole thing for the third time, simplified the weapons to only 2 per category (only exception are the spears) Please read and let me know
  18. Fearsome Critters

    Weeeellll, what would that mouse do? What would be its function? His reason to be there? Woukd he be just an ambience mob?
  19. Fearsome Critters

    As a matter of fact, my opinion of the minecraft devs is the following : lazy bums.H However, let's talk about the typical fantasy enemies: in most fantasy games the players will start by fighting critters and the now ubiquitous slimes. The first challenge for the player is usually a goblin "infestation" ( a camp in the forest, a cave inhabited by the beasties, a village that has been taken over...) and will then move up to orcs, that are usually were the mid game starts, considering that orcs are (in most fantasy settings) better equipped and far stronger. After that the player has to defeat the obligatory necromancer (don't get me wrong: I love wading through waves of undead, moreso if they are gruesome interesting or at least are different than bog-standard zombies); after these "standard" enemy stages, then the player is up into the high leagues, killing dragons, giants and abominations like they're nothing. So maybe have them on an island based on how far the x axis the island is? Ahhhh, now I miss NWN and other good DnD games. Legends of the Sword Coast was awful.
  20. Fearsome Critters

    Yeah, when you look at it with attention Minecraft is cobbled up from many different ideas. It seems more like the devs ask each other "What would be cool to add in this update?" rather than following a theme. Anyway, the creeper was a glitch that occured when Notch was experimenting with the pig model. Notch decided that it would be a shame to throw away the model and kept it (lazy ), later coming up with the idea of a green... thing that explodes. I like the idea of goblins. Maybe you would find small goblin camps on uncharted islands that would occasionally attack the player untile they were wiped out completely?
  21. Weapons, sheats, and ranged weapons

    Ok, I' ve redone all the post and made a chart of melee weapons. Will make a chart for ranged weapons, thrown weapons, ammunition and shields tomorrow. Also, I messed up while making the poll and accidentally clicked enter while I was making the other options. Is there any way to modify a poll?
  22. Fearsome Critters

    Yeah, I knew where the drop bear came from. That's why I thought it would be out of place. Maybe it would not be so out of place if it spawned on a particular tree (*cough*Eucaliptus*cough*) or in a particular biome. Also, you're right about Trolls. Sorry.
  23. Fearsome Critters

    I think that there will be mythical creatures, because I remember reading that TFC 2 will be more themed towards fantasy than realism. I don't remember where I read it, so don't quote me on that. Getting back to the topic, trolls don't change color according to stone, they change to stone if exposed to sunlight. I do like the idea of chameleon trolls tho :). One gripe I have about the model is that the legs look kinda tiny on that thing imho, but it's obviously that way because you thought that was the best way to make a troll model. Tbh I don't like the drop bear very much, it just seems out of place imho. Sorry if use "imho" a lot, but since I'm a newb on this forum I think it's important to make clear that it's just my humble opinion.
  24. Weapons, sheats, and ranged weapons

    I think that the system you just suggested is the best and like all the things you've said, actually, so that's it. I will get around to make a chart of the weapons eventually and updating the post, but I will be quite busy for the next couple of days, so it'll have to wait. The big problem is that minecraft's combat mechanics are incredibly bare-bones; the combat update made combat less basic, but it's still really really simple. Too simple.
  25. Weapons, sheats, and ranged weapons

    1) Yes, I do know that two-handed weapons were a rare sight irl, because of their specialized role (eg the zweihanders were used by landschneks against cavalry), but I still fell like they would have a place. 2)So, you could theoretically carry only one heavy weapon on your back vs many little ones in sheats? That's a good idea too. It would make sense to carry your weapon not in your bag but outside of it, in a heat or strapped on your back. Reminds me of the mod Mine and Blade: Battlegear; it had 6 slots(one for each hand, for a total of 3 equipment sets) and you could toggle this equipment by pressing "R". Maybe the devs could add a one or two "sheat" slots to the inventory? 3) IF there will be big monsters, then yeah, I think heavy weapons would be needed. It was said that TFC 2 would have had a more "fantasy" theme, so I don't see that being far fetched at all. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Removed Zweihander, Poleaxe, Polehammer (because the high-range melee niche is occupied by spears) and Halberd (was cool but didn't fit in any role) ............................................................................................................................................................................................................. Suggested sheat mechanic (thanks for the tip Darmo), added weight and size stats, added quivers. What do you think of it now?