Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Devlin

Members
  • Content count

    178
  • Joined

  • Last visited

Everything posted by Devlin

  1. Tiny Tweaks Metathread

    i have a slight idea. how about when you break the rocks on the ground you get the rock sprite, but when you break stone you get a stone/s sprite, cause it feels kinda weird that those little rocks on the ground can be used to make tools. or atleast make it so when you break a stone block you get multiple rocks, so when bioxx gets around to the construction portion of the mod we will get a full block, or atleast most of a block from a peice of stone and only one peice out of a rock. im not exactly sure how to explain it but im sure you guys get what im saying
  2. Texture Artist Submissions

    don't worry horenpa, your textures look great. you should be proud of your work. i like it it feels kida cartoonish and carefree. im not very good with words so i will just stop there before i say something supid. i wish you luck. everyone here so far has got alot of skill. hope i do well. either way i gave it my all and im proud of my work as should everyone here.
  3. Magma forges

    basicly, yeah. it sounds like an awsome idea, and they had things like this back then, not a blast furnace like you said, but still pouring motlen metal into a mould is almost as old as metalurgey itself, all we want to see is it done in a big way! liked your comment, this is not a rebuke, just an awnser. you comment is actualy kinda funny and freindly so thanks for not critizising us too much
  4. New Health and Medicine System

    yeah that is why i started this topic. also we still have time before bioxx gets to the new health system, any ideas, suggestions. gui's or what ever you guys want to add or remove from this idea, please post a comment, together we can build a health system we all want and can agree on. if you think any of thses go to far and make the game to hard, please say so and list some ideas for solutions or replacements, like the research system, some have already posted concerns about it but i will not remove it until we have decided on a sutable replacement for how to teir health related items and increase the difficulty that should be associated with getting the high end medicine. so if you want something removed or think it is a dumb or cheap idea, say so and try to come up with a way to replace or improve upon the idea. thank you and please, if we work together i know we can come up with an awsome health system we will all love.
  5. Texture Artist Submissions

    this is my summision. i was unsure of wether you wanted a block or sprite version of the melon and pumpkin so i did both. i did 2 corn textures, one for cooked one for not. i choose the axe not because i think all tools should be retextured, but becausei had an idea that higher end metal tools and weapons should have slightly better textures. and steel was easier. I took advantage of the similar shape of the pumpkin and melon to show my ability to make multiple variaties of the same sprite. I am also using the melon and pumpkin sprites as placeholders. i simply cut out the side of the pumpkin block texture and made some slight modifications to make it fit the sprite slightly better, i am no where near as happy with it as i am with the other textures but it was a rush job so i was not expecting myself to do great on everything, i timed myself at just under 4 hours for these. from top left to bottom right Cooked/buttered corn Carrot Orange(not sure if i like it but it looks like an orange so....) Custom Axe(slightly sharper looking blade and metal wire coating on the handle) Raw corn Tomato Pumpkin Melon Pumpkin block (side) Pumpkin block (top) Melon block (side) Melon block (top) Pumpkin block (unlight Jack-o-lantern face) pumpkin block (light Jack-o-lantern face) the jacko lanter face was designed around the light version. the unlight version looks weird in comparison to give the player more of an insentive to light the J-o-l.
  6. New Health and Medicine System

    that would be great, i have been told a paper doll style system might work well. how ever you design it i would love to see what you can come up with
  7. Enchants!

    ok so i know there is an enchantment system post out there, and i have seen plenty of enchanting system ideas out there and a few enchants suggested. but there does not seem to be a thread desiganted to just enchants. so here is your chance. post your ideas, enchants you would like to see in TFCraft. lets try to fill this thread up with a ton of great ideas. Remember, list the enchants in an easy to follow way, enchant followed by iths effect and purpose. and any other tibits you might want to see added to the enchat itself, like the more _____ you kill the stronger the enchant gets. or during the day this causes more damage. and remember to be constructive not destructive. if you see something that you think is either a terrible idea or explained in a terrible way, instead of attack the person, please give ideas to either improve or change the idea. give reasons for why you think it needs to be altered and help the community out by helping to build or improve upon your own and ideas and the ideas of others.
  8. [64] Faithful Texture Pack by HiTeeN

    are yo going to add new armour soon? the current armour texture is to soft looking, can you maybe harden the image so it looks like sharp edged metal?
  9. Ok so i was looking things up online and i discovered that some of the ores that are in TFcraft are actualy completely useless even in real life and others bioxx may not know have so many uses starting off is petrified wood, it is not wood it is just weak stone and minerals that are shapped like old dead and decayed trees, only feisable use is as jewlery and decoration, other then that it is used for studying and museum artifacts, if bioxx wants to add a use, medicine men and women used petrified wood in healing paralyzed limbs, not sure how but that is what they did. Serpentine is up next, not only is it useless as anything but decoration, it is also a type of bedrock, or an ore that spawns in bedrock, it is not clear which, but it is also toxic for plants, and the only other real life use for it is as a sheild from neutrons in nuclear reactors, so unless you are going to facilitate us to the point of the nuclear age yeah thats a dead end, you could make it harvestable or craftable as a block for decoration, also says that the swiss use it as an ovenstone, so it might not be as useless as i have been saying but still pointless as far as i see. not useless is kaolinite, but i thought i should say it is used for ceramics, porcelain, and clay, used as a food additive and in toothpaste, lightbulbs and even insectisides as well as medicine, quite a versitile ore Gypum is actulay used as drywall or plaster, fertilizer or soil conditioner especialy for wheat, a replacement for wood in ancient construction, used in tofu as coagulant, cement component, used for homebrewing (the creation of making home made beers, wines, ext.) common ingredient in mead, medicine as it turns out satinspar and selentite are actualy variations of gypsum, 2 of the 4 most common types graphite is used in pencils, brake lines, steel making, bateries, and has a material/substance in it that is not only one of the strongest substances ever, but also so difficult to seperate from grahpite that it is impossible for comercial use even with todays realife technology kimberlite is actualy a type of ingeous volcanic rock, most common source of diamonds in the world, so besides changing it from an ore to a stone you have given it its true purpose jet is actualy a gemstone found in or, from what little i can tell from this wiki page, it is the other name for lignite, black or extremely dark brown gemstone, usualy has veins ofpyrite in it, pyrite is a brassy metalic color, but is actualy in the gems themselves not like native platnum being found as a vein inside a vein of another or, the gems themselves have small veins, so lignite actualy has 2 diffrent types or ores that can be found in it microcline is basicly just a rock that has a fair amount of sodium and has multiple colors, a actualy an igneous crystal, it is found inside granite, used in industries to as a component to glass and ceramics, green version is called amozonite, type of gemstone, was used by amazonians as jewlery or something, it is the most well know type. i like that you decided to keep redstone for now, and im fine with you using cinnabar but cinnabar is actualy the most common mercury ore, usualy appears as huge red crystal formations, looks similar to quartz Cryolite is an aluminum ore, also used as a flux to help seperate oxide from aluminum ores, melts at 1012 degrees celcius, once melted it needs an electrical current to seperate the oxide from the aluminum, appears as a colorless crystal, suprisingly energy effeficient compared to heating and melting oxcide itself (pointless i know but it is a fun tibit) sylvite is multicolored, colorless, white, yellow and red, it apears even a dark brownish copper tone color as well, yeah appears to be another gem type borax is used in a variety of cleaning supplies, used in Buffers, chemicals of weak acids and bases, used to keep other chemicals stable while being used, mixed or while waiting for a reaction to take place that requires a constant ph level, borate is extracted from it to be used in the creation of complex ions olivine, when in gem state it is called peridot, yeah another gem but wait there's more, contains iron and trace amounts of nickle, not used for this reason but could be used this way as another source of iron and nickle, found only in igneous rocks, apparently olivine and high pressure structural varients make up 50% of the earths upper mantle, olivine sand (finely ground olivine) is used to cast items in aluminum lapis lazulie is only used in art, wether that art be jewlery, decration, painitns, or ornate itmes such as chests or boxes, it is only used and has only ever been used in art it is an artisan stone. could be the precourser to an artist profession
  10. Enchantment system

    testing is fine, but not random enchants, i actualy like the idea of not know what the gem is enchanted with until you test it. that could be a factor in making enchanting a profession. you have to actualy take the time to leard which gems can be used to make which enchants, and i do kinda like the idea of a glyph. i actualy just thought of this,if we open a thread about enchants alone to give bioxx ideas for enchants, if there are more enchants then gems, the some gems could have multiple possible enchants and to add to the randomness feel you could make it so each gem has a chance togive one of 3? or however many enchants there are relative to gems, some gems could even share enchants, you would use glyphs to chose which enchant you want to pick, so there could either be sevral glyphs and only certain glyphs affect certain gems, or only as many glyphs as there are enchants on the gems. so if there are 3 enchants 3 glyphs, or 8 gluphs that sometimes effect the gem and sometimes do not. this is actualy a randomness effect i can live with because as time goes by you can learn to control the effect eventualy. so you start of lot of gambling, and eventualy learn to play the cards in your favor. if anyone has anything to add to this, any idea changes for how to work this better please post it in the comment section, and be constructive, not destructive. if we point out the flaws in eachothers ideas that is fine, as long as we take the time to try to improve upon the idea or give alternate ideas. oh and to adress the whole post nether idea. the first enchanting table has very low enchant rate and low enchant levels. you need to make a teir 2 enchat whatever to get higher chances and higher levels of enchants. and to find glyphs they should spawn in hell. im not sure how. but the glyphs should either apear in hell dungeons often or as a naturaly occuring land mark. i like the idea of having the wals of hell fortresses having pictograms and sometime a glyph appearing that you can try out.
  11. ok one question, i know this is going to sound totaly stupid, but how do i add this to the texture pack?
  12. Enchantment system

    i like randomness, but i feel that the crafting portion of any system should be controlable. there needs to be some elevel of control in the game at every step of each process imo. getting the gems, random, getting the souls/energy needed to power the enchant, random, hell even whether the enchant is sucessful or if it is a weakend version of the enchant, these are all random parts of the enchanting system, but there should be some minute amount of control, like for instence the types of enchants, related to the gem type, although stereotyping is alittle old hat, maybe make it so that some gems give you enchants that you would not think. like ruby gives efficensy, and beryl gives fire. not sure. even the ability to sacrafice more exp/souls to increase the sucess rate of enchanting. i like the idea of preparing the gems a bit. maybe make it challenging a bit so it requires some amount of skill somehow? but the over all idea should be that there should be a balance between the randomness and the controllable features.not to controlled, but bot so random the player has no control over then enchants at all.
  13. Ships!!

    actualy its not as hard as you might think, it would be difficult yes but simpler then previously imagined. i have seen something like this done, it was not with trees and i forget the name of the mod, but the principle applies that if you have a point 1 and a point b the making an animation to get tiem from point a to point be should be very simple, just requires a little fancy coding, but nothing gamebreaking. anyways this is off topic. i love the ideas guys, i just feel that while you might beable to carry one of these little dingy's with you, i beleive that you should have to make a path for bigger boats and ships that you have to move them into the water on. so you would have to build boats near the water and push use a trailer or guided path to get the boat in the water
  14. Big List of Mobs

    tame a dragon? are you serious? i think it would be much more awsome if dragons acted intelligently and you could barter with them, they to steal from their treasure pile or stores and they become hostile, atack them they become hostile. but trding with them makes them freindlier. if you trade enough they might be willing to let you hire them to come stay with you, you must build them their own dragon nest, or lair. maybe call it a dragon roost? the name does not matter, you build a large building and allow hire the dragon, when you lead them to the roost they will auto attachthemselves to it and no longer follow you, but you can talk to them and they will offer you rides and to trade more with you. the more you trade the less they will charge and the better the things they are willing to sell to you. and this is just my little behinde the scenes idea, the dragons go off treasure hunting while you are gone and always find what they need to replenish their stocks. or they could just be realy good blacksmith/craftsmen, craftsdragons? so basicaly i would like to see dragons made intelligent and neutral, eventualy becoming freindly, that barter with you.
  15. New Health and Medicine System

    i will be removing the hearts part of the suggeston and replacinf it with the idea of overhauling the entire health system. if you had read the entire post you would know that. so you won't be getting more hearts, just a higher number that probabaly has a cap to balance things out, but a numbered counting system will be much easier to work with then an icon system. also my idea was no to make it so steve knew things that the player did not, my intention was to make it so that steve would have to learn these things along with the player. researching would not be as random as the thaumcraft research system. its more of a recipe to make a recipie. you find the corrosponding needed items and see what works together to heal or damage the organs or body parts of zombies. kinda like a geuss and check. once you find a recipe that works and makes a better medicine you get a medicine recipie/directions, then you use it in the alchemey system or whatever to creat better versions of the medicine. ofcorse you sometimes might be better of just using the materials cause they might be more useful apart then together, but that is the fun, you have to learn and try to become better, this actualy make it so that this could be considered a profession. especialy if the alchemey system requires skill much the same way as the anvil does. so you research to get better medicines, and poisions, and work hard to make them. do you still think these are bad ideas? if so, instead of critisizing me, help me by giving me alternatives that actualy work and make it so that not everyone can be great at it. my biggest desire for this mod, and i am probably not alone in this, is for there to be professions so people can specialize, thus increasing smp co-operation. imagine if you were to make a huge server and sevral player got on. which is more likely to happen if everything takes no skill, even if it take s a while, eventualy everyone will be running off to make there own homes and for the most part beable to accomplish what IRL takes an entire town to do. but if every aspect requires some amount of skill people are more likely to band together in order to not only get better service but also better products. things like metal working, medicine, farming, hunting, even cooking, should take skill to do so everyone relies on eachother to make their community great. this mod has the potential to make it so people have to work together but still be individuals, and that is what i like and want to see come out of this mod. im tired so if this is a bit rambly please forgive me
  16. Ships!!

    don't worry about it dude, he is my freind, IRL and was just helping me out by bumping this post so it could be built upon more. he was not trying to insult me or anyone, he was just trying to think of something to say that made sence in this post so he would not have to post a pointless bump. he was doing me a favor. but yeah, lets get back to talking about the suggestion, i know that shipd and boats mod is open sourced and think that if bioxx were to use the basic coding of this mod, mainly the part that allow the full use of chests, and beds on the ship. i believe that this could easily be worked to fit in tfcraft and would love to see what bioxx comes up with. he might even be able to make it so you need very specific materials to make a boat, so you would first need the boat hull, the seats. you need to make all the peices and put them together and when you put the final peice in place the ship/boat becomes a movable entity that with the proper equipment, namley elbow grease whith small boats and rolling logs for bigger boats, and ships need to be built in a special structure. but however it is done, when you finish placing all the peices together and you get the boat to the water, you can interact with anything on the boat, if a crafting table was placed on the ship you can use it, if you need food open your chest, if you want to sleep, either head over to the bed or use the seats on the ship as a hard pillow. since it is opened sourced, if bioxx uses the appropriate code he can do some pretty awsome things with this mod, if he even uses this idea and assuming he uses theis opensorced mod. if not im sure bioxx will think of something just as good if not better. anyone else have any other ideas?
  17. [64] Faithful Texture Pack by HiTeeN

    i just have one request, everything looks great except that the armours look very soft, no hard edges and defined lines, this is metal armour we are talking about, eveything else looks realy good, but the metal armour realy need to have harder more defined lines that realy make them look tougher, the way they are now makes me feel like im wearing a decrotive shirt rather then a heavy and protective steel chestplate
  18. Early power systems

    ok anothe thread that is realy taking off and going way too far. realy electricity in terrafirmacraft? this mod feels more like a medieval times mod or atleast a before masive use of the light bulb era feel. im fine with going beyond, but solar power is a very recent power source. many of these are cool ideas but they just don't feel right, these feel more like suggestions for the technic pack. i could see wind and water power, even cranks and pistons and working pulley systems. hell im even willing to go as far as steam power, but thse are going to far. i know we are all enthusiastic but we need to realistic, not saying the mod needs to be i mean we need to be. these sound like long term goal ideas. like things that would be added well after the whole mod is finished, maybe we can even start up a little thread about mods for tfcraft. and these would all work wonderfully there but if we pile to many far out there ideas on bioxx not only will it take alot longer too code but it will also leave very little room for anything else. if we pile on a ton of ideas he will eventualy run out of usable ideas. one thing to keep in mind is that minecraft has a very limited number of available id's. and yes bioxx will probabaly not use all these suggestions or ideas but the more suggestions you add the more obligated he will feel to make this system, if impleneted, all the more interactive and intence. and i for one want to see mods for terrafirmacraft. as that would be cool in itself. that way you could have a diffrent experience then everytone else if you realy wanted too. so please people, think more practiacly with what would fit. i like the ideas, they just do not fit with the feel of this overhaul.
  19. Enchantment system

    i realy think these are all going a little too far, we want things to be fun and believable not tedious and far out there. if we were to make something like a poisioned apple im all for dipping something in a primordial ooze that you find in hell. but we are talking about enchanting, and using gems and jewels. if anything it should be something that can be done with skill and practice, enchanting the gems are fine but throwing them in a toxic sludge does not sound magical, it sounds stupid, i only see negative things coming from tossing a gem into a magic slime in hell. i think enchanting should be doe by either enchanting the gems and working them into the armour. or working them into the armour then enchating the gems. where have you guys gotten these ideas? any rpg or magical orientated story or game would teach you that gems are usualy enchanted by channeling magic or life force directly into the gems. whether you have to etch glyph or runes onto the gems is up to the author or game designers but the idea is the same, channeling magic into a gem leads to good things. dropping anything into slime usualy ends badly, for the item and you. this is just my opinion but droping items into toxic hell slime sounds like just about the worst idea ever. think practicaly not stupidly, yes enchanting should be difficult but it there are other ways to acheive this besides coming up with random crap and throwing on the forum cause it sounds like it will balance the game. remember, if bioxx does not think enchanting is difficult enough he will try to find ways to balance things out. whether he makes mobs stronger. makes gems rarer, or thinks up some other way to balance it, bioxx will find away, so can we get back to talking practiacly and try to think up a believable enchanting system? or are we going to keep rambling on about toxic hell sludge and magical fairy circles? edit: and if we keep the experience, that could be the life force used to enchant the armour and tools. it would be more easily controled then the current random enchanting system but the idea of using the lifeforce of fallen enimies does seem to fit here. i am just stating my opinion, and if a better system comes along i would be more then happy to see it in the overhaul, but these ideas of primordial ooze just makes little to no sence.
  20. New Health and Medicine System

    problem with this is that alot of people do not want more Gui's that you open with a key. i tried talking about a new inventory system on another topic, not my suggestion but i commented with my idea, and sevral people jumped on me about cluttering up the keyboard with gui's i think that the new health and hunger systems should just replace the old, so wher you used to see your life as hearts, there is just a counter, and hunger is the same, maybe for visual appeal you could have the heart and chicken leg next to the counter, that is my idea. my idea for hot to check when you are hurt is that if a new accessory and armour gui is added and the old armour slots are removed, then one of these two ideas could be used. either keep the armour slots and make it so that depending on what part of your body is hurt the corrosponding slot changes collor, from white to green to yellow to orange to red or something. the head and chest slots would stay the same but the legs slot would be repurposed for arms and the feet slot would be repurposed for the legs. this tells you generaly what area of the boddy is hurt. my other idea that actualy would require slightly more coding, use the image of your avatart that you see when you open your inventory to check what is hurt. this simply entails that the avatar's limbs, torso and head slowly get redder and redder the more they get hurt. also i do not think that the injured limbs and health should directly effect each other, but if any part of you body is hurt to a serious point, such as being totaly red, then you start to lose health rapidly, like a blood loss effect. and also healing up your wounds would not completely heal you, you would still need to recover.
  21. new passive mob AI

    how about wild animals flee but you are able to tame certain animals over time and ever breed them to get domesticated versions, so you start off with the ansestor of a cow and after sevral breeding attempts you get a domesticated cow. pigs would be similar, but chickens would be basicaly wild the entire time, skitish like cats and everything but if you domesticate them they get a slight texture change and lay eggs more often. this would mean you would actualy have to take the time to work with animals. if horses are added, breaking them, i hate the idea but it might be necessary, would be needed befoe you could ride them without getting hurled off. taming wolves and breeding them into pupies would be pretty cool. if natural bredding is implemented then natural breeding causes the baby to be the same species as the parent, but if you tame and intervene in the breeding process the babies have a chance of coming out a diffrent breed. so wild animals flee from you unless you move slow and are quite, maybe require line of site and "hearing" coding so that if you move around to much they hear you and run away. tamed wild animals do not flee as often or easily but will still flee if stressed out enough, and domesticated animals do not flee unless hurt and have a social mentality, zombiepigmen and wild wolves have a social coding, if you hurt one they all become hostile. if this is implemented in other animals it could be made to make cows, pigs, and any other mob bioxx sees fit to add it too, then all you would have to change if the need to attack to the need to flee. thus stampedes
  22. Nature's might!

    i have an idea that may sound kinda funny, but there is this idea of making it so animals drop carcases rather then steak and leather, or feathers and chicken. i had this idea a long time ago before this mod was even out, but what if you made it so predatory hostile mobs maybe had an inventory. so a pack of wolves would attack a heard of sheep and when they kill one they pick up the carcass and leave. the carcass eventualy diappears from their inventory and they go on the hunt again. or if bioxx could try to make it so some mobs are like the monkeys in tropicraft, when they come across a certain item they pick it up. maybe they could actualy drag the carcass off. or eat it on the spot while the rest of the heard runs away. if the carcass is not enough to feed the whole pack, like a chicken or pig carcass, either they group up like they would do with pigs, or they each chase one down like they would do with chickens. i actualy just thought of this, how about bioxx makes it so that all new animals have a hunger system, hunters will hunt if they get hungry enough, prey will try to find food when they get hungry. if an animal does not get enough food they can starve to death. as for the grouping up, you could add in a bit of code that alters the item drop ai so it has a certain number of "slots" to be filled by predators, so like with a cow, a whole pack is drawn in to the carcass and it fills their hunger. but if it is like a cow only a few will be drawn in and if all the "slots" are filled then the rest of the pack will ignore it and try to kill another pig. once the whole pack is fed they all get back together and head home. this is more easily done by just making it so that packs are linked together and when they are done eating they just head towards eachother. those that are full just follow, but those that are hungry will continue to hunt. or to make things simpler, these two idea could be put in place. first, they all have a hunger system but they have one big ai, a pack ai if you will, they act like one mind with sevral diffrent bodies, or hive ai. the size of the pack increases the needed food but if one eats it fills up the pack hunger. or you could simply make it so that the rest of the pack follows the alpha and when he gets full the rest of the pack stopes hunting. either way this would definetly increase the feel of the game, and would be much easier to code on solo hunters, packs are where the problems show up. so if you take anything away from this i hope it is the idea of a mob hunger system that makes prdatory mobs stop hunting after they have had their fill, usualy one kill. so if anyone has a way to solve the pack problem i would love to hear it
  23. Hunger System Tweak

    sorry i was alittle confused last night due to how tired i was, i was thinking back to an old book i had read, while there were exsisting sets of ultra heavy armour that the helm alone would weigh 50 pounds, these were not very common, atleast not for very long, the average weight of a knights suit of armour through out the middle ages is said to be some where between 100 and 150. current metalworking methods have made it so that armour that is made today, although not nearly as strong or protective, mainly due to it being bought by guys who just what to look cool while they Larp, they are mainly ment for decoration now and days and wheigh very little in comparison. so if you think you are could wear a real ful suit of armour like the Knights of old and do a summersault, just forget about it dude. some of the heaviest suits of armour wer said to be so heavy that sometimes if i knight fell off his horse and landed in deep enough liquids, then theknight might drown because they might not be able to get back up. this was rare because the knights were trained to wear the armours over a very long time, but sometimes a knight might either be to tired, suffering from heat exhaustion or even hurt to much to get up on there own. again armour this heavy was rare and not popular for very long, but it did exsist and i am sure most of the people here would ne be able to lift there hands to there face if they were to wear it. i got to hold one of those helms before, trust me. if god and the devil both got together and told be to put on a full suit that went with that helm, i would still refuse.
  24. New biome

    a beach biome would be cool, or atleast make it so that there are diffrent types of beaches that spawn next to oceans, lakes, and rivers, large beaches, small beaches, even beaches that are half plain/forest half beach, and exotic trees for beaches would be cool, or expotic island biomes that only spawn in ocean biomes. and i would like to see cliffs next to ocean shores more often, some of the most memorable beach locals i know of have sevral beautiful cliffs and naturaly forming structures
  25. Enchantment system

    so let me get this straight, you believe that you can just put a gem on a weapon and it will stick? a jewlery table is necessary for for adding in a believeablility factor. plus enchanting should be difficult. the simpler that bioxx makes it the easier it will be to get juggernaut players. and on the subbject i do believe that when bioxx gets around to working on new mobs and mob spawning systems he will be sure to find a way to balance things around all the implemented systems. im sure he will find a way to progress mobs along with the player. one idea i had was that he could simply use the calander and make it so mobs get stronger over time until they reach a max strength that is balance around the strongest regular weapons and armour. so as time goes by each new mob that spawns gets stronger and stronger. another idea i had was to make it so that mobs used a nesting program rather then spawn they actualy breed and their numbers swell to huge numbers in certain areas. only hope to stake out a claim anywhere is to hunt down and kill every mob in an area and find their nests/dens and destroy them. or maybe a combo of both. these ways, no matter how many enchants, no matter how powerful the player gets, eventualy the mobs will catch up and be able to kill even the strongest of players. maybe even make it so that new mobs can try to move in so you have to head out every once in a while and destroy any near by mob nests. or have to keep a constant guard against ubermobs that can kill even a group of players wearing bronze, or one player wearing redsteel armour. if this is the case then enchants would be a necessity and therefore should be harder to get then just put a gem on the sword in your crafting table and enchant it.