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Devlin

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Everything posted by Devlin

  1. More player built structures

    how about a better idea that fits into the believability of the mod better first idea you weld 2 2xingots together to get halfslabs, and 2 halfslabs together to get a full block, alot of metal i know but think how many ingots it would take to make 3x3 foot block of iron, unless you made it out of cheet metal. second idea ingots act like logs and make an ingot pile of the same type of metal they are made of, looks like abunch of ingots stacked ontop of eachother gold ingot pile, red, black, blue, light grey, copper, you could use the same greyscale tecture that uses its own "foliage" collor graph to collor the blocks accordingly.
  2. Praises and Ideas to the mod

    first off, i not all the metals are real. second, you are correct that Tfcraft is realistic but it is not going to be pure realism. he said that not everything is going to be real, he plains to add in a magic feel to the game as well, and is looking for a way to make the game fun and believable without having to make everything act like things do Irl, he just wants to make the game work better, not exactly like or even cloe to real life, he just wants the feel not the actual thing. other then that can we go back to the topic? this is getting boring. P.S. sorry about how stubborn i was getting but the way you made it sound was like nothing could be added that was not realistic. which would be untrure seeing as how bioxx plans on adding enchanting and mythical creatures to the game at some point
  3. New biome

    i type 103 without punctuation and 87 with, so there is a significant diffrence. but i see your point. i will attempt to use proper punctuation from now on. now can we get back to the topic? i hate it when these threads go of topic because of something as pointless as wether some one is using proper puntuation.
  4. More player built structures

    the bucket thing is proof of concept, it means that it is possible, even if you need a new crafting block of some kind, just that you can get back more then one item from a crafting recipie means that with the right coding it is possible, never said easy, but with a mod this big and epic, some of the coding is bound to be difficult
  5. More player built structures

    or a butchers table? if we get half slabs, maybe biox could make it so you can place diffrent types of slabs together, like a stone on top of a wood, if this is possible, you could create a butchers table by putting down a wodden halfslab and the a smooth (chisled) stone halfslab on top of it, maybe make it 2 blocks wide so its more table like and less nightstand like. and skinning the animal would not be hard, i mean they have used this idea before and even just added it to cakes, if you place items in a crafting table you can get the output and have one of the items change id's so you put the carcass and a skinning knife in the crafting table, then a cowhide comes out, the knife losses durability and the carcass is replaced with... skinned carcass? the crafting recipie would have to be craftable to achiev this though. other wise you would have to lose either the knife or the carcass, and only get out a hide.
  6. New inventory

    jewlery can have a function, you can enchant it to have increase resist and things such as attack strangth and movment speed, maybe even extend hunger and/or life. and plus with a new mob system planned im sure they will balance mobs out so that no matter how op we think we can become by getting all the best weapons and armour and enchants, but eventualy, whether it has to do with time making mobs stronger or just more numerous, it will be balanced to where you wont think there isa such a thing as op. and realy, in real medival times jewlery was worn quite often. most commonly as a sign of wealth but also as a sign of aligence, status. and maybe even good luck in battle. if you want a medival RPG feel, saying adding in rings and necklaces is wrong is like saying putting a hotdog in a bun is wrong, sure you can eat the hotdog and bun seperately, but they are always better together, unless you are alergic to meat or wheat. im tired so this analogy and critisism is a little off, but how else would you add in a additional items? enchanting is not enough to make up for all the uses gems have, so unless bioxx decides to add in a magic addition to the mod where you use up gems to cast spells (not a bad idea if this does not work out) then we need a use for gems, and the only possible uses i see, are enchanting, vanity items, trading and magic. and no single one of these will be enough to use all the gems i have stored up. so take your pick, which 2 or 3 of thse would you be willing to see added? if not all.
  7. Big List of Mobs

    this has gone way off topic. can we get back to the topic of mobs?
  8. More Weapons

    i can see how making most weapons be pretty much the same in every way except texture, but i think that a few should have defining characteristics, like some would deal less damage but you can swig them slightly faster, or have longer reach at the cost of knock back, it merely causes the mob to stop for half a second rather then get knocked back, some would be slower but do more damage, maybe evern some could have weapons specific enchants, like a mace or flail could use an earth shatter power that when swung causes an area effect damage but takes time to charge or make the weapon slower. what ever the decision, i am fine with most of the weapons being the same, but i would like to see atleast a few being a little special, balanced so they aren't "better" then any other weapon, just special for more character customization.
  9. More player built structures

    ok to start off i ike the basic concept here of adding in more player built structures but i do not think that most of your choices make much sence. tanning racks are made purely out or wood held together at the connecting corneres/joints, it should be craftable and place, like a sluice, or door, and a woorkbench is a nice touch, although i think it would be better served being used to work wood and stone into more advanced blocks like stairs and half slabs, leather and cloth working would be crafted on a maneguine. yeah i suck at spelling. the freezer idea is already a post of its own, i myself posted the comment saying that breaking ice blocks gives you ice chunks used to make ice piles to cool off the ice house, someone else suggested that we add barrels that you put in the ice house so you can store food to keep it from spoiling. as for glass blowing, i think that glass blowing should have a system all its own. a glass melting forge/bloomery place, glass working tools and maybe even a glass blowing table like the anvil, Idk. as for animals, how about this, if bioxx adds in the idea people have about tempature affecting metal ingots and other such things, like water cooling them off ultra fast, then it would be safe to assume he could apply such a system to any item he so desires. this is my idea, animals drop corpses. not a block or an entity. and item that you pick up, they do not stack and they will need alot of work to use, skinning, cleaning, butchering, ext. but instead of being like most drops when you pick them up, corpeses start off with a status of fresh and over time the status shrinks, from fresh to warm, warm to infected, infected to spoiled and spoiled to rotten, not sure about these status's, you guys can work that out. heat speeds up the rate the carcass rots at and deppending on how low down the status line it goes effects the total return, so normaly one cow would give you 10/20 beef, enough leather to make 1 and a half leather armour, how ever much that is. you get cow hide and need to work it into leather. but if it is all the way to spoiled you barely get any usable meat, rotten makes the carcass uselss, except maybe as bait for certain mobs. put it in a bait box, player constructed, and it lures mobs in. so these are my ideas. just my thoughts, if you do not agree. well that is realy up to you. this is just my opinion and if no one likes it then that is completely fine. i am trying to think up ideas that would be very cool to see as well as be easish to code and work in a believable way that keeps everything fun and entertaining for everyone. so lets keep adding to this people, this has alot of potential to be a very popular and exciting suggestion, what are your guy's ideas about how things should be made and what things could be added?
  10. Hunger System Tweak

    iron armour weighed a ton, the helm alone weighed 50 pounds. steel armour may have been lighter if treated properly, but the most common type of steel back then, which by the way was rare do to how hard it was to make, weighed about as much. but that is not realy important to this topic, i actualy like the idea of armour weighing you down and making you hungry faster. fits in with my new addition to my new health and medicine system sugesstion. i hade the idea of keeping the icons but instead of having 10, you only have one and a number next to the icon that, as with hunger, goes down over time, and with health, only goes down when hurt or starving. this would be that much easier to implement if the health and hunger systems are redone entirely, so actions like swimming, running and fighting speed up the loss of hunger. and wearing armour increases it even more, maybe even doubles the rate.
  11. Things you think should be added to agriculture.

    yeah, and you could collect ice by breaking iceblocks. breaking it with picks gives you ice chunks, and maybe using a special ice collecting tool to collect whole blocks.(ice pick? or maybe a pick axe enchanted with an ice enchant of some sort?) and you use the ice like logs, placing them in piles. Ice piles will melt over time, but the more in each pile the longer it lasts. maybe you could put food inside the ice piles as well, you could make a 5x5x3 house out of ice blocks and cover it with stone to make it last even longer. a simple way to do the coding would be to use the firepits, ability to detect air around it. the more air around it the faster melts. if a icepile is surrounded by ices on all 6 sides it will not start melting until it is exposed to the air, temerature should also increase the melt rate and what about salt? we could use salt to preserve food, we could use drying racks to make jerky. there are tons of ways to keep food edible. any more ideas to add to keeping food fresh
  12. New biome

    i have a bad habit of not using any punctuation except commas while texting or writing online. I know how to punctuate properly. I just find it tedious and forget to do so.
  13. what good are updates for old versions of the mod? there is almost no easy way of getting the old versions of the mod and why would you want to go back anyway, please update the texture pack to the newest version of the mod please.
  14. New inventory

    first off i agree that adding in a bunch of guis would not be ideal but that is enevitable with a mod like this, most will be accesed by new blocks like the anvil, but a few new gui's like the calander are going to be necesary over time to allow this mod to acheive its final goal, remember, minecraft is not this mods inspiration, Dwarf Fortress is, and would adding in one more gui realy clutter it up that much more? second i do not hink it will make it any easier on the player to have a new gui as the player has to still search for, hunt and gather the materials neded to make the items, then they have to work very diligently to ge the items crafted, this simply allows the player to equip them, while this would allow the player more chance for protection, that is easily compensated for by making mobs get stronger as time goes by, and with the addition of the calander this is much more easily done then previously imagined. yes it would add something that could arguably be called unnecisary but in truth this mod is about believablility and i for one believe that you should be aloud to wear more then a helmet, cuirass, greaves, and boots, i myself could also wear pauldorns, guantlets, bracers, capes, sevral rings and necklaces. and while i do not as for all of this, at least the ability to wear rings necklaces and capes would be a good and fun addition, and in the end although this mod is about making survival harder, it is also about making the game more fun. so i ask you, is one more keyboard activated gui realy such a bad thing or can we all manage to learn to click a new button to equip or armour and accesories? Edit: also capes would be pure vanity until new villages come out, i have an idea for what capes could be used for if we get new villages and villagers
  15. Let's Play?

    i have an idea for a series, you would ahve to wait on it, but how about once the agriculture update, maybe an update that introduces animals, you start an rpg series, you and your freinds get together and do a little story with a plot line and everything, you could start out building up a little village together, or start out in one that is already built, and with your freinds you do either something like inthelittle wood does, pretty much a lets play with little story line thrown in here and there, you could do several episodes where you just go exploring and then all of a sudden decide to go home and see a bunch of hostile mobs attacking your home and you fight them off, or you could do something like bashur in the bashcraft, a scripted series with characters and story/plot lines.
  16. New inventory

    or, like with the weapons mod, a new gui that you open with the r key or something, we would need 2 new gui's a new inventory gui that replaces the current one, and a new one that you use to equip armour and jewelry, maybe a paper doll epuipment gui. the new inventory one could look basicly the same except it will not have the armour slots anymore, just an inmage of how you look and a basic crafting spot
  17. New inventory

    I think that it would be better to make it so that all metals can be made into jewelry, but they should take damage like armour or the same type, so if you wear a full suit of armour and a ring made of the same metal it should break around the same time as the armour. and if you look at my idea in the enchanting suggestion, it take care of the overpowered problem by making it so that you add the jewles to the item of choice in a jewlers table, then take it to an encahnting table to gamble on wether the gem is activated or burnt up and lost, you also require Exp. which i said should be called Lifeforce, to activate the gems and to icrease the success rate you need more and more Exp.
  18. Magma forges

    i was thinkiing red steel but my original idea was stone of some sort, i just thought that would make it was to early game to be feasilble. but now that i think about it, if you have to work your way up to redsteel to get a bucket that can carry lava, (with a stone handle?) it would make it so that you can not get around to making it right off the bat.
  19. Enchantment system

    i think i like the idea of a jewlers table, but i think that enchanting should be more difficult. how about this instead. First you make a jewlers table that works similar to the the anvil. Certain items can use more gems, i can see a sword with 5 gems maybe, a necklace with 3 and tools with 1 or 2, maybe 3. Aafter you add the jewles to the item of choice, you have to take them over to an enchanting table. For every gem there will be a open enchantment slot that has the type of gem you added listed. When you place the tool or pecie of jewlery in the enchanting table it check to see which jewels are avalible and then allows you to select which jewel you wish to activate. Then depending on the condition of the gem, exquisite being the best, it will give you a success rate, so it is a bit like gambling. Then it checks 2 thing, first the type of gem, second the type of tool, it will list all the possible enchants. Each enchant affects a diffrent item or tool diffrently, so a sword would get one enchant while a pick would get another. Then it roles a random number generator, from 1 to 100. If it lands with in the sucess rate it gives you the full enchant. If it lands outside the enchant success range it will either give you a lesser version of the enchant or gives you nothing and the gem is lost. However some gems will not have enchants for certain types of items, and some gems will have similar if not the same enchants. Rare gems may even have 2 or 3 enchants. When an enchant is successful, the gem disapears from the list and is replaced with the enchant/enchants. Below the enchant list there is the list of gems still avalible for enchants. if there are several gem slots avalible, like in a sword, no gem can give more then one enchant. If you have more then one of the same type of gem the effects stack. So if you had 2 rubies in a sword and both are successful the you get double the enchant rather then the same enchant twice which does nothing. The higher the teir of gem the more Exp/Mana is used and the higher the chance of failure. To increase the success rate you would have to sacrafice more and more Exp. You could call the Exp lifeforce, give it a bit of an elderscrolls feel with the idea of soul gems. So those Exp orbs you collect are their souls and they are used to enchant your tools, weapons, armour, and jewlery. Such an advanced system would reguire mobs to be much stronger. One way to balance this is to make it so that stronger mobs apear as time goes on. So after 1 year mobs twice as strong as starting mobs atart to appear. So on and so forth every year mobs get stronger, until you reach the highest teir of mobs. I am using year as a place holder, it could be any amount of time, or even seasonal. Weeks, months, decades if you think it will take that long for a player to get settled, time length is up for debate.
  20. Magma forges

    that is what i was thinking of, a lava sluce thing you build with metal of some sort, you build the lava basin and attach the sluice to a 1x1 opening and when you activate it, i like the pully idea, it gets pored into the forge
  21. when are you going to update the texture pack so it is up to date? i want to be able to use this please, also please try to make diffrent types of armour, if there are enough difrent types of dokucraft type weapons feel free to use them and just recolor them, if not, try to make them feel like dokucraft as much as you can but fill in the ones that do not have a corrosponding armour texture to go with it, tall order but you wanted to take on the responsiblility and that means that even if you are lazy you have a desire to see this done well, take you time but please try to make updates worthy of dokucraft.
  22. Clams, and shellfish.

    i like this idea a little better to tell the truth, only 2 diffrences, one they should spawn in groups, and if you leave one it will slowly spawn more around it like mushrooms used to do
  23. Magma forges

    bumping this back up cause it deserves some more imput and attention
  24. forgot what i was going to say but yeah, pretty much they need fake purposes to be useful in-game at all
  25. Praises and Ideas to the mod

    dude, i agree that people need to stop using realistic as an argurment or idea stand point, but that was realy freking weak. and yeah kinda something a troll would say. but good job trying to spread the word to ignorant people (ignorant not being used as an insult, just to say people are unaware of some peice of information) that bioxx does not want people focusing on realism anymore, he wants believeability to make the game fun and believable in a fun and exciting way