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Frantic

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Everything posted by Frantic

  1. Kinda derailing, but couldn't something similar be done for crops. You know, Wild crops respawning, with perhaps a few conditions. - respawn in fitting months in one of their earlier stages of growth. - Perhaps not respawn in places where players often trample around (perhaps use the mob protection or soemthing similar). - Not spawning in quantities that could feed you for prolonged times. - no more seed dropping on destroying grass (and give us Hay/something else instead). regarding respawning rocks: Why not have only really small amounts of rock respawn (and perhaps reduce the ore ratio in rocks in general), while at the same time slightly buffing sluices and heavily buffing normal gold-pannign without sluices (since nobody does that anyway) edit semi-related: i would also love if you could shift rightlick to plant a rock (a different version that yields no Ore) and multiple to create rockpile storing up to 2 stacks of rocks or so.
  2. Fishing

    I've been thinking on the topic of finite lightsource, but felt that there should be some sort of infinite lightsource(let's say they have the downside of not scaring bears unlike fire) and have been thinking around the idea of using a lumiscient material gatherable form minerals/bottom dwelling ocean fish(with lantern obviously/other sources. I wouldn't mind some unrealistic creatures (How could I as I already sugested ore-filtering Giant desertworms) as long as they feel believable, add something to the game and aren#t as obnoxius as normal vanilla mobs and their spawning behaviour in TFC. So I think some fish could really drop some weird things.
  3. [0.79.15] Rhodance's "HugBox" Server [Closing May 22]

    The best thing is to determine a RL time-span you want a year to take. At least in my opinion. Currently a Minecraft Day (the full cycle) is 20 minutes. (10 minutes daytime, 1 1/2 dusk/dawn each and 7 minutes night) Using 30 days in a month with normal minecraft days results in (exactly!) 5 RL days for a year (unless people sleep through nights) You could probably experiment with 30 minute days (15 minutes Day, 4.5 Dusk + Dawn, 10.5 Night) This bumps it up to slightly above to 7.5 RL days and people getting less interupted by night. Other things to experiment on would be possibilities like roughly 1 RL day per ingame month (day of 40 minutes) or perhaps the degrading/dieing of crops option (obviously if the dieing is based on the month/temperature and not just randomly degrading) assuming that ingame time passes slow enough to justify that. Would defintivly encourage teamplay. edit: While lengthening the nighttime might be a downside, its less disruptive than those super short days and you can still sleep through the night by sleeping or logging out and letting others sleep.
  4. [0.79.15] Rhodance's "HugBox" Server [Closing May 22]

    I'm fine with waiting for that reset. But I have another request. Could we perhaps use 30 days months? I think those 8 day default month are alot better for single player than multiplayer. 30 day months would allow a year to pass in roughly 5 days. Alot better than being gone for a day and seeing an entire year gone.
  5. [0.79.15] Rhodance's "HugBox" Server [Closing May 22]

    Divided we stand I would love to be whitelisted: IG name is: Cocofang
  6. Better Log breaking?

    While we are on the topic of breaking things. i really think that cobblestone should be breakable by hand (but ratehr slowly) as it basically consists of a ton of loose rocks. T-UP regarding the logs.
  7. Hay

    Well just going from the thing I posted here a few weeks ago... The idea I had included multiple Hay blocks building blocks. Hay: This in itself is placeable and eatable by animals. Than i had 3 types of Hay blocks: Tier 1 hay Block: Combining two Hay in the crafting grid yields you a pile of Hay that has the height of a slab. If animals eat it or you destroy it, it is reduced to the placeable hay. if you destroyed it you obviously get 1 hay back. Tier 2 hay Block: Combining three Hay in the crafting grid yields you a block of Hay, that is as tall as every other Minecraft Block. If animals eat it or you destroy it, it is reduced to a Tier 1 Hay Block. if you destroyed it you obviously get 1 hay back. Tier 3 Hay Block: Combining 4 Hay Blocks in the Crafting Grid yields you a block of Hay with the height of a fence. If animals eat it or you destroy it, it is reduced to a Tier 2 Hay Block. if you destroyed it you obviously get 1 hay back. Hay Mat: An extremely primitive bed. Already had a few Ideas to make better beds rewarding to the player. This is basically crafted by using 2 Tier 1 Hay blocks in a crafting Block. Clay building Block. A primitive Building block that is slightly better against gravity then Vanilla Gravel (meaning you place on outward without it falling down) Made from raw Clay and plant materials (Hay) Hay Roofing: Combining Hay with sticks. This thing (as long as attached on the side) can be used as roofing. Like with every other Hay block you cannot place blocks affected by gravity on it or else it will crush. You can't even stand on it until you bolster it up using the aforementioned Hay-Blocks. Normally they can only be places on solid ground, but Hay roofing actually is stable enough to hold hay itself. Other notable things wold be the burnability. Perhaps a way to improve your firestarter chance. Basically Hay would be quite cool.
  8. My Kingdom for a roof

    And the Bark could be used in the production of Tannin (instead of whole logs) or for various other things. The last thread of mine, which got completely misunderstood, basically had all this together with a few new lowest Tier building blocks. In my thread the attributes for debarked-logs were: -They are easier to break (making them less of a hassle to build. -Bark is used in the making of torches (even though that needed some Firepit changes. Basically it was Tar) -Debarked Wood is needed to make planks -Debarked wood yields minimal amounts fewer Charcoal. -Bark Mulch apart from being part of a few recipes (Tannin making and Tar and perhaps some kind of compost/fertilizer) could also be placed on the ground for completely cosmetic reasons
  9. Hello everybody, I'm not entirely sure if this fits in here, but I attempted to create a fully functional Stone-Age based on the current TFC stone-age. Look out for things like basic Clay Huts, Hay Blocks, my version of Torches and especially the heavily changed Campfire. I'm also pretty sure that a few of those things have been suggested before, but i wanted to design an entire version of the Stone Age and not just parts of it. Certain information is also missing (mostly numbers related to heat) Stone Age:Stone Age is the age that has the least to do with minecraft, as you won't be able to mine in this age. Items achievable in this age: Hay: Gained by destroying tall Grass. Can be eaten by certain animals that eat tall grass. Can be used to kickstart a fireplace. Burns easily Hay Blocks: Created by using certain numbers of Hay in your crafting Grid. There are a few things that they all have in common. They are burnable, eatable by mobs (which will reduce the Hay structure to the lower Tier) and destroy-able (which will leave a piece of Hay and will reduce it to the next lowest Tier. They aren't solid enough to hold blocks and attempting to do so, will just crush the hayblock and destroy it. They also need Blocks beneath them. Tier 4 Hay Block: Created by using 4 units of Hay. Has the height of a Minecraft Fence/Wall. Thus it can be used as one. Degrades to Tier 3 if eaten or destroyed. Tier 3 Hay Block: Created using 3 units of Hay. Has the Height of a normal Minecraft Block. Degrades to tier 2 if eaten or destroyed. Tier 2 Hay Block: Created using 2 units of Hay. Slab Sized Hay Block. Degrades to tier 1 if eaten or destroyed. Tier 1 Hay Block: Is the Hay itself (thus no recipe). Has no Height (basically like redstone).If eaten or destroyed it is gone. Clay: Alot more abundant than before, but also mechanically changed. Destroying a clay Block yields a unit of Clay and a fitting Dirt Block. It's more abundant because it also is more important now. Clay Building Block: This is one of the first Building Block you can make. They use Vanilla Gravity mechanics (meaning you can stack them on top of each other but there needs to be something below them. It is created by combining 3 Clay with 1 piece of Hay. Hay Roofing: Created by combining a Stick with a piece of Hay. Doesn't require a solid block directly below it (but within it's vicinity, like Railcrafts suspended Rails). It also can hold Other Hay Blocks. Which is a good thing, since the roofing wouldn't hold a player unless you bolster it with a few more Hay blocks Hay Mat: This is a Tier 1 bed. It is made putting 2 Tier 2 Hay Blocks next to each other in a crafting grid. Higher Bed Tiers might have actual benefits. (I have a few ideas on this, but I do't want to go into detail right now.) Stones: Those things just lie around (mostly single stones) they are used for Knapping (mostly unchanged although the Javalin could get his own knapping recipe). If you rightlick the ground with a stone you create a pile. Those piles can take up to 64 stones. (storage mechanic similar to ingots) Cobblestone Block: The are created by placing Stone in a 2x2 pattern they are affected by gravity in the way TFC does it currently. You can destroy those loose blocks with your hand (although it will take some time) and get all 4 stones back. Cobblestone Building Block: Created by combining a Cobblestone Block with Mortar. Looks nearly the same with a grey-ish outline around the connection between the seperate stone. Can only be broken with a pickaxe and only gives the 4 stones back. Campfire: Created like the current campfire. It loses alot of it's abilities though. The GUI loses the heat-Meter and gains a slot for a possible upgrade (on the right side) It only has the following recipes: Cook Food on a Stick: Certain Food Items (Meat as an example) can be cooked directly with a firepit. To do this you combine a stick with the specific Item and put them into the Firepit. You gain the cooked version of that food. Lit up a Stick: Those things work like temporary torches. Lit up a Torch: Turn a Torch into a lit-up Torch. Stone Pot: This thing is created through knapping. There might be Metal versions later on with their own advantages and disadvantages. This thing expands the Fireplace GUI with a heat-meter (similar to the current one, but it take slonger to heat it up) and a Liquid-meter. Removing the Stone Pot doesn't destroy the content of the Liquid-Meter. Instead it is stored within the Pot. Above the Liquid Meter is an Input Slot for Liquids and below the Liquid Meter is an output Slot for Liquids. The other Slots remain the same, but allow for more recipes. Food on a stick-Alternative: For this you simply place the Food (without the Stick) into a heated pot and it will cook them for the same result (withut wasting the Stick) Filling with Water: Place a Water Bucket/bottle in the Liquid input Slot. (you'll keep the container) Removing Water: Place a Water Bucket/bottle in the Liquid output Slot. Cooked Food: Some Food Items (Items with no Food on Stick recipe) require you to use them with a pot that has Water in it's liquid-meter. This consumes a bit of water everytime. Tar: You cook up Bark (more on Bark later) to create some sticky Tar. This Tar goes into the Liquid-Meter. Whenever there's Tar in the Liquid-Meter it becomes a ruined pot, that can only be used for Tar. There a recipe for cleaning it though. Torch: Place a Stick into the Liquid Output Slot, while Tar is in the Liquid-Meter to create a Torch. Tose things can be placed like normal torches and burn infinitely. They are off by default but can be lit by sicking them into the campfire or using a firestarter on an already placed torch. Might even include a manual way of turning them off. Metal-Melting: Molten Metal (just in-case you want to leave the stone-age) goes into the Liquid-meter from which it goes straight intoa ceramic mold if one is placed in the Liquid-Output Slot. It can also just be stored in the Liquid Meter, but runs danger of evaporating if the pot becomes too hot, or solidifieing (which slightly changes the visual of the Liquid-Meter and requires you to heat it up again. De-Barked Logs: These things are created by combining an Axe and a normal Log (that you've gotten directly from a tree). these things are alot easier to build with (as they break faster) and are a requirement for Planks. They can be part of Logpiles (although they produce tiny amounts less charcoal than standard logs.) Bark Mulch: This is a byproduct of debarking Logs. Can be used to improve Soil (wether just as a cosmetic placement on the ground or with positive effects) Part of a few recipes, like the production of Tar, possibly replacing whole logs in the production of Tannin and possible fertilizer/compost. Wood Pulp: Byproduct of plank creation using a saw. Might be craftable by crushing certain Wodden objects with a hammer (read combining them) Used for paper mainly. Wooden Planks: Created from De-Barked logs in a similar fashion to currrent TFC (perhaps in higher number). They are mainly decorative and can be attached to blocks, without increasing their size (similar to Redpower Frames). used ina variety of recipes. Can't really be used as a bulding material, but can be used to change the look of a building made out of any other material (put planks on your clay Building and be happy) Plank Blocks: Maybe. Not really sure though. Clay Bricks: Obviously by cooking clay in some form or another. Not sure on an exact recipe. First brick-type Item. It can (like all bricks) be placed in a storage-block fashion similar to Ingots. It is part of various recipes. Other bricks come once you have access to a chisel. Brick block: Combining 4 Bricks in a 2x2. Affected by gravity like vanilla Sand/Gravel but not like TFC Cobblestone. Building Brick Block: Combining a Brick Block with mortar. Slightly changes their appearance around the outlines of the Bricks. Work pretty much like Vanilla Bricks. Squid Replacement: I don't like most vanilla mobs apart from Cows, Chicken, Bats, Sheep and Pigs. Squid are bad anyway. i think there should be another way of gaining Ink (and thus Markings) Animal Skins: Are cosmetic items and can be turned into wool, soft leather or sturdy leather (and perhaps Fur) based on the animal. Pig leather really isn't strong enough to make armor, regarding the newest update. For each animalits own skin that can be used on the floor like a carpet. Various returning Blocks: Tool Rack, certain Vanilla Things, pretty much every knapped tool, saplings and all that fuzz. Pretty much anything Stoneage related out of TFC stays the same, unless I mentioned it.
  10. My very own attempt at a TFC Stone Age

    This is nothing but a bunch of TFC related thoughts. And I'm kinda lacking a place to put it. It is basically an entire techtree pre-pickaxe in a TFC-esque survival style manner. Not a suggestion but also too TFC related to put it into off-topic. edit: Oh and some of those things (like using Bark instead of whole logs for Tannin (you know TFC preview video) or something that doubles as a feeding block and building block might be interesting for TFC too. edit2: originally wrote this down in a Notepad. Fixed formatting.