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    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.


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About Soulrakyn

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  • Birthday 03/29/86

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  • Gender Male
  • Location Portugal
  1. [Offline] Vanilia 78.17, UK based server

    Greetings everyone, My favorite letter of the alphabet is the letter L, my hair color is light brunette. The one word best to describe me is "Helpful"
  2. Skill mechanic suggestion

    Hi everyone, I apologize in advance for any errors, misspellings and wrong expressions that this post might have, since English is not my main language. I saw some images of the development of build 79 and the one Bioxx had, regarding skills gave me an idea. I used to play a game that some of the old school players might still remember called Ultima Online (UO). That game had, in my opinion, the best skill layout ever made(!!!!) since you were not stuck to be a type of class. You raised the skills you wanted and the percentage you thought useful… Sometimes 100% was not the goal. For instance, for each 10% of magery skill you had, you unlocked a circle of magic (there was a total of 9 I think but the more % you had, the less the chance it had to fail the spell when cast). My swordsman had 50% of magery, not to be a battle mage but the buffs I wanted to cast on him before battle were all circle I, II, III, IV and V. The other circles, although they had some nice spells they were not very interesting for that character... So 100% Magery was not my goal, the same would apply to player playing in groups like one person is the cook, the other is a miner, the other a lumberjack, and so forth... Ultima Online was based on percentages, the titles were also percentage based and you could only make some items when you reached a certain percentage of a skill, which I think makes sense. But in Terrafirmacraft (TFC) that would have to be adapted, I think… The titles were given taking into account the % of the skills you had, as said earlier and they were something like this: Grandmaster 100% Master 90% Adept 80% Expert 70% Journeyman 60% Apprentice 50% Novice 40% Neophyte 30% No Title 29% or below The skills raised 0.1% at a time and the higher your skill was, the more difficult it was to gain. For instance, to reach 30% of mining it would take like 1 day of mining in a cave, to reach 40% another day, to reach 50% a week, 60% a month and so forth (note that these time values are not true they are used as an example to illustrate the difficulty of skill gaining). So, as you can see the Grandmasters of a craft were hard to find and very valuable to have on a guild… The next table has the skills I think that could be used in TFC, UO had more but I don´t think that they can be useful at the moment. Some of these skill might be grouped as one, since it makes sense, for instance, Animal Lore, Animal Taming and Veterinary or Archery, Bowcraft/Fletching and Lumberjacking to be all grouped but I left that for the developers to decide, in case they see some interesting ideas here. Alchemy Alchemist Inscription Scribe Anatomy Biologist Lumberjacking Lumberjack Animal Lore Naturalist Mace Fighting Armsman Animal Taming Tamer Mining Miner Archery Archer Parrying Duelist Arms Lore Weapons Master Poisoning Assassin Blacksmith Smith Remove Trap Trap Specialist Bowcraft/Fletching Bowyer Swordsmanship Swordsman Carpentry Carpenter Tactics Tactician Cooking Chef Tailoring Tailor Fencing Fencer Throwing Bladeweaver Fishing Fisherman Tinkering Tinker Healing Healer Wrestling Wrestler Herding Shepherd Tracking Ranger Hiding* Shade Veterinary Veterinarian Regarding the bonuses… I will give the example of Lumberjacking. Imagine you have 15% of lumberjaking, when you chopped a tree down, the percentage would determine the amount of logs you would get. It would be something like applying those 15% to the quantity of logs that tree would give you +1 (cause when you chop down a tree you receive at least 1 log) If the tree was 5 wood blocks high, the quantity of logs you would get would be something like, [(15%*5logs)+1] Some of these skills gave me some interesting ideas, like all the animals ran from the player when he was some blocks in their line of sight, which would make traps for hunting a good idea, as well as tracking would have to be used to know if there were some nearby wildlife. Also some poison making to put on arrow heads and javelin heads to paralyze, slow or even kill them by applying a damage over time on the animal… This is just my idea for the skills, but I would like your opinion too, any changes, the things you think could be applied or not. I thank you all in advance for any feedback you might have. Cheers
  3. Greetings everyone, I would like to make 2 suggestions regarding straw, thatch and cobblestone. In my opinion I think straw could have the same behavior as planks so you could make some interesting constructions with it The other suggestion is make thatch and cobblestone "chisable" like other stones, don't know if that's the term or if you could do it with another sort of tool but the idea is the same as the chisel on stone blocks. I dont know if that can be made to cobblestone due to the fact that its a block affected by gravity, but the roofs of thatch would be interesting to see and cobblestone buildings would also be interesting.
  4. Acacia bugs

    Greetings everyone, I found some bugs regarding acacia trees and acacia made barrels. Regarding trees, when you use a scythe on the leaves, it doesn´t behave like in the other trees, that you simply click with the scythe and automatically cut the leaves, instead, you gotta scythe it like if you were punching the tree with your hand, although when it breaks I think the effect of the cut 3x3 is made. Also I can´t get any saplings from those trees. Now the barrels, when you shift right click with a bucket full of water to fill it, it doesn´t do a thing, you have to manually fill them by opening the interface of the acacia barrel and put the bucket in it to work.
  5. Early Game Overhaul

    Since you are taking the animals into account, I would like to sugest taking the idea of their manure like a fertilizer for the crops... the doesn´t insta grow the crops but makes them grow faster or give bigger number of crops, for instance, instead of giving 1 carrot, with the fertilizer, give 2-3 carrots....
  6. Where is the "club"? :P

    Not a club like a disco... A WOODEN CLUB... -.-´ Like this :
  7. Where is the "club"? :P

    I was wondering, since you have the sword and the mace in metal age, why not have the knife, the club (along with the javelin) in the stone age?
  8. Crafting Table = Tech Portal

    Why not add vines to the equation? They would attach the stone tool head to the stick... Instead of 2 sticks... Just saying And if you want to add extra dificulty to the game, instead of making the metal tool heads with a stick and its done, you could put a leather handle to finish the tool...
  9. Hi guys, I came across a map that I think you should try, if you like challenges The seed for it is "-4377730082183955097". Try it out and tell me what you think. Cheers
  10. [B75] Challenging Seed Island

    Found a challenging seed, with a small pack of islands and a single tree, check it on the seed section Cheers