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About Muldore

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    Wood Cutter
  • Birthday 08/05/1992

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  • Gender Male
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  1. Discussion thread for the Combat Revamp

    I never thought much about differences in trajectory for different types of ranged weapons or arrows, but now that you mention it, there should be a range modifier that would make it worth your while to buy a better bow, or to invest in better arrows. If metal arrows, or bows that could shoot metal arrows simply do more damage than stone arrows, or bows that only shoot stone arrows, then people could in theory just offset this by making some 200 stone arrows for the same effect as a stack of metal ones. If they had the same knock-back effect and range, unless the stone arrow damage was so nerfed as to be near-useless, then there would be no need to get a better ranged item as you could effectively spam stone arrows with no real cost to yourself, and still have the same effect(It would take a much longer time though).If however, there were real differences in the trajectory of said projectiles, then there would be additional motivation to improve your arsenal. You could go about this two ways in my opinion: increase the maximum range of the highest teir bows significantly beyond the range of vanilla bows, severely nerf the range of vanila bows and require high teir bows to shoot anything. Or, my personal favorite, reduce the range of vanila-esqe bows somewhat, but enough that you can still hit things, and increase the range of the strongest bows to about 60% beyond vanilla bows with real differences in damage, and with some chance of retrieving the arrow.
  2. Discussion thread for the Combat Revamp

    I personally feel that there should be focus on multiple aspects of the game... Having a single, long chain of events that must be completed the same way each time you play a game gets old... no matter how much you improve said chain of events. The combat system should be revamped in my opinion, but there should be a few types of fighting styles other than just spam clicking, and I can think of a few off the top of my head that should work with a bit of alteration. Temporary "enchantments" would be an interesting feature to add if it can be coded in some way. For example, perhaps you could apply a poison effect to a weapon that would last for a short time period or wear off when you attacked an entity(preferred). The attacked entity would be then effected by a severe status effect, it wouldn't have to deal damage, rendering an entity temporarily blinded and unable to escape would be extremely useful (perhaps reuse of vanilla slowness, blindness, and nausea effects would be in order) , especially in a pvp situation (there would need to be a craft-able countermeasure to prevent this from getting too far out of hand) or if far stronger pve entitys are to be added . The temporary enchantment would need to be unable to be applied in combat or perhaps without some proper preparation. The ability to sharpen some types of weapons for a moderate increase in damage with some prior preparation would also be a useful feature. Also, coating an arrow in flammable material, setting it on fire, and then shooting at a block would light the block it hits on fire. This would be an interesting feature as it could allow for a sort of crude area of effect type mechanic that would deal damage to a number of mobs at once if they are in a small enough area (or in large enough groups in the case of new mobs) for you to hit more than one, or if they can be moved to a specific spot by some means. Perhaps fire damage would continue to ignore armor, . Of course these arrows would not be best for every scenario, for example, best not to shoot flaming projectiles near your wooden house or the adjacent forest. A close range version of this could be some type of modified torch, or perhaps just modify the fire starter to act as a flint and steel with all of 1,2, or even 3 uses uses that takes up an inventory slot. This would be effectively a cheap replacement for the flint and steel, and could be used to light the arrows? And lastly, if shields are to be added, they should be added primarily as a means to counteract ranged opponents without use of ranged weapons. The blocking function with a few tweaks should work well enough for melee blocking. If a shield is to be a way to counteract ranged mobs/players you should need to select it. This would make them quite a bit harder to use, but much easier to code. Also, this would improve the combat mechanic somewhat as you would need to draw out your shield and block with it in order to avoid being shot at, rather than alternating between left clicking and right clicking with the shield equipped in the extra slot that the modders will need to make in the first place. "using" the shield would protect you from most ranged damage coming from the direction your character is facing, but would slow down your movement speed significantly and leave you open to attack from the other direction, or perhaps the shield would just not protect you from other non-arrow forms of damage.
  3. B76 epic spawn!

    -4548710275246456823 Plans spawn near a river and a mountain range. There is a large Sequoia forest nearby, it spawns on a hilly area with a few steep bits overlooking the ocean. There are also numerous willows and other trees near spawn. The mountain range is on the other side of the river biome than the spawn, and could lead to some epic builds, or perhaps a good mine shaft, there are a few bits of sugarcane dotting the river, along with many, many animals. The river itself is largely floored in gravel, with more gravel along the coastline, this is common in TFC, but is worth mentioning as a player could set up a series of sluices to produce copper fairly easily here. As for the ore gen, I found copper and cassiterite fairly quickly and close to spawn, but I am uncertain if the ore gen is based on the seed or on plain dumb luck. I have so far found the cassiterite vein (not telling where it is), but not the copper one, however, just picking up the rocks gave me 2.5 stacks of copper. There is a truly massive amount of clay in the nearby stream, by the mountain range, and spaced randomly in the forest/plains area. I have found 5 different types of stone so far on the surface in the immediate area alone, the most common appears to be basalt, which all but dominates the starting zone area and which I like to use for construction, some of these rock types are convertible into flux, marble being among them. Like any seed, this doesn't have everything close to spawn... I have been unable to locate sand as of yet, however I am still exploring the landmass. Also, one problem I had early on was that the willow trees were so dense in some places mobs tended to stick around long after sunrise, however, this is to be expected in forests. I will attempt to post pictures, however there are a few problems with that at the moment, namely that am horrible at computers and new to the TFC forums, and have no idea how to do this... I hope nonetheless this post is useful to someone.
  4. Leaves not despawning (B76: H10)

    As did I... when I still had a world... stupid vanilla...lava...ocean biome...squid...chunk glitch...thing.
  5. [B76] Latest version bugs & FAQ.

    Um... I think I found a large bug... as in, one that ate my world, and spat out a few vanilla ocean biome chunks floating in a sea of lava. The vanilla chunks appear to be ocean biome chunks with a few mine shafts sticking out into the air above the molten sea. Vanilla entitys now spawn in hordes on the few chunks not covered by lava. The water in the vanilla chunks doesn't fall down into the lava, rather, it sits still like an average clump of dirt, only transparent and filled with squids. A few waterfalls have formed on some of the chunks, and the water plunges down into the lava to form small wet islands of vanilla cobble. There is no type of TFC block at all, and when I attempted to start a new world, It loaded vanilla mine craft with no tfc items whatsoever, I opened LAN and then set cheats on and went into creative to survey the damage. I attempted to restart my TFC launcher twice, to no avail. I then attempted to reload the world, didn't work. We may not have had the best server, or a well known one, but we spent 4 days setting up before it was eaten. I was running an unaltered version of the TFC launcher when this occured, and there were no problems beforehand. An error message appears on the small black screen "[sERVER] [WARNING] Skipping TileEntity with id Partial" This tends to repeat itself until I can't see anything else. Also, there is a lengthy bit that comes into the window every now and then... 2013-04-11 20:28:00 [sERVER] [sEVERE] Item entity 16122 has no item?! u: Loading entity NBT at mp.f(SourceFile:1058) at mv.a(SourceFile:146) at acj.a(SourceFile:273) at acj.a(SourceFile:72) at acj.a(SourceFile:60) at iy.f(SourceFile:125) at iy.c(SourceFile:76) at ix.<init>(SourceFile:26) at iw.a(SourceFile:172) at iw.d(SourceFile:300) at gu.d(SourceFile:194) at jh.a(SourceFile:278) at ee.a(SourceFile:136) at ch.b(SourceFile:59) at jh.d(SourceFile:60) at jk.b(SourceFile:35) at bjk.b(SourceFile:84) at net.minecraft.server.MinecraftServer.r(SourceFile:480) at net.minecraft.server.MinecraftServer.q(SourceFile:397) at bjh.q(SourceFile:122) at at Caused by: java.lang.NullPointerException at ns.b(SourceFile:138) at rh.a(SourceFile:229) at rh.a(SourceFile:179) at mp.f(SourceFile:1053) ... 21 more Help?!
  6. Log Gathering / Processing

    What about a stump mechanic, not realy a major feature but this could possibly be implemented... My idea for this is to have it so that when you chop down a tree, it doesn't remove the bottom wood block, you would need to chop this down as well... there isn't a need for a new block, regular logs should work fine, it shouldn't be so hard to remove as to completely banish tree farms. Epic!
  7. Quick and easy change.

    In my opinion, this is a bit too complicated, and involves adding a bunch of items and processes to craft said items with no real purpose other than to craft an item that exists in vanila minecraft. Also, the idea of fuel from a resource as renewable as sugarcane would require it to either be VERY inefficient, or for the growth rates for the cane itself to be tweaked. All in all, this could require half of the next update to be devoted to sugarcane, hardly quick and easy. The original post I like, it is a crop and should require a tool to process it, the fact that the tool exists in the game allready would make this simple to implement.
  8. Powder keg and fuses

    Nice! It'll be good to be able to blow stuff up again, as well as have a use for gunpowder aside from chest space consumption. Will anything like my fuse idea be added for simi-long distance ignition, or will the kegs accept redstone input like regular vanila tnt?
  9. Wooden rails

    Will we have other means of transporting our junk arround in their place? I put forward this idea to encourage a buildable infastructure that players could set up, it would be nice to have some other means of transit aside from roads and a itty bitty boat...
  10. Wooden rails

    Perhaps instead of metal rails, which are overpriced for most tfc players with the current ore gen system, wooden rails would be an early game alternative. A minecart on wooden rails would have a slower maximum speed and slower acceleration. Coal-powered carts would be much less efficient on fuel use on these tracks as they would tend to slow down much faster, and redstone booster tracks would need to be placed much closer together... For more well traveled routes, you may want to upgrade to metal tracks for this reason, but in mines this system would be preferable. For later game purposes, these wooden rails could be used to slow minecarts down quickly without robbing them of all their forward momentum. Wooden rails would be crafted in the standard H pattern whereas the recipie would be as so: P P P S P P P P= tfc micro-plank s=stick However, this recipie would only yield 4 wooden tracks.
  11. Powder keg and fuses

    Perhaps instead of this, as this idea would likely destroy my computer, perhaps a detonation could further weaken the block, for example, stone would become cobblestone, that would become gravel, that would become sand... Aside from blasting it into atoms, sand is about as small a particle you can blast something in minecraft... Yhis would also add further uses to explosives. Sand shouldn't be that rare, turning your useless stone into sand with a bit of effort, and a slight chance of getting blown up, would be a nice little use for all your extra cobblestone. Mind you, you would still need to further process sand into glass (perhaps a mold would be needed to keep the molten glass from going into your firepit/forge). Gravel would be easyer to dig out than cobblestone, and sand would be easyer still, but with each transition there would be less of an increace in mining speed as you are still breaking the same mass down. However, this mechanic would lead to more early game choices (I have one pickaxe and one shovel, and a bit of gunpowder, do I want to go looking for more gunpowder in order to further weaken the rubble so I use less of my tool, or do I want to just detonate one charge and use the stone to build that road over to my brothers house).
  12. Big List of Mobs

    I like the idea of some way to alter spawn rates for mobs in your world in a way similar to the spawn rate settings of mo'creatures, this would not just allow you to turn mobs you didn't like off, it would allow the server admin to up spawn rates for some mobs.
  13. Powder keg and fuses

    Firstly the mining charges crafted that way would result in... wait for it... not one, not two, but three, yes three blocks with two of them having no specific purpose other than in crafting charges, and one being the charges themselves. Mind you, my idea would result in the re-writing of some of the properties of cobblestone blocks (namely what tool you break them with and the time it takes to break them), the creation of placeable gunpowder, (most of the code aside from burning and a few particle effects exists within the code for vanila redstone), and a rewrite of how barrels work (don't ask, I have no idea how much work this would take). The diference being not that my idea would be easyer to implement than yours, and your idea is infact a seperate idea, but that many of the items I suggested implementing could have multiple uses, for example, perhaps instead of the blast radius of a barrel being a constant range, when the powder keg, or barrel detected a lit fuse next to it, it would check to see how much gunpowder it had inside of it. If this gunpowder value was below a set amount, it would not explode at all, after that the blast radius would be determined on the amount of gunpowder in the keg/barrel. This would allow a player to determine a charge, up to a set amount, each barrel would have without needing to add in 15 explosive blocks into the game.
  14. Total Ranged Overhaul

    I kinda like this post and would like to see some type of ranged overhaul along with better mobs at some point in time.
  15. Powder keg and fuses

    Explosives would be quite different if this system is implemented as rather than blast a hole in the ground the blast would weaken the stone... Also, the blast should effect a somewhat larger radius than tnt would (perhaps about 1.3x.) However, you would need much more gunpowder for a powder keg, about 15 gunpowder should do it. Perhaps to accomplish this the barrel interface would need to be modified to accept bits of gunpowder in place of water, but gunpowder would fill up less of the barrel than a bucket of water (the gunpowder item in the game as I understand it is, after all, a handfull of gunpowder, and not a bucket of it.)