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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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      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: https://invite.gg/terrafirmacraft. 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.

Eleazzar

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About Eleazzar

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  1. No Durability / Weapon Sharpening

    My understanding is that those were the swords hanging on the wall, not the ones that did a lot of hacking at shields and armor. The bulk of surviving medieval arms and armor are ornimental.
  2. What are people's thoughts on enchanting?

    They need usefulness of some kind --even if it was only decorative --to be truly valuable.
  3. What are people's thoughts on enchanting?

    The main complain about TFC it seems is there is nothing to do once you progress a certain point but progress up the metal tiers. This is because TFC removes or disables nearly all the vanilla stuff that people occupy themselves with beyond that point. My opinion: Put back enchanting, redstone, the nether and the end, EDIT: and potion-making etc, until TFC has some sort of substitute. When you have a new system ready that competes/clashes with vanilla features, then take it out.
  4. 1.6 snapshot

    I do agree with that.Though i doubt they know yet if 1.6 will make it easier to make riding 3rd party critters like the new horses.
  5. 1.6 snapshot

    Leashes, i think will be the breakaway feature. There's a lot of potential, for new, unintended, clever and complicated uses. Unless you really love carpet, there isn't much reason to play the survival with the snapshot now, horses are super rare, and leashes and hay bales have no recipe.
  6. Couple TFC Questions:

    [1.5.1] [Forge] HUDini - Helpful Information On-screenThis mod tells you the name of the block under your cross-hairs when you press a key, though i haven't tested with TFC.
  7. My Build 77 Wishlist

    A realistic rate of egg laying would be an average of 0.5 eggs per chicken per day. You can find better layers, but those are highly domesticated. That should help reduce the power of one chicken. Farmers do so. Chickens and pigs will eat mostly anything (though if given opportunity individuals develop preferences). Grain is the common feed for the same reasons its very common in our diets, it is relatively easy to raise huge amounts, and it keeps pretty well. On any old-style farm (i.e. not devoted to just one crop) the dogs, chickens, pigs will get any left-overs and and any extra food/fruit/vegetables, over-ripe, not quite ripe, smashed etc. My chickens love for instance: tomatoes, watermelon and cucumbers. They get turned out in the vegetable garden after we're done with it, and they clean it out.
  8. You apparently have a very idiosyncratic definition of "meaningful economy". It's true any experienced player can get anything they want in time, but on a server i used to frequent different players would specialize. I built a huge mob grinder and would exchange gunpowder for whatever i needed. Others built grand factory/farms and did a good trade in porkchops and steaks. Others traded enchanted tools. Some players true tend to want to do it all, but building the infrastructure for producing a resource in quantities for dozens of people is a different kind of challenge. The main roadblock to trade in vanilla is that you have to be there in person. Various mods allow set trades to take place when the player is offline or busy. Of course you can simply make things harder to get, and thereby encourage diversification, but that starts to kill the singleplayer game.
  9. Achievements

    Looks like a good way to help noobies figure out TFC.
  10. Discussion thread for the Combat Revamp

    Damage Types I realize IRL piercing and slashing can be very different in their effect on armor... But many/most swords & knives can plausibly do piercing or slashing damage depending on how you wield them. Since i suspect that minecraft won't let you non-clunkily do different piercing and slashing strikes, nor different animations if some weapons are designated "piercing" weapons -- the distinction between piercing and slashing would seem doomed to become more or less an arbitrary stat the player must remember, with little obvious connection to the game as experienced. Seems to me piercing and slashing could be combined. "Blunt" damage and "Sharp" damage? Hit Locations This mechanic is great in some contexts, but I'm kinda confused as to how this will fit into the minecraft engine. The smart warrior will often get into positions where he's attacking the zombie/skeleton's feet/legs. It would be odd the mob's helmet protected him from that. But more importantly why should the player care? Is a hit arm going to be any different from a hit foot, besides which armor bonus is applied? Will the hit location matter if the player is completely armored with the same quality armor?
  11. Log Gathering / Processing

    These ideas are very much relevant to the stone age, so i assume the direction you mention is more specific than that?EDIT: I don't particularly care about these features, but i am interested in the general direction TFC is going. (And yes, i've read Bioxx's latest post.)
  12. Log Gathering / Processing

    What direction is that?
  13. Log Gathering / Processing

    Chopping wood is definitely a repetitive task. But most activities are much quicker, less boring in minecraft. I consider that a good thing, not a problem to be fixed.EDIT: why do you think adding more busy-work to plank-making is a good thing? The metal saw is already superior and desirable in that it can do more than a few planks without being used up. Yes, that is also.
  14. Log Gathering / Processing

    I like the idea of stumps. One of the most brilliant parts of Thaumcraft is that your challenges are largely the result of your advancement. Chopped trees leaving hard-to-remove stumps is both authentic and creates a problem the player needs to deal with. This would push the player into a nomadic life, or at least to range far for materials, or to work harder to maintain a certain spot. This meshes well with the real stone age. I'd suggest further: that saplings shouldn't be able to be planted touching a logat least some types of trees have a chance to regrow from stumps (some types of trees will regrow from stumps almost certainly)stumps have a very low chance of rotting away (dissapearing)metal tools can remove stumpsstone tools can't remove stumps unless the dirt/whatever blocks below and around are removed. (This would require some new limits on valid sapling placement to prevent easily grubbed stumps with no dirt below and around, except the block it was planted on.)I don't understand your idea of chopping blocks. If you are suggesting that the wood be "physically" placed on a chopping block in the world, and then hit with an axe, i see two problems: If stumps are half-blocks, then chopping blocks should be half-blocks. When you put a full block on a half-block it floats .5 meters above it.Mindless, repetitive clicks-- lots of them
  15. Wool Comb as a stone-age alternative to Shears

    I like the knife idea rather than create a new single purpose tool. Rather than add a useless item, wool scraps, the wool-to-yarn recipe should be adjusted so that all methods of getting wool are balanced against each other, and none produces too much cloth. The point of the new cloth and recent work on temperature seems to be for clothing. If clothing will be necessary, it needs to be accessible in the stone age.