Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Auburn Crow

Members
  • Content count

    18
  • Joined

  • Last visited

Community Reputation

9 Neutral

About Auburn Crow

  • Rank
    Caveman
  1. River Improvments

    I like the idea for floodplains. but you wouldn't want them to just flood with water blocks, and not to mention making halved and different sized water blocks would be a pain... Why not have Floodplains act like the boundry beetween for example a cold biome and a warm one. It could be raining on one side but a block over snows falling. And the blocks more specifically the Dirt and Grass in floodplains would decay over time into a different block, a block of flooded dirt/grass that would slow you and you'd sink into it about halfway making it look like you were waist deep in flood water. As well building on the floodplain itself would be a bit hazerdous and perhaps it could be made so that when a heavier block like cobblestone or plain dirt is placed on top of it the block simply falls into the flooded block to simulate the effects of buildings sinking into the oversaturated soil. Then over time it would drain and turn into dirt/grass but the dirt/grass closer to the river would stay in this stay almost constantly, (save for the winter when it could possibly turn into frozen flooded dirt/grass?) maybe even make plants such as Rice only able to be planted on this 'flooded block' and allow Cattails and Jute to spawn growing on it in the wild.
  2. Damage Types

    That's reasonable...like having unarmored skeletons being damaged primarily by head-shots, and the more armored varietys would take slightly more damage to thier bodys due to the armor kind of thing? Though I feel like if they just added somthing like being able to toss your hammer at them or bolas they'd be much easier to kill.
  3. Ideas about food preservation.

    Since the adment of build 78, food itself is...a issue. With having either not enough food, or more importantly for this issue. TOO MUCH. (See. Go kill a pig -.-) Now on my first play-through my first and only source of food was Calamari (Which in itself is very, very minute) and a Venison. 12 inventory slots...of Venison. Even worse it only took about a week for that venison to very, very quickly begin to rot away...now I understand that early game 'stone age' nomads can't exactly salt their meats quite yet but the issue of not being able to preserve the food you gather is quite irritating. I have two solutions. 1st - Drying Drying foods was a huge part of prehistoric cultures, having not much access to salt's or other such preservation methods. (Or in this case Rock Salt rocks). The process would be very simple. Players would need to first use a knife on the meat of choice after they had stripped it of any rot. This would craft X amount of Raw {Meat} Strips. Which the player could then place on a drying rack. The Drying rack would be made by placing wood logs at least 2 spaces apart and right clicking the facing sides with some Reeds. Then you'd simply right click on the rack with the meat strips in hand, and they would be placed on the drying rack in 40 oz chunks. (Meaning you'd need 4 drying rack spots to dry a whole 160 oz.) This would delay the onset of rot, but not indefinatly, (I don't know how quickly rot compounds but I'd guess-timate that drying would reduce it by about 1/3 the usual time maybe a little more or less) 2nd - Pickling. Pickling foods would involve either Brine or Vinegar which would preserve the foods for a much, much larger span of time. (aka taking say a item that would decay in 4 days raw to taking 2 months to decay pickled and exposed) Players would first need to make a barrel of Vinegar which they would then place the meat or vegetables they wish to preserve and then would seal the barrel. Now unlike sealing normally, the containers would have the option to unseal instead of being completely UN-intractable. However unsealing would allow rot to onset at a normal pace, and would remove some of the Vinegar liquid from the barrel. This would be great for early bronze/iron age during the boom of agriculture and livestock breeding players would have at the time. I'm suggesting this but I have a hopeful feeling that it will be implemented. And saying it simply, something like this is bound to happen but I'm throwing in my two cents cause...of course if the issue of opening your chests only to find out that half of it is rotted to hell cause you forgot to cull the rot and its the middle of winter...you may just be wishing for a barrel of pickled deer meat to keep you alive. XD
  4. Big New Idea List

    The new build 77 definatly threw a whole lot onto the plate of TerraFirma-Crafters. I played through it and I have to say it the new Pottery system of Casting process's definately make the Stone Age and Lower Metal ages a lot more interesting. Going through it all I just thought I would revisit a list of things I had made once before about things that could possibly be added to the game, using some of the newer game mechanics and items in Build 77. -Construction One thing I loved about B77 is the new pottery system, and the Pit Kiln, along with the numerous new clay use's. However I noticed the pure lack of building materials in the lower stone age. (Besides Dirt & gravel, and don't even get started with Logs.) I thought that there should be some sort of building material using clay, or at the very least mud. -Clay brick blocks -Clay brick blocks would be made by wedging your (x5)clay by removing the very outermost layer of clay in the grid. This would give you 5 clay bricks. These "Bricks" could be placed in a pit kiln, baked into clay bricks and then used with Mortar like stone bricks to make Clay Brick Blocks. They wouldn't be able to be chiseled, but they would make a good starter building block, and possibly a higher tier of clay brick's could be adobe, using a Wooden Frame, Straw, and clay. Players would then place it to 'dry' in the sun for a minecraft day and retrieve their bricks to build with. (4 adobe bricks= 1 adobe block). It would be tougher than plain old Clay Brick. e.g. <> -Ceramic's -Pots : Ceramic pots would be able to cook food in much larger quantity, much like an non-metal able forge. They also too could be filled with water, and used like a Knife on wood to make meals, by placing it on top of a fire pit. (Rather instead of meals they would make Stews or Soups.) Stews would be thicker and provide player stat boosts like alcohol, while Soups would also do that they would be less 'strong' and would also fill some of the players Thirst. Both of these would even have the added benefit of warming the players body, for future builds where temperature may be a issue, and players could eat a bowl of warm soup and warm up to make it through the nights in their early days. The Ceramic Pot would be made by shaping out a indent into the clay molding table, and then baking it in a Pit Kiln. However like all the other ceramics it has the possibility to break when you use it. e.g. <> The next thing I'd like to talk about in the new Straw that's been implemented into the game. Straw seems like it could have a huge assortment of use's, such as in Adobe as stated before, and the already used Thatch. However it would be great if it could be used as Animal feed, and instead of just grass giving it, all your basic Cereal crops would provide you with some straw. Then granted you have enough straw you could construct Hay Bales which could feed nearby livestock, who would come over and eat the hay bale slowly reducing its size downward. (Think of it like cake, one bite takes a slice and so on so forth until its gone.) This would allow you to feed your animals if they end up devouring the grass in their pens, or to feed horses if they're implemented into the game. ----- The next Idea I have has been stated on and on again by MANY people and it has to do with Gems. Now, I don't want some crazy overly complex system of jewelry craft. (God no...) but I would like to see them have a use OTHER than clogging up my chests' and refilling my protection meters every month.. Idea 1 : Gems could be crafted into Accessory's, using either Silver, Sterling Silver, or Gold. (No copper, or bronze, or anything else) When you craft these you would first have to make Chain which would also be able to be used in armors (But I'll talk about that later on) A Chain would allow you to make a Amulet. -Amulets are the simplest of all jewelry to craft. They provide a random boost at a certain level and power given the quality of the gem. -Next would be Torcs, these rigid neck rings, would provide another random boost with the possibility of a second boost when the quality of the gem is at a common state. (Aka just the plain name. Ruby, Topaz. ect.) - Bracelets would use chian like the Amulets but they will provide a random one of three boosts Strength : Sword/Mace swings deal more damage and have the chance to 'cripple' or cause a Slow debuff to enemys.Aim : Bow/Javelin shots are more accurate, and straight. They deal greater damage and can cause a Slow Debuff.Stamina : Players receive a speed boost to tools when using a Axe/Pickaxe/or Shovel.-Anklets would also be made with chain, and would provide different buffs than Bracelets Speed : Players movement speed increase'sJump : Players Jump height increase'sFalling: Players take less fall damageHowever when using these items players would slowly degrade them over a period of weeks or months, at which point the jewel will break and you'll be left with the metal you used to make it. (With some gems being more durable than others such as diamond) This will encourage players to search for better Jewel bearing rocks. ------------- Next is somthing for a industry, that I don't really expect this to be implemented in any soon to come builds but perhaps after they finish ironing out what they like and want in the stone age and move up into the high tier metal age. Rails - As of now, I really hate the Vanilla rails. While it's simple it just seems a bit too easy. So my idea to make it 'better' would be instead of simply putting them together in your inventory you would have to first create the wood for the railway. By placing six planks of wood, horizontally on opposing side's, separate by three empty slots to make Rail Tracks. You would place these and then, craft railway pikes by hammering them through a blueprint or casting them with cast iron. You would need to right click to auto place them on the rail tracks and then with a hammer right click to set them in. Finally adding a length of railing (Which is 3 blocks in length) after forging it to create a minimum of 3 blocks of track at a time. It would take some effort to make these railways but they would be worth it later on when industry becomes prevalent. Making trains however...that would be a biiiit more complex and I'll throw out that topic in a post all on its own later. ----------- Finally I think that even if Dunk never add's NPCs that someone should at least drabble in a optional TFC only compatable NPC mod, to throw in some characters for the game to trade, build, and communicate with. Granted they be rarer than animals and hard to find but getting a small village founded would benefit players in the long run. -Ideas and Req for such a mod. NPC spawing. - Very rare, almost restricted to being perhaps 1/100 chunks or more. (Not unreasonably rare but enough so that its a bit of a trek to find one) They would not spawn alone but often in family's, containing a Male, Female and over time a Baby. (As they should be able to breed by themselves like animals.) When you integrate a villager they would take up a random occupation depending on the occupations available, as well as founding a village by building a Town Well. -Occupations include Farmer (Common and will ALWAYS be the first job picked if your village population is less than 10) Lumber Jack (Common will be a 2/3 chance after you have a village containing more than 4-5 farmers) Smith (Will only become available if a Smithy is present in the town w/ forge, bloomery of the lowest tier, and a anvil of at least stone. Seamstress (After the village pop is above 10, wifes and women will have a 1/8 chance of taking up the seamstress career) Leather Worker (Male/Fem chance of 1/10 villagers) Blacksmith (1/5 chance out of all Smiths in the village) Brewer (Brewers will only be available if players provide a villager with Ale, Beer, Vodka, Rum, Whisky ect. and will build a Tavern selling food bought from Farmers and selling beer based on the crops a farmer gathers. (Farmers choose from one of the 4 grains randomly or specifically if given by a player, this determines the Taverns Alcohol of choice) Nobles- Nobles will spawn once your village reach's city status or 50+ villagers, once there are at least 20 nobles they will form a parliament and a city guard that will enforce regulatory laws. Players breaking the laws will be punished and can be placed in a town jail along with rogue NPC bandits, thiefs, and murderers which will spawn more often with bigger citys. A noble has a 1/5 chance of being Corrupt and thus will take bribes and turn a blind eye to players for a price. Kings- Once your city becomes large enough or 80+ it is considered a Capital. There may only be one capital per about 5 minecraft km. and a King will spawn. The NPC's will then build a castle and the King will map out the boarder's of their Kingdom by asking the player to provide them with maps. Each completed Map gives the kingdom that area to the Kingdom. But the map must be fully filled. (I'm not sure how it would check for this). This would allow players to have a greater TFC experiance, building citys with other players, waging wars, and so on so forth. But once again, I don't expect it to be implemented into TFC itself, but more as a child mod that comes as a option to include with it. That's that, I'll be watching for replys!
  5. Detailed mode with itens attributes

    Huh. that actually sounds like a pretty good idea, side in side with some more automated process's if they're ever implemented could maybe let players build up thier village's more quickly. And the Nails+Hammer idea I really like. First time I've seen it used where it didn't involve a ton of steps before hand to make components to make whatever you want to make. (Using a ton of nails).
  6. When will TFC be updating to 1.6.2?

    I'm not entirely certain if it's been stated already, (Albeit a quick search and skim of the forums didn't give me any viable answears) When will TFC be updating to the latest version of MC? (1.6.2) or will the following update 77 just continue to work on version 1.5.1? I'm extremely antsy about this, due to the fact I've been following TFC sinces it earliest days, and am curious as to if the mod is still going, and 1.6.2 is being reached for? Once again sorry if this has already been asked. But a solid response would be very much appreciated.
  7. Better Movement/Gameplay

    Now somthing that I've found that really fits with TFC, and I mean REALLY fits is Advanced movement. The natural landscape of TFC and the ability to be able to climb, and scale mountains would be essential in a hardcore survival mod. So I wondered if there would possibly be a way to either tweak some better movement into the game via the mod for the player. (Aka arms would be jointed, legs, yada yada.) Things like crawling would have thier own animations and using certain tools would to. Even maybe a system where players watching another making a tool on the anvil would see them holding a kind of low-render hammer and ingot, hitting it so while the player works. (Not typical, player sitting at a anvil smacking it while thier in the GUI but somthing along the lines of each time that player hits a button to do somthing their character would show that action outside the anvil GUI.) It seems like it would take a bit of messing around with the player movement and rendering stuff ( I think don't quote me on this. :/ ), but it seems like to me it would make the game much more interesting and in-depth.
  8. Strike Mechanics (no more wimpy little hits)

    Huh...that actually seems pretty cool. it would have to be balanced though, no body wants to sit and hold smack a piece of dirt for too long. But implementing custom movements for the player could be done to go with this. I know Advanced Movement doe's it. I bet if you did enough tinkering you could to. But anyway great idea!
  9. Advancing Ages : Making it Harder

    Ahh I see. well that sucks but hey hopeful thoughts, t's all they are. Though I'd wonder if instead of preserving to stop decay that perhaps curing, smoking or otherwise preparing your foods could be implemented to make more filling foods and maybe even add some more to Meals?
  10. Setting Sail - The High Seas (Boat Expansion)

    Hey don't got attacking at people. I didn't know there already was a post, and frankly jumping the gun at me is pretty short sighted of you so cool it. Not all of us have completely went though the forums.
  11. Advancing Ages : Making it Harder

    As I've played TFC there are times when I find that later on in the game even while playing in community servers, I find that I've reached a point of Omnipotence just a bit to quickly...and it makes it harder to new players who join to get a foot in, in these worlds. However I thought through a night of playing some ideas that could be implemented. First off - Perishable food - Its common knowledge that if you stick a slice of meat in a chest, or a anywhere and don't cook it or do anything to it it'll rot. That gave me an idea. Forcing players to consume food items to finding methods to conserve and preserve it. Players in their begging stages would not be as careless with food, as even cooked food can expire. I find that it should be made so that players would have to preserve their food in the begging by just quickly eating it, and later on through more long term methods such as Curing, Smoking, or Pickling. Curing- Simply salting the meats of animals would preserve them for a long time, players could do this by creating simple low tier 0 kettles or pans that would be placed in a stove. The water would evaporate and have a chance to leave behind salt. (The chance would be kind of low/high between) They would then salt their meats and it would become Salted {Meat} which after about a day would become Cured meat once placed in a clay pot and placed down. The next method Smoking would actually make another use of Tool Racks. Players would be able the tool rack, and by using string x3 placed between six sticks would make a Smoking Rack. This can only be placed above a fire-pit and would be able to hold 4 pieces of meat. Which over a few minutes would be smoked and then could be placed into a clay jar or eaten. (They would last a good amount of time. The last method Pickling would require players to make vinegar or at least have advanced to making glass to make jars. Which they would pickle things such as fruit, meats, and store them for later. These would last very long over a period of a year or so. -------------------------------------------------- Next on the list is higher tier simple items. Things such as Chests and Doors, would begin as VERY simple storage items. Chests being replaced with Clay Pots, and sacks for the stone age. Doors would be flimsy and could be easily broken by zombies, skeletons, or even *shivers* creepers. Players would need to get metals, in order to craft low end sorts of items as these. Weak Doors, Trapdoors, and such made with Tin, Bismuth, or Zinc hinges and nails. It wouldn't be until the Iron/steel phase that you'd be able to make high end doors and good quality chests. For now that's what I've come up with Kanr Out!
  12. By far the biggest element of much of TFC as I've noticed with a majority of the worlds is the Ocean. The ocean yes that vast expanse of seemingly endless water, that streachs for kilometers of in-game space leaving you waddling idiotically for weeks or even at the best of times, paddling seemingly endlessly through the water with your bare hands. In many cases the most essential reason that a new boat system and boat types should be placed is mainly for resources. Here is the idea. The Vanilla boats will be deleted, (now come on people, can you paddle a boat across miles with your bare hands?) The simplest form of boat will be a kind of raft-like pad, consisting of either sicks or planks tied with wool string or spider string. It's placed in sections, each section is placed on the water much like a boat. However you would need to place 9 of these around a central one in order for the raft to work. Then you would be able to gently float about paddling up and down stream. Simple. crude and easy to make...however, now I'll get to the interesting part. As many TFC players know, you often don't have the luxury of spawning in a perfect spawn area. Often we spawn on isolated continents which for some reason are cursed with no ore at all, no trees, or higher tier Copper which in truth by itself without any other Tier 0 ore is a sad fate indeed. So you do set out and find after several in-game days of traveling you find your tier I metal. BUT guess what you have FULL POCKETS. Now what? Store the mass of items you've aquired and slowly take them back and forth? OR....sail them back and forth. Its a solution that advances the game play Above the first simple raft we'd then have something more like that of a canoe, which historically were able to cross vast distances (Not whole oceans but still considerably large bodys of water). You'd first place three logs on the ground, making sure they appear as if layed sideways in the same direction ( Think as if you'd just placed a tree on its side) then with a ax you can somehow carve this, maybe even a special low tier stone tool that helps you carve out this canoe. Once done the canoe acts like the vanilla boat would, on land you'd have to push it to shore and into the water. It would kind of 'run away' if you hit it but not exactly fast like the vanilla MC boats. Then you would be able to place things such as Clay pots, or Leather sacs, by shift clicking in a 4x4 area, much like the Lumber piles. However this is limited to ONLY clay pots and sacks, as to keep players primitive. (Not in a bad way more like to keep balance) After which you can travel onward and across the ocean in your small but worth while canoe. Using Oars to row your way. These oars would allow you to move the boat and WOULD deteriorate over time. Thus they can break, and you'd have to make multiple. However past this stage is where it really begins to get "FUN" in a sense. Here players would enter the Sailing stage. Sailboats would be able to be made, now using your newly acquired metals. There would have to be some sort of floor plan for the boats, much like how you have to build bloomerys in a specific way you would have to do that for higher tier boats as well. However that would be just it the base, not the solid you have to do this. First off it would have to have a mast with would be made with Support beams, and either Cloth or Leather. (Preferably Cloth due to leather being in a case a bit TOO rare in some circumstances) Then there would need to be a mast, main deck, under deck, and a wheel to steer the ship. (Through manipulated the Mainsail.) These larger ships would take up more space than the Canoes, and players themselfs would be able to make thier boat in any shape they desire. After they build the basic dimensions, the ship would be able to be customized, having a railings, crew quarters, and storage areas with sacks, jars, and at this point Chests. (I'll actually be discussing chests more in another post I'll make) From this point I think it would really stay in a sailing era until a reliable steam-age could be made, or at the very least a sort of TFC steam age mod.
  13. Wool, Cloth Products, Looms

    This seems pretty interesting, and it doe's make sense. Though I think taking the first stone age step you could keep the spindle to wool string method, but you'd have to use what you put up a sort of weaver to make any cloth. Like... to make the cloth you would need to place a certain amount of string into a special gui slot and then click weave, while also using a special component item like a wheel. (Not entirely sure) it seems like a good idea! I support!
  14. [B76] Latest version bugs & FAQ.

    Another bug, I didn't see it in the list. But for some reason (and I've tested it on MULTIPLE client side games and a server) when I craft a barrel to tan hide's after placing the water, or limewater, and procedding to seal it (I'll make a note the game runs horrifically slow on my laptop, without optifine) the game immediatly begins to slow and then seconds after it freezes and will not close unless I run task manager and close it. D: I'm completely stuck right now, as I cannot craft leather. I've re-installed the game completely by itself, and even with the mods that I normally use. (SmartMovement, Rei-Minimap, opitfine) its the barrels. :/ anyone know if it could be fixed?
  15. [B76] Latest version bugs & FAQ.

    Has anyone else had issues with doors and rocks? Every time I try to put together four of any rock to make the cobblestone version the game crashs. Also for some reason doors seem to be broken, and I can't use the normal (Wood) Planks to make (Wood Type) Door's, I have to make the vanilla door, and its frankly resource consuming and irritating. (Damn vanilla doors look like crap with TFC.) so help?