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blue_photon

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Everything posted by blue_photon

  1. [0.79.15] Rhodance's "HugBox" Server [Closing May 22]

    IGN; blue_photon Age; 17* Why Here? Happydiggers is terribad, and other servers are hosted on garbage machines. Two sentences 'bout moi? Some silly furry that everyone thinks is thirty for some strange reason. Along with blacksmith since build 0.0.12. *As per what the government says. Nobody can ever tell, though. Silly America.
  2. Something horrible happened to kervos, so he wont be joining us... I brought some backup. 22, California, darkhaven3 21, South Carolina, Kuhl3r darkhaven is my backup, kuhl3r is darkhaven's partner and I would feel horrible if they wanted to both play and were seperated. Neither have played TFC and would love to experiencd it with some experienced players. Darkhaven is an all around cool person aswell as his partner being the same. They're both super friendly and like to be around people so they would help with the community a lot.
  3. Explosives, a use for gunpowder.

    Why not a clay ball for explosives, plugged with tree resin after being filled with the explosive or flammable liquid of choice (turpentine mabye, its boiled pine resin. Or mabye pitch, possibly even fish oil or animal fats?),mabye even a mix of explosives and liquid in a larger hull. like the usual vessel recipe with the dead center removed, holds 16 units of gunpowder or flammable liquid, shatters upon impact when filled with the liquid and ignited(heat weakens the shell). Detonates on a timer with a fuse, variable based upon fuse (quickmatch is paper, soaked in gunpowder/resin mix, burns fast... while greenmatch is a wool or cotton string that burns longer when soaked in the same liquid) mabye even a larger clay ball with the center 5 removed, holds 32 for a bigger boom or holds a small shell with gunpowder surrounded with a flammable liquid to make a sort of incindeary explosive device, same fusing methods, but an additional fuse is needed as the fuse needs to go through two shells to get to the explosive inside. Yay or nay?
  4. Quintuple application here. Main info blue_photon, 17, Florida TheFreezebug, 17, Georgia Xanuch, 19, California chrisgbk, 29, Canada J0hnsmine (Kervos), 20, Colorado TFC Background; Blue and Xanuch play tfc because the challenge is fun, chris joined in after some time while seeing xanny and blue play. Kervos and Freezebug were brought by blue to experience this glorious mod. All five are part of the furry fandom and plan to erect a town for furries. Server reasoning; Blue doesnt play well alone, so he brings his friends to servers to keep him company. Usually xanuch hosts for them, but the host laptop died. Xanuch, Chris, Freezebug, and Kervos are part of blue's master plan to become the most powerful empire on the server. Our positive things for the server; We'll bring a nice quintet of fluffy furries who tend to keep to themselves in their own area, Xanuch is a propick god, Blue is a blacksmith from back before beta days, Chris is a canadian and great builder, Freezebug can fix anything, and J0hn is kervos, hes new to the mod but really friendly. We plan to start a town or fortress to haven traders and furries, aswell as wanderers who wish to join up with us. Most of us are known to be friendly towards friends, unsure of unknowns, and vicious as a demon towards enemies. We`ll also supply multiple experienced players to the server, and some fairly competitive builders. We plan to all go in together, likely in two weeks. All in one post because nobody except blue has a forum account, just saving time, and posts.
  5. Armor... overhaul?

    So I'm sitting here, playing a little bit of Dwarf Fortress... Then this wild idea popped into my head "Why can't we have 'soft' and 'hard' armor types. So, why not? Give an improved GUI for armor, halve most armor values or give them resistances to different types of damage. Let players who want to be a slow, lumbering, tank, be a slow, lumbering, tank. With chainmail as a "soft" type, but heavy weight, and plate armor over the chainmail as a "hard" type but still with heavy weight, a player could have drastically improved defense at the cost of most of their maneuverability. Why not let us have clothing type "armor" in the form of cloth shirts, pants, hoods, shoes, gloves, and cloaks. Possibly even add a padded version for improved defense with little downsides. This could force players to change how they armor themselves. Let cloth armor be non-restricting but weak against slashing and piercing type attacks, but more effective than heavy plate armor against blunt attacks, as cloth absorbs some force rather than transmitting all of it. Maybe start players with "thin cloth" armor, which has no defense rating but gives a nice way to define new players and travelers, possibly even a temperature resistance modifier based on the starting biome. Cold biomes would start the player with thicker clothing, which would slow down the player in any warmer biomes, but help with the low temperatures of cold biomes. Temperate biomes would get some medium thickness which would be ideal for most biomes, but loses function when entering more extreme biomes. Hot biomes should get really thin starting clothing, to allow dissipation of heat faster, yet in colder biomes, the player would become slowed down dramatically due to energy loss without protection from the cold. Let maneuverability be a "stat" of a player, the higher weight on the player, the less effective their attacks will be. With metal armor as the heaviest, but most effective against slashing and piercing type blows. Leather mildly effective against all forms of attack but less effective than the more specialized metal or padded cloth at doing their respective defense. (Hardened leather is made by tanning leather a second time? Use that for heavy type leather armor.) Along with cloth as the weakest against slashing and piercing, but much stronger than metal or leather against crushing blows. Why not even cured hides as an early-game insulation method. I'll probably toss something together sometime... just as an example. --Blue (yes, I have returned, gem mayhem HO!)
  6. Armor... overhaul?

    Well... maybe I shouldn't try to use real-world physics in a game where physics are almost null... compared to real world standard at least. Got me there, cubing must have skewed my measurement and made me think one block is three meters cubed. lets div the 7,850kg/m3to 70% that lands us at 5495kg for an anvil. which, comprised of seven double ingots, or fourteen ingots, makes each ingot 392.5kg per ingot. If one ingot is 1/64 of 95% of a cubic meter... that still lands at 116.52kg/ingot , meaning that our methods of finding ingot weight align. fairly close. so lets base a single ingot of steel on 120kg. we need four sheets to make a chestplate, and each sheet is two ingots... meaning that a chestplate needs eight ingots. Equaling 960kg of armor, almost a ton of solid plate armor. and that is just the chestplate. But, as kitty said, Steve can carry a lot of dirt at a time without any consequences so. eh. But maybe Steve stores his actual inventory in some localized gravity well that dissipates as he dies, but he wears his actual armor or tools when they're needed. I dunno, just trying to bring some science to steve's massive inveotory capacity. TLDR: One ingot of steel Ingame if weight is implemented in a more precise weight should be about 120kg. Steve's inventory is BS. and armor would still be heavy even if made out of 120kg ingots.
  7. Armor... overhaul?

    Not true at all, basic armor, food, and even non-splash potions have the handles required for this style of armoring. Partially true, Fitted armor custom made for the wearer is not cumbersome, but if it is bulk made armor or non-fitted armor, it will slow down or debilitate the user to a degree. plate armor is also really hard to see out of. ALSO, with the average weight of steel being around 7,850kilograms per cubic meter... lets say that is the worth of an anvil, as each block in minecraft is three cubic meters in volume. 7,850 / 7 (double ingots) = 1121.42 kilograms per double ingot, halve that = 551.05 kilograms, which gives us the weight of a single ingot of steel. Armor in TFC is made from multiple plates and doubleplates of metal. Tell me, even if a single piece of armor only used one ingot, how would wearing half a ton of metal not slow you down?I win, now sit down.
  8. Enchantments; The Photon Strikes Back

    *sprinkles some rebirthing dust on his topic after patching some holes in it* o3o Yes, I am back, fear my gem enchanting system! o3o
  9. OK, so, SeanyGlass wanted me to put this in a new thread, so blame him if you get mad at this. Now, This is about the enchantment system that I came up with mostly, It is built in a way that Bioxx can use his old code if he decides to use it and, it's balanced to the point where it is late-game, just like Vanilla Minecraft. GUI S'cuse me, it might be a little small. Ok, the way it works is, you put your weapon in the top slot, your hammer in the Hammer Slot and your gem(s) in the Gem Slot. The slot above the gauge is where you can put your water buckets, but we'll get to that later. OK, now the good stuff, like ENCHANTMENTS, i'm going to give a list of gems and what enchantments they give depending on their type/level Ruby; Gives the 'Heat' enchantment; The heat enchantment makes a percent of your ores become nuggets, the nuggets stack to 64 instead of 8. Increases with level, goes to level 5. (Only on Picks) Sapphire; Gives the 'Chill' enchantment; Turns a percentage of ore you mine into ore dust from extreme cold, The dust can stack to 64. Percentage increases with level, goes to level 5. (only on picks) Topaz; Gives the 'Weight' enchantment; The weight enchantment Increases the power behind a bow. Goes up to level 5. (only on bows) Tourmaline; Gives the 'void' enchantment; DESTROYS low-level materials (cobble/dirt) to increase efficiency. Goes to level 5. Higher levels increase boost, (all tools) Agate; Gives the 'Flame' enchantment; Ignites enemies on hit. Goes to level 1. Lower-quality gems are harder to enchant with. (all weapons) Amethyst; Gives the 'Crystallize' enchantment; Forms enemies into crystals on hit, when enemies are crystallized, they take reduced damage and eventually break out of it but are slowed drastically Goes to level 1 Lower-quality gems are harder to enchant with. (all weapons) Beryl; Gives the 'speed' enchantment; makes your attack speed faster or your move speed faster. Buff increases with level. goes to level 5. (Weapons and Armour) Diamond; Gives the 'regeneration' enchantment; makes your item regenerate it's durability slowly over time. Goes to level one. Difficulty is reduced with higher-tier gems. (all tools, armor, and weapons) Emerald; Gives the 'terra' enchant; Makes your harvest have a chance to regrow or replant instantly. Chance goes up with level. Goes to level 5. (Scythes and axes) Garnet; Gives the 'Vampire' enchantment; Makes you regenerate health when you kill an enemy, but lowers power when in daylight. (goes on all weapons) Jade; Gives the 'Poison' enchantment; Poisons your enemies when they are struck, (note, zombies and skeletons take no poison damage) Jasper; Gives the 'integrity' enchantment; Gives your item a chance to take no damage. Goes to level 3. Chipped and Flawed give level one with respective difficulties. Normal and Flawless give level 2 with respective difficulties, and Exquisite gives level 3. (all tools, armor, and weapons) Opal; Gives the 'Resistance' enchantment; Gives increased damage resistance, up to 5 hearts. Goes to level 5, reduction is greater per level. (all armor) Ok, now that you know what each Gem's enchantment is and what it does, you may be wondering, 'Wow Blue, thats pretty nice, but how do we do it' well this is how. 1 Place your weapon in the input slot in the center 2 Place your Gem in the slot 3 Place your hammer in the Hammer slot 4 Keep an eye on the heat bar and water bar, the water will save you from destruction if you accidentally melt your item from working it too much This is the working interface, it works like a forge This is the difficulty level, it always starts at one but goes up the easier it is. See what i mean by it works like a forge, but instead of depleting heat, it generates it. Now finally after you work your gems into your item by crafting it multiple times, your finished item will pop out here Now you should know the basics, but now the cons. If you work it too fast, your item will overheat and melt, the water can save some of it but it will lose a lot of it's durability. If you take the item out of the enchanter before you finish it, it will break and not work before you fully enchant it. most enchantments need to be done 3-4 times and each time requires another gem of the EXACT SAME TYPE, if you try to mix and match your item will also break. Have fun guys, this is the end, If you like it, let Bioxx know so i can send him the source-GUI for him to use. --Blue
  10. New Health and Medicine System

    I finally remembered to do this In order from top Feverfew - Pain Reliever (weaker, more broad effectiveness, can be used as-is) Sage - Antiseptic (germ killer; think neosporin) Catnip (yep, catnip) - Blood Coagulant, Swelling Reducer. Poppy - Pain Reliever (powerful, longer to make)
  11. Ponies... I hate dem. HATE. HATE!!!

    1. Srgnoodles

      Srgnoodles

      love you too

    2. Scooterdanny

      Scooterdanny

      We all love you back photon :) (especially lyra, she's crazy about humans)

  12. But... Eternal... you get to be evil with a Purpose!
  13. And I get nothing? I managed to break the system... my topic is still marked as "hot" after a MONTH of being dead... ALSOO I COULD make something, but Dunk would murder my face for it... Ahh, screw it, I'm gonna make it, sapling redos for every tree and trunk redos... Seriously though, tell what you want done, and I'll make it then place it on a silver platter and drop it on Dunk's desk. :trolldad:
  14. volcanic forgeing and smithing

    While reading this, a little dwarven voice shouts "YES!" in my head. But why not just take something simple like a steel crucible and put it in Magma or Lava to melt the ore inside...
  15. winches, pules and cams, water wheels and pumps (move your ores)

    Mabye different kinds of pump, ones that need more speed and ones that need more power, each one limited by the resources you have? A screw pump would run faster with a higher speed, while one made with a piston would run faster with more power...
  16. Smithing Overhaul- from my idea of Chimney Chokes

    A flue, yes it is spelled correctly, is a ventilation system made to keep as much heat in as possible while letting smoke and harmful gases out
  17. As Regards Light and Sources Thereof

    Many Olives -> unfinished barrel (has cracks in it) -> Large barrel -> Tap in side of large barrel -> Olive oil Easy enough for new players, Hard enough to not have a large amount really early
  18. winches, pules and cams, water wheels and pumps (move your ores)

    Archemedian Screw pumps are simple and don't need INSANE amounts of power to function.
  19. New Health and Medicine System

    Again, I cannot focus on one thing for more than 10 min at a time, gonna go read the whole thread... and put up some things... Hopefully Have fun --blue
  20. Smithing Overhaul- from my idea of Chimney Chokes

    ...mabye a flue system that can keep some of the heat but disperse the smoke...
  21. Enchantments; The Photon Strikes Back

    It can be easily modified, I just made a GUI picture and explained a system that could work pretty nicely... Don't hate me for this .-. --blue
  22. winches, pules and cams, water wheels and pumps (move your ores)

    My idea is nowhere near BTW. To a point it is similar, but once you get into details it is vastly different and superior, BTW barely takes in gearing calculations and force, speed would make something like a millstone run faster, while power would raise something like a platform faster
  23. Big List of Mobs

    my orginating mod for the skill at which I gained has almost died... for the 8th time, so I am Bored as crappe, Also, Screen-Share software could help with the limbs. But eh, if you like to work alone, then work alone, I won't judge ya .
  24. Dirt Roads

    .-. how about... the player could use Stone Pieces in a 2x2 to make 16 "road pieces" which would give a slightly lower chance of having mobs near them and allow the player to use a vehicle, like a hand cart of somesorts, that follows the player but reduces the player's speed if they're not on the road (irregular ground, makes cart get caught in things) then decrease steve's inventory by... 1/2 mebe? so that a cart would add 4 more rows to give steve more space... *RANDOM* Chests need to be un-nerfed... to an extent *RANDOM*
  25. winches, pules and cams, water wheels and pumps (move your ores)

    ...More DF-esque than Better than Wolves... More in depth... more Bioxx-y, seriously, in BTW you don't even need a friggin support for your axles, and I'm talking overly-complicated stuff, like a rotation speed and power ratio to make gears worth it for changing speed into power and vice-verse, Wooden gears are weak and can only be used for a certain amount of power or less while metal gears have a very high limit and need more power to turn due to heavier weight. Oh, and Wheels/Pulleys/Winches/Rope would need their own models (Devs, say If you want) to make them look like real things instead of blocks. Thanks for your input tho, Eternal Have fun --blue