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Posts posted by Mileaos2
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well, i rather hope the pot is for cooking XD
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hm, but should take more than just only 2 straw, but i would love this basket XD
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kay, i have quite some ideas today
you can irrigate crops with finite water spots and thats hillarius
finite water should sunk in dirt or should be consumed by nearby crops
and jugs should use up water
i had fun building an cistern and filling it with finite water (booden bucket)
BUT it would be aewsome, when it surves a purpose XD
my idea is some kind of aqueduckt like system with half logs (log + axe = half log + axe wooden aqueduckt)
or full log aqueduckt (just hollow logs for underground tranzport of water)
this kind of aqueduckt can only pick up infinite river water or finite "cistern water". all kind of finite, player placed water is handeled as cistern water.
cistern water dissapeares, when it is not surrounded with stone/planks or logs (ground and walls)
those aqueduckts can only transport water downwarts, not upwarts.
http://en.wikipedia.org/wiki/Archimedes%27_screw for upwarts tranzport?
idea is:
the aqueduckt takes water from a nearby river, tranzport it via the archimedes screw to an highpoint cistern (in an city maybe in smp)
at the endpoint of the aqueduckt, water is placed as finite cistern water ofc
from there it could be tranzportet via aqueduckts to player in smp or to farmland.
this kind of placed water could improve the irrigation level of the ground better than finite water (so it is beneficial to build this kind of complex stuff)
when you want to use the cistern water only to irrigate farmland, you could add fertilizier material to the cistern, to improve the nutrient level or growing speed of ur crops
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hm, am i blind, or is it even possible to download older versions?
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problem is, now you have acess to barrels, sluices, buckets and stuff before metal age and i guess it was intendet, that you have to obtain metal befor you can start with this stuff
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jeah UNTIL you have metal.
maybe the stoneage get enhanced in the future, so you live longer without metals (what i prefer)
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well, i like the b77 plank change to be honest
you could get some type of beams from logs with an axe for construction (i dont mean support beams)
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well, i ment you have to have atleast meat in your frying meal OR seed oil (when it gets implemented)
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problem with early game is, you cant get that much supplys from scavenging (in regards of food mainly)
i had to plant food quite fast in my actual game and killed some squids to survive the time until the first harvest season.
i found 1 male and 1 female pig and didnt kill them for meat, i start breeding them, but they take a while XD
and flour is above metal.
you could produce some sort of "primitive flour" or so from found grain + stone (maybe 3 grain = 1 flour)
with the jug full of water you get simple dough and you can make bread on a stick or flatbread from it to eat it. (besides meat the best early game food)
first tool:
the most primitive tool should be the hand ax.
this tool just need stone, no sticks.
actual tools are composite tools (need atleast 2 diffirent materials)
and those should need some kind of yarn (i cover primitive yarn later)
metal tools should need 1-2 wool yarn or primitive glue AND wool yarn (glue is covered at the bark section)
fire fuel:
4 sticks = handfull of sticks for firepit
for cooking stuff
water collection:
wooden bowl could be used to get water (only a small amount)
in order to drink or simple cooking/ dough produktion
crop scavenging suggestion:
break tall grass with your hand (should take a few sekonds, faster with knife/ hand ax)
then you have to process your tall grass with an knife or hand ax and you get "grass grain" and straw
grass grain can be grinded to simple flour with an stone (flour + bowl with water = simple dough -> bread on the stick/ flatbread)
or place the grass grain in the crafting grid to search it for usable crops (you cant sow tall grass)
per grass grain you have an chance of, lets say 10-20% to get an random crop seed (wheat, rye, maize and stuff)
root/mushroom digging suggestion:
digging out grass blocks has a chance of lets say 15% (in forest/jungle biomes 35%) of dropping "eatable root" or mushrooms
those roots/ mushrooms can be used for meals or just eating them
placing eatable roots in the crafting grid has a chance of 20-30% to provide an random root - seed like potatoes, carrots, onion and stuff.
bark:
some tree types could give bark (rightclick with an knife/hand ax?)
bark could be used for cork (jug and maybe later something like amphora? and for the glass bottle ofc)
some bark types could be heatet for primitive glue (for composite tools, spears and arrows)
bark could be used for construction (thin walls/roof)
and for fire starting (throw 1 piece to sticks, to increase the chance of starting a fire)
some bark types are eatable
skin uses:
problem with skin is, before you have metal, you have no use for it =/
it could be used to craft some kind of bag for transport/ storage uses (i dont like chests at all in tfc)
skin bags could have the same space then ceramic vessel, but can carry medium items aswell
later on some bigger leather bags could be implemented.
primitive yarn:
primitive yarn from screwing plant fibres could have simmilar uses like wool yarn.
plant fibre could get produced from straw + knife or hand ax
3 fibre = 1 primitive yarn
2 fibre + ceramic spindle = 1 primitive yarn
primitive yarn can be used to craft primitive cloth (use could be cloth bags, very small like 2 slots)
primitive yarn should be an material for stone composit tools (stone + stick + yarn = tool)
wool problem:
my problem is, before you get iron, you have to kill sheeps for wool.
knifes could serve the same purpose
stone knife = 1 wool per sheep
copper and bronze could be cast to a primitive shear = 2 wool per sheep
and iron shears provide at least 3 wool per sheep
and we need more wool uses ofc XD
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kay, ur right, added an "maybe" to random seed.
well the glue could be used for weapon crafting, like arrows and spears
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you should not be able to pick up water source blocks with any buckets.
better buckets can carry more water.
only way of moving infinite water sources should be any types of pumps (archimedes screw for example)
as long the pump is in action, it generates a new water source block at a new position. (it needs an normal sourceblock to pump it upwarts ofc)
would it be possible to change the picked up water based on the biome?
so you only get saltwater from water in an ocean biome.
fresh water from river biomes.
clear water from underground spring/ lake
dirty water from small, still water puddles on the surface.
ocean water, river water and spring water should be infinitife.
clear water provides the most thirst replenishment.
freshwater a bit fewer.
normal water has normal thirst replenishment
dirty water replenish some thirst but should make sick in some way
saltwater increases thirst
you can cook dirty water in a jug or metal bucket to make it better drinkable.
when you boil saltwater a while, you get some salt (cooking, food preversation)
in order to get drinking water in ocean biomes, you could place crucibles, bowls, vessels and stuff empty, without an ceiling. when it rains, those containers could fill up.
snow should be smeltable in ceramic jug or vessel
when you place water yourself, it should not be changed to the biome specific one.
but when you place water at or above dirt, it gets dirty over time. (so you have to place your water in stone cisterns)
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hm, added some of your ideas.
i had some scavenging ideas aswell in the last time.
i just added them aswell.
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edit: added some spice suggestions above the scavenging suggestion
Okay, my last cookering suggestion is a while back (even be4 prepare surface implementation)
and i had some new ideas.
i combined my old ideas with the prepare table.
okay
the prepare surface is the main gui to create meals.
but you have diffirent ways to heat up your meal and those ways have diffirent effects
wooden bowl can only be used for cold meals
sticks can be combined with alot foods like dough, all meat types, onion etc to heat it up over the fire, its only 1 use! (warm up)
ceramic bowl has a chance to break after eating the meal. (warm up)
ceramic pot. (cooking)
pan /from all metals/ (frying)
ceramic vessel (baking)
warm up dont add any additional effeckts.
cooking improoves effeckts from crop and vegetable meals
frying improves effeckts from meat meals
baking improves effeckts from bakery meals
in order to cook stuff, you need an pot with water. (milk improve effeckts slightly)
in order to fry stuff, you need seed oil, or pork/beef in the meal (i cover the seed oil later)
in order to bake some stuff, you need at least primitive dough (i cover that later aswell)
seed oil could be implemented via rape as crop. you can grind rape grain in the quern with an jug in the output slot. you need quite some grain in order to fill the jug up.
when herbs get implemented, oil could be used to make herb oil for cooking and medicine
and it could be used to impregnate wood. for example impregnated sticks are more durable handles for tools (maybe?)
to produce early flour, we could use simple stones: stone + 3x grain of the same type = 1x flour
and mortar and pestle (from pottery): motar and pestle + 2x grain of the same type = 1x flour
3x flour 1x jug wit water = 1 primitive dough
primitive dough can be baked to flatbread.
spices:
spices could be improve meals aswell.
for example salt increases buff duration
pepper increases buff effekts
to get salt, pls check my water suggestion: http://terrafirmacraft.com/f/topic/4463-water-problem-idea/
pepper seeds could be provided rare from primitive crop grain (check my scavenging ideas!)
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hm, i had some ideas recently
1.: knife rightclicking on trees = bark (only from some trees)
bark in a ceramic vessel (you have to fill it up) and then burn it in the pit u get a vessel full of primitive glue (maybe refill it in a jug?)
2.: maybe implement rape as an crop. rape grain could be grinded in an quern to rapeseed oil (you need an jug at the output slot. you should need quite some grain to fill up a jug
this oil can be used to protect your bows. (maybe it adds an buff?)
and it could be a fuel for laterns XD
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when greenhouses get implementet in the future, it could be rather interesting to live in an arctic area. but even peat can ran out, peat and coal (if u find some underground), with quite big greenhouses (or very small trees) you could make charcoal
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ill suggest something like that at the shaft Problem: "primitive arrows", like Stone and bone could be crafted with sticks, feather and yarn (and Stone/bone heads ofc)
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well, i use terrafirmabows, but i know how atleatle works actully, but how you want to use them together with javelins? atleatle + javeline into the crafting grid, attack, again crafting grid + javelin, attack etc? Problem here is the meta data i guess, ist hard to Keep track of both damage (javelin and atleatle) when you craft them together...
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hm, a small additional Suggestion for the fishing issue: it should be possible to catch fishes alive, so you can put them in Barrels to store them alive for later, or in a new waterblock to create an Aquarium XD
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atleatle maybe? ist to throw javelins further avay/with more force. idea: atleatle works like an bow, can throw javelins and arrows, but with way lesser damage...
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bows on toolrack would be awesome!
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well, thats an idea too, but i allready see myself Scrolling the rest of my life through billions of pages XD
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we finnaly add baskets, where you are able to store 1 type of Food the same time in and those Food inside dont decay, the baskets has an decay meta data. when you tale 1 piece of Food out of the basket, the taken Food pice gets the decay meta data of the basket its taken from. (baskets should be easy to make via sticks) they could be placeable in the world, with leftklick you pick them up, with rightclick you tacke one pice of the Food. when you have some allready decayed Food of the same type and you throw it inside one of those baskets, they loose there decay meta data and those data are added to the basket. when the basket is empty, it loose ist meta data and you can use it for another type of Food... my suggestion
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iam thinking of an inventory system like diablo 2
each item has a size and a mass.
the mass says, how much items has 1 stack.
and the size determands, how much slots they use in the inventory!
so, diffirent storage blocks/items have diffirent slot amounts/configurations.
tiny items need 1 slot (ofc)
very small items need 2 slots above each other
small items need 4 slots in a square
medium items need 3 slots above each other
large items need 6 slots like a door recepie
storage solutions:
all here mentioned storage items should be placeable for astetics and useage
chests and amphora can only be used as storage blocks
all other has to be used with special slots.
normal chest: normal vanilla size (in slot amount) but with a special setup, so you cant stow large items
double chest: has the normal vanilla size and slot setup, so you can even store large items (but they take alot space)
pouch: craftet with 1 cloth and 1 string. has one row with lets say 3 slots, so you can stow 3 stacks of tiny items in there
can be carried at a belt
bag: craftet with more cloth and strings this one has 2 rows with each 5 slots. (up to small items medium)
can be carried at the backslot
backpack: craftet with some lather, cloth an strings. it has the same slot setup like the single chest, but fewer slots.
can be carried at the backslot
amphora: craftet with clay and need burn ofc. 2 rows with 7 slots each.
basket: craftet with sticks. has 2 rows with 4 slots each.
can be carried at the backslot
quiver. (2 types)
can only hold arrows
small quiver craftet with cloth: 3 arrow slots
quiver craftet with leather: 6 arrow slots
player storage slots:
belt.
beltslots can hold tools, weapons (size dont yount here ofc) and pouches.
they dont add armor
beltslot: you can have some diffirent types of belts:
simple cloth belt: has 2 beltslots (craftet with cloth)
simple leather belt: has 4 beltslots (craftet with leather)
belt: has 8 beltslots (craftet with leather and metal)
an addition to the chestslot 1 backslot.
backslot can take:
bag, backpack, quiver, basket, weapons, large tools like shovel/pickaxe, spears
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okay, i just LOVE the placable single planks and use them quite often.
and the upcoming change with placable ignots is awesome too!
so, i ask myself: why only metals and wooden planks?
so i come up with that suggestion!
it would add alot to customisation and construction possibilitys!
and astetics ofc XD
i have some idieas for glass/stone/gem mosaics ^^´
first some tools etc:
brick mold: with 4 planks craftet, for clay bricks
roofing tile mold: with 4 sticks craftet, for clay roofing tiles
pigments: hammer + bowl + pigment source (certain stone types and minerals)
pigments are used for coloring glass/clay
glass manufaction change: sand + flux + pigments into the bloomery (2+1+1) for "raw glass" in an ceramik mold.
clear glass doesnt need pigments ofc, but 2x flux
gemstone + hammer = 2 smaller gemstones
small cubes
small cubes have the size of those cubes you can create with the detailed chisel mode.
mostly craftet with the chisel.
raw stone + chisel = 10 small cubes of that stone
chipped gemstones = 1 small cube of that gemstone
ceramik small cubes (any color) = clay in crafting field = 4 clay small blocks (have to be burned first ofc)
glass small cubes = raw glass (any color) + chisel = 4 small glass cubes
brick sized
all stone bricks
glass brick = raw glass into crafting field, to remove the mold
normal gemstone brick = normal gemstone + chisel
bricks = clay + brick mold = 1 clay brick (into the oven ofc)
metal bars should also be placeable like building materials
rocks, simple those rocks you pick up, not cobblestone!
they cannot be stacked ontop of each other, only side by side and when something is beneath them. (for roads, you could use seperate colors etc, that would look awesome!
roofing tiles
slate tiles = raw stone + hammer = 4 slate tiles
ceramik tiles = clay + roofing tile mold = 3 clay tiles (into the oven ofc)
wooden tiles = plank + knife/axe/saw = 1 wooden tile
full block
gemstone block = Exquisite gemstone + chisel
brick block = 5 bricks + 4 mortar = 4 brick blocks
glass block = 4 raw glass (liquid)
roof tiles block = 3 roof tiles + planks (recepie like sluices)
those roof tiles blocks shouldnt be an full block, they should be more like the sluice (but only 1x1x1 sized)
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water problem idea
in Suggestions
Posted
thats the idea basicly.