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lightningtiger88

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Posts posted by lightningtiger88


  1. I think it might be cool to combine Darmo's system with a 'make-your-own' combinatorial spell system. Assuming that spells are based on specific sequences of symbols in Darmo's system, it could be good to assign certain variables such as elemental type, ranged/self, damage/heal, etc, as well as some 'spell logic' words to give the spells some more variability and perhaps more creative combinations. Then, once symbols are generated from the seed, these variables can be assigned. Any 'found spells' would follow set formula for a basic healing spell, a basic ranged damage, etc, but when a play has done enough research they can begin to figure out which symbols correlate to which elements and begin to craft their own spells. For example, once both a ranged fire damage and a self targeted fire resistance buff are discovered, they might be able to isolate 5 symbols which are in both spells. 3 of these are generic logic words, 1 is the word for damage (deal damage and resist damage), and 1 is the word for fire. By cross referencing these 5 with another spell, say a drowning resistance buff, they could isolate the word for fire. General logic words, by virtue of being in most spells, would be very hard to find out via cross referencing.

     

    When they finally figure out enough base words such as 'element', 'ranged' and 'damage', they can make very crude custom spells to fill niches of spells that are left out. Perhaps to achieve this, some non-essential or replaceable  pre-gen spells could be left out, e.g. if there are 5 elemental ranged spells then only 3 will appear in the world. This will create an incentive to create new spells at the initial level.

     

    At the final level, a player can figure out the logic words, through trial and error or through more cross referencing to a *very* large database. Once they figure out logic words, they would be able to raft more refined and directed spells. Logic words could act as stabilisers or risk-reducers, but also could act to describe complex actions. Even better, if multiple logic words could be strung together to create more and more complex spells allowing for more progression based on player creativity.

     

    EDIT: If more 'useless' or 'life-hack' spells were made, just to fill up more blocks with spells, such as for example 'Tan Leather' to skip the final Tannin soak of the leathermaking, or 'Weld Steel', it would increase the vocabulary of the language by a lot. You might be able to achieve something like 'Target Fire Damage Deal Power:High Type:Specific Quality:TravelThroughBlock @ [Wearing Blue Steel Armour] ' for something like TerrafirmaCrack. Apologies for the mock code, I have no idea how to word something like this but it sounds like it might work like that.

     

    When combined with the procedural alloys that Bioxx is considering, then if you were fighting against some enemy you could target their best alloy type specifically and counter it. You might not be able to make an alloy that beats it, but you can target it. It would make the creation of multiple good alloy types preferable in multiplayer team battles like TerrafirmaCrack.

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  2. If I remember correctly, TFC water doesn't spawn at any Y-level above sea level. That was true at some point, and I don't know if it's been changed since, but that would explain a lack of waterfalls since they aren't able to flow down from a high point down to sea level. It was to do with problems that regular water spawning was creating in land generation. However, hotsprings should be a good way to get natural waterfalls or to create a waterfall with. You could also use red steel buckets.

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  3. The Yuan Dynasty is in the 1200s, which is somewhat in the scope of the mod, but that is in the context of a civilisation and large group of organised settlements. I somehow get the feeling that it's still about convenience, not storage reasons. It would still be preferable to have a better way of storing grain and just make noodles when you're eating them.

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  4. Honestly, I think what people want out of map mods is waypoints more than anything else. Take a look at season 3 of Terrafirmacrack as an example. I think it might be easier to have the 'map' not actually be a map at all but just an item which you can upgrade with 'pins' or 'markers'. You would have to use an anvil to make these pins and markers, I guess out of iron, and that would allow you to set waypoints- one per pin. With dyes, you could add more colour variety when choosing waypoints. And just to make sure it isn't *too* easy, you wouldn't be able to name waypoints. Then the waypoints would be tied to a physical item in the game, which you could copy and give to a friend, or which an enemy could steal from your corpse... this is my favoured way of any future map implementation.

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  5. I think that the main block to making the higher tiered bows shouldn't be the need for metal to get better woods- it should be to make specialised tools. You could probably make a bow out of Yew just as well with a stone knife compared to one made with specialised metal tools designed for bowmaking, but it would take a hell of a lot more practice and wasted wood. Maybe there should be a way to make bows early on, but it should have a really high rate of ending up with low durability bows, which can still deal some hefty damage but would break quickly... like a real life bad bow. They should also take quite a bit of effort to make, to prevent people simply carrying a couple of bows around.

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  6. Cool. I like the detail you've put into your house. You should try sprucing up the area around it with some natural life and change the elevation to be less uniform. I think the environment around your building isn't quite doing it justice, it would be a shame for people to be turned off by such a simple thing with such a nice building.

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  7. This seems like a really obvious example of the modern world seemingly overly influencing our conception of things. Noodles aren't dried up just so you can boil them again later. They are made fresh and cooked just like anything else. Dry noodles are simply a thing of convenience- if it comes down to storage, storing grain as it is under the correct conditions would be a hell of a lot more effective, especially considering the amount of effort needed to prepare and make noodles compared to the small benefit. 

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  8. Well, if you want to get technical, mosquitoes... LOL no don't worry I won't do that to ya. Hippoes would be amazing, as would tigers, but both of those would require some pretty hefty AI in my head... although I suppose we could get away with dumb tigers, the Hippoes would have to do a whole host of things to be believable. Stick around water, stay in a herd, be somewhat docile but incredibly temperamental...

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  9. Galena can be used as a pigment, but it's actually a black pigment. It was actually commonly used as a kohl in Ancient Egypt at some points. 

     

    Lead white does exist of course, but that's another mineral altogether.

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  10. Yes, my experiment with 1001 small suggestions was a bust... it was basically meant to be the Uses for the Useless category with a small bit of added tweaks in there but it seems this community doesn't know the meaning of small. On one hand that's a good thing, with the amazing builds and hardcore play... on the other hand, we may need to work on communication skills a bit.

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  11. I usually just use logs to create crossbeams that the spiders can't get through. It also serves as a really basic farm because you can attract a couple of spiders and you can hit them from below.

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  12. If it's going to be replaced with anything it should be a billhook, which is the actual tool for taking down small branches off of trees and suchlike, the equivalent of our removal of leaves. I suggest that the scythe be split into the 'sickle' and the 'billhook' for crops and leaves respectively.

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  13. The devs want to maintain a constant need to produce pottery, apparently. Otherwise they wouldn't have made us eat bowls with our salads. So I doubt this will happen, they might be less likely to break or it might not happen at all. Definitely won't be indestructible.

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  14. I feel like anything to do with dual wielding things departs too much from conventional Minecraft mechanics. We should try to keep things within the system we already have, not work out an entirely new system. I feel like TFC at the moment lacks the inter-connected nature of many other mods in that each mechanic is cool on its own but there isn't a lot of cross-disciplinary things. Rather than adding an entirely new system why not try to fit the shield idea into the system in a way which enhances it?

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  15. Would that require an extra tool, or would it just be available for everything you make in an anvil? What about naming clothes in future builds, since I'm guessing they'll come with body temperature. Since they won't be made on an anvil, could we sew on names? Could we name barrels and vessels to more easily distinguish them, by carving into the wood or clay? 

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  16. QED

     

     

    Also, I just think it isn't conducive to building. I like my underground bases as much as the next guy, and I'd like to be able to get rid of the supports later- sure, I'm happy with having to use them until I'm finished digging, but afterwards? I'm not a big fan.

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  17. The thing is, if you put it in the hotbar it takes up valuable space. Considering that it's being used in a combat scenario, having everything you need on the hotbar is crucial. 

     

    TFC already introduces an extra tool and an extra weapon that we should keep on the hotbar during combat as best practice. We have nine slots:

     

    Pickaxe

    Pro Pick

    Sword

    Mace

    Bow/Javelin

    Torches

    Blocks

    Water Bottle

    Food

     

    ^That's already filled out. And then there's also these

     

    Axe

    Shovel

    Rope (For your horse)

    Support Beams (If you're in a cave)

    Stupendous amounts of junk that make their way into your hotbar

     

    So you see, the shield, which wouldn't serve an active purpose on your hotbar and would simply serve to enable your rightclick block with your weapon a bit more effective, would be a bit of a bother. Even though it might simulate the fact that you can't carry a shield and a bunch of other stuff, at that point it's not a lot of fun. You'd be missing a couple crucial things and have a bunch of stuff to mess around with when you need to swap your hotbar around.

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  18. Good thinking, but unfortunately I know from experience that it's very hard to split a shield unless the shield is legitimately a plank of wood and nothing else. Contrary to popular belief, wood is actually quite a strong material and steel swords aren't just going to cut through it cleanly. If shields were that easily broken, they would never have been used as commonly and as often as they have been throughout history.

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  19. That could work too, but I think that the 'multipurpose armour' would mesh better with the current combat system. Shields would be an easily replaceable, dispensable type of armour which you can 'get better with'. I think it's certainly believable for a person to get better with a shield and thus have a higher chance of blocking with it, and so a player who has died and can't afford to replace their armour will still be doing better having leveled up their 'Shield' skill, since the Shield would be quite cheap. If it were to block 100% of damage for a certain amount of hits, I can see it being abused with people carrying several or if it had only a low block chance it wouldn't be reliable enough to use. 

     

    Of course, being made of wood, I wouldn't expect it to last long. 

     

    EDIT: This would also allow for shield designed against certain damage types. The armours at the moment lack customisability against damage types, largely all having similar distributions of protection except for leather. Different kinds of shields could fill that spot and allow customised protection against certain damage types, using large and round shields with a high area but mostly made of lightweight leather for piercing damage, knights/heater shields to protect against the slashing damage, and small bucklers to try and deflect the heavy power of a mace by parrying it away.

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