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lightningtiger88

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Posts posted by lightningtiger88


  1. I don't think that's really a viable sort of thing because it would make veins a lot easier to find. Think about it. The bigger that veins are, then the easier it is for them to be picked up on a propick, since it doesnt really test for rich/normal/poor. They would have to be bigger because the net amount of metal you could get from the vein would have to be about same as previous versions for balance/gameplay reasons. Even if the central 'rich' part was smaller, the outer area can still be picked up with a propick. As it is now, if you aren't paying attention, the veins are about the right size. If you changed it, you'd have to change the propick calibration, and people would have to relearn how to use it with the new radii.

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  2. Honestly, I want to see this happen because I want to see a proper, believable and interesting paper-making process. This would be the perfect reward for the implementation of those mechanics. 

     

    I think the mod at the moment needs to add depth. It's already a very broad mod, with many mechanics, but a lot of those mechanics don't really tie into one another. Dyes, for example, have a cool mechanic for being made and not a lot of uses. Adding their use in other things like as a tool for upgrading your maps would be amazing- it would also give a functional reason to use some of the minerals that only serve as dyes. 

     

    Finding lapis isn't usually a big thing, but if it let you colour your oceans blue and finally get a good looking map? Well, that's useful.

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  3. Impossible ... it's a way of saying "I do not want to spend time doing it,"

    this argument does not stop me from making proposals :)

     

    Another example of what I'd like to do.

     

    Posted Image

     

     

    I'm pretty sure you can do this as well if you chisel a full plank block for the backing.

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  4. As I said, why make a crop? Just make it so that you receive pumpkin or watermelon slices , a TFC food, when you break the naturally spawning pumpkins and melons. you'd just have to change the biomes that watermelons are allowed to spawn in to TFC ones, once we move to 1.7 (that *is* the one with watermelons in jungles, right?)

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  5. They'd be a type of fruit crop, I guess. You could just have them be edible, but be a one-time foraging resource. After a while, like trees and wild vegetables, they'd reappear, but you wouldn't be able to cultivate them/get seeds. That would be a lot easier to implement.

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  6. I know that you *can* do that, but honestly, it isn't really a valid long-term solution. Sure, it works if people are informed and rational, but I think it's better to solve the problem without taking shortcuts that rely on the player. I don't think it would be that hard, seeing as I've seen areas of sparser tree spread in TFC before. It doesn't have to be a forest or anything, but even one or two trees would be nice. Not to mention that really flat plains aren't entirely good for building either, as there's nothing to break up the horizon. A couple trees would fix that.

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  7. They don't have to have *no* trees though. Can't they just be very sparse? It would be good if say, even in the entire plains biome, there were only ten trees, spread out and standing on their own. That's enough that you can see one after a bit of exploring if you need one, enough to get started, and also that the amount of chopping you have to do to build is not really a problem. The early game is a tad more important than the late game, i think- if you want to build, you already have tools. Chopping down two trees to build your castle isn't really as much of a hassle as exploring for three hours to find a good starting spot.

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  8. This would be quite cool, but have you considered maybe a Machinima video? Writing stories is nice, but it can take a lot of time and revision to get it sounding nice. With Machinima videos, you'd only need to practice the lines and movements, and it's easy to see when you go wrong. Not to mention they're also more likely to get seen, so you can get some feedback. 

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  9. I'd rather they ironed out the kinks in the builds first. On the stream, it seemed like it was still very buggy and needed work. BTW Dunk, I saw that there were fish implemented in the stream. Was the new bear model implemented as well? Did you also change the sizes so they seem larger and more bearlike? (I know that it's accurate in the current version, but I'd rather it be believable than realistic :P)

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  10. Yes, please. And make some more exciting nighttime music while you're at it! It's not very atmospheric to have calm and slow plinking sounds while hacking away at a horde of enemies... love the stuff though.

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  11. I actually do kind of like that you could 'unlock' waypoints so that it was something you worked for- it would give us a reason to make paper as well and to add new mechanics in paper-making. Further, it could also allow a use for dyes, which are similarly only used scarcely. In addition to that, it would also mean that in killing a player you could obtain their maps and gain their waypoints... or if you died you might lose your waypoints and have to retrieve them from your death position.

     

    EDIT: Use for dyes could be to make more complex and more informative maps with more colours per biome or with ways of colour coding waypoints.

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  12. I thought I'd bump this again, especially after Etho also brought it up in his LP recently. 

     

    I was thinking maybe we could just have a book, which looks to be some old and ratty survival guide, or maybe just a bundle of someone's notes, with diagrams and pictures. The diagrams and pictures probably shouldn't be too detailed or even extensively labelled, to give the impression of someone's notes, but they could still represent a way for us to introduce new concepts to the player. I'd even go as far as not telling the player what each diagram is but letting them figure it out from the picture. We might need some volunteers to put some time in designing the book though, to avoid it looking(and functioning) like a straight up hold-your-hand guide like those mods with quests etc.

     

    EDIT: To be clear, this isn't restricting a person's ability to unlock technologies, it just acts as an in-game wiki which doesn't break immersion and can teach the player new mechanics in an interesting way without either holding their hand or making them log out/pause.

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  13. Creepy, I think it's blocks of basalt placed outside of the window and chiseled. Then, he either chiseled planks of wood on the inside or used planks. The stone and wood aren't actually on the same block, the basalt is just chiseled down to a very thin panel over the wood which has been shaped separately.

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  14. This thread was entirely about using the right tool for the right job, and even though it was a little rude in it's delivery, it has a point. Scythes are *not* good weapons. In fact, sickles which you are proposing to replace the tool with in order to free the scythe as a weapon are about as close to a useable-scythish-weapon you are ever going to get IRL. Firstly, scythes do not have straight hafts. They're a pain to hold upright and are designed for the blade to be held parallel to the ground. Second, the blade faces inwards; in order to attack an enemy, you'd have to hook around them and let them into your guard, essentially giving up any form of parrying/blocking. Thirdly, it's balance is incredibly off; you can't use it as an axe, because of the inwards blade, so the top heavyness of the thing will put you off balance. 

     

    Honestly, you'd be better off cutting the scythe off of the haft and sharpening the staff instead, even if the staff is all crooked and has handles in the wrong place.

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  15. Hmm, I'm not really a fan of the higher damage idea. I think if there would be a Weapons skill the only thing it should unlock is maybe something like being able to block or wearing down the weapon less as you use it more skillfully. That way it's still based around player experience and having the Weapons skill would just open up more options.

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  16. Sorry, but firstly I don't think it would really fit with the theme of the game, and secondly I'm pretty sure there's not really a believable material strong enough with TFC tech to produce a useable hang-glider. CrackPack and other tech mods mostly rely on you not really caring about believability and just going all out, which is well and good, but TFC seems to be trying to achieve the opposite.

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  17. Well, you have a made a common mistake. Armour is not actually cumbersome if made properly or even with moderate skill, and it is very easy to maneuver in full plate. There are videos of people doing acrobatics in the bloody stuff. It wouldn't be very useful in battle if it made you a walking piece of sheet metal, would it? The modern conception has the bad habit of comparing people in armour to tanks, slow and powerful, whereas in reality the most it might do to you is leave you a little more tired at the end of the day if you were unfit.

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  18. If bamboo is implemented, I really do hope they grow slowly like fruit trees and can be eaten as shoots. Bamboo shoots are awesome :) Not to mention that bamboo isn't really a tree and it feels like something ought to be different about how they grow and how things are made out of them. 

     

    EDIT: ALSO I think eucalyptus trees and other australasian trees could stand to be added. There's a huge amount of potential with them. Not to mention if you want rare woods, rainbow eucalyptus is pretty damn cool.

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  19. But how would you prevent it? The major block that prevented humanity from discovering fire was not a lack of tools but a lack of knowledge. Now that we live in the present, people know how to create fire and so there is no lack of knowledge. Creating an artificial block to prevent fire from being achieved early on just feels annoying.

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