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lightningtiger88

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Everything posted by lightningtiger88

  1. Magic!

    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.
  2. Waterfalls

    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.
  3. Grain Preservation

    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.
  4. Maps and Cartography Skill

    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.
  5. Archery Overhaul

    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.
  6. Wraithglen on BS

    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.
  7. Grain Preservation

    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.
  8. Tracking Skill

    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...
  9. A use for Galena

    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.
  10. Suggestion Categories

    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.
  11. Thatch as of Build 79

    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.
  12. Replace scythe with sickle

    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.
  13. Mug in metal

    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.
  14. Shields a defensive weapon

    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?
  15. Rename Items

    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?
  16. Respawn with low health, same nutrients

    They do still need to be able to 'live' after they respawn though. Half of the reason they get health back is so they don't get stuck in a loop of 'respawn, die, respawn, die'. How will you handle that?
  17. Alternate Fix for Chiseling Ceilings

    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.
  18. Just a humble suggestion to prioritize Body Temperature

    It's in the works. My guess is B81, it has the groundwork in already. Although it might not be done in the end, though.
  19. Shields a defensive weapon

    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.
  20. Mobile back mounted log carrying aparatus.

    Ha, I forgot about the vessel. I only tried 79 for a couple hours before i went back to 78 to wait out the bugfixes... I guess I still haven't acclimated.
  21. i thought I'd start a thread so that we could brainstorm some of these as a community. Suggestions for this thread should be small, very simple mechanics that add a layer of depth, believability and options to the game. I think that these are the sort of changes which the staff are more likely to listen to and also a lot better for the game, since they add depth instead of breadth. Examples of such mechanics already in the game include: Salting Feather Plucking Ambient Sounds (Frogs) Making two knifes from one stone Slowness from a hit to the feet Nausea from alcohol etc. Try to come up with mechanics like these that are extremely simple and founded in reality/believable. RULES: No new raw materials- you must use stuff already in the game No new crafting processes- you must use the quern, crafting table, anvil, etc. No new mobs- these suggestions must be viable from the existing mobs No more than one crafting/processing stage. Try to sum up your suggestion in 100 words or less! I'll start(this is from another thread but it works here as well): Crushed Galena could be a poison that can be added to food for another multiplayer PvP mechanic. Galena, once crushed in the Quern, would produce Galena Powder. The 'Poisoned' tooltip would show, with a relatively unexciting colour so it wasn't easily noticed. Eating poisoned food would either deal damage or quickly reduce nutrition to simulate a reduction in health. Although lead poisoning in reality takes some time, it is still a believable mechanic and could be implemented with other minerals as well. This would provide a use for Galena.
  22. Mobile back mounted log carrying aparatus.

    I think this is interesting, but if the recipe requires rope then the player will already be in the Metal Ages, wont they?
  23. Shields a defensive weapon

    It could be, but we already have that with armour, which is why i think it would be interesting to have specific shields.
  24. Shields a defensive weapon

    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.
  25. Awesome Anvil Particles -Showering Sparks

    I think I'd just like to keep the GUI, but maybe make it a bit smaller and less busy. It's a bit attention hogging at the moment, which is a good thing, but if these effects were introduced I doubt I'd be able to see them past the UI.