Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

llamaking100

Members
  • Content count

    13
  • Joined

  • Last visited

Community Reputation

3 Neutral

1 Follower

About llamaking100

  • Rank
    Caveman
  • Birthday 01/20/95

Profile Information

  • Gender Male
  • Location London
  • Interests Guess
  1. Early power systems

    referring to the mode mechanic not the actual act of tilling a cow...
  2. Early power systems

    With animal power i suggest a tool similar to the hoe but for livestock, which could have different 'modes' to detect hunger, fatigue or thirst of animals under work so that the player may swap the animal out for another animal to rest, or feed it and water it, there could be a bridle tool as well used to guide animals and attach them to machines. For power in general i disagree with power as energy, perhaps instead 'momentum' transfered through a system of belts and gears to querns, rock-breakers or wells as suggested by spitfire. I hear people complaining about how easy it is to get food, and this mechanic may be the answer to putting a strain on the agriculture aspect of the game. Perhaps Windmills could come later as the sails would need serious work irl, perhaps they could be woven by donkey powered looms and the wood worked from lumber in a donkey powered sawmills i'm not too sure what animals would be good to implement, i recall reading that horses from vanilla would be integrated into tfc in the future, but cows would easily suffice, perhaps specially bred working cattle making energy production a little trickier than finding an animal and putting it into your machine.
  3. Tweaking the Snow

    If the big snow blocks are supportive but all the others are not then surely you will have to jump or walk around blocks in snowy areas, or parkour between big blocks, wouldn't that make it awkward? I've never actually walked in snow in this game. The rest sounds great to me after reading your Arctic expedition post. There is already a post on what i'm about to say somewhere i'm pretty sure, but there should definitely be some desert and arctic kits, like winter coats, head-towels and snow shoes to make use of cloth and the temperature dynamic which appears to have little use so far.
  4. Primitive Power Sources-Animal Power

    please transfer this to the other thread so i can offer my input without it being wasted on a thread which is about to die.
  5. Compatibility list

    ^ If someone could give a hand on how to change the crafting recipes for backpack mod that would be great
  6. To heck with the current communication!

    agreed.
  7. To heck with the current communication!

    messenger pigeons would work so well with cities, you could have city chat, and 100 block radius chat and anything else could be sent with pigeons from a homestone (like in bioxx's civilization post) or a pigeon loft as a letter. as for trying to fix something that isn't broken thejalden, the vanilla furnace system works just fine for example, its just not as cool as terrafirmacraft. as for stopping people going on skype, i rarely go on skype with everyone on a 30 man server. this thread deserves at least some developer thought in my opinion and should go further than what bukkit already allows on multiplayer servers. nice idea GreenLeaf
  8. Archery and Weaponry

    A visible difference other than colour would be cool for swords and maces, just as with armour but thats more of a texture issue, a claymore texture for high-end swords and a short-sword texture for low-end swords rather than you just looking at the colour and seeing a bright blue sword and running for your life. (i secretly despise the fact that high end weaponry and armour turns you into a power ranger)
  9. What are people's thoughts on enchanting?

    With the upcoming civilisation updates (fingers crossed) it would be cool if gems of different varieties could be more abundant in certain areas and for different gems to have different effects on weapons. So people settled in different areas would be likely to have the same enchants. So you could have scenarios where the fire nation attacked So on a more srs note: red gems crafted into weapons would be like a substantially nerfed fire aspect: in order of strength of enchantment; agate, garnet, jasper then ruby. blue gems could be an ice damage and slowness thing: in order of strength; beryl, opal, sapphire then diamond. and brown or green gems could be earth, so massive knockback and strong blocking capablities, in order of strength: jade, topaz, tourmaline then emerald. i don't know what to do with amethyst though. Sorry if this has already been said, sorry if this is just a plain bad idea :L i just thought it would go hand in hand with civilization update and would give people from certain cities an identity.
  10. Kingdoms Brainstorming

    i think the best way to totally encourage SMP cities to form is by removing beds as a spawn point (still for sleeping but not spawning) and having a homestone (which people registered to it spawn at) which is difficult to make and requires a set amount of people to make it. so 6 people make the home stone out of gems and other rarities and use a recipe which somehow requires the input of 6 players. this will encourage players to build around the homestone and people can add themselves to the homestone spawn and cities will grow. All interactions should be done via the homestone such as auctions and political things. So due to the rarity of the homestone there would initially be a spawn village for the longest time, then when a homestone is able to be made colonials can move out and set up a new city, the homestone mechanics could also work such that the amount of people assigned to it increases the boundaries of the city so you get a 'welcome to .....' within a certain radius and different rules may apply within it such as taxes or such. I'm sorry if this has already been said 45 pages of posts is tldr. I'm also sorry if this is too late this would appear to be quite an old thread.
  11. Big List of Mobs

    snow biomes being a bit neglected. walrus penguin polar bears maybe
  12. Predators

    oh, terribly sorry. I was having some 'server down' issues when attempting to post, that wasn't an attempt at gaining more attention to my post i assure you. Thank you for the information and the welcome. upon having a further look around i have noticed these suggestions, so maybe i would be better off offering my input in the new mob suggestion thread. I noticed ECC (forum famous guy) posting some cool stuff about chunk spawning for mobs which i think is a lovely idea and would fit nicely with predator mobs.
  13. Predators

    Hi Forum, firstly i would like to apologize if i am repeating anything said in other suggestion posts. I have had a tiny bit of a search but nothing quite mentions my ideas for this mod. Main theme of my idea: personally i think that any magic or mystery doesn't have a place in this mod. I dislike the presence of undead (zombies, skeletons, endermen, creepers, not spiders). With the known variety of earths species, what i would like to see is some more realistic aggressive mobs (with the essential drops of the vanilla mobs, bones basically). Potentially passive-AoE aggressive day mobs and aggressive night mobs: for a jungle, anacondas in the day and jaguars at night (for example). Also taking from ideas from stone age films torches or fires could be used to deter these mobs making night time scarier as hyenas or lynxes (in a desert perhaps) try and pick you off if you venture too far from camp or run out of firewood at night. These mobs would have to be rare-ish, quite healthy (lots of hearts) and powerful (2 or 3 hit kill for that ambush feel which is only applicable to creepers at the moment), requiring either metal armor or a team of swordsmen to take them down effectively (also i'd hate for these to end up like ocelots and wolves being knee high on the player, come one this is hardcore survival not a day at the petting zoo) . Also valuable rewards or aesthetic 'trophy' drops could be implemented here such as wolf capes/helms, jaguar capes/helms as seen on nords and mayan tribesmen. I appreciate this next mechanic would be a massive ball ache for the developers but: perhaps manipulation of the endermen mechanic by reversing it could be used for the predators, instead of them charging you they keep their distance till you drop your guard and look away. I'd like to hear some feedback, even if not from the developers, not just on my idea but also on my posting form. this is my first post and i would be very grateful for constructive criticism on my forum etiquette and any fails i have committed.