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EternalUndeath

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Everything posted by EternalUndeath

  1. TFC is missing a goal

    Excellent, glad we can agree - your post quality is improving alre- ...nevermind.
  2. Spices and seasoning: improving meals

    Ah, perfect. Thank you, kitty. leaving my other post unedited for comedic effect
  3. Spices and seasoning: improving meals

    Intelligence is knowing that a tomato is a fruit. Wisdom is not putting it in a fruit salad. -Some guy
  4. TFC is missing a goal

    A valid point. We really need more to do in-between finding new metals - advancing a tier in metallurgy is something that should happen by chance, because you just happened to find a vein of the metal you need. It shouldn't be the full meat of the experience.
  5. Spices and seasoning: improving meals

    Starches such as potatoes and yams do, in fact, count as vegetables. They are an edible part of a plant, that is not part of the seed or fruiting body thereof - that is what a vegetable is, by definition.
  6. Bellows In Forge/Blast Furnace GUI...

    Okay but... making things easier is not something TFC is about... ...y'know, in case you've never actually played TFC and didn't know. The switching is an emergent mechanic that handily prevents you from just spamming 'bellows' until the forge just stays white hot 100% of the time.
  7. Useful lava

    Honestly, this was brought up once before in a forging thread, and I still think it's pretty brilliant.It would have to be near natural lava though - separate natural and placed lava the way you separate natural and placed logs, and have this bonus only apply to the natural stuff, or make placed lava cool into stone after x amount of time. With that change, I would FULLY support the idea of having lava touching any of a forge's base blocks boost it's heat by a base additive number. That just sounds plain badass to me, as well as totally believable - geothermal energy is still energy.
  8. Implementing Colored Glass, Stained Glass, and Glassblowing!

    Why has this thread not seen light of day since January?I know glass has been posted before, but this is already an established thread by this point, and it's a GOOD one! I love the idea for the stained glass murals, but I agree with Allen about making lead crystal glass for most wares - it's just easier to shape For the actual blowing... I was really thinking of having a sort of 'minigame' much like a more complicated knapping process - I'm not quite sure of the details though. Perhaps you have 4 different 'sides' you have to get into the proper shape, clicking tabs on the sides of the gui to 'turn' the molten glass, which will slowly deform on the 'bottom' side until the blob hardens and cools - glass that hardens in the right shape on all 4 sides will become the item, and any mistakes give you a re-meltable 'glass lump', I suppose. Anyone care to help me out on this?
  9. Skill mechanic suggestion

    That's... actually the exact thing that Dunk has repeatedly said that this mod is going for. See my post in the 'moods and cleanliness' thread.
  10. Spices and seasoning: improving meals

    You know it's funny, I actually had this very same idea after watching Pakratt's TFC Tuesday stream a few weeks ago. I told Dunk and he seemed really on board with it, but then Bioxx gave it the big stamp of disapproval. :/ Still though, perhaps he'd find favor with a different implementation we could come up with here...
  11. More T6 Metal options?

    I may be wrong, but wasn't that one of RogueHydra's things? I do believe he is no longer the texture artist for TFC
  12. slower starvation

    As much as you say that sarcastically, you're actually fairly spot-on. This title wasn't added by me, I was happy to be a platinum miner, or whatever the 1500 post benchmark title is. That was something an admin stuck above my picture before you could edit these little tags, because I'm well known for nailing stupid posts as bloodily as possible to the thread, so that everyone can see 'abandon hope, all ye who enter without decent brain functionality' carved into its flesh.
  13. TFC is missing a goal

    Not at all, I would never encourage someone to cease posting altogether.But for the sake of what brain cells the rest of us have left, post things that aren't crap. PLEASE.
  14. TFC is missing a goal

    Edit: Gods I wish I'd known about this clip sooner than this. It's so fitting for so many things...
  15. Cleanliness, mood, and their affects

    We've been over this before I'm afraid - mood is a no-go, because the point of TFC is that you aren't supposed to be perceiving yourself as a character in a videogame... you should be perceiving yourself as being IN the video game. These things aren't happening to Steve, they're happening to you. When it starts to rain when you're on your way home after a long journey, and you find a zombie in your house because the spawn protection ran out... you shouldn't just have a number in your stat bar decrement, YOU - you, sitting there in your computer chair - YOU should heave a frustrated sigh and frown as you dispense the intruder. When a cold snap comes in late autumn and kills your crops earlier than expected, Steve shouldn't just lose progress on some bar - YOU should be panicking and scrambling to collect your precious seeds before they despawn. Steve shouldn't feel emotions. You should.
  16. Kingdoms Brainstorming

    NO. NPCs. Goddamnit people, it's stickied to the top of the forum!
  17. Ideas about food preservation.

    1) Wow, you managed to use a straw man AND ad hominem in the same terrible dismissal. That'd be impressive if it wasn't worryingly sad.2) Nothing's 'staying' if the mod authors dismissed it, just because you found a single flaw in one person's argument. I don't care if it's the single greatest idea since sliced bread (which they apparently haven't had yet) - if the devs or mods say no, then no it is. Your opinion will change exactly nothing. Now I REALLY want to know what this said.
  18. More T6 Metal options?

    You know, I actually had a post a while back about adding an optional and highly difficult 'finishing' step to smith-ed items to make them more decorative. I think this would be a nice way to do that
  19. slower starvation

    This is why people like you, Kitty. You're far too kind to the stupids. I say remove all the warning labels, and let the player gene pool sort itself out.
  20. Tree stumps

    Well while that's true... it's also a bad thing. MORE things should require player skill. At least the profession-based ones
  21. TFC is missing a goal

    That was the original goal of the mod - things weren't meant to get very 'RPG-y'. I think that Bioxx may have betrayed his own mod a bit by even adding the skills we have so far.This mod isn't about Steve knowing how to survive, it's about you knowing. ...This is the dumbest fucking thing I've seen in weeks. Not only are your grammar and spelling god-awful (if you're foreign or 10 years old, at least note that and excuse yourself at the start of the post for fuck's sake), but it's completely incohesive. TFC is a completely separate thing from vanilla, so what in the hell makes spruce, oak, kapok, and birch so damn special? And what is the difference between 'a hot spring' and 'hot springs', that they could be confused with each other? What the crap do ANY of these things have to do with death (other than milk, which I can maybe kind of see as being a sort of 'liquid life' if you squint your brain a bit and think happy thoughts). And finally, in what universe is defeating the personification of death even possible, much less a good idea? (side note: anyone who answers 'Bill and Ted' will first be hugged, and then viciously beaten) I don't know how many times I have to say it people, stick with the TFC aesthetic. This mod is built around one core concept, not 'whatever the players think might be pretty cool right that moment' - stick to it or get out. That post was bad, and you should feel bad. Go to your room until you don't suck as much.
  22. Granary multiblock structure for grain preservation

    Idk, I think that granaries and cellars should be very different objects... wait... Cellars I think, should just be something you naturally and intuitively do, just digging into the earth and storing things there in the darkness and cold. A granary should ideally be a multiblock structure based on a 'granary hatch' block placed on the underside of a variable size and shape container. I feel that if you make a closed container of any size between 3x5x3 and 7x7x7 out of (a single type of) wood plank blocks, keep it at least 2 blocks away from any dirt, grass, sand, or clay blocks, place at least one trapdoor in the top face, and place a specially crafted 'granary hatch' block in the bottom, it should form a multiblock structure similar to a bloomery. You'd toss grains into the top as item entities and the first one thrown in would determine which grain the granary can accept (it will likely only be able to handle one type, for coding purposes. Also for coding purposes, the grain must have all decay removed first). It would create a 'grain block' slab similar to the ore/charcoal buildup in a bloomery, preventing you from overfilling. It would hold up to 2560 oz of grain per internal air block, I'd say, as that's the amount you could store in 4 vessels filled to capacity and placed on 1 block on the ground (so a full 7x7x7 granary could hold 320,000 oz of one type of grain, the same as 125 blocks worth of full vessels). As far as getting it back, right-clicking the granary hatch on the bottom would open up a GUI with the name of the grain, the amount stored, and an output slot with '0.0 oz' underneath it. Placing a vessel in the output slot will cause the number under the slot to steadily increase, and if the vessel is pulled out then there will be grain items inside it totalling up to the number stated in the GUI, which will be deducted from the granary total. Keeping your grain in a real granary will reduce the decay to 1/16th of it's rate otherwise, but at the catch that the decay is evenly spread through the entire granary, and can't be removed without removing every ounce from it and cutting the decay away manually, then re-adding all the grain back in.
  23. TFC is missing a goal

    Again, in response to the zombie thing, Dunk is eventually making it so that large above-ground animals will be hostile, and your dominant early-game threat. Deep underground, however, the vanilla monsters you know and hate will be spawning in the darkness, and they will be practically unbeatable without at least (I think) Iron equipment. As for what rewards await you in the dark depths, I cannot say.
  24. Ideas about food preservation.

    Ah, yes! I'd been thinking of suggesting something like this myself, actually. This idea requires fleshing out though, please create a new topic for it and edit your post to link it
  25. TFC is missing a goal

    Me gusta. I will say, however, that the future updates which will include tougher mobs in the depths of the earth and POSSIBLE generated structures, coupled with a semi-large server, will absolutely lead to the exact scenario you've detailed up there.