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Lumireaver

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Everything posted by Lumireaver

  1. Enchantment system

    It's interesting that you should say that. I don't see the need to throw another RNG into the mix though, when you consider that finding gems is already random. Elaborating from where I was going before...maybe one of you can use it as a springboard. First divide the gem into groups. At first I thought to divide them into groups based off their crystal systems, (of which there are seven) but we didn't have enough gems to get balanced groups. ...That's probably way to many groups, anyway. Let's go with three. Each group would have a primary property. Each gem in that group would also have multiple secondary properties. The primary property would determine whether the enchantment influences the player, mobs, or the environment. The secondary properties would include one mob affinity for each gem, and other odd effects, including unique TerraFirmaCraft relevant abilities. Most importantly, all of them painstakingly balanced to not being incredibly useful, but still convenient to have. The first gem used would determine the primary property. To activate the secondary properties you would need to meet grade requirements. Each grade would be worth a certain value, and when a certain threshold is reached, the secondary starts working. Wait, no. Time out. Forget most of what I just said. For those of you actually reading this post, I'll have you know I've been writing it for a couple of hours now, off and on, because I've been stumped, but now I've got something, possibly. Maybe. Forget the whole primary property thing. Let's just thrown in an accessory slot, make the type of accessory determine the target, and which secondary effect to use. For example, let's say agate has the properties of 'creeper,' and 'gracefulness'. An agate bracelet would yield extra damage against creepers, while a pendant would decrease damage from creeper explosions. An anklet, however, would reduce fall damage from a certain height, and a ring might add a chance of mining stone without turning into cobble. Probably bad examples, but the idea is there. As far as gem grade, it could either enhance the effect, or increase the durability of the jewellery, or something. Lately I haven't been feeling very high fantasy. Honestly, I wouldn't mind if gems could only be used to decorate jewellery, trinkets, and tools. Solely increasing their sentimental value. Too much arcane wizard-type stuff makes me not happy. Now if you'll excuse me I'll be grumping up planet Earth over there. :|
  2. More player built structures

    I'm not going to lie, the only way this idea could be more awesome would be if it didn't make me totally nauseous.
  3. Realistic Water Handling - [Bucket & Well]

    Brilliant. Though we've got buckets already. Are you suggesting infinite water from wells though? I'm not sure how I feel about that since we'll be getting finite water down the line. Daily limits would be okay, but could be exploited by recreating wells whenever you needed water. Unless the well needed to be filled manually at least once, or only stored so much water. ... Still brilliant though.
  4. More player built structures

    The mod is in beta and you're testing it. Coke just hasn't been completely implemented yet. ...But we're kind of deviating.
  5. What if each repair cost an ingot, but added +2% to maximum durability? Not necessarily solid logic, but it's a nice cumulative bonus that makes it sting worse when you lose a tool you've had for ages. The exact percentage could be lowered for the stronger (alloy) tools to keep thing balanced and reasonable. Not sure of the repercussions something like this would have since I don't know any exact figures.
  6. Chest storage size

    I'm...very not sure about having wood rot in chests, but wood piles are the very thing that incited me to bring up how overblown chests are to begin with.
  7. More player built structures

    I not sure what you mean by A, and what suggestions are you referring to with B? I'm not sure I want to be carving up dead animals on the same table I use to do finer work... Anyway there's no reason to compromise one mechanic just because other mechanics use similar verbs. Do you sincerely want another GUI to go through though? I'm not entirely against something like this (as that is how it's been done in a few other enjoyable games), but generally GUIs don't facilitate immersion very well. They're necessary to accommodate certain mechanics, like inventories or systems where fine control over a bunch of little things (or numbers) is necessary, but they probably shouldn't be thrown in just for the sake of being thrown in.
  8. More player built structures

    I'm not sure if a whole new table should be added to loot corpses because it would kind of put a damper on the whole nomadic way of life. ...Having to lug around a table everywhere you go isn't very cool. I definitely meant for knives to have durability though. The way I imagined it it, you would walk up to a fallen mob and right-click on it with a knife to loot it. (On right-click the looted item would just pop out of the corpse to be collected.) The loot you got would be selected randomly from a finite list of all of the possible loot you could get from that particular mob. Maybe certain items would have more weight to be selected first. Example loot table. Each loot would cost some knife durability. For gameplay balance purposes, perhaps the first loot could be free and salvageable by hand (or with a flint tool), meanwhile the second loot, and each successive loot on the same corpse would cost progressively more durability. So loot wouldn't be completely random and, in fact, you could potentially salvage a ton of food and resources from a single kill, but if you didn't get what you wanted on the first couple of shots it might not be worth carving the rest of the mob. ...Not sure if that's well balanced, and I don't have time to think on it just now...
  9. More player built structures

    Har. Was editing my post as you were replying. Yeah, I kind of like that idea. The only drops that should really 'pop' off mobs are the things they're wearing or holding in their hand. I wouldn't mind if (single) chests were dropped to nine stacks. Or eighteen. If you need more storage you can always build a storehouse. More importantly, it would open the doors for other kinds of storage with different benefits. Closets could store more armour and clothing, toolboxes could store more tools. ...Bookshelves could store more books, etc. It's a bit more meticulous, maybe, but it also adds more atmosphere. Granted, since we're currently testing the mod, I'd appreciate it if chests stayed huge just to make things a little easier for now.
  10. More player built structures

    Ingot piles are neat, but unless chests are getting a nerf, (which, by the way, I wholeheartedly believe they should) there's not too much of a purpose for them outside piling your gold up to the ceiling like a fat cat. On tanning racks, I don't feel they're large enough to be multi-block constructions. Even if they were two blocks wide, so are beds. If you do some Google Image research, you'll find that (most tanning racks you'll find these days are in video games and) tanning racks all tend to look the same anyway. I'm not informed enough on the tanning process but I do know that primitive tanning was nasty, nasty, putrid, horrid, rancid smelling work. If I'm not mistaken, it works something like this. Tanners would receive sun-dried, dirt-caked, rigid corpse skin. They would soak that in water to soften it up, pound it clean and ready for work. After that they would wait for the hairs to fall out, before finally removing all the hairs and what have you that might still be there. Throughout this process a lot of urine and faeces is used to clean and soften and all that good stuff. We should probably avoid that. Probably best to simplify it to kill livestock -> hang animal hide -> right-click with knife until animal hide sprite changes into not-quite-leather-yet sprite -> let sit for XX hours -> retrieve leather... Further working the leather into smaller bits could be done by combining it with the knife in the inventory. Similar to creating wooden planks from logs with an axe. Regarding animal corpses, and carving them up... Suppose that when you killed a mob it left a corpse. No immediate drops for any anatomical parts. Now using that same knife, right-clicking on a mob corpse could scavenge one item per right-click. Better knives could potentially scavenge more, or whatever. Not sure if good idea.
  11. New Brick types, old building methods

    I'd love to see different building materials just because they would add so much colour.
  12. Things you think should be added to agriculture.

    This I like. Break ice to get ice chunks, then place ice chunks like logs. Surround barrels and crates filled with perishables with ice in ice houses to lengthen their shelf-life. Or something...
  13. Resins and Awesome Tree Stuff

    Images for those of you who are curious but don't want to look anything up...
  14. If tools didn't disappear from your inventory, but instead turned into unusable broken tools you might as well take your tool home and repair it instead of making a new one. Maybe after being repaired so many times a tool could become an heirloom tool with some kind of bonus? The idea of grinding axes, and swords is nice. Actually, instead of turning completely unusable, the broken tools should probably still be at the risk of critically failing beyond repair.
  15. Things you think should be added to agriculture.

    Food spoilage, ice houses, animal tags and perhaps even animal/player recognition? So that animals fear players who haven't fed them or pet them enough, but flock to the barn gates when their caretakers come to feed them? ...Makes it more heart breaking when you decide to slaughter them. :[ I have a feeling Bioxx would like ice houses, as they seem to mesh well with other player built structures.
  16. Mineshafts and mining

    Wooden pump trolleys instead of minecarts? Costs more stamina to use than walking, but gets you there faster than walking. Linking chests to it increases stamina consumption. In other words, transporting yourself, and the goods you're mining/farming at a reasonable speed is probably going to facilitate the need for a farm or renewable food source, or...something. (This fact sort of puts an invisible barrier and kind of makes a rail system a neat little milestone...) If you guys like the idea, the kind of wood used could even affect how long the trolley lasts before needing to be replaced or maintained and how heavy it is, which could play into how much stamina it drains...
  17. Enchantment system

    In order to cope, that's usually how I think of it. :LI apologize, I'm not really being clear, I guess. What I had in mind is that each different kind of gem would do something different. The quality would only determine how well it does it. That's why they would degrade when removed or when the tool they're used on is broken. Gem grade would basically function the same way as enchantment level, except that the stronger the enchantment is, the more it cuts durability. (Keep in mind that with what I have in mind, they would degrade after a tool breaks instead of flat-out disappearing...) Agate, amethyst, beryl, diamonds, emerald, garnet, jade, jasper, opal, ruby, sapphire, topaz, and tourmaline... It would be easier to come up with ideas if I knew how hard or soft Bioxx wants to go with the magical elements... Diamonds could increase durability... Rubies could give axes a percent chance of dropping a single charcoal from a tree in addition to costing some extra durability to use... Wait, if each gem had different attributes, and multiple gems could be combined, diamonds would be sought after because they could counteract the durability reduction of other enchantment gems. If I had more time I'd flesh the whole thing out a little more...
  18. Enchantment system

    Yeah, I agree. Though it largely depends on how useful the enchantments are. I've only ever gotten chipped and flawed gems. Also a balance mechanic I thought of but forgot to mention for system like this... Certain enchantments might chew through durability faster than others, with higher tiers placing less stress on the tools they're used on. Perhaps gems could be enchanted with experience before being fitted in a jewellers bench, or something.Mainly I just like the idea of different gems doing different things, and gems degrading through use. I'd be happy to help brainstorm unique ideas for each gem if that's the direction Bioxx is going with them. Personally I've never been fond of the idea of 'spending' experience as it doesn't make any sense, but I'd be content if they renamed the mechanic or something.
  19. Resins and Awesome Tree Stuff

    Oookay, you're pretty enthusiastic. I'd imagine the dragon blood tree would produce lots of wood relative to sticks and saplings which kind of justifies it being more valuable than other trees. I was thinking it's resin could be used to cure a bleeding status effect instead of just healing, as well as being used in different medicines. Not sure if it should have to be combined with some kind of bandage first though. The actual uses for medicinal items kind of depends heavily on what Bioxx wants to do with the health/medicine system...I like where you're going with AoE incenses though. I wonder if it could be built into an artisan craft... You know, like another profession.
  20. Enchantment system

    I imagined something similar, but different to the first suggestion. Kind of like Final Fantasy VII materia. You'd slot gems into your tools on a special jewellers table-type workbench. The type and quality of the gem, along with the piece it's being affixed to would determine the effect. Removing a gem would lower it one grade in quality, allowing the tool to break while it's slotted in would drop it twice.
  21. Block Identification (Prospector Pick Alteration)

    It would be kind of neat if all stones were simply labelled as stone/cobblestone unless/until tapped with the prospecting pick in this way. If only because not everyone has encyclopaedic knowledge of different kinds of rock. ...It would kind of neat, but also kind of a pain in the butt, honestly. What's you're take?
  22. Magma forges

    Typically surface lava cools in minutes. Magma forges should have to be built way underground. Other than that, one way to balance a magma forge would be to add heat damage in some form.
  23. Clams, and shellfish.

    The word you're looking for is "snorkeling." Couldn't clams just spawn underwater like flint?