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Lumireaver

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Everything posted by Lumireaver

  1. Economy Ideas

    You're restricting creativity a teensy-weensy bit by attempting to assign an intristic value for money. Minecraft, particularly TFC, seems to be about building everything from scratch. This could easily extend to economies. Bartering works in small communities, but the larger you get, the more disputes you might run into about what anything is worth. Also kingdom-sized servers would feel kind of off if they only deal with chickens. Idea, in order to prevent (deter) counterfeiting it could be made so that coins could be minted from several metals. The first precious metal would determine the coin type with special combinations yielding alloy!coins. (The difference between a gold coin and an electrum coin would be the ratio of metals used?) After the first ingot, any number (with a reasonable limit) of ingots could be used to create the coins. (Total coin output = ingots used x XX) Unless the next batch of coins uses the same pattern of ingots they won't stack. Not so easy to spot/produce counterfeits. Coins made of just one type of metal would be bullions. :U PS Counterfeiting has been around for ages and has been punishable by death. I don't know how your server takes care of counterfeiters though... :U
  2. New Alloy: Electrum

    Ancient coins were detailed, we can't draw coin stamps in TFC, so pass codes could serve to distinguish coins in a similar manner. I'm not talkin' 'bout no Deus Ex nano machine encrypted digikeys.
  3. New Alloy: Electrum

    I'd like to see currency buff enough to work in a server the size of Super-Earth, honestly. Thousands of people buying and selling goods and labour. I know most TFC servers are going to be small 'just friends' deals, but I ideally I want the potential for worlds as large and developed as Tamriel, or Westeros. A simple silver -> gold -> platinum system would work, but it doesn't give as many options as a whatever-metal-you-can-mint (with restrictions) based economy would. It's also worth noting that coins are usually mostly comprised of base metals. Also name and code based coin minting for anti-counterfeiting. After creating your coin blueprint a gui would pop up asking for the name of the coin (giving you, for example gold rupee, brass rupee, or whatever) and a code. Coins minted with like codes would stack. Different codes don't stack. Code can be left blank.
  4. Balanced Diet

    Does this mean we'll get midnight suns in the great white north?
  5. New Alloy: Electrum

    In a large enough server with multiple villages, different coins could allow for different 'dollar values' per currency, in a neat little economy kind of way. It (precious metal alloys) might also make a nice addition to a gem setting, jewellery related enchantment system.
  6. Suggestion Forum Organization

    Yeah, there's no real way to make things open and organized at the same time. Too many people have ideas. :U We could make thread tags required from a list of predetermined tags (or else the thread is locked on sight) If this were done I'd reorganize my post to alphabetically list every thread under each tag. The problem with this is that it's hard as balls to apply retroactively. I personally wouldn't mind a Suggestion Forum 2.0, as long as the current were only closed and not removed. We could salvage posts and threads from it bit by bit. Let's be honest, what we stand to gain from some kind of organization would benefit the community by bringing the good ideas forward--this is probably worth closing these threads. The disorder here is why I made that one thread, and that didn't seem to be enough. Forcing specific thread tags (and therefore forcing people to at least gloss over the thread list) should eliminate thread reposts from pretty much all of the thinking, reading users. :U Number of corrections made to this post: >10
  7. Midnight Sun Mode :U

    Mechanics wise? Primarily easier harvests and exploring during the summer months when there's twenty-four hour sun. If there's a fatigue mechanic, this would be a fun time for sleep requirements. During the winter there would be predators everywhere most of the time taking advantage of the polar night. Crops would grow slowly, and generally it'd be a pretty hardcore challenge.
  8. Midnight Sun Mode :U

    Okay, so I'm watching a documentary called Viking Wilderness, and they've just covered a bit about how some creatures deal with the extended periods of daylight or nightfall they deal with over in Scandinavia. For some odd reason I feel compelled to make a suggestion out of it. I thought it'd be neat if we could decide whether or not to enable something like this this on world generation. ...Actually, for that matter, it'd be neat if we could tweak some other environmental things like weather patterns and climate (by latitude?) and so on. Fat chance, I know, but maybe it's interesting enough. Some reading on primitive time keeping mechanisms that might be fun to build in a Minecraft world without a clear time of day. Aye, this doesn't really warrant it's own thread since it's not a totally complete idea, but I really like watching discussions unfold on this forum.
  9. Sticks Vs Handles/Rods

    I can totally imagine myself sitting criss-cross in a beautiful grassy field working on my lap definitely not nervous that I'll be eaten by a bear at a moments notice. I just don't see it as something that requires a workstation, but I could be wrong.
  10. Tiny Tweaks Metathread

    We're talking a cubic meter of soil here. You need a bonafide spade, not a tiny baby shovel. :U
  11. Sticks Vs Handles/Rods

    Ideally, I'd like to see sticks and stones used for stone tools. Carved handles and metals would be used for metal tools. Leather-bound handles and alloys would be used for...alloy tools. Also leather strips, or fibres of some kind ought be required to fasten tool heads.
  12. Sticks Vs Handles/Rods

    This, but shapeless. Less crafting table craftings, please. :U
  13. Trees should drop seeds instead of saplings

    I have an idea for you that I feel has promise, but could use some work. What if saplings (as we know them in-game, not to be confused with real-life saplings, possibly renamed to avoid confusion) had to be planted (grafted, like branches) onto a stump block of the same type in order to grow. The growth process would still take about the same amount of time as it does now. This would be the primary method of farming lumber trees. I'll jump back to this in a second. (So we're clear, tree grafting is ancient.) The tilled-soil/seed method would be primarily used with fruit bearing trees, but also to grow new lumber trees (as in, in another location), as the above method would effectively limit you to collecting lumber from the same tree farm until you can plant your own trees. Just plant the seed on tilled soil and it'll eventually grow a tree seedling, which could then be replanted wherever you'd like. Possibly kept in a pot as a decoration, Bioxx willing. :U (I'd like the planting of new trees to be a bit harder, with greater need for maintenance or something, but I'm lost as to how to accomplish that.) edit: o wait, maybe planting new trees could be done seasonally
  14. Tiny Tweaks Metathread

    I'm thinking too brittle, difficult to put on a stick, and heavier than it ought to be for what it's meant to do considering what it's made of.
  15. Charcoal Stacks

    As long as ash blocks use wool sound effects. Ash also ought to be used for crap. It could be used as fertilizer/pest control for plants, or possibly mixed with something to create flux. :U
  16. Bloomery Mold Patterns

    Would this create a bunch of new (but identically named) tool items with half (example) as much total durability...or would it tools created through this method start with a half empty durability bar? The second option would allow cast tools tools to be repaired, and improved, if a system like that is ever established.
  17. Tiny Tweaks Metathread

    People use glowstone to make decorative lamps instead of using torches. Couldn't we just get lamps instead. However, if lamps are designed to use some kind of fuel, then I guess glowstone ore mined from hell stalactites could be crafted/smelted into some kind of nifty permaglow substance. :U
  18. Charcoal Stacks

    Does this look like a charcoal pile? :U
  19. Rework Mushroom Biomes

    Are you guys really sure you don't want to do something interesting with them? It just seems like a nice place to get creative. . Keeping the mushroom biome also allows you to think-up resources that suit the needs of the mod but don't work with the time frame of the mod. Extra bioluminecent fantasy mushrooms could be crafted into lamp-like planter blocks to replace glowstone. You could add mushrooms to use as medicines or toxins, or whatever.If it's got to go though, it's got to go. :U
  20. I think what he wants to know is if you can make part of the recipe shaped, and the rest of it unshaped. IE: Four wooden planks in a square, and three tools wherever.
  21. Imaginative Combat Difficulty Tweaks

    I read, "I get knocked down..." and imagined that you were going to suggest zombie attacks have a chance of knocking the player down, rendering them susceptible to being jumped by the whole horde. This should totally happen. In regards to what you actually wrote...what if at night zombies had a XX% chance of getting up with YY% of their health after ZZ seconds of sleeping on the floor. Variables because math is fun. Difficulty would determine how many times zombies could revive, as well as how often it happens. Also Dunk should make Creepers avoid player line of sight behind obstacles, and move slightly faster when out of sight. :U Also an odd idea. The other mobs are also going to receive genders somewhere down the line, right? (Not sure...) What if creepers exploded based on gender, or something? Like, females become able to supercharge at will after having their offspring. Males could be smaller, and faster.
  22. Beasts of Burden

    Ouch. Yeah, no worries then. It's better when people work at their own pace than when they rush through trying to cover a lot of ground.
  23. You could always design a mob that has a physiological need for certain minerals? Maybe something silverfish-like?
  24. Finish making minerals useful

    I don't know, guy. Your take on project management is nice and professional, but I prefer the open, mostly transparent approach Bioxx is taking.
  25. Keys to protect all your goodies

    Fair enough. Though I was thinking of something more feral and primitive. Solitary goblins, Smeagol/Gollum-like in appearance, but much less intelligent. They would have a fondness for shiny things, like gems, and ingots, but they wouldn't hesitate to take your meats either, being survivors themselves. Nothing too smart or organized. (Maybe imps are better image-wise? Not familiar with my fantasy creatures... Anyway, raccoons or any natural thieves would work just as well.) In my mind, you'd probably see one but once in a blue moon, probably by your very own house. Locks, and/or smart construction would keep them from getting into your stuff. If you caught them before they got anything stuff they would tackle you perhaps taking things from your hot-bar, but once they've got any sort of prize, they would throw rocks while quickly retreating. I mostly agree on the functionality of locks, however, while putting a lock on your chest is the same as putting a sign that says "Please don't steal," the former is undeniably more immersive. ...It's just that it would probably be too much work for not enough of a feature unless there were some other benefit, which is why I brought up a looting mob. (Not everything you run into while you're surviving is out to kill you. Some things just want to steal your food. Little hominids are just the only ones I could imagine opening doors and chests.) If that's totally out of the question though, I'll concede that locks are a dead end. :U