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Lumireaver

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Everything posted by Lumireaver

  1. Deepening Combat a Bit

    I've never actually seen Mount & Blade, but I just looked it up though, and it seems like a Dynasty Warriors kind of game. I'm not seeing how that works in a engine with a pace like Minecraft's. I guess allowing a mob to hold on to their attack after the startup until you're actually in-range for it would be alright. Logically that would make them harder to manage, even if it makes them more predictable. I don't know. I was actually thinking of King's Field and Eternal Ring, and why combat occasionally feels so slow when I play them. :U
  2. Deepening Combat a Bit

    Yeah, I'm not keen on the numbers I used either. It feels to me like I'd need to see it in motion to get a better sense of just how long 'a couple of seconds' is when you're actually playing. I don't see how it would make combat feel turn based at all though. Please elaborate. When you make the decision to turn and face an enemy as opposed to sprinting away. You'll most likely want to hover close, baiting an attack while being mindful of the enemy's range. Once you're sure you're safe, you would initiate an attack yourself. You can also try making the first attack yourself if you notice the mob is initiating an attack with a longer startup. Repeatedly attacking would most likely result in being countered. (Being attacked during startup could result in critical damage?) Throw in multiple mobs and the whole thing becomes much more frantic as you try an micromanage spacing, watching for different attacks, and dealing damage. Pseudorandom timings are definitely a neat idea. They'd keep people on their toes. Just as long as certain attacks are consistently longer than others. Make things too random and actual combat experience will amount to nothing. I was mostly trying to fall on fighting game logic. Not so much RPG logic. :U
  3. ...Trees need to fall. They just need to. The more I think about it, the more I'm absolutely convinced...let me see if I can persuade you guys. ...Here's how I feel a lumber farming forest run should play out, more or less. Your inventory is decked out with all of your tree related tools. You've got an axe, a saw, an adze, and a tree tap. The axe now functions differently. Like a bow, it can now 'charge' up. Hitting wood with a full charge will give you that satisfying 'thunk' sound. :U So you see a tree you want to fell. You walk up to it, pull out your axe, and knock it two or three times on one side. A notch appears at the base of the tree. You circle to the other side, and proceed to hack away until the tree gives. (Suggestion for possible method in spoiler tags...) If you ever got curious and tried knocking all the way through a tree from a single side, the tree would end up falling on you. Clearing all the leaves would make this a bit safer for bystanders. In any case, you've now got a huge sideways tree laying in front of you. Using a axe on these sideways tree blocks would harvest logs. Using a saw instead would give a better yield. Leaving the felled tree there for a couple of days might spawn mushrooms, or something. Using an adze on a (standing) tree will remove the bark from one side of the block. You could use this bark to make medicine, and other craftings. After removing the bark, you could also hammer in a tree tap, hang a bucket. Come back in a couple of hours for some tree product. :U Using an adze (two or three times) on a set of three connected, felled log blocks would create a dugout boat, which would have to be dragged to water before it could be ridden. ... Moving back to logs (items)... I want to say we need to add some kind of carpentry workbench, but I believe that's something that's best avoided. In reality you don't need a special table to preform wood work. Okay, suspending this line of thought until after I drink my yummy carrot smoothie. I'm thinking one two should work the log into planks, another should work it into a crafting, and the last should work it into a smaller 'half'logs that could be worked into smaller products, but there's a huge problem with that because saws are currently pretty hard to acquire. :U This might not be a problem if we will need nails to produce wooden plank houses as saws and nails would pretty much land at around the same time, and building materials like mudbricks and so on will already have been available for a long time. ...What do you guys think? Would it be possible to, on tree knock-down, eliminate the original tree blocks, spawn a tree entity, have that fall over, then spawn tree blocks where it lands? Videogame smoke and mirrors to make that would make it seem like the tree blocks actually fell, when in reality new blocks were spawned?
  4. Slanted Support Beams

    Wait, so are you also suggesting slanted blocks, too? Like the Slopes Mod?
  5. Slanted Support Beams

    Aesthetics. I'm just not sure it'll work as well in practice as it looks in my mind. A slanted beam would require a slanted block in order to stick without clipping. :U
  6. Deepening Combat a Bit

    Well Bioxx recently added PlayerAPI as a dependency, so... To give you an idea of the kinds of things that should enable, check out the other mods that use it. :U
  7. new passive mob AI

    There are plans to make feed bins and stuff so we don't have to sign in every two hours, right? Right?
  8. Total Ranged Overhaul

    This is my favourite of your three overhaul topics. :U Also as much as I like composite bows, wouldn't it be a lot easier to carve a self bow from a log. ...This video isn't of the greatest quality, . It's actually part of a series of three videos if you're interested. Also, with mobs being as...dumb as they currently are, there's not much of a reason to make combat very deep. Actually, no. That's not quite right. I'd go as far as saying most first-person melee combat is functionally limited to this mashing kind of gameplay. Adding different damage types, weaknesses, and resistances is just a way to dress things up. In order to add a more strategic element, you don't need to add a wall of math and damage calculation. You need to slow things down and add deeper mechanics. For example, all attacks, from players and mobs alike, could take a second or two to draw, cutting movement down to sneaking speed. After the draw the attacker would actually preform their attack. Different attacks would have different draw periods. Mobs and weapons should also have two or more attacks (or functions), and each attack should have a tell. Spiders could be given an easily-avoidable, debilitating, web-shot, indicated by some mouth-foaming during their draw. Zombies could be given a damage-dealing grab, indicated by having their arms up. (And a lunge, considering they don't really have an attack to begin with.) Swords can block, making them a balanced option, while maces could be given a forward step attack, and an in-place attack, or whatever. Adding options deepens things a lot more than math does. ...Anyway, I've gotten a bit distracted. I also really like the pilum. :U
  9. Dirt Roads

    I know that, it's making it happen instantly is what wouldn't make a whole lot of sense. ...Of course we could chalk that up to game-logic unless we really wanted to make it a two step process. (Rake -> Tamp) I'm indifferent on that subject though. What I really love is what you've suggested about requiring flattening in order to build with heavier building materials. This could also extend to laying down rails, and stuff. I was thinking it could be a blue-print tool though. Just make a huge rectangular box. Very yes, plus one. :U
  10. Just a stray thought. What if wooden planks were tenth slabs. (Stone is shaved in tenths...) Once stacked to a full cube, the plank blocks the could then be sawn like the stone/chisel mechanic. Hrmm.... Additive building doesn't seem to me like it would work as well as subtractive building with stone and chisels. It doesn't make any sense with wooden planks. That's my biggest gripe with the mechanic. Wait a minute, more stray thoughts...pretend we have adzes. :U If you chop a tree with an axe you get logs. Use an axe on one of the logs to get "treetype wood," which could be used to produce things made out of wood that wouldn't normally be made out of planks and nails. ...Unfortunately I can only think of decorative things, which doesn't bode well for this idea... ...Maybe wooden bowls or self bows, or something? Using an adze on a log, however, would yield planks, or the current plank block. If it would yield plank blocks, shaping could function like the chisel mechanic. If individual planks, they could maybe be combined using some kind of carpentry GUI on placement, requiring nails for each plank used...? Also using an adze on a tree would strip the bark, and, once stripped a tree could be tapped for its product.
  11. Dirt Roads

    Now, I don't really like the idea of adding a tool for a single purpose, but when I stop to think about it...that's kind of how tools get to be invented in the first place, isn't it? A tamper is definitely a more sensible way to make a decent dirt road than a rake. ...Though it doesn't explain why the grass magically goes away. You'd realistically need a rake, and a tamper to make a decent dirt road... ...I think I'm going to be switching from the No-More-Tools camp to the Tools-For-Everything camp now. :U That's true. As a matter of fact, I was thinking of maybe suggesting that perhaps what you said could apply to swampy or marshy biomes, but I wasn't sure if it was a good idea. Yeah, I was thinking more along the lines of primitive dirt roads made by hand. The modern example was just to ring the point that they're actually still used. As long as it were tweaked finely enough so that it's more of a little chore you can fix while you're passing by and less of a huge grievance that destroys an entire town's walkways, I wouldn't mind roads semi-frequently crapping up during the rainy season in humid/damp biomes...I just can't see dirt roads instantly becoming slush over the course of a single rainstorm.
  12. Dirt Roads

    They both have advantages. The first has the benefit of making it something automatic, meaning wherever a player chooses to live, there will be evidence of their presence. For example, imagine trekking through a forest in SMP and spying some well trodden dirt by a spring out of the corner of your eye. Following it would lead you to a cottage hidden deep in the woods where one player has decided to make his home. ..It just kind of adds to the atmosphere. :U Using a tool makes the process a lot faster, which is good for cultivating a nice, unified towny feel. It's also faster, and much less resource intensive than paved roads. Given some more thought, realistic road maintenance wouldn't really fly because of SMP...however, if a wildgrass, or other invasive, weed-like plant were introduced that grew and spread over grass, perhaps it could grow over dirt roads and not paved ones. Medieval isn't quite right. I think man-made dirt roads probably predate just about every other man-made construction on the planet. They're also still in wide use today, depending on where you look. Run a Google image search, why don'tcha? Here's some more reading that proves how modern they are. :U I kind of disagree with rain turning dirt roads to mud, It would take a torrential downpour to do something like that. Normal rain just makes dirt wet.
  13. Happy Birthday Bioxx!

    Happy Birthday, Bioxx. :U May you eat a delicious cake today. I can't actually confirm 'cause I don't know if you can time-skip...
  14. Dirt Roads

    I'm pretty sure the organization benefit is already a pretty huge deal. Especially when we're talking about multiplayer environments.
  15. Tiny Tweaks Metathread

    Small tweak. :U The knapping GUI could stand to have some outlines.
  16. Texture Artist Submissions

    Hastily done to make up for all the time I spent not being home. :U edit: Noticing my orange pallet is a bit off. Oops. By the way, the last sprite is willow leaves. Because they currently use vines, which is weird.
  17. New Wood Type: Blue Mahoe

    I'd like to see the blue mahoe...in addition to the dragon blood tree, and whichever variety of boab Bioxx finds most comical.
  18. Tiny Tweaks Metathread

    Haven't gotten the chance to play the new changes since I just got back from vacation, but... Couldn't stone break up into a stack of 4-8 rocks, which when crafted (with sand and clay? or a sand/clay mortar product) created a cobble block? Probably too much inventory weight, so I don't know, but it could work. Also, while I was in Orlando, Florida, I noticed that the mornings there are very misty. ...Morning mist would be a nice touch to certain biomes. :U
  19. New slots

    I'd like to plug the mock-up I posted earlier. Personally, I feel clothes should be worn under armour. Surcoats, other aesthetic gear would make for good generic accessories. Weapons and tools should be kept in the hotbar though, or else there's too much room to carry whatever you want. I feel a backpack should add to the available inventory at the expense of the time it takes to rummage through it (navigating through GUIs) as stack sizes are already being rebalanced, and could potentially be handicapped through status effects. Kind of agree with Eternal about capes though. It would be nice to keep them special.
  20. Game time based on system time!?

    Posting from a mobile phone. Forgive me for not reading por favor. :U It'd be neat if, when the game was off, time progressed in real-time (obviously simulated) so when you get back after a week-long vacation your TerraFirmaCraft world will have aged a good bit (seven in-game days), but not by a huge ammount. Useful-ish for multiple worlds. Kind of.
  21. Lock Boxes

    Plugging my own lock/lock-picking minigame idea. I think it suits TFC more than it did vanilla. By the way, going on vacation. See you guys in a week. :U
  22. new passive mob AI

    That is unfortunate. ...If you could add some kind of debug/cheats-only speed-pregnancy/age-up item, for single-player people...for whom an in-game year can drag on for several real-time months, that would be appreciated. Extra points if the items are only usable after a certain point during the pregnancy/life-cycle so it's only half-cheating. :U
  23. Mobs with Armor/Weapon drops

    I nominate lunar cycles. The darker the night sky, the tougher the mobs Or if you're doing that mob-nest thing I've heard about, the nest mobs can be armoured.
  24. new passive mob AI

    Woah. (That's pretty amazing.) ...Though, I think when it comes to pregnancy terms we can deviate a little bit from what is true-to-life in favour of what is playable in a reasonable amount of time. I mean, like one to three months would be alright. It's good to avoid instant gratification, but over one hundred hours of gameplay for a single mob is a lot to ask for... Personally I feel one month pregnancy terms, with six months to maturity would be good, but I haven't play-tested anything to be sure.
  25. cobble walls

    Aesthetics. :U I 100% love that what that mod Barkingnoise posted has done with the cobble fences.