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Lumireaver

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Everything posted by Lumireaver

  1. new passive mob AI

    Three quick questions... Will mob younglings take longer to grow into adults than in vanilla? Will we be able to tag mobs with nameplates? Will the amount of care invested modify mob drops? (IE: >XX Feedings [Limit 1 feeding per day] = 100% Drops)
  2. Fossils in sendiments

    Who says they need to do anything? Just collecting and trading rare oddities could add something to multiplayer. "Say, I'll give you this ancient femur-looking thing for uhh, three dozen brass coins. I need it to finish my collection. :U" Displaying them and building your own museum would be amazing, but that's just a bonus. Giving them any sort of practical use wouldn't make a whole lot of sense. (Unless you count certain fossils signifying nearby coal or petroleum deposits a practical use...)
  3. Chest storage size

    While I do agree with the sentiment, I'm pretty sure it could stand to be tweaked just a little bit. Cutting block stack sizes down to thirty-two seems alright--almost insignificant. ...Anything more than that and I'd have to try playing for a little while to see how significant it actually ends up being in the long term.
  4. New Health and Medicine System

    Was bored and I wanted to try a mock-up, too. It took me longer than I had expected and by the end I was feeling rather fatigued, so I borrowed some sprites for a certain game for mock-up purposes. If something like this ends up being what we end up with, I'd be happy to produce some ore original artwork. Anyway, I tried to include as much of what I've read (from various threads) as possible. From the first tab, to the last... The basic inventory screen. Quick access to armour, and a crafting grid... There's only one thing I really need to explain here, and that's the wallet slot. ...The way I imagined it, the wallet would work as follows: When a wallet has been placed in the slot, coinage could be dropped onto the bar next to it up to a certain point. (Wallets made of higher quality leather hold more coinage?) Left-clicking the bar would withdraw as many of the lowest denomination coins (up to a stack) as it can. Right-clicking would pull the highest denomination coins. Not sure I like the mechanic, as it adds quantifiable value to coins. Next tab, clothes and accessories. Yeah, not sure what I was thinking here. The slot labelled "A," is supposed to be a generic accessory slot, for things like rings, necklaces, or capes. Backpacks, and quivers are two things I also see frequently suggested. I added the buttons to fill space, but thinking on it, they could easily link to extra inventories. Depending on how stack sizes are balanced later on, having more slots wouldn't necessarily make things any easier. (To illustrate, if all stack sizes were halved, having double the inventory wouldn't seem nearly as broken, now would it? :U) There's also another idea I had regarding backpacks, more on that in the third tab. ...Anyway, the quiver inventory could allow players to select between different types of arrows, if those are implemented. Third tab, which also happens to be the only one really relevant to this thread. I tried to make everything as readable as possible. On the left, a paper doll with different body parts. These parts would change colour according to the kind of ailment they're afflicted with. Broken bones would be blue-ish gray, gashes and scrapes would be red, sore muscles would be purple, and so on... (...They would hopefully be clearly tool-tipped on mouse-over just so you don't have to look anything up...) The six slots next to the paper doll would be where you place your curatives. Placing the correct curative in the correct slot will start the corresponding timer (Those things on the right), and once that's done, you'll be cured. You'll also note the odd inventory slots in the last tab. Those were done with two things in mind. If backpacks add inventory slots to Steve, all inventory slots would appear like that until you've gotten a backpack. Otherwise, if you've injured your arm, it could be made so that you also lose inventory space. :U That's not everything I had in mind when I started posting, but it's getting late and I've pretty much forgotten where I was going with this.
  5. Chest storage size

    Oh. Once again, I'm only loosely informed on the subject... However, I think you're confusing damage values and metadata. Metadata is comprised of a bunch of four bit pieces of data. (So 0000, 0001, ect...) (And I'm not sure if stuff in your inventory has that kind of metadata...) You could probably do something like that with damage values if you were a crazy clever math and java genius and you found some way to assign different ranges of damage values to be different tools, or something.
  6. Fossils in sendiments

    I'm not so sure I could consider an inanimate skeleton a pet. :U
  7. Research

    I read "research," then I saw "Thaumcraft," and nearly died. ...Then I read the rest of the post and felt all warm and fuzzy. Yes, something like this should most definitely be implemented in-game so wiki hopping isn't so absolutely necessary.
  8. placeable ingots (show off your swag to the world)

    Not sure I follow. (You're saying people would melt their money to reuse the metal?) Wouldn't coins be made mostly out of precious metals, which aren't useful for tools anyway? If we want some copper, or other useful-metal coins, could we just make the coin minting process unreversible? (I imagined one ingot would get you a decent handful of coins, by the way...) Or it could be made so that melting down coins is only possible in bloomeries where every bunch of coins would only give you the appropriate amount of metal in return...?
  9. Fossils in sendiments

    Agreed. And we should be able to assemble dinosaur skeletons! I'm only half kidding. (If anyone higher up decided they were up for it, I would open paint and start pixeling like a boss, I swear on my right thumb.) Even if not, it'd be a nice treat to find something different every once in a while.
  10. Chest storage size

    - above post snip - What are you trying to do? In vanilla Minecraft, the ID of wooden planks (oak) is 5, or 5:00. Pine, birch, and jungle, are 5:01, 5:02, and 5:03. You could keep going for a good, long time. I don't know if there's a difference between blocks and items, but potions go as far as (373:)16471. Stuff like item storage, signs, and, well, anything that has to remember anything...if that's what you're aiming for, requires the use of a tile entities.
  11. placeable ingots (show off your swag to the world)

    It helps the dev team sort through our crap when all of it is in the same place. Bioxx is probably not going to copy-paste any of our ideas word for word anyway...reading them might inspire him to try his hand at creating something with a similar feeling. At least, that's what I've been thinking. :U As far as minting coins, they could be created with a plan (scribing table) on the anvil. At least, until something better comes along.
  12. Chest storage size

    I like this idea. Though the piles could stand to hold a little more since they're not tied to a game mechanic like logs/charcoal. These piles could be larger than a single block, like beds are. A stone pile, for example could be 3x2x2. Not sure if that looks as good in practice as it does in my head. Shouldn't wool storage require some kind of textile?
  13. Chest storage size

    I once shovelled enough dirt to make a small hill. By the end of the day I was exhausted and covered in grime. :U Anyway, as it stands currently, you pretty much can carry a castle in your back pocket...or at the very least, a good sized fort. ...In order to make things like rails, minecarts, and potentially pack animals or whatever a bit more useful, it may well be a good idea to limit this inventories just a bit. An idea I haven't read yet regarding a rucksack mechanic: What if stack-size was affected by the rucksack you had equipped? For example, cobblestone could stack up to thirty-two normally, but could reach stacks of sixty-four with a rucksack equipped.
  14. Backpacks

    I'd think it kind of neat if you spawned with a full-sized backpack (standard inventory size) and climate appropriate clothing--but only if you needed a backpack to hold more than nine stacks of items, and not wearing any clothing made you more susceptible to things in the environment. (IE: Poisoning brushing against certain bushes, hypothermia and so on...)
  15. Item weight and speed of walking

    Do you think they hauled armoured knights onto their horses with cranes, too. :U I agree that a realistic weight/encumbrance system would screw over the fun factor--also that's what stack, and inventory sizes are for. (What I mean is it would be simpler to slow people down based on how many empty slots they have left, or something along those lines...) However, giving every in-game item a weight value, as long as that value was assigned with gameplay in mind, wouldn't get in the way of having fun.
  16. Enchantments; The Photon Strikes Back

    Hey, Eternal is a bit eccentric sometimes, but that's a good thing. He offers unique perspectives, and has some interesting insights. Instead of calling him stupid (If that is, in fact, what you're doing, your metaphor is slightly lost on me...) you could have just asserted your belief that not everything in the game needs to be justified. Or whatever. Geez. As far as me seeming trollish, that's partly due to this being about gems and enchantment, and I'm a little worn on that subject. As a matter of fact, I was going to post a thread titled "Screw Enchantments," where I intended to suggest we scrap traditional enchantments entirely and move them all to more sensible areas of gameplay. For instance, speed enchantments could be replaced with sharpening, and durability ones with reforging. These could stack up to a certain limit, making it so that a given tool would become more valuable with enough care. Supernatural ones, like smite could be passed over to silvered daggers, and so on. Fire ones could be related to hell. (Forged from a mythical hell ore, or simply forged in hell?) I haven't given it a lot of thought, and those are just examples other people have gone over at length in other threads, so I didn't bother posting. I'd just need to find something to do with gems so that they're useful for something besides glamming up your junk. :U Oh, also, when I use :U that generally means I'm not taking myself serious because I think I sound ridiculous.
  17. Item weight and speed of walking

    ...I get the odd sense I've seen this discussion play out. It turns out plate armour doesn't inhibit movement as much as most people would initially believe...and why would it? That stuff was designed to save lives. If it turned you into a lumbering target it wouldn't have been of much use. That said, impeding sprint duration, or the ability to swim? I can live with that. :U
  18. Item weight and speed of walking

    Anyway, I feel that working with actual weight isn't a good idea, but gameplay balanced weight values would be better. For example, a player should be able to carry three stacks of cobblestone, six stacks of wooden planks, or nine stacks of dirt. You just can't limit inventory space too much in a building game or you're going to hurt the gameplay. You have to strike some kind of balance.
  19. Enchantments; The Photon Strikes Back

    Yeah, but you've got to flesh things out so that they seem coherent, you know? Creepers don't exist in real life, (and neither does magic, but there is tons of literature on the subject) so they're free to violate common sense as they please, and respawning, and voxels are an accepted part of the medium. Anyway, if you dressed it up you could perfectly justify creeper behaviour in a bunch of colourful ways.
  20. Placing dirt, sand and cobblestone into stacks

    I know this. The mechanic I've been discussing is a means to replicate that. :U If you had read that other thing I said, you'll note that this mechanic would only apply to dirt that is picked up and then later set down by the player. Steve would mine a dirt block, and receive a dirt item, then upon placing the dirt, it would behave like a liquid for a short bit before actually changing into/spawning a dirt block.
  21. Resins and Awesome Tree Stuff

    I posted this at in the thread over at the Minecraft Forum, but I figured I'd bring it here for further review. Lazy post is lazy I'm not sure what need to be elaborated on, currently. Actually I'm researching resins myself to see what comes from where. Also requsting Dracaena cinnabari.
  22. Enchantments; The Photon Strikes Back

    You could fake-up some stuff about the crystal structures resonating well with arcane energies or something. This energy could be oozing out of hell, and affecting the TFC gems. :U
  23. Placing dirt, sand and cobblestone into stacks

    I think it's more along the lines of 'solids that use liquid pathfinding in order to reposition themselves into more sensible locations.'
  24. Seasons Remastered

    Incidentally, that's precisely what I suggested in the thread I linked, and precisely what Bioxx responded to. :U
  25. Seasons Remastered

    At first I would have agreed, but after thinking on it, if you never see your first winter just because you've gotten bored, that isn't necessarily the mods fault.