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Lumireaver

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Everything posted by Lumireaver

  1. Resins and Awesome Tree Stuff

    That was my first thought after clicking the "dragon tree" link expecting to see something dragon-like. It's still cool looking, but you've got to wonder how it got the name.
  2. Placing dirt, sand and cobblestone into stacks

    Continuing along these lines would do wonders in the way of building logical, supported structures. If it can be done without being too resource intensive, it should be. My only concern is that because every block would need to check if it can be placed in a certain situation without falling, or collapsing, it might chug a little.
  3. Multiplayer and inter-server travel.

    I think I get it now (If you don't get what's going on here, don't worry, it's a terrible doodle I drew to organize my thoughts.) A single "world" in the traditional sense would be comprised of multiple "island worlds." Each island world would have a couple of biomes. For simplicity's sake, I imagined that an ocean/deep sea biome would serve as a giant portal, while a separate "shallow sea" would be created to allow people to play around in the ocean and stuff. Accessing the deep sea in a single or multiplayer world would open some kind of ocean minigame GUI where the food your boat is stocked with, your heading, and other factors would come into play allowing you to navigate...kind of. To cross servers I imagine you would need to put in an IP address? Then depending on whether or not OPs on the other side have enabled some kind of open harbour setting, travel would be successful? I don't know.
  4. Calamari and Mutton

    It's Eternal, so it was probably a lame joke. :U In case it wasn't, I'm against videogame animal rights. People should be able to chose whether or not they want to kill innocent baby rams and ewes. They would provide less meat, and you would be sacrificing the primary benefits to having a sheep anyway.
  5. Underground Ecology

    If I'm not mistaken, that's precisely the method that would cause low end PCs to lag. Something about fluid calculations everywhere, all the time. If not, I agree this would be the best way to implement gasses.
  6. Underground Ecology

    What about some kind of clever workaround? Instead of an actual air mechanic, making it so that being under a certain y would start an generously long timer that, stacks a bunch of penalties (stamina loss, hp loss, tunnel vision, ect) until you ultimately die. ...This would kill the idea of an underground life, which is unacceptable, so to sort that out it could be made so that being within a certain proximity to a tree, a sky-viewing block, or something negated this timer. Or maybe just being well fed could keep death at bay. I don't particularly like those ideas as they're kind of...whimsical, but they might serve as inspiration to someone else.
  7. Multiplayer and inter-server travel.

    Ah, I read that but I didn't (and still don't, actually) quite understand what you meant. If a section of land is unexplored (not yet generated?) how can it exist to be claimed...? This would be easier with flowcharts. :U
  8. Multiplayer and inter-server travel.

    Hey, a thought just occurred to me (a rarity~!) ...Instead of making this totally cross-server, could it be done something like, umm...Mystcraft, I think it is. (I know very little about Mystcraft, but it seems like you can have a ton of separate worlds within one world...or something.) Or maybe the Multiverse Bukkit plugin is a better example. ...So that one person can host a single server with multiple islands? Anyway, this would ideally be in addition to cross-server play.
  9. Underground Ecology

    If for some reason there isn't enough room underground for everything Nidor mentioned, we should just stick the Underground under the Overworld. Then we can put Hell under that.
  10. Just a small suggestion...

    Re-purposing Minecraft slime to do the job Minecraft slime does smarter. I like it! :U Not sure what glue could be used for a the moment, but we can think of uses right here, right now.
  11. Multiplayer and inter-server travel.

    This would be interesting if combined with the ships suggestion and played with a bit. Constructing a sailing ship, packing it with food and resources, and finally using it to sail to other servers to trade and do crap with. Different sized ships could take larger loads, and so on. I don't like how disconnected from the game it seems though. In Minecraft when you sail off the coast you keep going until you reach another coast...that said, inter-save/inter-server travel seems like a...fun idea.
  12. Repair

    It's mostly a gameplay incentive for not losing your tools. Keeping your tools longer in order to make them stronger through repair also increases the death penalty. You can think of the increased durability as the result of the faults in the tools being gradually worked out through repeated crafting until it's perfect. Usually gameplay mechanics are metaphors that simplify the way things normally work in real life. Sometimes they're just mechanics designed to make things more worthwhile. I tried to swing for both. And what I suggested (concerning repair) was supposed to work outside of any enchantment system, in case you're confused with something else I may have said elsewhere.
  13. Repair

    There you go.
  14. Enchants!

    Yeah, just thinking out loud here...mostly subjective gameplay thoughts...because of the nature of the game (Minecraft -> building, sandbox, ect) everything comes down to the most you're capable of doing at any one point. For this reason the best you're able to do should be limited to something reasonable or else you're just going to be playing Tornado Wandâ„¢ the game. This might seem a-okay in a single player mode (where you might as well be playing in creative mode), but in multiplayer, the degree of craziness that could happen in mere minutes just gets way too out of hand.
  15. Ships!!

    That's a nice, nice, nice idea, JD. :]
  16. Enchants!

    Woah, bsb, that's kind of a little strong, don't you think?
  17. Enchantment system

    This is interesting also. How would we acquire recipes though? I'm feeling something like that achievement system I mentioned up there. (Certain achievements could be cleared on death) Taking advantage of the preexisting achievement mechanic has its merits. The recipe would just be selectable via a scrollable list.
  18. Enchants!

    This isn't really it's own enchantment, per se, but I feel vanilla looting mechanic should disappear and be spread out amongst the various mob slayer enchantments. The sharpness effect could also stand to be nerfed in comparison to the mob slayers just to render them less useless. In the other thread I also suggested seasonal farm tool enchantments that increase the crop yield of the relevant seasonal crops. Since seasonal crops don't actually exist I'll pretend what I meant to say was 'enchantments that increase the crop yield according to the season the enchantment was developed. Also night-time bonus enchantment. I don't feel a day-time bonus is a good idea because you'll normally be playing during the day anyway, though sunrise and sunset enchantments, or full moon enchantments with more significant boosts might be a viable idea. Also also some kind of axe that have a slim chance of getting charcoal from tree drops. We should probably keep discussion regarding how to acquire the enchantments in the enchantment mechanic thread though.
  19. Enchantment system

    Oh, I...think I understand. Comparing it to the traditional enchantment system doesn't really make any sense considering it doesn't use currency (experience/mana/whatever), or rely on randomness to determine rewards. I suspect that mindset is what is preventing you from seeing the merit dynamic enchantment growth would have. This entire time I've been thinking of it more like a achievement system. Once you've 'enabled' and fitted a gem on a sword, for example, you would have to kill thirty(example) creepers to acquire the creeper slaying enchantment, bestowing you with an extra half-heart(example) of damage against creepers. Killing sixty more could give you another half-heart, and a five percent better chance of getting loot(more examples). If you were to kill sixty mobs without focusing on any one mob (no mob is >XX% of the last sixty...) you would get a more generic power boost without the benefit of an improved drop rate. It could be made so that certain enchantments lock out other enchantments, or so that if certain enchantments are possessed, other enchantments behave differently. For example possessing the generic power enchantment would override the creeper slaying one, however you would still receive enhanced drops from creepers. Another possible function of gem (types) I just came up with would be to amplify the enchantments when like gems are used. So a full diamond encrusted set would receive a bonus while a mixed ruby, agate, beryl set would get none. I've also put some thought into gem setting and gold smithing. Setting gems could function similarly to using an anvil with some key differences. There would be three input slots...one for the gem to be set, one for a workable (liquid? soldering?...not sure if good idea...) precious metal, and one for the tool being decorated. Like smithing, you would get your rules, but unlike smithing, failing would risk losing the gem, or lowering it one grade. (The margin for failure compared to the anvil could be tweaked.) Other possible enchantments (with crappy names) that could work: Night bonus (Works with anything) - Hard nights have improved tool efficiency at night. Use your tools primarily at night... Seasonal bonus (Farm tools) - Harvesting many the current seasonal crops has improved crop yield from the current seasonal crops. Simply use your tools to harvest many seasonal crops... Food bonus (Works with anything) - Working with a full stomach improves efficiency, stack with other bonuses... Eat before using your tools a certain number of times... Part of the fun would also be discovering these enchantments. Unless you're one of those people who looks everything up in order to minmax your efficiency. Some (also crappy) illustrations because I was bored. One, two, and three.
  20. Enchantment system

    Try the [ code ] tag. It's monospaced, so you can add spaces between your words. +-------------------------------+ |You can even draw silly tables.| +-------------------------------+
  21. Enchantment system

    Good lord. Arpeggio~! Hrm...I'm not as bothered by this at all. What about the actual enchantments though?
  22. Wheat Domestication Flow Chart

    Aye, retracting what I said earlier. The chance is certainly not too low. Also the bigger the farm the greater the chance. (Which means the more work the player puts in, the greater the pay off... Always a good thing.) I still feel that it wouldn't hurt if fertilizer could slightly up the chance of receiving the climate appropriate seeds over other mutations...the odds of receiving a mutation should stay the same. ...The only reason I'm not 100% is because if the RNG is going to screw you, it's going to screw you regardless of any hard advantage you should have.
  23. Enchantment system

    Actually I got that part, I was just being cute. Holy crap, I remember you saying the exact same thing. High five! :U I still say your 'shroom rune pattern thing's biggest flaw is the looking-things-up issue. I know tool schematics have a similar problem, and I'll give you that it may well be that the only reason people (myself included) aren't buying it is because it's something that wasn't there to begin with... However(!), adding to the list of things people have to look up in order to use something isn't a good idea in general. To put it another way, people don't really have a fair shot when it comes to guessing runes, but with the tools, the shapes are at least a good clue. As a corollary, if all of TFC's gems were, for example, birthstones (and birthstones were universally agreed upon, totally standard, and not a silly idea), and the 'runes' for each gem were the appropriate astrological signs, then I'd be less adverse to it...because there would be some logic to it...but that's a totally bad example, because birthstones aren't...good. You see where I'm coming from...? As for me, specifically, I don't like the idea of any magical elements significantly affecting terrain generation. This isn't an argument, but an opinion. I just want to keep the magical stuff tucked under the rug. Or deep under TerraFirma's crust. Like all the way down in hell. Kind of like Lord of the Rings(only less), where magic and monsters exist, but none of it is in your face.
  24. Wheat Domestication Flow Chart

    I agree with daveris, and Teranz. As much as spontaneous adaptations don't make any sense, it just feels better than relying on a slim chance. (edit: Although considering how much wheat you burn through, it might not really be that slim...but never mind that.) ...Also trees grow instantly too, so it fits. Another acceptable alternative would be to make base crops grown on fertilized soil guarantee or, preferably, significantly improve the odds of getting climate appropriate seeds.
  25. Question that will become a suggestion

    I don't view Minecraft as an age progression game. It's just a quirky block building game with TNT and spacemen because the developers thought that would be fun.