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Peffern

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Everything posted by Peffern

  1. Accessories/Armor

    THIS IS NOT REFERRING TO COSMETIC ACCESSORIES. It is intended for pieces of armor that provide some function besides (a small amount of) defense. This was originally intended for MCF but it works better here anyway and MCF won't let me post anyway. Ok enough introduction... First: backpacks. Not like alchemy bags or ender pouches from other mods. Instead you would equip it in chest plate slot, giving 0.5 armor, and when you open your inventory you can see a 9 slot(maybe) backpack area. Like when you right click on a chest there's inventory and then chest? Be like that only on inventory open. If you take it off it dumps items on the ground (so you can't have tons) and also the backpack wouldn't have to store the items coding wise, they'd be stored on the player. Recipe maybe 6 leather (or tanned leather if added) missing the top corners + the middle. And 2 string/rope/cloth in the top corners. Next, the tool belt. Equipped in pants slot, gives 0.5 defense again, and greatly boosts your mining speed on stone, wood, & dirt (because it contains a pick, shovel, and axe). The idea is you equip it and when you mine *barehanded* you're using the toolbelt. It would really have 3 durability bars, for each tool, and it would show whatever the moist recent was. So if you'd just been mining, the durability would show low, but if you switched to a tree, it would switch to the axe and the durability bar would go up. If one tool broke, you would get an incomplete toolbelt, which would be unusable until you got the tool back. I see it using steel tools in crafting, and you would have something like ~80% of the speed of steel for balance purposes. Crafting recipe maybe steel pick, shovel, axe across top, then leather wrought iron leather. Finally, mining helmets. There's already a suggestion for this so on just going to say I support it. EDIT: tree climbing boots and rock climbing boots 'nuff said Threadsteal lol Add your own ideas/modifications to mine in response to this topic. Thanks, peffern
  2. Realistic Water Handling - [Bucket & Well]

    Did you read the rest of the post?
  3. Thirst- redux!

    I apologize for ruining a perfectly good thread. Credit for this goes to renacyde. So... Thirst anyone?
  4. Realistic Water Handling - [Bucket & Well]

    Sure. Also how about shoring. Like supports except prevents water from flowing in.
  5. I was thinking goblin tinkerer from terraria. But with less luck and more skill.
  6. Realistic Water Handling - [Bucket & Well]

    I added a spoiler to my comment. Please read. Sorry I would post here but you hadn't posted then. Also I don't mean thaumcraft style I mean similar to the way TFC already generates rock layers. So on generation of the world TFC says"based on this seed, I decree that all taiga8 biomes have the following rock composition: dacite, granite, etc." while it's doing that it could also say "and it has a water level at height 120 of size 100"
  7. My guy it Thirsty i need to drink water

    My apologies I am in a haty mood and this has been said several times.
  8. Arrow Heads: Stone and Beyond

    That doesn't make any sense.
  9. Realistic Water Handling - [Bucket & Well]

    How about on world gen, biomes generate a couple of stats. water table depth (higher on rivers etc.) and size/strength(high for jungle low for deserts.) within second ranges. Also instead of the middle support have a special well interface block made from a bucket and some ropes. By putting a bucket In The slot, it would fill it and decrease the water table by one. When it raIned all the water tables would refill a bit. Scratch everything. How about no water generates in the world. However every biome generates a water table as I described. And any air blocks that are close to the ground become water(decreasing the table) as a random world tick event(as if water is seeping out of the ground) so digging down below the table would quickly fill the bottom of the hole with water. The well would just be a way to recover it.
  10. Enchantment system

    I don't like special items only for enchanting. I like the gem idea so how about the gems have attributes like you said, and enchanting gives one of several ideas (power, durability, special, special2) and so the random combination of say creeper+power would be blast resistance.
  11. Arrow Heads: Stone and Beyond

    No that last problem is terrible. It should be that the dragon lair/ dragons are "optional" meaning avoidable, until the player wants to tangle with the dragon. I don't want it to be forced it should be up to the player if they want to attack the dragon with tin boots.
  12. More player built structures

    I love this idea. Although the original suggestion was for the GUI to come up when you right clicked on the dead animal, with these options there should be a butchery table. Perhaps just a row of wood half slabs with stone ones on top. other than that good idea. And maybe a trolley or cart to transport the carcass. However, animals would need to give a lot more stuff to make up for the efforts.
  13. More player built structures

    Thanks. Just so we're clear, why does coke have a functionality of its unobtainable?
  14. Enchantment system

    The difference is that the ores giving a random amount of metal is a controlled randomness, so to identical veins of cassiterite could yield 15 or 40 bars (or in between) but the difference between 15 and 40 tin isn't game breaking. same with the things you said. However, if instead you knew all the enchantments but got a random one, that wouldn't be game breaking either. But I'd you had to discover them, oops screw you.
  15. More player built structures

    Wow. You're so helpful. I had no idea. TFC has an item called "coke." it works as fuel in the bloomery, I ckecked. It doesn't seem like bioxx to add a useful item that is unobtainable. It seems like he adds it first, then adds the usefulness (borax). I said coal coke because I didn't want anyone to think I meant cocaine.(or coca cola)
  16. How about this: a grinder or sharpener of some sort. Similar to the anvil perhaps. It would allow you to reforge (not repair) your tools to make them more efficient. There are a whole host of ideas that could work. Extending durability by making it last longer (by making so it has a chance not to use a durability point) making it faster, making it faster underwater , making it have a chance to break surrounding blocks, etc. combine this with the enchantment system and you could pimp your pickaxe pretty good. That would definitely be worth repairing right? Instead of repairage giving the boost, create a boost system so it's worth repairing good tools.
  17. Enhanced Calender

    I like player-built structures as opposed to crafted things. But I was mostly being facetious.
  18. Arrow Heads: Stone and Beyond

    Power creep?
  19. Better Logging?

    I have a similar idea. Thus was mentioned somewhere but how about when you broke a wood block, all the logs and leaves that were part of that tree turned to a different block. That was exactly the same as normal wood and leaves except affected by gravity. So you would break one wood, the rest of the tree would collapse and you could harvest the wood.
  20. Chest storage size

    I was agreeing with you. The wood rot thing was to make an incentive for people to use piles instead. Sorry you're right I didn't really mean inanimate I didn't really mean imperishable because ingots, but how about completed products. Temporary unstable things like hides and ingots wouldn't work in chests.
  21. More player built structures

    A crafting recipe is many inputs and 1 output. However we want to have 2 inputs (knife + body) and two outputs: carcass and hide. Can't be done on crafting table. I was mostly referring to the advanced leather armor and the stone stairs.
  22. Big List of Mobs

    I had an idea for dragons and dragon lairs. Have a block called like a dragon gen block. Unobtainable. Can generate very rarely in igneous rock (intrusive?) when the world loads the dragon gen block disappears, hollows out a moderate sized area, and spawns a mother dragon + lair. The lair would have ingot piles/gem piles (like log piles mentioned on various other threads) with a semi random composition (mostly gold iron) and lava or fire around. Obviously the dragons are immune to fire/lava and can fly. The mother dragon would have the ability to hollow a cave. The mother dragon would expand from the treasure chamber to make a network of tunnels. Sometimes it would create a dragon egg (a block) the eggs would hatch into baby dragons, which would slowly grow into adult dragons. Only the mother can break blocks, but very VERY rarely, it can make another dragon gen block. Mob stats: Mother dragon: HP 200 Attack:5 damage normal melee plus can throw a blaze fireball that does 2 damage. Immune to fire and fall damage. Drops up to 2 dragon eggs and up to 10 dragon scales. Adult dragon: HP 100 Attacks:4 dmg melee 1 dmg fireball Drops up to 5 dragon scales Baby dragon: HP 30 Dmg 3 melee Drops 1-2 dragon scales. The dragon eggs could be incubated by you to get a rideable dragon. The scales could be used for enchanting, or maybe magic armor.
  23. Chest storage size

    I definitely agree that chests should be nerfed. How about causing anything not inanimate degrade in chests. So food would spoil, wood would rot, ingots should stay how they are so that ingot piles become a viable option. And also maybe drop the size to 18
  24. Terrain Generation

    I support bigger biomes from a surface perspective, on the other hand, I have spent almost a week now looking for gabbro to make black steel, and I only found one and it was at surface with no ores. Making bigger biomes would just exaggerate the problem.
  25. Tree grow mechanic - sprouts

    That'd be cool, just go caving and find a tree root. XD