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Peffern

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Posts posted by Peffern


  1. Love the cave johnson reference. I want to go back to what someone said about BTW. This mod is a successor to BTW to me in many ways (surprisingly, all the ways that RedPower is NOT a successor to BTW are ways the TFC is a successor to BTW and vice versa. But that's a discussion for another time)

    I think that with rope and cloth on the horizon due to agriculture, wind and eventually water power (i don't mean electricity, i think that's a time for much later) could be used. i think that mills and foundries could be created, for advanced smithing, and oh my god i just had an awesome idea:

    Blast Furnace.

    Mechanically powered blast furnace

    awwwwwwwwww YEA!

    but anyways i think mills are a good idea. I think that once the metallurgy tech tree is complete it's time to enter the age of steampunk.

    Gears anyone?

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  2. i have an idea that may sound kinda funny, but there is this idea of making it so animals drop carcases rather then steak and leather, or feathers and chicken. i had this idea a long time ago before this mod was even out, but what if you made it so predatory hostile mobs maybe had an inventory. so a pack of wolves would attack a heard of sheep and when they kill one they pick up the carcass and leave. the carcass eventualy diappears from their inventory and they go on the hunt again. or if bioxx could try to make it so some mobs are like the monkeys in tropicraft, when they come across a certain item they pick it up. maybe they could actualy drag the carcass off. or eat it on the spot while the rest of the heard runs away. if the carcass is not enough to feed the whole pack, like a chicken or pig carcass, either they group up like they would do with pigs, or they each chase one down like they would do with chickens. i actualy just thought of this, how about bioxx makes it so that all new animals have a hunger system, hunters will hunt if they get hungry enough, prey will try to find food when they get hungry. if an animal does not get enough food they can starve to death. as for the grouping up, you could add in a bit of code that alters the item drop ai so it has a certain number of "slots" to be filled by predators, so like with a cow, a whole pack is drawn in to the carcass and it fills their hunger. but if it is like a cow only a few will be drawn in and if all the "slots" are filled then the rest of the pack will ignore it and try to kill another pig. once the whole pack is fed they all get back together and head home. this is more easily done by just making it so that packs are linked together and when they are done eating they just head towards eachother. those that are full just follow, but those that are hungry will continue to hunt. or to make things simpler, these two idea could be put in place. first, they all have a hunger system but they have one big ai, a pack ai if you will, they act like one mind with sevral diffrent bodies, or hive ai. the size of the pack increases the needed food but if one eats it fills up the pack hunger. or you could simply make it so that the rest of the pack follows the alpha and when he gets full the rest of the pack stopes hunting. either way this would definetly increase the feel of the game, and would be much easier to code on solo hunters, packs are where the problems show up. so if you take anything away from this i hope it is the idea of a mob hunger system that makes prdatory mobs stop hunting after they have had their fill, usualy one kill. so if anyone has a way to solve the pack problem i would love to hear it

    this is mentioned in great detail on the player-built structures thread, as well as several butchery threads

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  3. If anyone here follows IC2, they are laughing their heads off at the mentions of lightning. Notch wrote weather stupidly, so the detecting a lightning strike is actually way more effort than is required for what is essentially an easter egg. Also, I figured out all the tools plans instantly (test world, first thing i did upon downloading the mod) and so "figuring them out" was a non-issue for me, as it is for everyone else with a little intuition, brute force and too much time, or access to the internet. It feels like (i've said this before) that you're trying to make it harder for no real reason. Plans do not require effort, they are basically a nice touch. If you want to add the runes similarly, fine, but it feels like a waste of time. How about another, different suggestion. Make the rune patterns similar. So that if you saw them in a scribing table (no need for a new GUI) it would be identifiable but if you saw one on the ground made out of mushrooms, it would be harder to tell. So keep the fairy ring/runes idea. But instead of using them to figure out how to enchant, how about, if you enchanted the correct gem, with that pattern while you were inside the fairy ring, then it would get a bonus of some kind. (a stronger level enchant, an additional enchant, boosted durability, efficiency, etc.

    So the enchant process would go something like this:

    Learn a rune symbol.

    Go to scribing table, write the symbol (w/ special markings) onto paper.

    Enchanting table takes "plan" slot and gem slot, put in your magical tool thingy and enchanted (but have a chance of being negative enchant, don't know at this point)

    *This last step is the point that you would do inside the fairy ring for a bonus*

    Forge/work your tool to accept a gem.

    Insert the gem

    test it out: hey i got efficiency!

    This way the fairy system would still be useful, but not necessary.

    EDIT:

    OK after thinking about this some, how about low level enchants (efficiency, power, sharpness, etc.) can be done normally.

    However the higher level enchants(silk touch, maybe new ones) you would do by: i'll just use silk touch as an example. Shooting for efficiency while inside an efficiency fairy ring would have a chance to get you silk touch (cuz silk touch is like better efficiency)

    EDIT2:

    OK thinking about this more, how about the enchants are capped at level 3 unless done at a fairy ring

    Also maybe a high level enchant would allow you to move fairy rings to a more accessible location (arcane shears anyone?)

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  4. I think you mean the y-coordinate. In minecraft the 3-space is messed up. I agree, the deeper you go, the harder stone should get. Then finding a rich cave would definitely be worth it. Plus as a bonus, I have always wanted to use minecarts. To tie in another suggestion, if caving became the primary source of ore, then caving could become complex and tricky, and minecarts could become more useful. I only have one problem with suggestion, and that is rock. Certain ores (I'm thinking of garnierite, which i need to make black steel) only form in specific rocks. If you didn't find a cave with the proper composition, it would be comparatively worth it. I typically mine in the top two layers of earth, because I haven't figured out an efficient way to take a core sample. I would like to be able to find whether there was gabbro deep beneath me so i could check for ores. Maybe if the rock composition generator was more refined, like metamorphic rocks spawn deeper down, etc. then maybe i would support this, but i think garnierite is hard to find as it is.

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  5. If the enchantment rune patterns are lookupable online, that what is to stop anyone from just looking them all up, instead of going for the runes. If it's going to be all thaumcraft quaesitum style, where you HAVE to research it first, then looking it up won't help. If it isn't going to be like that, then it will just be like crafting recipes, everyone will just look them up. That's why the randomness should be in the enchant itself, not in "discovering" it. no way to cheat.

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  6. There's a difference between working hard(making steel which isn't that hard) and annoying hard( searching the world) plus I have already generated my world within a 1000block radius looking for a desert so it would be an extra pain to find runes.

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  7. RogueHydra said there was already a butchery thread but I didn't see one so I'm making a new one.

    First, knives, like chisels (made exactly like chisels).

    Right clicking one of the following things would allow you to butcher it:

    Dead cows

    Dead pigs

    Dead sheep

    (not chickens cuz they don't really need to be changed)

    Dead squids

    Dead spiders/cave spiders

    (no other mobs obviously when creepers die there is a small explosion that destroys the corpse, skeletons and zombies the necromancy holding them together breaks when they die and slimed aren't made of anything

    And endermen... Idk)

    Cactuses(shut up)

    Certain trees(rubber, resin, amber, water)

    Butchery bring up an anvil like inventory that would let you extract the contents sometimes plain (hide) and sometimes it would need a sac for a container (water, poison)

    Anyway most of these things would spoil and so would need to be stored in an ice box.

    Also a butchery table would be able to be created that would let you get more efficient advanced butchery.

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  8. So ok. Mining (I'm just going to call it it orantium) orantium would give you the orantium. Idk of you have to process it but by using the glassworks you could put it in a glass sphere. Easy throwable mining explosive.

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  9. Ok in a book that I read (fantasy novel ik I'm lame) there was a special material called orantium. They put in a glass ball and when they threw it it exploded. I don't know if this is a myth(fantasies frequently steal irl myths(im looking at you tolkien(lol nested parentheses))) or he made it up but something like that.

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  10. How about a compost bin constructed from planks exactly like a bloomery, you throw organic material in the top and it fills input, then after time the output would fill , then putting a bucket in would fill it with compost.

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  11. Me too. How about a couple ores in the nether: mithriline, adamantite, and one other (cant think of now, not for metal making) the third one would be craftable into a small throwable explosive. The other two could be made into metal and tools etc. mithril needs to be worked on a steel anvil, adamant on black steel. Mithril~= bronze with much higher enchant ability. Adamant~=steel with higher enchant ability. However, if inventory weight ever gets implemented, adamant would was next to nothing. Mithril and silver metallurgied together gives true silver. Adamant and platinum makes something else. Those two together give another unnamed so far metal that is second only to blue/red steel but high enchant ability. And also...

    balrogs. Definitely.

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