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HunterKain

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Everything posted by HunterKain

  1. Nutrition: picking up where meals left off

    Please. No. Have you ever tried playing with Iguanaman's hunger overhaul? That exactly what that mod does and it becomes far too obnoxious. If it was added to TFC you would have to eat meat raw because finding and killing an animal would empty your hunger bar. Each weapon stab/swing and jump takes away hunger. Heavy armor also takes up extra hunger when you move. In vanilla, I had to carry two stacks of steaks every time I went mining. Either it's the numerous ways you can lose hunger or the fullness bar, but I had to disable it in my modpack. It was really debilitating. Made it impossible to do day to day things.
  2. Patron Spirits

    This isreally stretching the bounds of mysticism, and Im not even sure if it counts as mysticism. Humans will go to great lengths to do something for their deities if it pleases them, and it makes their bodies capable of doing things that theywould not otherwise be able to do. praying and religious acts don't affect the environment, but the individual itself.If anything, rituals and sins should buff/debuff the player. favors and blight is on the environment side. something like a sacrificial knife that would make meat fill more hunger after its been offered to the spirits because the player believes the meat to be 'blessed.' (the deities don't eat, they eat the essence, or whatever. Its used a lot inceremoniesin India)
  3. Saltwater oceans and aquifers.

    Salt water buckets should be playable as models when shift right clicked. Leaving them in full sunlight for two or the days, then breaking it would give you 4-5 salt. I saw you mention meat salting to preserve, right? Sealing meat in a barrel of salt or something similar could be a use for it salt.
  4. Fleeing Animals and Territory

    I just made a hunting overhaul post a few days back. Not too far down, sono need tohunt for it.its done it such a way so that only 'wild' animals flee unless you're trying to tame it, for which you need to attract it by scattering grain and then it eating it, so you do lose grain. that plus the need to feed animals with troughs would take away the 'take all, give none' aspect of animal husbandry. the bolas item is what's used to capture wild wolf cubs without hurting them to tame them. Yes, mine was way more difficult to code, but it IS an overhaul, so that's to be expected. It also makes use of visual and hearing to determine of a mob should flee. and it gives players a reason to sneak and hideas well as a disadvantage to wearing metal armor while going hunting. (you're hunting pigs and cows, not dragons)
  5. Mysticism

    I'm curious as to how far we can go defining things as mysticism before its considered out of TFC's zone. A huge part of mysticism would be sculptures and effigies. They take skill to make, and patience too, and it would give chiseling stone a reason other that aesthetics. Different symbols for different buffs. Different ritual/sacrifices for different levels of buffs.
  6. MORE Hunger!!!

    Dunk mentioned this, he said that food spoilage is difficult because of stacking problems. To which I replied: Data is stored without being express, right, like with firepits, because it'll only show itself when you open the GUI, right? So why don't you make meat have a chance of turning it into meat every day after a threshold, and whenever the player opens the chest/container, the rotten flesh drops out in the world? The meat would stay meat until the player opens the chest, and the meat that would've turned into rotten flesh wouldn't turn into rotten meat until the container is opened, so there would be no stacking issues? I don't know if that's beyond java script, but think about that?
  7. MORE Hunger!!!

    Already elaborated upon here, friend. http://terrafirmacraft.com/f/topic/4700-hunting-overhaul/ Even the bit about butchery. http://terrafirmacraft.com/f/topic/4664-soups-and-salads/
  8. Numerous Addition/Mod Suggestions

    Shadufs for transporting water could also work. But I think the debs have irrigation plans anyway. Your hydro/wind power suggestion delves a little bit into automation, and I think that is something the devs will do anything to avoid. The manual labor is what makes TFCraft challenging and interesting. That cloth could be used for well-sewn apiarist suits, although that's a bit iffy. And brewing's been added
  9. Tree / Forest Improvements

    I really like the nut idea. If they implement animals fleeing from the player on sight, acorns, chestnuts, and hickory nuts could be spread on the ground by shift clicking to attract boars, sheep, and cows, seeds for chickens, and maybe even salt for deer. The maple syrup idea could be adapted to conifers to get resin to use as a glue to elongate tool durability or even as waterproofing for boats or simple stone-age buckets. Breaking leaves on the floor to give dry leaves to use as kindling or fuel would give the piles purpose. Falling leaf particles are already in use in Tropicraft and it gives a really nice atmospheric touch. If the leaves pile up in layers big enough, small mobs could hid in them and the leaf piles could also act like spiderwebs, slowing movement through them. Breaking apart saplings with a knife could give you green twigs for making snares of sorts to catch rabbits and chickens and game like that.
  10. Hunting Overhaul

    Okay, cool. I'll keep updating here since I made a bunch of models for wild and domesticated animals already and the skins are almost done. I'll check for the topic around the forum
  11. Hunting Overhaul

    Hunting overhaul - More mob models coming soon! New Mobs: I added some small game or a future suggestion of mine Pheasant (Male and Female) Rabbit Fish (trout in freshwater, cod in saltwater) Altered mobs: these mobs take place of their vanilla counterparts in the wild. The vanilla mobs can be obtained by domesticating the animals. To domesticate them, look further below. Pig = Wild Boar Cow = Aurochs Chicken = Red Jungle Fowl Sheep= Mouflon Block changes: Tall grass is now 1.5 blocks tall. This is so it's more of a challenge to find small game such as chickens (or jungle fowl), rabbits, and pheasants. Arrows and javelins deal reduced damage if the target is in tall grass, so it makes it worth your while to flush game. New resource: resin Resin is a glue that can be obtained from certain trees. It is used to upgrade and craft certain tools. To harvest resin, right click one of a a pine, spruce, fir, or sequoia tree's log blocks. A groove texture will be applied. After 48 hours, a resin drop will appear. Right-click to harvest it. You can now use it in crafting. If the resin is left alone on the tree, it will turn into amber, which can be turned back into resin by heating it in a firepit. Each log block can be harvested twice before needing to make another groove. Putting resin in the crafting grid with a stick and a tool will increase its durability a little. New items Atlatl: allows you to throw your javelin 50% furtherance does more damage. To craft, put a stick and a knife in the crafting grid. To use, put a javelin and an atlatl in the crafting grid at take the 'atlatl with ___ javelin.' You can launch it the same way as the javelin alone, but it goes 50% further and deals 30% more damage. Bolas When you hit. An animal with a bolas, it is slowed by 95%. Argentinian cowboys throw them at the legs of wild horses and cows to capture them without hurting them in real life. Using a bolas makes it much easier to catch animals Crafting: O is rock, R is resin, S it string or yarn. OXO RSR XOX Fleeing changes: Whether a mob flees is dependent on two factors- sight and sound. Sight- if the player is within ten blocks in a 180 degree cone in front of the mob, it will flee. HOWEVER. If the player sneaks while in tall grass, you can get within three blocks of the mob before it sees the player. (You have to consider sound as well as sight when trying together close to an animal) Sound - sound is affected by two things, armor, and movement speed. Metal armor makes more sound than leather armor, and leather armor makes more sound than none. The more armor you wear, the more the effect is compounded. With each piece of metal armor worn, the detectable range of the player is increased by one block. Metal chestplates increase detectability by two blocks. Leather boots, helmets, and leggings increase detectability by .5 blocks, leather chestplates by one. Sprinting makes a lot of sound. If an unarmored player sprints within 15 blocks of a mob, it will hear you and flee. Walking armorless will allow you to get within ten blocks of the mob. The closest you can get to prey is three blocks, by sneaking without armor in tall grass. Aurochs, boars, and mouflon will spawn in groups of 2-5, with one or two males per group. If one group member is hit by an arrow/javelin, all animals in the group will flee directly away from the player for five seconds. Mobs hit by arrows will be 10% slower (per arrow; arrows will stay embedded in mobs like in players), those hit by javelins will be slowed by 20% (per javelin hit; javelin heads will stay embedded in mobs like Clovis points). This will make it easier to catch and identify mobs you have already hit. Behavior Changes: During "breeding season," male mouflon, aurochs, and boars will be aggressive. Breeding season will be defined as certain months, which depends on how the modders or coders want. Males will only charge if they detect the player by sight, and will knock them back as well as damaging them. If a group member os hit by theplayer, the male will move two blocks close. Aggressive males will have red eyes, so it will be possible to tell the difference between aggressive and passive males. Luring animals Shift-right click with grain in your hand to place it on the ground. Animals within twenty blocks will be attracted to it. Once attracted, animals can be killed or, if preferred, domesticated. Domestication: If you sneak towards the animal with a bundle of grain in your hand, it will not run away. It will slowly move towards you and stop when it is within one block of you. Feeding the animal by right clicking will tame it. Tamed animals will follow you if you have grain in your hands. To domesticate it, you must breed it. After 1-5 generations, the child will be domesticated. The offspring of a domestic and a tamed animal will be domesticated. Domesticated animals drop 50% more meat, and domesticated sheep's skins drop 4 wool when refined. Tamed and domesticated males do not become hostile during breeding season and can breed at any time of year. Fishing Fishing in streams will only give trout, cod in saltwater. When the fishing rod is cast, any fish within thirty blocks will be attracted to the hook. The chance of hooking the fish is the same as vanilla fishing. Fish can be caught using fishing arrows, crafted by one arrow and one yarn or strong below it in the crafting grid. There. Hunting made believable. I hope it doesn't get obnoxious. Also, I'm adding pictures, so stay tuned, guys!
  12. Ships

    Looks like this is the third post on ships. The only thing is that ships and boats are pretty big. It would be very difficult to carry even parts on them around in your inventory. A multiblock structure similar to bloomeries or forges (but fundamentally different, of course) would make more sense.
  13. Hunting Overhaul

    Okay. Thanks for the info. Guess I know now. Where did you get that information from , by the way? I want to take a look at it
  14. Shell fish/more sea food

    Excellent suggestion. Shellfish would be a great addition. gutting fishes by putting them in a crafting grid with a knife could also be bait. of cutting up raw meat into scraps in the same way could also be used as bait by putting bait and the fishing rod in the grid.
  15. Archaeology

    It's officially determined that the time window of TFCraft ends in the 1500's. the rails are from vanilla and have not been deleted yet.
  16. Hunting Overhaul

    I know my fair share of information about gauchos, I just couldn't recall it off the top of my head. The boleadoras, I also know a lot about, I recently read a book on horses and man and they had a section on Guachos, and I also played Rengar a couple weeks back in League of legends. His bolas is so OP.
  17. Ships!!

    I sorry I didn't see this post when I made my ship making post. But I went more in-depth, I think, but only in SSP, I had nothing to do with multiplayer
  18. old version of tfc

    I have an archive of .minecraft folders and the .zip files of mods that I like in a hard drive that I can access. If you have a memory unit or space on your computer, it's a good idea to do it. I agree with your suggestion too, though.
  19. MORE Hunger!!!

    I do agree, eating is not as much of a problem as it needs to be. But earlier I played a modpack with Iganaman's hunger overhaul, and it was SO obnoxious! I was constantly eating. Hunger was too major and it just felt like it was taking over the game. If they tweak hunger, they need to reach a happy medium with it.
  20. Archaeology

    The suggestion itself is interesting, and i like it, but it doesn't really add much to the gameplay. I like that it adds some use to exp. the statues could maybe have a mysticism potion effect while palaces nearby, possibly. My main point it, It's a side-quest kind of thing. And you have to keep in mind that the player is, essentially, making what future civilizations would dig up. TFCraft is paleo/Neolithic age. Where would you get the artifacts from?
  21. Forgotten Beasts

    I understand that you want to add this, and you've worked hard,but I just want to say, I don't think this is the best mod to suggest it to. I don't think it fits into the 'believable' category here. And I don't see what it would add to the gameplay of TFCraft. boss-type mobs just seem unnecessary.
  22. Enchantments and Alloys

    Cool suggestion. just this: What if your batch of black bronze only makes efficiency II? How would you make armor or weapons with it? Anointing ingots with herbs or certain ointments should enchant the ingots
  23. Soups and Salads

    Butchering CarcassesThere are plenty of corpse and butchering threads out there, I know. I'm including it here because the other topics I cover require it. The moment you kill a mob, the model ragdolls on its side ( or simply tips over) and stays there. The player then has to right-click it with a knife. The corpse disappears and drops are placed into the player's inventory. Fish have no corpse, they drop a fish (item) when killed manually. Here's a list of drops:*Cow/Bull - cow meat + rawhide + bones*Pig/Boar - pork + rawhide + bones*Chicken/Rooster - Fowl meat + feathers*Sheep - sheep meat + sheepskin + bones*Wolf - wolf meat + fur + bones*Pheasant - Fowl meat + feathers + plumes (males only)*Rabbit - Rabbit meat + fur*Birds of Prey - Fowl meat + feathersNext, the butcher block. Any three raw stone blocks in the top row, and planks in all the rest. Right clicking a butcher block will open a GUI with one input slot, one knife slot, and four output slots. Putting meat in the input slot along with the knife will give different outputs based on the input.* cow meat - beef (the vanilla item), fat, innards, and meat scraps*pork - pork chops, fat, innards, and meat scraps*sheep meat - mutton, fat, and meat scraps*Fish - fillet, fish guts, fishbones*Whole Chicken - chicken breast, drumsticks, and meat scrapsNOTE: I wrote this post before build 77. Looking back, I realize that planks are a mid-to-late game item. Whole chickens, pork, sheep meat, and cow meat can be refined by putting a knife along with it in the grafting grid. To balance, the butcher block gives you twice as much food. I'll do the numbers later, maybe.FoodSoups, stews, and broths are some of the earliest and simplest meals made my humans. Heating stones in a firepit gives heated stones when it reaches very hot***. Putting three heated stones above a water bucket gives boiling water (until the stones cool down). Putting cooked meats and vegetables in the meal table along with boiling water will make a 'soup' instead of a meal. Soups will have the same properties of meals but they will fill the hunger bar less while also filling the thirst bar a little. SaladsNothing too much to say here: Just an early-game crop...ish... thing. A dandelion and a knife in the crafting grid equals a dandelion green in addition to the dye. Cattails should spawn around lakes and rivers. digging the dirt blocks beneath cattails reeds will give you cattail roots. You can eat them like potatoes IRL. you can also replant them using the tubers.
  24. The eggs are colored different. Besides, Mo' Creatures along with TFCraft... Not a good decision, bro. But I guess it's your decision.
  25. Nutrition: picking up where meals left off

    Gangplank wants Scurvy! Lemons, oranges, dandelion greens, and liver for vitamin C. Eat them and you'll be K. Refining dandelions by putting them in with a knife in the crafting grid gives you dandelion greens as a side product of dandelion yellow. Liver is a side prospect of, well... New post of mine coming soon