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Ranadiel

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About Ranadiel

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    Wood Cutter
  • Birthday 07/25/1985

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  • Gender Male
  • Location Poland
  1. On the Kiln and Ingots

    Creating a forge is relatively easy. The first couple cobblestone blocks i mined i used for an open forge. When i started building a proper "base of operations" then i created a full forge with a chimney out of brick blocks.
  2. 0.77.19 - The Stairs that WOULD NOT DIE!!

    Well you could always use a 4x4 plank step (side view): AAAAAAAA AAAAAAAA AAAAAAAA AAAAAAAA AAAAPPPP AAAAPPPP AAAAPPPP AAAAPPPP A - Air, P - Plank When you have stairs they would look like: AAAAA AAASG AASGG ASGGG GGGGG A - Air, S - Step, G - Ground/Plank block
  3. 0.77.21 Anvils not working.

    It would be better to use a Pit Kiln for copper tools. Faster and easier.
  4. Gems?

    I have a proposition for the gems. Why not just make them a bit magical? Imagine that each gem has some inner energy stored in it, different gems have different energies. Using some new tool (or existing ones with modes) you can create sockets and place the gems in various places - different blocks or tools. This borders on magic, but it would have to be properly described to be "believable". The gems have some mysterious energy in them, giving special results (divination, hardness, speed or whatever). The effects would be small and dependant on the gem size. I have created a fictional world for one of my stories where people use various size and type of gems with hidden energy as catalysts for magic.
  5. Believability VS well, just Believability

    This is a really tough issue... Considering the temperature of flowing lava (yellow/red hot one), holding a bucket with your bare hand would make the hot fumes from the lava flow up towards the handle and hand... Wouldn't be able to move it like that without being burned in a similar way as with the close proximity to flowing lava.
  6. Where is the "club"? :P

    Not really. A club could be without the big lump of rock/metal/mineral to be used as a weapon, it would only have to be thick enough. Making it more "clubby" would require the club to be cut out of wood log with a knife or something. Another thing, isn't the hammer already being used as a weapon?
  7. Coal, Peat, and Turf: The beginning of Pit-Coke

    I would suggest making a new recipe for a Coal/Peat (or whatever its called later on) block. It would be an appropriate mixture of both (3 to 1 or 1 to 1 or whatever) which can be used in a structure similar to a charcoal pit. It's not like you can put anything into such a pit so you will get charcoal...
  8. Studying seeds..

    I would see this suggestion made well if there was a really enormous change in the GUI for object descriptions: 1. Player would have to spent some time researching objects he uses (make a flat rock or any "special block" used as a Workbench to check the items size, color, hardness, etc. More advanced Workbenches would include more tools for this, even a simple ruler for measurements, a small hammer for breaking, a scalpel for cutting, cup of water for water absorption, etc.) to identify the object. Once identified additional info would be in the object description. 2. Player would be able to name the object from the Workbench even when it's not fully identified. Every such object would have the same name as the player defined. The attributes would be divided into tiers, where tier 1 could be discovered without any tools, tier 2 with some and tier 3 with all. Many similar objects would have similar tier 1 attributes, some tier 2 attributes but using tier 1, 2 and 3 attributes you would be able to discern each object. 3. As at the beginning most players usually don't care about growing food (as there are other matters), just like which type of wood they use to fire up the pit kiln, this could be done as well with copper tools and blocks. I don't see a point where you have (in this case) seeds that have different size (wonder how you would show that, as even small rocks are pretty big compared to most seeds), texture, color, hardness, size of the rind, color inside, maybe even smell or taste and can't really show it properly. I am a bit generalizing, but many seeds are pretty similar, only small details discerning between them (if not the subtle color difference, then subtle change in shape or size).
  9. Studying seeds..

    If you want to have iron made from 10% of ore and 90% of coal or something then why not change the physics as well? Why not vary sounds between animals (cows clucking, wolves mooing, etc.)? Why not Why not vary the differences between trees, rocks and ores themselves? Why not replace their textures so each new world will have them messed up? Why not hide the ore names and you have to "discover" which ore is which through trial and error? The names are there for specific reasons (not to mention TFC code consistency). If you mine an ore, you have the knowledge to identify it (makes one wonder where that knowledge comes, but whatever...). The color, texture, hardness, weight and other factors determine what it exactly is. There already are a lot of things to remember to discern between various resources. Making it impossible to discern them correctly is pointless. The same goes for rocks, trees, animals and plants. You suddenly don't expect eating something that looks like raw chicken meat to taste like a carrot. You don't expect planting a big blue acorn to see a small rose grow from it... Differences between various seed types, wood types, rock types, ore types, etc. are there for specific reasons - to discern them correctly. One thing that I could be for is to turn off the naming for seeds (and possibly other resources), letting the player name them themselves. This would require a lot more thinking through and changes to let one examine a seed, an ore, a log, a rock, etc. This could be a new mode for survival, where Steve doesn't know everything about the objects around him and you have to visibly recognize everything around you by various means.
  10. Gems?

    Why not just use the gems as decoration? It could be done in both armors and blocks. This would add the a bit more fun where you could brighten your rooms with nice crystals. Why not make it like planks, where you can place them in various spots and various levels of gems would give them different shapes and size (hard to implement i imagine) or different textures. Another option (and a bit bigger one) - implement optics and using light as a means for mechanisms. Cutting smaller and bigger gems into lens, creating windows and mirrors from gems that can cast light into different spots. Even another option could be to be able to crush the gems in a special contraption (built from various metals or stones) and such powder could be used in some way.
  11. where did all the evil mobs go

    If the threat comes to that so i have to kill them by the hundreds... I could be shoving them into the pit as fast as swinging my mace or sword. Especially, as such weapons are when i get to bronze or something, which i don't have yet.
  12. Believability VS well, just Believability

    If you really want to go towards believability, why not have two types of lava: 1. Standard lava - Can be found above Y: 0.can be cooled with water and the resulted stone/block could be mined. Most items can be destroyed by throwing in this lava, though high temperature resistant will not (tools, armors, weapons from high quality metals). Texture as the regular lava texture. 2. High temperature lava - Can only be found around Y = 0 to 15 instead or around bedrock. Cannot be cooled as its temperature (due to depth and being close to "center of the earth") is too high, making water just evaporate. Burns any object thrown into it (including players)in an instant due to high temperature. Can't take this lava in a bucket. Texture could be a brighter version of regular lava and giving more light. This way there could be a natural burner for unwanted objects (for a future update where items don't dissapear but after some time return to a solid or placed state). Another thing would be that the core of the planet would be similar to hell and hardly accessible. Imagine the possibility to explore a hellish cavern (like in Terraria, but similarly to the Nether).
  13. where did all the evil mobs go

    That's when you start using a deep pit... Something i posted in another topic. One punch and the mob flies down the pit to a crushing doom. First i created was too small, cause jav skelly survived the fall... Now i can punch anything down there and it will die It is survival and if you play on normal, be prepared for "enemies" during the night. It's like when you go to a wild forest IRL and expect no wild animals to attack you... If you find them and attract their attention, you should act, not complain "OMG, you spawned here?". You're in a hostile territory, what do you expect? Anyway, my pit is near my home wall with one block of a ledge between the wall and the pit. Two blocks above the ground i have a door, so when i lure mobs close, i open the door, attract them close to the pit and "prod" them down to death The most difficult are spiders, as they climb walls O.o
  14. Alchemy would be a grand! This could be a mixture modification where you would be able to "cook" and prepare various solvents, drinks and substances in order to start cooking or creating other items. Though creating it would be, like mossman said, a great and big system, similarly big to smelting and working on metals.
  15. Rotting wood and weathering?

    Moss growing would be similar to vines on Kapok trees. This could be an interesting mechanism where some trees, stone and rocks can be covered in moss. Mining such stone would give moss and rocks, so it could be an additional resource. This could also explain how vines on Kapok trees occur, as well as maybe allow them to drop seeds and grow.