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AllenWL

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Everything posted by AllenWL

  1. TerraFirma+ : Animals & Carts

    Carts should wear down after some time(a long time), meaning you'll have to replace wheels and axles to keep it going. It would wear down faster if you take your cart up/down a full block, and while grass/peat/etc slows it down and wears it down faster, stone, gravel, etc will not slow it down and it will not wear down as fast.
  2. Glass isn't 100% sand.You add different things for different glasses. soda-lime glass is a common type of glass, made with soda and lime, lead is used in making glass called lead-oxide glass, or crystal glass(looks pretty ) I think instead of the fragment thing, just heat some sand to molten temp, then add in a crucible with some lead/lime/whatever to get molten glass(like alloys), then pour it in a glass mold for glass blocks. Glass bottles should be made via blowing. Glass cups, jugs, etc could be added for more water/alcohol storage
  3. Alternate fuels

    I make stairs for my mines because 1. I use firepits to cook and make torches, and to heat metal before I put them in the forge, and when the fire goes out, I make a new firepit. It saves logs and coal, works fine, but uses lots of sticks. I just can't afford to make lots of ladders. 2. I don't think it's a waste, because I have more copper and stone than I'll ever use. I just leave a path, then chinsle the stairs later. 3. Aesthetics. Stairs look better than ladders in my opinion. But I think having sticks burn on firepits and the stick-charcoal is a good idea. It'll help you get started as you don't have to waste your logs to cook food, and the stick-charcoal can let you get quick fuel if say, your pick and axe broke, and you have no coal, charcoal, or logs to make charcoal
  4. An Idea

    Well, that's true... But lets say there is a player that lives near water. he will most likely do a lot of swimming, so he gathers enough aquatics xp to get a boat idea. Other players who don't live near water won't need to swim or cross water a lot, so they don't need boats. So they don't have reason to swim/boat a lot to get aquatics xp. They won't need it. It won't really be grindy because the player isn't trying to get the boat knowledge, he's just swimming because he has to, and since swimming is not easy, but he has to do it a lot, he ends up getting a boat idea to remove the grindy-ness. Not grinding to get a easier method to do it, but getting a easier method to do it because you want to avoid the grindy-ness of repetitive action Well, that's the kind of idea I had when I was posting that
  5. Well, while nice ideas, I think there will be a bit of a problem in the gameplay bit. If we had 2 inventory space to start with, we'll have to get stone, get sticks, make axe head, drop the stones, make a axe, get some wood, stack them(log piles) get the stones, drop the axe, make a shovel head, drop the stones, make a shovel, get some clay, drop the sticks, mold some vessels, drop the vessels, pick up the sticks, drop the shovel, get the stones, make a knife head, drop the stones, make a knife, get some straw, drop the sticks, get the vessels, drop the straw, drop the knife, get a shovel, dig a pit, put down the vessels, get the straw, pile the straw, get the wood, put the log pile, pick up some sticks, make a fire starter, drop the shovel, light the pit kiln, wait, and get the vessels to have more inventory space, and vessels can't even hold all the things. Belts, backpacks and such will need leather in my opinion, and to get leather, you need metal. So I think for your starting inventory, the minimum should be 6, 2 hands, 4 pockets. That way, you don't have to go back and forth a crapload of times to get something done, and can actually get leather and make backpacks and such without too much tedious grinding. Also, while realistic is fine, I don't think we should over do it. If we had 2 inventory space, and could only carry one dirt block, 1 log, 10 stones, etc at any given times, well, I think most people will think of it as useless, and annoying. I mean, if we had backpacks, carts,wagons, etc it'll be easy enough, even if we can only carry 1 log per stack, but it's the process ofgetting them that'll be require time, effort, and lots of going back and forth for no reason other than the fact you can only carry 2 logs, max. I think the items and stacking are better off as it is now. And yes, a meter drop, or even half a meter drop, will most likely wreck all carts and wagons, sleds, etc going off it. But people can't jump a meter into the air, and pigs most definitely cannot jump a meter into the air. water is not infinite, grass does not drop seed bags, tool heads from molds do not come out ready for usage, bumping into cacti will not hurt you repeatedly, roses have thorns, putting an open source of flame(say a burning stick, a.k.a torch) near wood should light it on fire, zombies should not exist, killing animals don't give perfectly cut meat slices, skeletons should not be able to move due to a lack of muscles, corpse and bones should not spontaneously combust under sunlight, and killing a spider a meter tall and 2 meters wide should not give you string. And putting random items on a wooden block a square meter in size with saw and hammer paintings on the side should not give you barrels, doors, and so on. And while it could be fun if you had barges and carts and so on, what about freshly spawned people trying to get a house? And I doubt everyone wants to move back and forth dozens of times just to build a house. Also, it would make mining a huge pain until you got enough metals to make a minecart and enough rails to make it reach outside the mine. While making it challenging and realistic is nice, I think there is a limit on the realism. I'd like dirt/stones/etc be heavier and harder to store/carry to prevent players from leveling out hills and mountains, having small starting inventory, needing carts and barges to move items, and all that, but it shouldn't go to the point where it takes a large amount of going back an forth, grinding, and not being able to do anything without lots of work and time until you get carts and such I think carts getting damaged a bit when it goes off meter tall drops is fine. It makes the player build better roads. but having it compleatly break will be a bit too annoying/frustrating.
  6. An Idea

    Kinda reminds me of the idea I had, but instead of having ideas and books like the thaumcraft thing, I thought it'll be better if each action (farming, mining, smithing, etc) was hard, and difficult to master. Like, smiting will need you to know the proper temp to work metals, how sharp a tool has to be(how much you need to sharpen it), how to temper(heat and cool off to make metal hard) it, what heat you need to bring it too, how long you have to cool it off, etc, Farming will need you to know how fertile a land is, what plants need how much water. etc. Kinda like using the propick. You can master it, or just have a slight knowledge of it's usage and just hope for the best. While I like the idea of learning, ideas, and such, can't a player go single player, find put how to get all the ideas, go to multiplayer/another world, and get all the ideas? Play in one world, then you'll know how to get each and every idea again. Well I think it could be nice if each action you do gives you exp on a certain aspect. like farming gives you agriculture xp, mining gives you mining xp, gathering gives you gathering xp, etc. Each xp can gather and when you have enough xp, a event can trigger getting an idea. like, you do a lot of swimming, which gives you aquatics xp or something, and you say, accidentally drop some wood in the water. And wow, it floats! that gives you and idea to make some sort of floating thing to get across water easily. You have a bunch of stones, and you wander around, and you drop the stone/smash it against something hard, and it chips, and hey, you get an idea to make tools by knapping, etc.
  7. Stalagmites, stalactite, and columns!

    I think he means when the world generates
  8. Alternate fuels

    stairs?
  9. So, basically, for each world/seed, the animals/creatures look different, sound different, and have different roles, kinda like the meal system(bad example, I know). We can see a 6 legged, black, tiny creature with horns, and it can actually be a passive mob that gives milk, beef, and leather, and we can see a fluffy, medium-sized, pig-like thing, and have it crawl over our walls and try to eat us. I like it. I'll make you more cautious and careful, and in the beginning. it'll really be exploring, you don't know what's going to eat you, what you can tame... you won't know anything
  10. Casted Tools and Sharpening

    that's Rev's post about sharpining, I want to see the post Dunk made about sharpining
  11. When will Build 78 be released?

    I like hot springs? I just like hot baths, and minecraft water gives me a feeling of 'cold' I'm the guy that makes cauldrons in vanilla minecraft, then puts them over burning netherrack to get a hot bath. I like hot baths, so I like hot springs. You already said 'I want to bath in hot springs', so I have the choice of not doing anything, or saying something like, 'me too' or 'I want to as well' or whatever, you get me. I wonder, will they have some sort of positive effects when you jump in? Or will they just be puddles of water? They look different from normal water, but will that just be textures?
  12. Casted Tools and Sharpening

    I want to see that long post
  13. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    But it'll be interesting. For the most part, vanilla tools and food will be useless or worse(you need weapons to give you extra damage of at least 100ish, but diamond swords give damage +7), and the items in the vanilla chunks will also be useless as well. But you'll also get vanilla animals and wood, and other things like nether portals, hardened clay, furnaces, beacons, etc that could help out. Although the transition will be really rough, I think it could be pretty fun as well.
  14. Well, I'd like it so people can survive single player and still get by without having to be a farmer/miner/smith/everything. So for the farming, You can get enough food to get by if you plant like 640 crops, but without proper care, over 3/4 would die, and you'd get enough food so you don't die. So if alone, you'll have to learn the basics of everything, but you don't need to specialize, you can just go with the basics. and get enough to get by, but it'll take a long time. So one person can get metals to make tools, crops to eat, some tea, and ok tools for one, in say, 3~5 hours of work, but a team of one miner, one farmer, one smith, and one herbalist can get plenty of metals to give everyone tools, food for everyone to eat, plus extras, potions and tea for extra productivity, and high-grade tools, in say, an hour or so. Ok, we'll just be here discussing what could be nice if added, and hope it gets added when the mod is advanced enough to start going for other aspects
  15. Well, I know that most people don't want magic in TFC. And I agree compleatly that stuff like spells, enchantments, magic gear, wands, and all that will not only be totally awkward in TFC, but also useless and a waste of time and effort, I also think that some things could be added to TFC and will add to the gameplay. Ancient people had tons of charms, potions, salves, etc, and hundreds of people who made them. Also, I feel that herbalism will not stand out that much from the game, and while potion effects in minecraft are 'magic' as long as we avoid the really impossible ones, like water breathing and fire resistance, I feel it can fit right in with the game. So what I have in mind for herbalism is 1. tea. The basics of herbalism, and the easiest to make, small subtle effects, like making thirst/hunger drain slower, making you more 'awake'(work faster, mayhaps?), etc. 2. Potions. A stronger mix of herbs, and harder to make. Both harmful and helpful effects can be made. (Note: not heaing, but stuff like speed. strength, etc) 3. Salves. The strongest healing mix a herbalist can make, it is extremely difficult to make, but can heal most minor wounds and can help speed recovery. 4. Poisons. The strongest harming mix a herbalist can make. It takes lots of resources to make, and is extremely tricky to get right. Can be applied to darts Salves and poisons will be stored in bottles untill it it time to use them, then applied to bandages/weapons/etc. A unbotteled salve/poison will quickly lose it's potency, and poisons should not be able to take enough hearts to kill, unless it takes lots of time and resources(like, over 5 hours to grow/prepare resources, and another 30~60 min to make it) to make, and even then will only yeald a small amount. Each and every processes of preparing/growing herbs and making tea/potions/salve/poison will have to be closely monitored and carefully controlled or else it can be wasted, or have consequences(like blowing up, which will not be too bad(provided you have like, tons of stuff) if you where making a helpful thing, if you where making, say a poison and it blew up. Then you'd die). Processing and making salve/potions/etc will take lots of water, herbs, time, fuel, and also take lots of equipment(easily made from base metals, glass, and clay, but unless you are a miner, not that easy[but not that hard either]) What I was thinking is when I said weeds, is weeds will not kill crops. It will just lower productivity. You can get some crops, plant em near water(and hope you didn't under/over water them), and wander off, and you'll still get enough to get some food and continue farming(more or less), but you won't get a lot. If you want to be a farmer, then yes, you need to take care of weeds and other stuff, but you don't need to do it, you can just plant n wait, like you do now. It just won't give you as much
  16. Different Fishing Rod Recipe!

    The lead is used as weight so the hook won't float on the surface The lead does not get eaten by the fish. I'd like a new fishing rod recipe, but using steel/brass for the hook would effectively remove fish as an early food source. How about hooks made of wood, bone, brass, and steel, and a low tier hook(like wood or bone) has a chance to break when catching a fish, leaving you with a empty pole, no hook, and most likely, no fish. Lead weights and bait can be used to catch more fish, which can be more filling.(ex, no bait and weight gets you tier 1 fish, bait but no weight gets you tier 2, weight but no bait gets you tier 3, and weight and bait gives you tier 4)
  17. An Alternate Dimension

    Um, how bout remove the bedrock, and replace it with a rock that can only be broken with red/blue steel or something. Then below the bedrock, add the nether, kinda like saying you broke through into the 'core' of the earth. That could explain the lots of fire and lava and netherrack. Getting to the core of the earth isn't that believable, but it's better then making it a dimension. Because I like having glowstone and netherbrick and glowstone lamps, but I agree on the nodimensions thing, but still, it would be nice to have access to the nether.
  18. What about a big battle between TFC players?

    ok, maybe the red steel/bronze is a bit too unbalanced. but you get the idea
  19. When will Build 78 be released?

    I second that opinion!
  20. The probability of large kingdoms in TFC

    So have a force of fighters with high levels as your main fighters, then get a bunch of peasants with swords if you need more men. You want good soldiers, but there is a limit to how many soldiers you can properly train, equipt,and pay. And sometimes, you need more soldiers than you can train. At those times, you go for quantity over quality and arm a bunch of strong, health men in ok gear, then send them at the enemy. You make do with what you have
  21. What about a big battle between TFC players?

    not really what I was thinking about but...... yea it actually does sound like capture the flag. I was thinking, the battles should not only just 5 vs 5 or 10 vs 10. There should be other fights like 5 players in full black/red steel gear against 15/20 players in bronze/iron gear, Bowmen/spear men in a fort against an attacking force of swords men. 5~10 lightly armored in a hit-and-run against 10~15 heavies, etc Mix it up and balance it in other ways than similar numbers and gear
  22. One Single Giant Server

    I like surviving alone, but I play on servers because 1. I can trade for stuff, share ideas, etc. Just because I live alone, doesn't mean I play alone too. 2.Sometimes, I don't wan't to do heavy work(gather lots of wood, flatten land), so I pay others to do it. 3.I only use what I need, the rest, I trade or give to people who need it. 4.I play alone because I can rarely find a town I like, but if someone asks to live with me, I would gladly accept. I just like towns run my way, and the best way to find a town like that is to make one myself. Not my fault if noone wants to join 5.I live very far away from civilization. even if I happened to drain the area's resources, It won't matter to towns 2~3 hours travel away, and I don't use that much stuff anyways. So I think living alone on servers is fine, as long as you help out the occasional player that needs help and don't delebritly hoard resources
  23. I know. and what I meant is although the mining and such should be done first, I think it'd be worth it if the other aspects were worked on as well, like little at a time As in right now, along with the metallurgy and other stuff, tweaks on animals and spawns and such are being done as well. I think the gameplay things should be a part of the misc things that are being worked on along with the metallurgy. They don't have to get the mining and metallurgy done 100% before they do some other stuff, they just have to prioritize it.
  24. One Single Giant Server

    Well, it seems the biggest problems are1. takes too much resources to run such a big server.2. different mods and add-ons makes comparability hard, if not impossible.3. the lack if things to do and many bugs makes it hard to hold the players for a long time.The best way seems to be to make a Official server, move the mod out of beta, advertise, and hope people move to the public serverBasically, we are not yet at the stage, and do not have the ability or people to have a big, official server, and we must wait till we can make such a big server.But I think TFC will be much better with a large community and more player-to-player cooperation and competition.So even if we don't get a really big server, I think we should have a official server I didn't mean merge as in merge the system, I meant merge the community and use the maps of the other servers(like, use mcedit's copy/paste or something) combined into one big map so people don't lose their build and work
  25. The probability of large kingdoms in TFC

    If I recall correctly, most armies only had a few trained knights, and soldiers, and the bulk of the army was militia farmers called to war. No kingdom or country could keep up with the expenses of training, feeding, paying, equipping, and housing needed to keep a large army. So they had a small force of soldiers for lawkeeping and such, and in time of war, the bulk was made up of lightly trained militia. And I just relised, you have to be careful of punishments you give out, or you could have an uprising