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AllenWL

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Everything posted by AllenWL

  1. Combat Revamp Opinion Poll

    But boars are easier to handle and carry and feed then elephants
  2. What about a big battle between TFC players?

    So get a bunch of people, and make them fight? Hmm, how about an game where a team has to hold an certain item for a set amount of time? Not only will the players be trying to kill the other team, they'll be trying to find the guy holding the item. If you add some plugins so a player can throw an item long distances, it could be really fun, with players running around and throwing the item from team member to team member while trying to kill the other team
  3. The probability of large kingdoms in TFC

    kill himand take his stuff? so hunger/thirst/health penalty, slowness debuff, level loss, plus his stuff get taken away. That could work.
  4. Oops While I agree that Mining and metallurgy and such should be done first, I also believe that other aspects of the game should be fleshed out as well. Not right now, since it's in beta and there is work to be done, but I believe the other aspects should be fleshed out sooner or later
  5. Combat Revamp Opinion Poll

    War dogs. Giant(for a dog, anyways) brutes bred for strength, speed, and used to flush out hiding enemies. Or you can get boars, tie a bomb to em, piss them off then make them charge towards your enemies(who said they have to be willing?) apparently, a charging boar is very hard to stop
  6. Casted Tools and Sharpening

    technically, you guys are both right Tempering does make a tool harder, but it also makes it more brittle. So while some parts of a tool were tempered to make hard, some parts where left soft. for example, a chisel had a tempered head, but the body was left soft and flexible. otherwise, the chisel would not be able to withstand the hammering. Swords had a soft, flexible body, but a hard edge, so it can cut, but not break when hit. (of course, when I say soft and flexible, I mean as soft and flexible as metal gets, not soft soft or anything)
  7. What about a big battle between TFC players?

    How about a pre-build base, with some base tools(just to skip the stone age) for each team? There can be 'neutral' forts manned by mobs(zombies, skeletons, etc) that you can capture for loot as well. So to get resources, they'd have to 'conquer' the neutral forts, or mine/farm themselves They can have some time to gather resources and build more defenses, but once the time is up, pvping starts. you have 3 lives, and once everyone in a team is dead, the team is 'conquered', allowing access to all items they had
  8. Thirst in the deep mines

    Oh, I see. I just thought it should get colder, because all caves I've been to were a lot cooler than the surface
  9. Thirst in the deep mines

    Ah I see. I know it's colder below 2 meters. I've been there, wished I'd packed a jacket(and it was summer, in a desert....) But yea, the frozen dirt thing will be nice. I mean, have you tried to dig in the winter? it's an effort to get the shovel deep enough to dig more than a few inches of dirt. takes the better part of an hour to get evenclose to a cubic meter
  10. The probability of large kingdoms in TFC

    I think that for there to be big kingdoms, there needs to be at least 6 things 1. a good leader. For a big kingdom to appear, we need a good leader to lead them, to convince people to come, and to stay, to settle arguments, and most importantly, to make fair and reasonable rules and to make people keep those rules. 2. Danger or hardship There needs to be some sort of danger or hardship that cannot be easily conquered alone. Something to make people group up, stay in the group, and most importantly, they have to fear, or at least be bothered by the idea of getting kicked out. A reason to make people want to stay together 3.A army/police force A specialized force with the best weapons and armor. they exist to keep people safe, and more importantly, to reinforce the rules and to make people feel safe 4. Time The leader and the lawkeeping force should be on as much as possible to keep order. if they are not present, greifers and thieves might come out. they must be on as much as possible make sure the rules are kept. 5. Currency You need a form of currency. With currency, you can pay people to work for you, and sell things for money, gather tax, etc. You have to make sure that you always have something worth paying for to prevent the currency from becoming useless 6. Income Tax is needed. No person will follow a leader that has less then them, and cannot provide for them, nor will the lawkeeping force work for free(not likely). Tax should be so while people don't feel too weighed down by it, it should be plenty to run the kingdom. Markets, city mines, war/raiding parties can help with your income. 7. Punishments., and rewards Not jail or something, but punishments like exile, taking away items, paying more tax, having to work until he gets a certain number of items(like mining or wood cutting), suicide jobs, etc. Rewards should be money, food, paying less tax, getting a worker, etc
  11. Discussion thread for the Combat Revamp

    Ok, I didn't read much of this thread(way too long, and will give me a grand headache if I do), but here are my ideas On the system itself. I think most people will agree that the flaw of the minecraft combat system is the rapid-click, better weapons/armor=winning system. So I have a system in mind. Instead of a attacking immediately when you click the attack button(left click by default), I think holding down the attack/block(use) button while holding a weapon should put you in 'attack mode' in this mode, moving your mouse will move your weapon and you use the a/d(move left/right, respectively) to turn instead(you can't look up/down in attack mode this way, I know, but who fights while looking at the ground/sky? besides, this prevents people jumping like idiots during fighting to get crits to some degree). The strength of your blow will be judged by how far your weapon traveled to hit the target, and how fast you swung it. if you did not swing your weapon fast/far enough, you will not deal damage to your opponent. Also, you walking around/your opponent moving does not count as a hit(to prevent players from holding the attack button and running around/turning wildly to hit opponents.) Once you hit an opponent, it will slow down the speed of your weapon drastically, preventing you from attacking large groups in one swing. However, a overly powered 'wild' swing will have shorter range and will deal much less damage than a carefully controlled one(no slashing wildly if you want to win). also, if you are blocked/parried, you will be stunned by 10 ticks for every 100 heart of damage your attack would have done(rounded down). However, if the attack is strong enough, it will break the block and stun theblocker instead, this time for 1 tick per every 2 hearts of damage the attack dealt. tier 1 weapons can block up to 250 hearts, tier 2 300, tier 3 350, etc. Ranged weapons will not put you into 'attack mode' so you can get your range(up, down), and attacking with non-weapon tools/items should be nerfedmassively TFC damage is divided into 3 groups, slashing, piercing, and crushing, and different weapons deals different damage. I think weapons should deal crushing and slashing damage by default, and piercing damage should be when stabbing. Weapons should have 'uses' or special moves, or whatever you what to call them, that activates when you press the use button(right click by default). Each weapon should have at least one 'specialty', and you should be able to cycle through them using the 'change mode' button(on that note, I ask for the change mode button to be changed to be button 3(clicking the mouse wheel)by default as I feel it will be easier to get to and use that way, and it removes the bother of moving your hand from mouse/wasd buttons to m to back, and moving to button 3 by default will let it be used for combat easily) The different moves/specialty/etc can be things like throw, stab, block, etc Weapons can be divided into 4 groups normal, small, large, and ranged Small weapons will usually deal less damage, but won't need to travel far/be fast to deal damage, making it faster. it will also have shorter range.takes less resources to make. It also has a block cap half that of larger weapons of the same tier Normal weapons will have an average stats in everything, good for every day combat. Large weapons will deal large amounts of damage, but need to be swung father/faster to be effective. It will also not lose much speed when it hits a target, allowing it to hit multiple targets(at least 3) in a single swing. It also takes lots of resources to make Ranged weapons should stay more or less as it is now, as I think that is the best way. Weapons will take different amounts of resources to make, depending on their type. a small weapon takes 1 ingot worth, a normal weapon takes 2 ingots worth(double ingots), and a large weapon takes 4 ingots worth(double sheets). I think there should be more weapons, than just sword, mace, bow, javelin, Each with different abilities that matters. Weapons should be so while anyone can use them, it takes time and practice to become experts at a certain weapon, and being a expert can mean the difference between victory and defeat. For small weapons, there should be 1. fighting knife. meant for close combat, and a backup to the sword. deals less damage than a sword, but has a longer reach than most small weapons. 'moves' stab, block, throw 2.dagger, a weapon meant to deal heavy damage up close. deals damage on par with a sword, short reach. 'moves' stab, slit 3.dirk. long weapons,meant for stabbing good damage when stabbed 'moves' stab, block, slit Normal weapons 1.swords. average, all-around basic weapon. good reach, and damage. 'moves' stab, block, lunge 2.mace. short, heavy weapon that deals crushing damage. can easily hit 2 targets in one swing. deals heavy knockback 'moves' block, smash 3. javelin. longer reach than normal. deals low damage and knockback. 'moves' stab, throw. Large weapons 1. battleaxe. large, heavy ax that deals both slashing and crushing damage. can easily hit 5~7 targets in one swing 'moves' lunge 2.lance. long spear that cannot be thrown. it has the longest reach and deals good damage, but small knockback 'moves' stab, lunge 3.war hammer. Heavy hammer used to crush opponents. deals crushing damage. unlike most large weapons, it takes considerable effort to hit more than 1 target. However, it deals massive damage. 'moves' smash moves stab and lunge deals piercing damage, stab is faster, but has less of a reach, lunge is slower, but has a bigger reach and deals slightly more damage. block is blocking with your weapons, just like normal, smash is a fast, heavy hit that deals high knockback and crushing damage. After you stab/lunge/smash, let go of the use button to attack again throw is just like throwing a javelin. hold down the use button then let go.(range depends on how long you held the button down) slit reduces your reach by half, but doubles you damage, and gives a 60% chance for a 1-hit kill if hit on the neck I think damageshouldhave some sort of bonus depending on what part of the body it hit (head. neck, arm, leg, heart), but so much that it'll make combat too easy or random, just enough to give a seasoned player an edge. Since you have to slash to attack, it were you hit will always be on the edge of a players body, unless you stab/lunge/smash/etc. Also, having full armor covers you almost completely, just leaving your arms and part of your face. So for the bonuses, I think a stab/lunge to the heart/neck/eye, slashing damage to the neck, smashing damage to the head should deal bonus damage(your head is protected by your skull, so while a slash might not get through, a smashing hit will most likely give you a concussion or kill you. of course, a blade can crush your skull just as well as a mace, but it's a game, and game needs balancing, so.) Armor should play an important role in combat, and there should be 2 different slots for armor, one for 'outer armor', and one for 'inner armor'(clothing, whatever). you can wear them both separately or together. 'outer armor' gives more protection, but 'inner armor' is cheaper to make, and better for day-to-day things. outer armor is made of metal, and inner armor is made of leather and cloth, and supplements 'outer armor' Heavy armor should also reduce the knockback you get from attacks 'outer armor' gives loads of protection, but crushing and piercing damage can get through 1.plate armor: would block most damages dealt, but takes much more resources to make (3~4 times the metal armor use now), and slows you down, and makes you tire faster. cannot wear 'inner armor' when wearing plate armor 2.scale armor: would take less resources to make than plate, and while it gives good protection from slashing and piercing damage, it gives less protection from crushing damage. It makes you tire faster. 3.chain armor: takes less resources to make than scale, it gives fine protection from slashing damage, but gives less protection against piercing and crushing damage. 'inner armor' gives protection against crushing damage better than some 'outer armor', but offers less protection against slashing/piercing damage. Most cannot block projectiles. 1. hardened leather: protects against all damages, including piercing, projectile, etc. takes lots of resources 2. studded leather: protects against crushing damage, 40% chance to protect against slashing/piercing damage. 3.leather: everyday leather. ok protection against crushing damage. very small protection against slashing damage. 4.padding: gives great protection against crushing damage, and fall damage, but offers no protection against slashing/piercing/projectile damage. Also, I think armor should have 'chinks' that you can hit to avoid armor protection, but it should be small and hard to aim at I think potions would be another good addition to combat. Potions could be hard to make and time/resource consuming, but should be able to give you a edge over your opponent without being too unfair, and ignores armor War animals Dogs, horses, etc ride them to battle, fight with them, etc Well, a war horse will be trained to not mind the confusion of battle, and would be strong, pulling chariots or carrying riders in full armor, and still having speed to outrun a man. of course a horses with a unarmored man will be faster than a horse carrying a fully armored knight. The horse will be trained to be able to kick and bite at the enemy, helping the rider. A war dog would be bred for strength and speed, and can be used to patrol, find hidden enemies and traps, and fight. They could be armored in body armor, and would be able to easily take out an unarmed man Also, mobs and players should be 'solid' while you can push mobs and stop them somewhat, you can walk through players and mobs, and this makes guarding tricky, as an attacker can run right past you unstopped unless you can kill them. So I think mobs and players should be solid, like walls&blocks, and you should not be able to go 'through' a player. This means that one or two players in heavy armor can hold back an entire army in narrow passes, as the walls will only allow one to come at a time, and they cannot run past the guard. Another thing I think can help combat is stamina and water currents. If swimming uses lots of stamina, and you need stamina to swim, and currants made swimming hard, especially in armor, then it would make rivers, moats, lakes and ocean a very real, very useful protection. A river can prevent player from crossing meaning a bridge is needed(or a shallow part of the river, or a place where the river is narrow enough to jump across), and if you can guard a bridge/destroy it, you can stop/delay your enemies from crossing, earning you time. If you make your town/city near a river, that side will be protected. You'll have to note the terrain as well in combat. Other then currants, water can rust metals(remove durability), grass can slow troops down and give a chance to trip a running mob/player bog can prevent you from running, etc. Terrain can shape lots of aspects of combat. If there are quicksand, then going on foot will be better, lest you accidentally run into quicksand. If a sudden reduction of speed can make you trip(stop, get damaged, fall off mount, etc) then if you in counter a bog(slow you down) while horseback, you'll have to slow down, or the horse can trip and you can fall off.
  12. Ingame money

    I'd say mold for copper coins, and anvil&plan/stamp for gold/silver coins. But anyways, unless npcs that trade in coin appear(and they won't, at least not for a really long time) coins will be useless. I only see 4 ways for coins to be useful without npcs. 1. if all players agree to barter in coin(same way money works IRL, really) If all players agree to trade in coin, coin will be useful because it will now have value as a trading material. 2. If coins can be melted back into ingots and tools. If coin can be melted into ingots/tools, it'll just be like trading with ingots/ores, except it opens up more trade options (if you do't want to trade 1 ingot for a piece of mutton, but need food, you can just give one copper coin instead) 3. If a admin/server owner takes coins for items, and takes items for coin. If admins give items for coins, that will give coins a value as it can be turned into items, via admin trade. This means coin is worth having, which also means it's worth trading for. 4. If a weight system is implemented. One reason coin is so useful is because it is light and easy to carry. In TFC, we can trade, oh a 100 cubic meter of stone for a anvil, because they don't take up much space, and is easy to carry. This kind of trade IRL, will need some sort of wheel barrow/cart, or a really strong person, due to the sheer weight of the objects being traded. If a weight system is implemented, trading with lightweight, easy to carry items(coins) will be much more preferable than carrying around heavy items to trade
  13. Casted Tools and Sharpening

    So I think the weak/dull thing should each have 4 stages. dull, normal, sharp, over-sharpened, Weak, normal, strong, brittle. Each stage can have a different amount of *s till it moves onto the next stage, depending on the tool type and metal type. You sharpen tools to make it sharper, at the cost of some durability. You heat and cool the tool head to make it harder. Tools will turn dull after many uses and will have to be re-sharpened. A dull tool will take longer to do an action and deal less damage, normal tools are normal, and sharp tools will deal more damage and work faster. However, a over-sharpened tool will be faster and deal lots more damage than sharp tools, but will lose sharpness and durability much. much faster. A weak tool will have less durability than normal, normal tools will have normal durability, and hard tools will have more durability. However, a brittle tool will get have the same durability as a weal tool,andlose durability much faster
  14. Thirst in the deep mines

    Umm, What? I cant understand what you are trying to say.
  15. From Nomad to Settler (and Beyond?)

    I like it. You should make it so that traps have a chance to break if the animal that wanders into the trap is too big. Also, placing javelin heads on planks should make a trap like the sharpened sticks, but a lot sturdier and suited for bigger pray. Crops should die in storm, but not rain. The only way rain can kill crops should be if the rain water overwaters the plants. Animals should be able to eat items off the ground, and break chests and clay vessels as well to eat food. Herbivores should also eat growing crops if hungry For tracking, I'd like It if a mob/player walking has a chance to leave tracks, depending on the ground. Stone would have a 0% chance for tracks(obviously) Grass, 15%, dirt, 20% clay, 30%, peat 40% sand 10%, snow 90% etc You should also be able to use some straw/dirt/brush(whatever) to wipe away your tracks and stay hidden Animals should avoid you and places you visit/stay frequently, but get attracted to water, leaves/tall grass, etc
  16. Brewing, Refining, Repairing

    Point taken
  17. Brewing, Refining, Repairing

    I thought it'd be nice if we had brewing and enchanting and tool repairing. So after some thought, I came up with this idea. Refining. Refining tools/armor can replace enchanting to some degree. You can craft a sharpening stone to sharpen a tool. This would work on axes, swords, blades, scythes, etc.(things with blades). It makes them deal more damage, and break blocks faster (think of a sharpness+efficacy combo). It would use up some durability to sharpen things, and after some uses, the tool will become dull again and have to be re-sharped to get the buffs again. Fireproofing armor (seal in a barrel full of some fireproof thing. Clay? wax? peat? I have no idea, really) This makes a armor fireproof to a degree, protecting you from fires. wears down when the armor gets damaged. when the coating wears off, it has to be re-coated. Plating armor. By crafting armor with a sheet of the same metal on a anvil(last three has to be hit heavy, hit heavy, hit heavy). increases protection and durability.(kinda like protection+unbreaking combo) Tool Repairs. Repairs would happen on a anvil, just like in vanilla minecraft add flux, the tool/armor you want to repair, and an ingot at weldable temp. Repairs some durability. More worthwhile than crafting new things each time Brewing. Brewing is done in several stages. To brew, you need a mortar and pestle, athanor, alembic, brewing stand, and cauldron. Also, various herbs found in the wild can be used for brews as well.(can be grown like crops too) The mortar and pestle is used to grind ingredients into paste and powder to be used for brews. You can add up to 3 items into the mortar before grinding. the items you put in and their amount decide the type and amount of pastes/powders you get. The athanor is a furnace made especially for alchemy. It keeps a constant, even heat to get the best results possible. Crafted with metal and fueled with logs/coal/charcoal, it takes in mob drops, paste, and water to make past/powder you cant make with the mortar and pestle. For better brews. The cauldron is fueled with logs (right-click bottom, add logs, use firestarter/flint&steel). It add water and some ingredients and start brewing. makes brews of various kinds. Brewing stand. Used for the actual brewing. Add a bottle of brew and some past/powder and light with flint&steel/firestarter. The alembic is used to refine potions. Put in up to three bottle worth of potions and start. It removes the 'impurity' of a potion and removes the chance of getting the wrong effect. uses up a bit of the potion to do so, giving you less potions as time goes on. Potion bottles come in two types. a normal bottle used for drinking, and a throwing bottle used for splash portions. A potion has a chance to give a effect that it's not supposed to (ex: a potion of healing II gives a poison effect I for 5 seconds, a potion of speed I 30 sec gives regeneration III for 2 sec, etc) using a alembic decreases the chances of this happening. A all brewing objects(exept the mortar and pestle) work faster with a better fuel source(higher burn temp), but the hotter it is, the bigger the chances of the brew boiling over, splashing it's contents all over the place(just think of it as dozens of splash potions hitting all at once) Better food. This is just a idea I got while making the brewing idea By mixing food with herbs , it can make a more filling, tasty meal. You can brew water and herbs in a brewing stand to make herbal tea. Sort of like weaker, safer potions that can only be drunk
  18. Brewing, Refining, Repairing

    It won't be fireproof, not really, you'll just take longer to get cooked(and therefor, a longer time to find water and jump in)
  19. Reminde me of the idea I had. For the animals, I suggest that animals need to seat to grow into adulthood. You don't feed them, they don't grow. After they grow up, you can continue to feed them to get them to fatten up. however, this process takes more time and grains than growing a baby into an adult. Feeding also heals the animals by a small amount. Animals will not eat when full, and when hungry, can wander into your crops and eat them. Animals breed on their own when full and healthy. So you have to keep them well-fed to have them breed
  20. Thirst in the deep mines

    I think it should grow colder underground for the first few hundred or so meters, andthen grow hotter. While the underground is hot near lava and deep under near the mantle, until you get deep enough to get effected by them, underground remains cooler than the surface
  21. Changing Stone Generation.

    But it's not real life. And does that mean that the general rarity of metals on lets say, mars, is the similar to earth?
  22. Cake

    I think TFC can have cake. Craft with dough, sugar, milk, egg(raw), then cooked in firepit/forge. No reason for this thread really, other than the fact I miss having cake in minecraft. Also, having a place able source of food can be handy at times, or just when you don't have time to stop and eat.
  23. Create cheap rails

    So basically, a cheaper version of the rail that breaks, and be used for short distances/early game
  24. Animals, Sicknesses and more

    Horses can be used too, but I think oxen should do the heavy work, and horses should be for transporting people and speed.
  25. Ask the person below you

    Cus they couldn't hijack your pc. What drives people to post a reply to this topic and answer questions that people ask?