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AllenWL

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Everything posted by AllenWL

  1. Thoughts from me =)

    Both bellows and the quern wasworked by hand for a long time. mechanical power to drive the quern did make it easier, but wasn't really needed for the small querns. Now, abig quern(I dunno. 3x3x2?) with multiple slots driven by mechanical power would make more sense, and be a big help for grinding lots of grain
  2. Animals, Sicknesses and more

    Hmm, I like The hostile animals and wine/fruit alcohol part, and ice cream(well, since it's ice and fruit juice, sherbet would be more correct, but...) But I think what the mod makers have in mind for the monsters are better than just getting rid of them. Making them only spawn in caves will make caves more dangerous, than the surface(armor, long-range), and also, cave animals are small, usually blind, and not that dangerous, unless you are a bug or the cave has bacterial things making poison gas. So I think having wild animals on the surface and monsters underground will be fine. Unless you want falling/cave-ins to be the only danger in caves. I'd like getting sick from eating raw food/drinking untreated water/mosquito sting/etc, Like when you are sick, your hunger/thirst depletes faster, you cant move as fast, you're slower and do less damage.etc. Hostile animals should be divided into 2 groups. nocturnal, and diurnal. So you have danger day and night, but from different animals. All animals should be 'wild' at first, then when 'tamed' they should give birth to domesticated animals. wild animals should give less drops than domesticated animals.
  3. The "Why Can't I...?" Thread

    I thought about this. so basically, the problem here is that you cant have a stone store the data needed to remember that it's a placed stone or not, and if the stone doesn't remember, it can lead to ore farming(break and retrieve stone till it drops as a ore bit). So, if there was a easy way to separate generated stones(ores) with placed stones, placing stones can happen? What if, when a stone is generated by the world, there is a chance for it to generate as a ore bit? It will be the same as before, except that instead of deciding if it should be a ore after it breaks, it decides when itgenerates in the world. A ore will have separate textures from the stone. And breaking a ore on the ground gives ores, breaking stone on the ground gives stone. this way, you don't have to make the stone remember if it was generated or not. I don't know if making a new block will be more possible than making the stone remember if it was generated or not, but it's a idea
  4. The "Why Can't I...?" Thread

    Why can't I make cereal?(or porridge, or cooked rice) I have 2 chests full of wheat, 1 chest full of oats, and a stack of rice. They were all eaten as porridge, cereal, or just cooked, but instead, if I want to eat my grains and actually get full without spend a ton of time/grain, I have to get some ores, make a pick, get 3 raw stone, get some more ores, make a chisel, make a hammer, get 3 smooth stone, take the stone and make a quern, then grind the grains, then get bread. Being able to get cereal/porridge/cooked rice out of our grain will make growing grain crops more useful. as of now, due to the low nutrition value of crops, it seems like the only reason for getting crops is if you want to breed animals, or you don't have space/time to cook meat and take care of the hides and meat
  5. It's about sleep!

    Oh.... so it's kinda like a safe-ish, spawn-setting afk point that only works at night? Just a question, do you have to sleep the whole night to set spawn, or will just getting on it do the trick? Will thirst and hunger not deplete while sleeping?
  6. It's about sleep!

    No I mean how will the uncomfortable factor be added in game? Will you wake up faster? take longer to fall asleep? What happens in-game to indicate that the straw bed is uncomfortable?
  7. It's about sleep!

    uncomfortable? how will that work?
  8. Stay real

    Well, I agree with the no magic to a point. While I agree that magic stuff like spell casting and such does not fit in with this mod at all, Can't we have the little things like potion brewing and such? I mean, monsters, while 'magic'(fantasy, whatever) have a role in the game. So why cant we have things like potions and charms? The stone age/medieval age had lots of shaman/alchemists, etc that made potions and medicine and such, so I think having things like that can fit in with the mod, since while having a (somewhat) fantasy feel to it, it doesn't really feel out of place or magicky
  9. Ask the person below you

    To prevent the order of space and time from disentagrating. why do I never post maps I make?
  10. Multiplayer and inter-server travel.

    That make a really fun server. Also, having different crops, animals, and ores on each island would be nice too. So each island can trade, war, or ally themselves to get items they don't have
  11. I agree with everything expet the take up multiple slots thing. that could frustrate a lot of players trying to organize their stuff. Plus, it could end up with some slots that are empty, but unuseable
  12. Body temperature

    well, having clothing is actually better than not wearing anything in hot places, because you can get sunburn, and you'll lose moisture a lot faster. linen clothing would be nice, crafted with wool cloth or string/(spider)silk also, Because the armor thing can kill you (you wear no armor to not over heat, and get killed by a hostile mob), I think clothing worn under armor could be nice too. you can wear wool underclothes under your iron armor in the winter, and linen/silk clothes under your armor under armor in the summer so you can get protection without freezing/overheating
  13. Ideas on a better combat system

    / well, I don't know about you, but I use that button a lot, and i never accidenty rolled it. oh I just realised... FTChas a toggle tool modes button.... the players can change it to any button they want.....
  14. Multiplayer and inter-server travel.

    / I know, I'm notthatdumb (In fact, I'm not very dumb at all! )
  15. Ideas on a better combat system

    / that could work as well. I agree on the no crouch, as it is not the best way. But I dob't know if a toggle button can be the best way. I mean, there is already a toggle tool modes button (m, by default), but really, I find it hard to press so many buttons in the midst of combat, and I'd hate to throw away my axe in the middle of battle I think using the mouse scroll button would be better, as you can click it for throw/stab easily while during combat, and there is no danger of using the wrong move. Of course, the one problem is that the mouse scroll button isn't on laptops... Note: Just in case, when I say mouse scroll button, I don't mean scrolling the mouse, you can press the mouse scroll button(aka Mbutton, middle button,)
  16. Arquebus (primative 15th century firearm)

    / It's because being a noble has previages, on of them being that life should never unfair against your favor on the other hand, being a peasant had disadvantages, one of them being that life is always unfair for you
  17. Arquebus (primative 15th century firearm)

    / yes, that is true, just saying, the advantage of guns were being cheap, easy to make, and easy to use. on a 1 on 1, bows were better, so I don't really see the problem of adding them. I mean, I don't think any server can marshal enough people to make a effective gun-force, so a gun would most likely be a cheap bow replacement.(if the bow recipe was re-vamped)
  18. Multiplayer and inter-server travel.

    so... we can have server A with jungle and forest, chalk and basalt rocks, trading with server B for zinc?(which does not exist on server A). The only problem I see is a server not getting something they need to advance in game(they don't get copper, they don't get an ingnuis rock, etc) or cross-server wars with people raiding/greafing other servers with nothing the server owners can do about it
  19. Arquebus (primative 15th century firearm)

    who knows? when Japanese attacked Korea(a long long time ago) The Koreans opted to use bows instead of guns that the Japanese used, because the guns were slower, weaker, had shorter range, missed a lot, and tended to have 'accidents'. the bows were a superior weapons to the guns, and the only advantage the guns had was that it was easier to make (it can take seasend craftsmen months to make a good war bow), and the fact that it was a lot easier to learn. the old guns were more of a quantity over quality deal. on the same note, a crossbow had better range, and power than the longbow, and you could get tons of good crossbowmen in a short time, a longbow had a much faster firerate. once a crossbowmen fired, he was out for the count for at leas 30 seconds Also, the reasons an army used the old flintlocks en mass wasn't just because of the aiming thing. if they did individual shots with a flintlock, there was a good chance that sparks from one man could light(and fire) the gun of the man next to him.... while he was reloading. if not carefully drilled, the guns could be more of a danger to the users then their opponents. Really, the only upside the guns and such had was the ability to train fresh troops faster. as I said, quantity over quality It didn't matter if you only killed 10 archers while they killed 100 of your men. you could train a extra 200 before they even got 10 new bows
  20. Ideas on a better combat system

    / I think stabbing could be a combo of crouching, and attacking, or you could use the 'use' button. another option would be to make weapons that stab (spear, dagger, etc) stab when you use them, so you cant use them with other weapons. You could also add another 'special attack' button, which will stab, throw, make a strong hit, etc depending on the weapon. besides, the mouse has 3 buttons you can click. you can put them to attack, stab, and block, respectively. On parrying, you said there would be a window of time before a attack 'hits' right? a 'parry' would be like an attack, but be faster, and deal no damage(not even make them jump). but if you parry at an opponent when he is attacking and it 'hits' before the attack lands on you, the attack will be cancelled, and your opponent will be 'stunned' for a short time, (like, 0.75 seconds), letting you counter attack. this will prevent someone from winning just by spamming the attack button. If a parry is held for a long time(a.k.a, longer than a single click) it turns into a block. The system I'm thinking of, is the left-click attackes, right-click stabs/throws/etc, and clicking the mouse 'scroll button' (aka Mbutton or the middle button) parries/blockes. this will solve the stabbing and parring, no? oh, and I think bladed weapons should be easier to use and deal more damage, but heavy/blunt weapons, while being weaker and using more energy to swing, will deal more damage to armor, and deal more damage to people who are wearing armor. the reason for this is if you get hit by a knife(had one drop on me), and you have some sort of protection, it doesn't hurt that bad. but if you get hit with a hammer, even if you have a metal helmet, it would hurt a lot more(and make your head ring a lot) Armor could be divided into groups too. a 'hard' armor would stop edges quite well, but it won't be good at negating shock, so big, heavy weapons can still hurt you a 'soft' armor could negate most of the crushing force of heavy weapons, but would get shredded by blades and arrows also, a bladed heavy weapon like battleaxes should deal heavy damage to both types of armor, but be extremely hard to wield and take LOTS of resources to make.
  21. [TFC 0.77.21] SteamAge v0.3.0

    Are you planning on any vehicles? I find navigating long distances and water to be a pain. a steamboat or a sort of automobile would be a great asset to expanding your lands.
  22. Ore generation changes

    / I agree. if TFC lacks something, it's the invective to trade. having certain ores in certain places can also encourage players to build multiple outposts and rail yards and travel a lot more, 'claim' more land, etc Of course, this can also encourage wars over metal-rich lands...
  23. Ideas on a better combat system

    How about stabbing? and having 'weak points' on armor (cracks) that you can stab a sword/dagger/etc into it and not get blocked by the armor at all. and parrying could be nice too.