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Posts posted by AllenWL

  1. I'm not a historian so I could be very wrong, but to my knowledge, stew and soups, for a long time, was a meal for the poor(well, I guess sorta, like the cabbage stews and pea soup and such, not any fancy meat stew or whatever), and a way to stretch food supplies.

    You could easily feed many people by dumping what food you had in the pot with plenty of water and boiling it, and the liquid would more or less 'swell' the amount of food you got.(Ok, so a bowl of slightly-radish flavored water wasn't very nutritious, sure, but hey, it fills your stomach[shrugs])


    Currently salads are the simplest kind of meals, which can be made straight from the stone age, and sandwiches are a more advanced type of meal, which is made in the metal age.


    So here's how I think soups/stews could be implemented.


    You would get a ceramic vessel, and put it on top of a firepit to make a cooking pot.

    The pot would have a slot for adding water, a liquid inventory for water/soup, and five ingredient slots.

    Once you add the water and ingredients, all ingredients would be used up to make the stew.

    You would be able to use raw, refined grains as a ingredient for soup.

    The amount of soup you get would depend on the amount of water, rather then the amount of ingredients in the soup, and the more water you add in, the weaker the taste if the resulting stew would be, meaning that if you put a large amount of water and little food to make soup, the soup will have very weak taste, and most will not find it tasty.


    Stew would restore a little thirst and the same amount of hunger as a food of the same weight, so it could be used to stretch food supplies(a 10 ounce piece of pork, when dumped in enough water, could end up as say, 100oz of soup[or ultra-thin broth I suppose] or more, drastically stretching your food supplies), but it will restore nearly no nutrition, so a diet of thin stew would keep you going, but not be all that better then not eating at all.


    However, the higher the food-to-water ratio, the 'thicker' the stew would be, and the thicker the stew, the more nutrients it would restore, so in theory, while soup could be the ultimate 'poor man's food' by adding minimum ingredients, it could also be the ultimate luxury food by adding tons of ingredients in it.


  2. I agree with Atharsea. The current light sources seem to be very 'all or nothing' in it's ways. You either get a stone-age(actually more of a pre-stone age) torch that lasts about two days, or a iron-age lantern that lasts 80-something days.

    And while lighting might be 'necessary' it is something very desirable. Sure you can increase game brightness, but there is something about walking into a lit house, or wandering back after a long day's work and seeing the light shining through the windows at your house that gives you a good feeling. Without lighting, I can still see everything, sure, but it leaves a very empty and cold feeling that I don't really enjoy.


    A middle ground between those two would be very nice, and by making the process of turning fat into tallow/rendering beeswax need (pre-iron age) metal, it could make a nice bridge between two light sources.


  3. 'Only you can prevent cave-ins' Die from a cave-in

    'Well, there goes that one' Destroy ores with a cave-in

    'Well-done?' Burn meat.

    'Whoops...' Make a messed up charcoal pit(you know, the kind that tends to burn down everything in it's path?)

    'Blub blub blub' Drown

    'No idea what this is, but I like it!' Make a ingot of unknown metal

    'Not a useless metal' Beat something to death with a lead ingot

    'Knowledge lost...' Die when at level 10 or higher.

    'Out of the frying pan and into the fire' Die while on fire and standing on a firepit or any other food cooking method that I cannot recall just right now.


  4. I highly disagree on aiming for a zombie's lower extremities, or decapitating.

    Both cases, while slowing down or stopping a zombie, will still leave a live head, which will be very tricky to spot due it it's reduced size and the fact that unlike a normal zombie that is standing upright, is crawling(or rolling) on the ground, and may cause casualties when stepped on.


    The point is to exterminate the undead, not turn them into landmines.


  5. There are no cows in space...

    But, but...

    There are cows in the US(and other places, sure, but let's go with US. Everyone knows there's cows in the US!), and the US is on earth, and the earth is in the solar system, which is a part of the galaxy, which is in space, so there are cows in space!


    Unless... those aren't cows?


    What have I been eating!?!?!?!?


  6.  But straw is even an even better tinder, I had not thought about that. The only problem I see is balancing. Straw is on of the first resources you would encounter in Terra Firma Craft. This takes away the challenging ascpect of the fire lighting.

    Seeing how lighting a fire is basically making a firestarter(two sticks) then spamming it on whatever you want to light(possibly putting up some thatch to stop rain), I don't think letting straw be used as tinder will really take away the 'challenge' in lighting fires


  7. I'm pretty sure Enviromine does display ambient temperature, they just don't tell it to you in numbers. 


    The temp bar has a white circle and two black arrows that both move separately. One shows body temperature, the other shows ambient temperature. The body temperature icon will slowly move towards the ambient temperature icon.


    Anyways Enviromines is very configurable, and you can change how each consumable, biome, armor, blocks, and held items/tools effect temprature. The hard part is finding all the id's for the biomes/blocks/items, and making it make work in a balanced way.


  8. You're missing the point. The only way to train to be able to hold your breath longer is to hold it as long as possible over and over and over again. Very slowly then will you build up endurance.


    But the skill system in TFC doesn't represent endurance. If anything, the only thing that does is XP levels, which is why the damage from "drowning" doesn't hurt you as much compared to your max health when you are at a higher level than when you are at a lower one. So by definition of the XP system and increasing max health, you can already stay underwater longer without dying, because you have more health to lose from the drowning damage.

    Have the player able to hold their breath longer if they drown? :P


    On the fishing thing, I think it might be nice if when you are experienced in fishing, you get more messages about it, like when you cast the line(or something else I suppose), you can get a message saying thins like 'There seems to be a lot of fish here, you will probably be able to catch a lot', 'You don't see much fish. It might take a while to catch some', 'There is no fish here, you're better off going somewhere else', or other messages like 'The line is getting taunt/stressed/whatever you call it, you might want to give some slack', 'The fish is getting away, reel the line' or something like that, kindof like advanced cooking/agriculture skill giving more information in the field.


  9. What you had was not a fully charged shot... When you first draw back your bow you'll see it pull back to the first stage over the course of about a second (this is animated). If you stand there and continue to hold right click for two seconds it will pop back to stage 2. Another three seconds later it pops back to fully charged mode and the arrow head will be right up against the wood of the bow. That's a full 6 seconds you have to hold right click to get a fully charged shot, which isn't possible to do even once between the time a spider sees you and when it's close enough to hit you. Hence the sniping from a distance.

    I know that, and yes, it was a fully charged shot. It was light, so the spider didn't agro until I shot it, which let me get one shot, then I ran away a bit and got another fully charged shot. 


    Since log piles are how you make a charcoal pit, and throwing a torch on top is how you light it, dying anywhere near a log pile can be total disaster (such as falling off your house or out of a tree in a tree farm). Kitty has recommended keeping torches in a small vessel for normal walking around since that won't catch any fires if it's dropped on death. Good tip, Kitty, so I thought I'd add it to this thread.


    Speaking of which, if you have plenty of wood to burn, putting a bunch of log piles somewhere then tossing a torch(or tossing lots of torches I suppose) on top of it can make a nice trap. 


  10. Allen,Spiders die to 3 fully charged bow shots, 2 if you are lucky. Most importantly, they will not attack you from a distance. You can snipe the from quite far with no retaliation.I consider bows the best way to kill spiders, even compared to T2 sword and armor.


    Huh, really? I don't really distance-snipe mobs because it feels sorta cheaty for me, so I attacked a spider like 10-ish blocks away. I got off one fully charged shot, then another, then the spider was on top of me, and I can't really recall if I fully charged before shooting or not due to panicking. In fact, now that I think about it, I'm not sure if my second shot was fully charged either.

    After that, I put spiders along with skeletons on my "Do not engage" list, so I never shot at them again. Time to try again?


    Also, for tips

    When fighting lots of non-ranged mobs, and you're having a hard time, run across ponds or jump into lakes and oceans. Knockback is increased, and mobs are much slower in water, so you can fight off multiple foes relatively safely.

    If you're fighting skeletons stay away from water at all costs. It will most likely end up as your grave.

    Right-click a lit torch with sticks to turn all held stick into a torch instantly. While you lose 1/2 the torches you could have had, it saves a lot of time.


  11. I think he's talking about the time it takes for the pit kiln to finish.

    Sure, it takes more resources and babysitting while the pit kiln-smelting is a set and forget(or set and nearly-forget I suppose), but overall, I'm pretty sure it takes less time then the time it takes for a pit kiln to finish.


    It just depends. If you have to do lots of other things and have plenty of time, the pit kiln method will be better, as it requires minimum attention and you can also do other things while the pit kiln burns, but if you need that tool right now, right this instant, a crucible will be better as you can melt the ore down and get the metal in a few moments, albeit at the cost of more resources.


    Other than the fact that the resource use may be less (depending on how much you value iron vs clay), I don't see how this would be any faster.

    I think what he means is we would be able to line up a ton of crucibles of molten metal and molds, then kinda run along pouring the metal out of all of them, having them fill more or less simultaneously instead of feeding them in one at a time. And if we could just right-click to get the tool head out, all you would need to do to mass-produce tool heads will be to get lots of crucibles and molds, fill the crucibles up with metal, then simply walk down the line one way, tipping the metal in, then walk the other way, getting the heads out, and repeat.


    If done right, it will take much less time then opening up the crucible, waiting for each mold to fill one after the other, then putting each and every mold into your crafting grid to get the tool heads out.


  12. The only time I made brass while trying to make a tool was because I confused zinc and tin. maybe they confused what ores to dump in?

    Or you could seporate the wiki page on alloys/metals to tool metals/alloys and 'non-tool/ingredient' metal/alloys.


  13. AllenWL - Thank you for your suggestion. Again, for some reason, I can't get Smart Moving to work; I believe that the Ships mod will be great. Just to be clear, you are talking about Archimedes' Ships, right?

    Actually, no, I'm talking about the Ship mod(that's it's name. Literally), made by Cuchaz. In my opinion it's loads better then Archimedes' ships, which while nice, is very limited in what you can do while the ship is in motion.


  14. Me, personally, would ditch smart moving and get the ships mod by cuchaz(I would get both, but they are sadly incompatible, so...)


    While I do love smart moving with TFC and has been using them together for longer then I can remember, In my opinion, it makes travel too easy.

    While undeniably handy, I'm not sure if being able to climb over entire mountains and easily swimming across oceans makes for good gameplay.


    Smart moving tempts me to just climb, swim, jump, and otherwise maneuver across the terrain just by myself without boating across bodies of water or making a path through that mountain. 


    Since the only thing Smart moving really helps me with is hilly, mountains terrain, large bodies of water, and sometimes sneaking in people's houses(though smart moving can be a bit... weird when trying to do different moves to different blocks), getting a nice ship mod and building paths through mountains I think is better.


    Though, bigger mountains would help a lot in the way of being able to build paths on them. Right now, mountains seem a bit like very small, tall, and narrow cliffs, and is easier to tunnel through(provided you have picks and support beams) then make a path over.


  15. And what psychological effects in TFC would be staved off? The article talks about it using to help with nausea and poisoning, but neither of those are in TFC either. It's a digestive aid, but TFC doesn't have indigestion, constipation, or diarrhea. 


    It could temporally remove the weakness/mining fatigue effects. I always thought those had less to do with actually being full, but more with feeling hungry, which distracts you from swinging at full strength.


    Or, it could fill up some of the hunger bar, but not fill up saturation at all.


  16. I see. I probably won't be on the server till at least Saturday. Probably.

    I'll register on the website/forums as well, possibly before Saturday, or maybe after. Probably before.


    Edit: Never mind, I have more time today than I thought. I'll register today, and maybe, if lucky, have a quick look in the server as well.


  17. Minecraft user name:AllenWL

    Your Age:16(About. I can't really be bothered to put in the effort to find out exact numbers. Who needs to know their age anyways?)

    Your Time Zone: UTC +9hours

    Location Country and State:South Korea

    Tell us a bit about yourself:I lived in the us for 7~8ish years, so I'm pretty good at english.

    I'm very random about random things, including what I do and when I do it, so I will be on at random times for random intervals for random periods of time.

    I build some, but mostly small, nice cottage-like things, and don't really do big or complicated builds. I mostly like to do little crafting and farming, with random bouts of exploration. If people need help and I'm close enough to help, I'll usually go help. I don't like people who break rules much(unless it was meant as a harmless prank or something), and sometimes, I can be very focused on getting even.

    I'm not really fond of repetitive grindy tasks, but I'm not really against it either.

    How can you help us: Depends on what help you're looking for.

    In-game, I can pretty much do most things, though I'm not great at anything in particular. I'm decent at fighting mobs though, and a ok archer.

    Otherwise, I've never been a moderator or admin or anything, and can't really help much other then try and be a active player.


    On a random note, I noted that the modpack(Oh, for some reason, I can't download that/find the download for that....) uses Archimede's Ships mod.

    I would like to suggest the Ships mod by Cuchaz instead, as it's a lot better(in my opinion. No seats, but can be used to move animals, and has more realistic features, like needing a helm(aesthetically pleasing too.) and sails(wool blocks exposed to air) or a oar(on extra-tiny ships) to sail, or being able to walk around on a moving ship. Plus, you can still make the ships out of blocks), but it seems to have problems with smart moving.


    I would suggest removing Archimede's Ships and smart moving and getting the Ship mod, since the Ships mod fits a lot better(no gauges that look odd, no need for seats and other blocks, no airships or other things that don't really fit in with TFC's timeline. But again, this is my opinion) and while smart moving is nice, especially it's climbing over ledges ability, it's not really needed, and there are problems that don't let you fully use it anyways(like being unable to crawl under many blocks)


    But your server, your call.

    I just wanted to throw this mod out there for people to look at.


    P.S I might not go on to the server much, right now, as I'm currently working on things(some of which are needed for my life, others that are not really needed, but I would like to do sometime in the [very]near future.)


  18. II started a poll on my server post to find out what kind of server people are looking for. So Allen what is it that you want on a server?


    A place with a nice town(s) where we all share resources. (Preferably without pvp/raids, but if there is, I'll just cope with it.)

    By that, I mean having something like a town storage/warehouse where people actually contribute to and not just take things from, and where there are enough people actually contributing.

    So if I wanted a new sword, but didn't have the metal to make one, I could drop by the town smithy to pick up a sword, or make one myself from the resources there.

    And if I happened to harvest some crops or catch some fish, I would only take what I need to eat, and put the rest(after taking measures to keep it fresh) in the town storage.


    Simply, a place with people I can chat with, and where I can relax and do what I want, when I want to.


    Kinda sucks when I go on a server and have to live alone because everyone lives 10000~ blocks apart, or join a town, but have to live alone anyways because noone ever comes on when I'm on.


    Don't really care about much else. I mean, I don't like using F3 coords or minimaps because it feels cheaty, but they are very useful, so..

    I also always wanted to try role-playing, but never got to as all servers I found just had people never role-playing, but simply doing stuff and talking in ooc.


  19. For me, what keeps me from really loving the mod is the fact it takes much too long to find and gather resources.

    You need to go a extremely long way to gather resources, and you need resources to supply for extended trips. Quite the paradox, unless your spawn has plenty of stuff, like copper and crops. Then all you need is simply time to refine them all. 


    While playing on servers does help a lot, I have a hard time finding servers that I really like, and I just end up playing something else rather then searching for servers that I like. 


    But I still enjoy this mod a lot, especially to take a break from things. Nothing quite like watching the sun set from my house after a relaxed day of gardening and carpentry, Now if I had a chair, a pipe, and some pipeweed, it'd be great :P


  20. Indeed.

    However, I would like roads for the looks and for marking where to go. Though you can use sand, gravel, cobble, etc to make a road, it tends to get slightly annoying digging/mining for all that material...