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AllenWL

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Posts posted by AllenWL


  1. I like the ideas. I'm always in for more diverse combat.

    Though, not sure about the sling. It seems like the devs are not fond of long-range crushing damage weaons; they prefer skeletons to be melee-attackable-only, at least judging from what I heard in the 'ranged weapon against skeleton' thread.

     

    I think the blowgun should have longer range then a javelin, but shorter range than an atlatl. Also, I think the shield can go on the back slot, but render on your hand when you hold a weapon.

     

    For the bleeding, I think it would be nice if each damage type could have a chance to add a negative effect. Crushing damage weapons could give a 'stunned' effect(slows down, and weakens, possibly blinds as well), slashing weapons can give bleeding(drains health, can kill, possibly mobs find you and try to kill you more?), and piercing weapons can uh, no idea what.. sorry...

    Some weapons, such as daggers, will be more likely to apply the 'damage effect' then other weapons.

     

    I think poison, if added, should not be the 'drains health but does not kill' of vanilla minecraft, but instead be more dangerous, having a verity of effects, such as nausea, slowness, minor damage, weakness, slower swing speed, etc.

     

    Finally, I think a war hammer would be a nice addition. A slow but long-reaching and powerful crushing weapon, with a high stun chance.

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  2. Hmm, I'm not sure how useful it might be though. I mean, seeing your suggestion, I take it to mean that the cage will be able to keep baby animals or small animals such as chickens, but not full grown cattle.

    However, wild animals tend to be full grown cows and pigs, not little piglets or calves running around. To get said babies, you'll need to find the animals, feed them grain every day till the familiarity levels rise high enough, breed them, then wait for the pregnant animals to give birth, then get the babies in the cage. Rather a time-consuming task.

     

    The only use will be pretty much be bringing chickens, or, when you get a good farm going, moving the baby animals to a new farm for whatever reasons. So unless you already have animals and a animal farm, or happen to be looking for chickens, the cage probably won't be that much of a use.

     

    The rope, while bothersome at times, is a perfectly sound way to move animals(I mean, it's not like the undead try to eat the animals), and I'm not sure if adding a item to basically do what the rope already does but with more limitations and little benefits will add much to the game.

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  3. Turn all pixels invisible, and the size of atoms. However, they must be bigger then the blocks themselves, so the blocks must be smaller than atoms.

    And we should have smooth lighting, so smooth that it lags NASA supercomputers easily.

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  4. I think he's talking about how you can't do certain actions that you should be able to do, such as crawling through a 1-tall area(For some reason, if you try to crawl under any TFC block, you get stuck and sorta jitter around, unable to move until you stop crawling)

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  5. Looks like fruits and veggies can do with some more preserving methods.

     

    Hmm, the only way I can really think of for preserving fruits in the TFC-timeline is jam, drying, pickling, and freezing, and pickling is already possible, and jam got a definite no..

    Don't see how we can freeze something, so... 

     

    Ok... a drying rack that can't smoke food but can also dry fruits and veggies made of wood/sticks?

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  6. Trains feel a bit too high-tech for TFC. I won't mind some better rail transport, like minecarts attached to animals or something, but locomotives and such seem off to me. I'd rather prefer wagons for long-distance, multi-item transports.

     

    An idea I have is instead of wagons and trains, have wagons and 'rail-wagons', which would be the same as wagons, but use rails instead.

     

    Wagons can be used on the road, but be slower and (possibly, if mechanics allow) tire the animals faster and/or wear down the wheels/axle faster.

    Rail-wagons(no idea what to call it) could be wagons used on rails, and be faster, and (again, if mechanics allow) tire the animals less and/or not wear down the wheels/axle as fast.

    Also, since it goes along a pre-set rail, you won't need to worry about directions and it'll be a lot smoother journey then wagons.(simply put, you don't have to worry about getting distracted and driving into a tree, or off a cliff, or into the river.)

     

    There could be 'normal' wagons for both player and item transport, passenger wagons, for player transport, and item wagons, for item transport.

    'normal' wagons will carry less players/items then passenger or item wagons. All wagons will have two front seats for a driver and navigator/guard/whoever

     

    You should be able to tie a few animals behind wagons(maybe just on item and/or 'normal' wagons)

     

    (Edit so it's easier to read, plus new ideas)

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  7. Well, I suppose it depends on where we're traveling at +light speed. I mean, if we're using it to circle earth, we might just end up creating too much air friction or something or another.Of course there is also the problem with steering. If we go at +light speed then end up faceplanting into a asteroid or something, that would be silly.But if we advance to that point, I'm sure we'll have technology to not do anything stupid when going at that speed.That is, if we actually survive long enough to advance out technology that far....How high do you think are the chances of us killing ourselves due to pollution, overpopulation, war, etc within the next hundred, two hundred years?

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  8. Hmm, hard one. I have tons I like, and I'm honestly hard-pressed to choose one as favorite. All of them are very nice, and all are different.

     

    If you could live in any country, inlculding fantasy ones, which country would you want to live in?

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  9. Mythical um... um.... let me think about it......

    um....

     

    Oh yes, Mythical flying rabbits that install a horrible and deadly virus into you computer when killed, but if left alive for more than five seconds, hacks into your minecraft account, deletes it, then corrupts all your hard discs forever

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  10. Well, they have mineZ2. which is a lot better, and has murky/salty water, boiling water, and a few more things, such as gathering resources.

     

    Anyways, I was thinking of a zombie apocalypse thing that was less about gathering food and attempting to hoard and slaughter as much as you can before you die, and more about trying to carve out a living in the ruins and pushing the zombies back.

     

    I do like the claim land from undead by killing enough of them, loose it by getting killed too much idea, though it might be troublesome at times...

     

    What about having a 'zombie nest' of sort in the middle of each 'area' and if enough zombies die, or if you break the 'spawner' or anyhow disable the 'nest' zombies stop spawning in that area completely. But if enough people die in the area, or if enough zombies 'settle' in the nest, it becomes 'active' again. The closer to the nest, the more zombies would spawn, and the further from the nest, less zombies will spawn.

    However, you should still be able to wall off an area, then prevent spawning, maybe by placing torches or some special block.

     

    So you can either try to make a settlement somewhere far from the 'nests' and defend it, or try to 'reclaim' a area and keep it 'clean'

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  11. I've read all the lord of the rings book and the hobbit, and found it seriously annoying. Drags on and on and on and half the time the characters act really dumb. Also watched all the movies, and I must say I prefer the movies over the books.... mostly

    Read the inheritance cycle a couple times over, and also read department 19 series.

    Read the age of fire series, and bits and pieces of the song of ice and fire.

     

    Also read animal farm, 1984, and a brave new world.

    Plus more.

     

    Recently finished the blood of olympus.

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  12. Edit: Keep in mind that players always have the ability to put their own restrictions in place. If you decide that you want to have a large agricultural setup before you move on to the copper age, there is literally nothing stopping you other than your own will power. Just because you might think playing that way is the absolute best, forcing it on other players who do not agree is unfair and selfish. TFC is a mod for Minecraft, which is a sandbox game. The goals and rules are primarily up to the player to create, change and break as they see fit. By forcing goals and rules into the mod itself, all that does is alienate the players who want a different play style.

     

    True, but putting your own restrictions has it's limits.

    Say, I would feel awfully dumb and feel rather bored if I tried to re-create a post-stone-age scavenger age in TFC, because sure, I would be able to do it by gathering wild crops and fruits, exploring, etc, but where do I start advancing? While it's true that you can linger in each age as long as you want, once you go through all features of that 'age' all you're doing is pretty much pretending there is something more, and dragging your feet.

    I might decide to say, gather each type of crop before I go to metal age, and that would, to me, be fine. I'm expanding my edibles, getting different tasting food, and I have a tangible goal to work towards.

     

    But after that? I might say oh, lets make a big farm, but for what? Do I need the big farm after all, when pre-metal I won't be able to store them all anyways? After a bit, I'll start feeling bored, and somewhat dumb because I'm doing something for no reason other then to just drag my feet and linger in this age.

     

    If I had something more, like say, plant genetics, or a pre-metal age food preservation(other then stuffing them in a vessel and cutting decay every other day, because really, that's kinda hard to do when you get more food), I could say, 'let's stock up food for the metal age since I'll be busy mining ores, smiting, etc to care for my plants for a while' then when I have enough, I can proceed.

    But with nothing really do do on the stone age other then make a basic home and a small farm, I feel no need to stay there, because to be frank, all I'm doing is just ignoring proceeding and stubbornly lounging around munching on salad and watching the wheat grow.

     

    Less than a race, I would compare this to an amusement park, divided into separate stages. Some people like to rush through, only riding the big, major rides of each section, some people like to take their time.

    But even if you want to take time, if a section doesn't have lots of rides, you either have to move on, or ride the same thing over and over again.

    I would just like a little bit more rides to enjoy in the starting section.

    3

  13. Well, depends. I think a skeleton is going to care very much about a hole in it's spine, or a fracture in it's pelvis.

    Also, this thing we're talking about, it's 100% bone. Sure, nicks, chips, missing ribs and cracked skulls won't damage it, but I think damage to the spine will be pretty bad, and damage to the arms or legs will effectively cripple it. Plus, per rules of creatures with heads, crushing it's skull should kill it, and I'm pretty sure a high-velocity stone will be able to shatter a skull.

     

    True, bashing it with something big and heavy will probably be the best way to take care of it, but we should be able to hurt it a bit from a distance, shouldn't we?

    I mean, for example, if your buddy is running from a hoard of monsters, and you're say, on the wall of your castle, you're able to give your buddy cover, killing the mobs with arrows. However, if your buddy is being chased by skeletons, not only does he have to dodge projectiles, which are harder to dodge then solid blows, you are also left with only two, not very good choices.

    Rush out to save your buddy, and risk death, or just sit and pray. Both are not exactly very nice prospects.

    We should be, at the very least, able to give cover to our buddies while they fight one of the most deadliest mobs in the game.

     

    Besides, going by that logic, would a zombie care about a hole in it's stomach(or anywhere else), ripped-out limbs, giant, gaping sword wounds, broken bones, being set on fire or really, any injury other then a crushed skull and smashed brain? No, probably not, it's undead.

    1

  14. Logs are easier to get then you'd think simply go for the tall trees, and for the first day, just focus on gathering materials for a shelter. You can afford to starve for a day and a night, and it'll take time to gather and smelt ores for metal tools, so when you find crops, animals, or ores, just remember the location, then ignore them, focusing on gathering materials and finding a nice place to hunker down in. The animals, crops, and ores will still be there the next day, but the items you gathered might not be, especially if you wandered a bit too far and died. 

     

    Also, keep a eye on the terrain, as you might be able find a shelter practically all made for you, which can save a lot of time. Clay deposits still make an excellent shelter, especially on a hill/cliffside, and grass is(if I recall correctly) gravity-resistant as well as long as something doesn't step on it, so digging into a small hill can make a fine temporary shelter until you gather enough resources to make a better one, or reinforce it to make it a more permanent shelter. Small caves also make great shelter, as you only need to cover the entrance, and maybe the back, if it's a long one, which won't take as much resources as building a entire shelter, and has the added bonus of allowing you to have indoor pit kilns without burning down your shelter

     

    If you couldn't find a nice place like a clay deposit, and couldn't gather enough resources, you can also put up log pillars a block apart, then fill the space between them with sand, dirt, or gravel to make a nice solid wall. Or, you could also put logs in a x pattern and fill the gaps with thatch to prevent skeletons from shooting through it, like this:

    LTLTL

    TLTLT

    LTLTL   L=log, T=thatch

     

    Thatch still makes a fine roofing since spiders rarely wander all the way to your hose, up the wall, and through the thatch unless it's chasing you.

     

    Finally, don't get greedy and make big shelters. Keep in mind how many resources you have, and how much more you can gather before sunset, then plan out your shelter accordingly. You can make houses as big as you want later, but in the beginning, all you want is a place to store things and not have to look over your shoulder every ten seconds.

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  15. Also, I'm not sure I would like making a sling and tons of shots to kill that skeleton, then end up running around like a idiot dodging arrows while slinging lead shots everywhere and hitting everything but the skeleton.

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  16. Personally, I find using cover, pitfalls, and more allows me to safely dispatch most, if not all mobs once I hit the metal age.

     

    However, I would like a sling or another ranged weapon that deals a non-piercing damage, mainly because feathers are not the easiest things to find, and I would like more diverse weapons. But really, until combat is more fleshed out, I see little to no reasons to add more weapons.

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