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AllenWL

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Posts posted by AllenWL


  1. 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.

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  2. 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

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  3. Why?

     

    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?

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  4. Dunk: "I did a looong post a while back outlining an idea I had for just such a feature. Bioxx and i discussed it, and in the end, we decided it wouldn't work or fit well into the mod."

     

    I want to see that long post

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  5. I don't think you should install TFC on a vanilla world, as the terrain gen is quite different, it would make a very rough transition.

     

    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.

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  6. If you didn't do this, if you made it so that full time miners could get by by just planting a larger farm and forgetting about it, there would be little reason to invest your time into producing more than you needed, which would make the whole system pointless.

    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.

     

     

    You guys are having a little argument in here I see. Noodles is right, for the most part (not in any small part because I talk to her frequently about our ideas for the mod in general).

     

    At it's core, TFC involves a lot of metallurgy. It may not be what we want the mod to focus on as an end-product, but it's what we have. It's the most fleshed-out and solid system we have at the moment, and acts as an anchor for other features. It's by no means complete, per se. As we strengthen it and fill it out, it can support other features of the game that we'd like to implement, building off the systems and tools we develop while implementing it. It just isn't solid enough at this point in time to really build a game off of.

     

    That said, we're aware that TFC can be very linear as it is, and fleshing out other features will help make the game more enjoyable, and we're working towards a state of the game in which we can focus our attentions on those aspects.

     

    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

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  7. Not so sure about the herbalism.  Either it would be magic, or it would require diseases to treat and such, which I don't think they want to implement.  I could see maybe antidotes for poisonous mobs and maybe poisoned arrows or something. 

     

    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])

     

    Anyway, They are all good ideas, though I'm not too sure weeding should be implemented.  Realistic, yes, but seriously boring.  It is a game first.

     

    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

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  8. I wouldn't eat something that was probably dead due to lead poisoning .-.

    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)

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  9. 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 no dimensions thing, but still, it would be nice to have access to the nether.

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  10. I don't really suggest red steel vs bronze, man, it's obvious who's gonna win. The idea is that the watcher doesn't know who is gonna win. Maybe steel armor with wrought iron weapons. That way the fight is long, and there are random chances. That way it's better.

     

    ok, maybe the red steel/bronze is a bit too unbalanced.

    but you get the idea

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  11. I think that soldiers should not be peasants with swords. You want good soldiers, you want people that all they have been doing is train with the sword/any other weapon (if a better combat system is added)

    Only way to upgrade skills is killing mobs

     

    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

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  12. This is a battle, not Capture the flag

     

    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

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  13. Indeed agree with that TFC is not for everyone part. (Althrough I wasn't for TFC but mastered it easily) But if you want to survive alone it's smarter to play on singleplayer, as you take out resources you won't share with anyone. And you used them, meaning nobody else can have them. Singleplayer is there for some reason eh? If you survive alone, don't use up resources that people like me, that intend to arise factions, that truly demand lots of ore, for example, and you take up virgin land, meaning you complicate the gameplay for other peoples. So yes, I think it's evil to go on a server and survive alone. I really miss AssHat due to the simple fact that team work was forced, (heck 32 gunpowder for a town). There is an equal quality in singleplayer if you survive alone. Don't waste resources that  more than one person can have. That's the reason that surviving alone on servers is yes, a huge manifestation of evil... Resuming, I say you can survive alone, I think it's bad to survive alone on servers.

     

    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

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  14. Well, if you had actually read my post, i said that the other areas will be done eventually, it's just that metalurgey is being completed before

     

    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.

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  15. Well, it seems the biggest problems are
    1. 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 server
     
    Basically, 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

     

    How? You can't merge different servers so the "big" server uses CPU and memory from those small servers. And to be able to support so many players, you would need some beastly hardware. And that costs lots of money to buy and support. 

    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

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  16. In RL society, taking apart the concept of pests, not all people were farmers. On a single medieval kingdom only half the people were farmers. Others were priests, nobles, and even I highly doubt soldiers were farmers. So I think food production in TFC is good as it is.

     

    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

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  17. While TFC is fun, it's more of a multyplayer than single player game.

    However, big communities and large towns on servers is hard due to the lack of players.

    We have 232 listed servers, and how many players in the TFC community?

    I think we should unite the servers in one giant official server.

    This way, we will have enough players to really make something.

    The only limit we have right now, is that there isn't enough players online, so most players

    end up living by themselves or in small groups, and everyone ends up separated.

    But if we have enough players, we'll be able to make bigger settlements, bigger builds, and we'll be able to do more than what we could do alone.

     

    But lots of people might not want to lose their builds, or go from server owner/admin/mod to player.

    So I suggest that the new server be made up of huge continents in a vast sea.

    The continents will be maps of different servers, copied and pasted onto the main server map via programs like mcedit

    each continent will represent a server, and will have owners/mods/etc for the continent.

    Each continents will be separated by the ocean, but be close enough to visit/move to/trade with.

    When a player comes on for the first time, they will be able to choose what continent to go to.

     

    So, what do you guys think about this idea?

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  18. Love your ideas, but what I expected is a large battle. So, to solve this, we just gather all the peps from a team in one place (main fort possibly) and so, massive battle begins!

     

    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

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  19. What about a death penalty? Like, take the pep to the town square and slay him in front of everyone and take his stuff, if he doesn't want to be exiled.

    kill him and take his stuff?

    so hunger/thirst/health penalty, slowness debuff, level loss,

    plus his stuff get taken away.

     

    That could work.

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  20. Since this topic breaks the "Start a new thread for each suggestion." found in the pinned rules, but still has valid discussion and all of the topics relate to each other, I have moved it to the discussion forum where it is better suited to flesh out ideas before suggesting each individual topic.

     

    Oops

     

     

    No. The main reason for this is because Minecraft is about mining and placing blocks. Trying to do anything else would require massive effort from developers, because Minecraft is not made for this kind of extension. I'm pretty sure everything you suggested Dunk&Bioxx already thought off. And they just don't have time to implement it right now and are focussing on more interesting stuff.

     

    While these are all great points, the entire post is moot when you realise one thing.

     

    TFC is still waaay WIP. like, we haven't even hit a 1.0 build yet. so the reason that there isn't really anything fleshed out in any other area of this mod, is because we just haven't gotten to it yet. the dev's are making sure that the mining and metallurgey portions of this mod are complete and exactly the way they want them before moving onto other things. Eventually this mod will have fully drawn out portions in other areas such as foresrty, farming, survival ect. ya just gotta remember that this mod is still nowhere even close to being complete.

     

     

    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

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