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AllenWL

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Posts posted by AllenWL


  1. The uncomfortable factor of the beds is that they will set your spawn, but you cannot use them to bypass the night.

     

    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?

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  2. As you saw

    yes it's uncomfortable

    and two it works by placing two thatch blocks on the ground and placing a raw hide on it

     

    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?

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  3. TerraFirma is about believability. Monsters are there for some challenge from my point of view, so you actually have to be careful. Magic would go too far, and remove the "Believability" aspect of this mod. You already can get some good armor from monsters anyway, that's a simple reason to go and "Fight rather than sleep". If you like magic, then this probably isn't the right mod for you.

     

    Edit: I thought I was replying to someone... cant see their post anymore? uhhh...

    Edit2: Thought I was replying to Pwnlord. First page, that's why I didn't see...

     

    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

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  4. I think this will be cool because it will go along with my idea of a bigger world.Or at least it will give rise to a new type of server. How this server would work is that a BIG team will have there own continent/world, and you have to go across seas to go to the other continents to either make allies with them or go to war with them. Every island that you spawn on should have one type of climate, so there is a chance that you will spawn in a desert or a jungle island, also every island has a different size so you may have a very large temperate island wile some other team may have a small jungle island. This type of server should be called war of islands.

     

    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

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  5. Instead of having specific slots for items weights, why not just have larger items take up multiple slots, with perhaps a total weight encumbrance system?  Keep the stack sizes small and maybe add sensible external storage (idk, brick piles?).  And of course external transport systems such as horse/cow wagons (different speeds), handcarts, backpacks and baskets. 

     

    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

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  6. In TFC i think body temperature would add some more realism to the game. Like in the winter or when you are in a cold biome you can get cold and get frostbite or hypothermia and to stay warm you need to be near a fire or wear leather this would give leather a use and people would strive to get it instead of skipping over it and going straight to metal armor. Wearing metal armor in winter can make you cold faster. Then in the summer or in the desert you can get heat stroke if out in the sun for to long. wearing nothing in your best choice to stay cool or swim in water. Wearing metal or leather can just make you much hotter. 

     

    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

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  7.  

    Crops are currently affected by temperature in that they will go dormant in the winter if it is cold enough, or if the enableCropsDie is set in the config, the crops will disappear altogether.

     

    What I want is a bit more than this. If temperature is too cold or hot, crops won't grow, and will instead die. Certain crops can be found in certain biomes with certain temperatures. For example, rice, can only be found in warm planes, and grows best in warm temperature. If you try to plant rice in a area too hot or cold for it to grow, the crops will grow slower, and give less drops. If the temperature difference is too big, the crop dies/will not grow at all/cannot be planted

     

    This means that certain crops can only be grown in certain places.

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  8. Just pressing the mouse wheel button sounds cool but what happens if you accidentally roll it and then you don't have a weapon in your hand.

     

     

    Besides, you don't need to use different modes so often. Because just using your slice attacks will do well. Also, maybe the G key should be used in toggling weapon modes. (even if there might only be two or three modes)

    /

    well, I don't know about you, but I use that button a lot, and i never accidenty rolled it.

    oh I just realised... FTC has a toggle tool modes button.... the players can change it to any button they want.....

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  9. Well I like what your suggesting but I don't think a crouch should do a stab. Instead, there should be a button on the key board to toggle modes. Such as a mode in which in stead of blocking with the axe with the right mouse button it throws it. 

    /

    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,)

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  10. Crossbows were faster to fire than guns, and could be aimed and shot in much the same manner as guns - they required little skill to use. There was one particular kind of heavy crossbow that was banned by the pope because of its ability to allow an untrained peasant to kill an armored noble. It was considered unfair. Which is funny. Nobody considered it unfair when heavily armored nobles were riding down unarmored peasants with pitchforks. =P

    /

    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

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  11. -summery-

    guns were 'better' than bows due to being cheaper to produce and easier to train people with

    /

    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)

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  12. 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

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  13. 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

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  14. Maybe but how would you do a stabbing motion without compromising other controls? But weak points are cool too. Also, Parrying is the same as blocking or if your referring to a counter attack how would that be accomplished?

    /

    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.

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  15. I like the third idea. It will make all reigons deficient in something and encourage trading.

    /

    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...

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  16. The meal system already pretty much does this. The only thing is that it isn't fan of combining all low filling items, so a lot of salads are discouraged.

     

    yes, I know, but the meal system needs at least 2 different foods, and you cant do much with crops as they have low food value. the low food value makes crops not as filling or useful as other foods, because you can't really make meals with them, or get lots of hunger from them. I think crops should be able to be made into different foods with more hunger value(like grains turning into bread) making baked potato with my potatoes or getiing 

     

     

     

     

    Essentially, this is already implemented in game, however it is hidden. Animals do have a hunger timer which causes them to eat grass, and having a full hunger meter is the only way for animals to regenerate health.

     

    I am aware of this, but this isn't what I want. I want them to grow only when full, and, breed on their own when full. this means that animal farming won't be just sticking them in pens and feeding/breeding them every once in a while. you need to constantly feed and take care of them, or they won't grow or breed. it just makes animal growing more challenging.

     

     

    If you look hard enough, there are wild crops everywhere. In my experience, I can usually find at least one wild crop in each 16x16 chunk.

     

    I phrased my words incorrctly. what I ment was that I wanted you to be able to get plenty of food from the wild without farming in the beginning, and farming would need more stuff than just a hoe and knife. currently, all you need is a few bags of seed to get a giant farm without too much trouble.

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  17. I think agriculture and farming can be really spruced up on TFC.

    Farming, especially crops, where a great breakthrough for people.

    It gave them surplus food. It gave them time to build and create. It let them settle and make villages and nations.

     

    First, You can get most all types of crops by breaking grass and the only thing you have to watch out for is nutrients, and whether the crops get water.

     

    I think crops should be affected by temperature as well. The temperature of each area will determine what crops can grow there, and what crops are found.

     

    Also, farmland should get different amounts of water depending on how close it is to water. some plants would need lots of water to survive, but some plants cannot take too much water or it will die

     

    you should be able to cook with crops to make food that is more filling than the crops are now. all crops currently give 1 unit(star) of hunger, and is not really he most effective of foods.

     

    Cooked rice. Craft rice with a bucket of water, and cook in fireplace. rice doesn't have much uses as of now, and it will let you get (somewhat) filling food before you get metal tools or livestock.

     

    Fertilizer. Fertilizer can be used to replenish nutrition for the soil at the cost of a slower nutrition recovery rate. using too much fertilizer will result in the soil not recovering fast enough, which can leading to more fertilizer use. also, fertilizer will restore less nutrition to the soil each time it is used.

     

    Watering cans.

    used to water soil, adding moisture by 1 level.

     

    Feeding. Animals have to be 'full' to grow. A animal will grow hungry overtime, and will not eat when full. however, animals will not starve to death(could be a problem in servers if they did; you'll have to check on them so they don't starve when you are away), but will not grow or breed when hungry. You can slightly increase the size of an animal by continuing to keep it well-fed even after it grows up.

     

    Breeding. Animals breed naturally when full and healthy. this means that you have to keep your animals fed to get them to breed. 

     

    Also, I think you should be able to find food without farming for the beginning of the game. there could be more wild animals and crops, as well as more fruit trees. Farming should need lots of stuff, so you cant start instantly.

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  18. I think magic can be added. I mean, if TFC was to be 100% realistic, zombies, skeletons, spiders, creepers, and so on would have to go, and be replaced by natural animals

     

    I don't think there should be spell casting, or magic traps, or fireballs and whatnot. 

    But I think small things could be implemented. Like brewing potions and herbs to make them, things to (slightly) speed up plant growth, a charm to make you mine a little bit faster, little things with effects that are barely noticeable, but can help out in a pinch.

     

    I'd like it to be things you can never use your entire TFC life, and never be at a disadvantage with people who use them. So you can choose  play minecfat style, to mine for metals and make armor and tools, or  play in a herbalist stlye wander around looking for exotic herbs, make a little hut in the wild and brew potions and make medicine, be a shamen-like person and make charms and tailsmens.

     

    Each of  these will take plenty of time and resources, so while you can have charms and potions and armor, it would take a long time, and you'll be slower at gathering and crafting. This could incurage trade, specialization, and towns in servers as well, seeing that trying to get all things is impractical, a person who mines and make tools and such can trade for potions and charms from others, and people who make potions can buy their tools instead of wasting time trying to mine for metals and making them.

    This could in turn incurage people to group up, with some mining, some growing herbs and making potions, some making charms, some farming, and so on.

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  19. The issue is that you need A LOT of them to be effective. By themselves, they are good as distractions to Creepers.

    /

    not really, even 1 or 2 dogs can help out a lot. I once got trapped by a couple of zombies with no weapons, but my dog saved me, and I only had one dog with me at the time. As long as you watch out for spiders and creepers, even 1 or 2 dogs can become an invaluable asset

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