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AllenWL

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Posts posted by AllenWL


  1. You know that TFC is compatible with Flans mod right? and TFC is also compatible with 1.6.4 (As far as I've seen) so if you go here

    http://www.minecraftforum.net/topic/182918-164flans-mod-40-mechas-planes-vehicles-guns-multiplayer-tdm-conquest/

    you can get it.

     

    and myself is a content creator for said mod (Well I am not the best but I can make some weapons yes.) I'll put a link for a content pack (But you need the "Simple Parts pack" from flan as well)

     

    You can't craft any of the weapons currently (I has no clue as to how to make them, I can only 2x2 to 3x3 crafting TFC stuff would require REAL modding I think) but there's a crossbow, a musket/Arquebus and a rifle.

     

    My content pack, it's in a WinRAR

    http://www.mediafire.com/download/707733r4xbqyf6s/Musket%20of%20war.rar

    /

    yes, but I don't like flan's mod for survival.

    Feels too op

    0

  2. I thought it'd be nice if we had brewing and enchanting and tool repairing. So after some thought, I came up with this idea.

     

    Refining.

    Refining tools/armor can replace enchanting to some degree.

     

    You can craft a sharpening stone to sharpen a tool. This would work on axes, swords, blades, scythes, etc.(things with blades). It makes them deal more damage, and break blocks faster (think of a sharpness+efficacy combo). It would use up some durability to sharpen things, and after some uses, the tool will become dull again and have to be re-sharped to get the buffs again.

     

    Fireproofing armor

    (seal in a barrel full of some fireproof thing. Clay? wax? peat? I have no idea, really)

    This makes a armor fireproof to a degree, protecting you from fires. wears down when the armor gets damaged. when the coating wears off, it has to be re-coated.

     

    Plating armor.

    By crafting armor with a sheet of the same metal on a anvil(last three has to be hit heavy, hit heavy, hit heavy). increases protection and durability.(kinda like protection+unbreaking combo)

     

     

    Tool Repairs.

    Repairs would happen on a anvil, just like in vanilla minecraft

    add flux, the tool/armor you want to repair, and an ingot at weldable temp.

    Repairs some durability. More worthwhile than crafting new things each time

     

    Brewing.

    Brewing is done in several stages.

    To brew, you need a mortar and pestle, athanor, alembic, brewing stand, and cauldron.

    Also, various herbs found in the wild can be used for brews as well.(can be grown like crops too)

     

    The mortar and pestle is used to grind ingredients into paste and powder to be used for brews.

    You can add up to 3 items into the mortar before grinding. the items you put in and their amount decide the type and amount of pastes/powders you get.

     

     The athanor is a furnace made especially for alchemy. It keeps a constant, even heat to get the best results possible. Crafted with metal and fueled with logs/coal/charcoal, it takes in mob drops, paste, and water to make past/powder you cant make with the mortar and pestle. For better brews.

     

    The cauldron is fueled with logs (right-click bottom, add logs, use firestarter/flint&steel). It add water and some ingredients and start brewing. makes brews of various kinds.

     

    Brewing stand. Used for the actual brewing. Add a bottle of brew and some past/powder and light with flint&steel/firestarter.

     

    The alembic is used to refine potions. Put in up to three bottle worth of potions and start. It removes the 'impurity' of a potion and removes the chance of getting the wrong effect. uses up a bit of the potion to do so, giving you less potions as time goes on.

     

    Potion bottles come in two types. a normal bottle used for drinking, and a throwing bottle used for splash portions.

     

    A potion has a chance to give a effect that it's not supposed to (ex: a potion of healing II gives a poison effect I for 5 seconds, a potion of speed I 30 sec gives regeneration III for 2 sec, etc) using a alembic decreases the chances of this happening.

     

    A all brewing objects(exept the mortar and pestle) work faster with a better fuel source(higher burn temp), but the hotter it is, the bigger the chances of the brew boiling over, splashing it's contents all over the place(just think of it as dozens of splash potions hitting all at once)

     

    Better food.

    This is just a idea I got while making the brewing idea

    By mixing food with herbs , it can make a more filling, tasty meal.

    You can brew water and herbs in a brewing stand to make herbal tea. Sort of like weaker, safer potions that can only be drunk

    1

  3. I think guns should have limited range, high chance of failing, and it should be crafted with ammo and gunpowder to reload every time. also, it should be noisy, really expensive, and hold 1 bullet per reload.

     

    Also, guns should never fire a round exactly at the crosshair, meaning it wont be as accurate as bows. ti can also have a chance of going 'wild', sending a shot in a compleatly random direction. Also firing a gun should knock you back, just like if you got hit by a snowball

     

    This would make a gun a powerful, but a one use weapon as it will take a long time to reload and only shoot one bullet at a time. also, the loud noise will make stealth impossible, and the only way to (somewhat) get over the reload would be to have multiple guns, which would be impractical due to the expensive cost of guns.

     

    And a padded armor could be used to balance it as well. I could be crafted with a padded plate (plate, wool, leather) and would have a bit more protection than normal armor. But the best part of the padded armor would be that it can stop bullets, blocking a lot of the damage they do.

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  4. I agree. In vanilla minecraft, I always try to get dogs as soon as I can. They are reliable, trustworthy companions that can help you out in tight spots and fights. sadly, a lot of the minecraft community seems to think dog are useless and not worth it.

    I think dogs should be improved before other mobs, but that's my opinion and the mod developers can have other ideas so...

    I guess we should wait and see.

    Also, I think you should be able to feed dogs to give them instant health or a buff or something. cus, I mean, you use it to tame them, but afterwords, they wont even LOOK at it? why?

    0

  5.  Do you want them to try to eat your crops? I guess it wasn't a thing before because it just seemed like a hassle.

    /

    Yes, that means we have to look out for 'pests' that want to eat our crops

    zombies trying to eat animals would be nice too.

    You know, make players protect their food source?

     

    I know a couple of mods that had mobs that kill farm animals and destroy crops. it was fun to make plans to protect and conserve my food stores without just putting them deep underground.

    Also, animals eating grain and stuff in chests and vessels would be fun...(but people would probably hate it)

     

    Just saying, animals in TFC are really picky. They only eat processed grain, and only eat off your hand

     

    Why can't I put javelin heads on planks(not blocks)?

    Here, I have planks sticking out from the ground on the bottom of my moat

    And here, I have a really sharp peace of rock that I can place on sticks.

    So why cant I place the javelin heads on planks and make traps/fences that people cant climb?

    There is already a way to make pitfalls using grass(sort of), so why cant we put planks beneath it, put javelin heads on the planks, and make a trap?

    0

  6.  I only ever play with Smart Moving installed, it is a lot more enjoyable. There is a stamina system of sorts included in smart moving, but it only effects movement. I would highly recommend adding Smart Moving to your current mods, it really helps when navigating the hilly TFC terrain.

    /

    I know, but that stamina fills up/empties pretty fast and is more of a minor nuseace

    (in my opinion)

    0

  7. Was actually thinking about a very similar system the other day. We added a thirst bar to TFC, which I felt improved upon the original vanilla hunger system, (and becomes more important in the next release of TFC (where temperature affects how fast you burn calories / how much you perspire), but I still don't think it's perfect.

     

    Our system isn't able to replicate exhaustion, or a temporary inability to perform an action. You can just keep running or moving until you starve to death. An energy / stamina system can accommodate this however. Stamina regeneration can be related to experience level and your hunger meter, and can be temporarily drained and refilled with rest without having to consume more food (however stamina restoration would cause more hunger to be consumed).

     

    Basically, it just gives us more room to work with in the game features we impose. I guess if anything, it's a bit more of an entirely limiting feature on it's own, it doesn't really add any ability or functionality, only limits what you can do. We've been talking about certain limits and restrictions we can impose on players to help guide them down a certain path, and although I wasn't initially excited about the idea of increasing [what could be viewed as] tedium, it may well prove useful in some of the features we've been planning. Achievements and events in TFC can be much more rewarding than vanilla because they are much harder to do and because it's more fun to do them.

     

    /

     

    well, i thought it'd be nice if you start out with your stamina bar filled say, 800 units,(on a 1000 unit bar) and if your stamina goes over 900, you can do things faster, hit harder, use less hunger/thirst to do things and such

     

    If it goes Below 700, it slows you down, makes you weaker, and so on(potion effects can work for both (weakness, strength, mining fatigue, haste, etc), I guess, but I don't really like them....)

     

    As you level up, the bar will increase like health, hunger, etc, but the 'base' stamina will still be 900 so if you make your stamina say, 1000 units in a 2000 unit bar, it will still be counted 'above average' and give you buffs.

     

    The strength of buffs/debuffs you get will scale with the stamina you have, so if you have full stamina on say, 10 levels, you'll be stronger, faster, etc than a guy on full stamina with say, 0 levels. So leveling up can be even more worthwhile.

     

    And since the unarmed doing 1 heart damage means you HAVE to use weapons, I thought if stamina makes you stronger, you can have high stamina and fight with your fists and not have a horrible disadvantage against armed mobs/players. I mean, you'll still be at a disadvantage, but maybe you can get a few good hits in...

    0

  8. I think stamina could be a good addition to the game. It will decrease when moving, and get restored when resting/staying still and sleeping.

    Stamina will drain and recharge slowly, but recharge faster than it drains(sort of). Staying still will only charge your stamina up to 900, max, and recharges at the same rate as when it declines. Sleeping can charge it up to full, and recharges faster(sleeping on ground is slowest, straw bed is faster, bed is fastest).

     

    The Stamina bar should start out with 700 units, and have the base cap of 1000, just like health. If the stamina rate is between 500~900, you will be 'normal'(no buffs, no debuffs) If stamina falls below 500, you will start to get the effects of low stamina. If the stamina is over 900, you get full stamina buffs.

    Max Stamina will go up by 1 per level gained.

     

    You can sleep on the ground, but it will not skip the night, nor will it set your spawn. It will only regenerate your stamina slowly

     

    When low on stamina, you will move slower, deal less damage, and break blocks slower.

    Eating will also be slower, and items have a chance to fail when used(hoes don't till, firestartes have a bigger chance of fail, etc)

     

    Also, being on low stamina prevents some actions you can do. (cannot use anvils/quern at less than 200,  craft cannot at less then 50)

    If you are at 0 stamina, you will 'faint' (basically, fall asleep, and not be able to wake up till your stamina is at least 50)

     

    Having the higher your stamina, the more damage you deal and the faster you are at moving/breaking blocks/etc. Firestarters also get a higher chance of working, and you can throw the javelin/fire the bow farther and do more damage with it. You also run faster(note, run faster not walk faster)

     

    Using an anvil/quern takes lots of stamina.

     

    Having heavy items in your inventory makes your tire from walking/running/swimming/jumping faster.

    Armor also Makes your more tired

     

    some foods like fruits can replenish some stamina

     

    I thought about it, and decided that a stamina bar by itself was not a 100% good method.

    So I thought, why not have 2 stamina bars?

    the first bar will be a 'slow' stamina bar(the one explained above)

    and the second bar will be the 'fast' stamina bar (thanks to theJalden for this idea)

     

    The fast stamina bar would start with 1000 units, same as the 'slow' stamina bar, and will increase with the levels as well.

    The fast stamina bar drains and refills really fast, and does not require you to 'rest' (not do anything) to refill, and will refill as long as you are not prefroming an action that makes it go down.

     

    The 'fast' stamina bar decreases when climbing, swimming, sprinting, and drawing a bow.

    When it hits 0, you cannot run, swim, sprint, climb, or draw a bow, and if you had a drawn bow at the time, the arrow will fly away at a random direction.

     

    You do not get any penalties as long as the 'fast' stamina bar is not 0.

    1

  9. mmm potions...

    for some reason, I was always the guy that goes to a pvp  party with nothing but highly enchanted leather armor, a stone sword, and TONS of potions, raging from invisibility to poison to healing, because I liked brewing and enchanting much better than slapping on diamond stuff and hacking at everything.

     

    Will you make blowdarts and sleeping droughts?

    I think a potion to make a player/mob fall 'asleep' would be nice.

    and blowdarts will let you apply potion effects from afar

     

    Re-adding enchanting would be nice too.

     

    A 3 min recently-bandaged debuff seems a bit long though

    0

  10.  

    Why can't I kill a zombie with my fists?

     

    For some reasons there exist martial arts, and some punches can be deadly if done in the neck.

     

    ./

    you CAN kill zombies with you fists, it just takes a long, long time to do so. But I agree, we should be able to train our bare-fisted moves

     

    why can't I make soup?

    I got fire, I got water, I got bowls, I got bones(for stock), I got meat and veggies, but no soup. Why?

     

    why cant I drop food on the ground for my animals to eat?

    For some reason, the animals in minecraft need to be hand-fed.

     

    why cant I give my animals food to heal them?

    animals should slowly regenerate health when full, and starve when not fed

     

    why don'y my animals eat my crops?

    they eat processed grain off my had, but won't even look at all the wheat growing in the fields.

    0

  11. IRL if a stalactite forms(the hanging one), a stalagmite will form underneath it, as the water drops from the hanging on, onto the upwards growing one. With time, give it 1 million years these two will join together, and form a column, so i can see where you are coming from with this post.

     

    Although what benefit would be gained, if it was implemented so it actually works like this? I can only really see it as a really technical issue right now?

    /

    it can take a lot shorter than 1 million years. If the area has a lot of rain, stalactite/stalagmite growth is sped up.

    Oh benefits, we can have joy and beautiful caves

    1

  12. As HunterKain said, sadly ancient peoples weren't fancy. There was no specific knife for cutting cheese, or bread. As long as it is a stone/metal piece with a sharp blade, it is useful.

    /

    They also didn't have saws and hammers and shovels, nor did they have doors or tool racks or beds

    Games don't have to follow reality, or history, it just has to be beliveable

     

    and fun.

     

    Though I suppose that some people might think making a butcher's knife when there is a knife already in game annoying or useless

    0

  13. Excuse me? More practical and efficient? So they should go back and make dozens more item ID's for bone-handles tools? And a new sprite for each tool made with a different stone? A knife is a very versatile tool by itself, it doesn't need different types. The knife we have is used for refining grains, harvesting straw, and a pretty good weapon. It feels lie the knife was meant to be an all-purpose tool, doesn't it? Neolithic people didn't have fancy knives, but they dealt with it pretty well. Too much detail is bad. That's why we don't have long, broad, and bastard swords, rapiers, falchions, and all those fancy weapons.And: different bait for different animals. Pigs, sheep, and cows cal be attracted by shift-right clicking grains onto the ground.

    /

     yes, fancy knives aren't necessary, and we can do without, but having different knives ARE more efficient than just using a multi-purpose one. specializing can take more resources, but it is a more efficient way of doing things. There is a type of scissors designed especially for cutting string. While you can use normal scissors to cut string, using the scissors made for cutting string make a cleaner cut without damaging the string. A bread knife can cut bread easily, while a straight bladed utility knife needs more effort to cut bread, and can crush the bread while cutting.

    Same reason you cut wood with saws, hunt with guns, and fish with a fishing rod

    You can cut wood with a knife or you can even smooth it down using sandpaper. But we use saws. Why? because it is a lot more efficient and practical.

    We can hunt with a wooden club, but we don't, because it's not as efficient.

    You can shoot a fish with a gun to catch it, we can spear it, but we use a fishing rod because it's a lot more practical.

    A all-propose tool lets you do lots of things with it, but it sacrifices precision and efficiency to do so.

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  14. I like the concept, although one challenge to overcome is the fact that on a server corpses could be piled up and become unmanageable. I know several people who wouldn't really care about cleaning up bodies. I've also seen just awful people walk into a farm and kill everything there, I would have no reason to want most of the meat from it, I have plenty as is, maybe the farm was specifically for milk, or wool, so of course I'd just find more animals and push the bodies aside. The same awful person could kill everyone's sheep and cows, leaving hundreds of bodies piled in random bits of the server, and it's not just that, someone could be defending their home from zombies for the night, and considering that there is absolutely no purpose for rotten flesh, few people would care to do anything with the body. Yes I do understand where you say the body would rot in a few days, but what about the person who's only source of food was just killed and they have to go for an hour, well, there's twenty minutes in a minecraft day, come back in an hour and you're too late, guy starves, so that small of a time limit would have to be tweaked to be either longer, or have some form of solution for preservation, which would in turn contribute to my total point of this paragraph so far. What I'm getting at is that it would be significantly lag-producing. If there was some way of which to lessen the lag IE making the corpse somewhat of a block, perhaps done by replacing the block under the death point with a sort of overtop sprite image of the corpse, rather than an actual entity, it would significantly lessen the lag, allow someone to hide the body by slapping a block over it, and could even server the purpose of a "nice", slightly bloody, dead animal decoration for whoever might be into that kind of thing. There is of course the problem with the fact that it could be challenging to code the identification of where the animal died, and that location telling the block beneath it to become another block (which albeit isn't much different from the block it was, mostly just retextured). And possibly that could create more lag than having entities would. I don't know. Obviously this idea just came straight out of my mind without much planning, but it could be a solution to the lag created by having an entity. Thanks for your time.

    /

    well, we could always burn the corpse into cinder...

    or, we could dig a big pit, toss 'em in, then cover the lot in dirt.

    for a person running around killing animals... ban em for greifing,

    0

  15. And why is that bad? It might become a necessary skill. Being able to glance over your inventory and quickly remember what items are light/small and what heavy/big. For inexperienced player, it might be hard. But for experienced player, they know rocks are small, logs are medium (or what, I don't remember), doors are big. And even then, it is not like you have to do this. You just keep what you need to keep and drop everything else. Even worse, people are already doing this. But instead of weight/size, they measure value of the item itself. Like with long expeditions, even with current inventory space, you can hit situation where you need to pick between items in your inventory and one you just found. If you limit inventory even more, you will force people into this either way.

     

    There is also idea of adding weight of the armor worn to the equation. Which might add even more depth into the armor system, because there would be demand for light armor, so either different types of armors or different alloys, that would break away from the linear "higher is better in all ways".

     

     

    The problem I have with weight systems, is when I try to get large amounts or res. I played a mod with a weight system, and it'd be fine till a creeper blew up and scattered a bunch of cobble, then, it could really slow you down. Also, another annoyance of the weight system, it that if you are carrying too much and you throw away items, you can still pick them up accidentally, and When I was mining, I had to stop every once in a while to clear my inventory. I'd rather I cant pick them up in the first place. besides, this means you can't say, 'oh, I'm carrying too much, oh well, I'll just move with a slowness 4 debuff, no big deal.' also, the slot limitation means you have to be careful not to miss any ores while mining, and you really ARE limited. If you have limited slots, you have to choose, but if all you get is a debuff, you can just carry them all and have the debuff. So I feel that a weight system isn't really the best idea.

     

    Of course,  wood carts, barrows, and beast of burden which are commonly found would be needed to balance it out and not make the stone age really really annoying.

     

    Oh and one thing, how about keeping the inventory as it is, but separating them into different areas and giving each area a item limit?

    For example, there can be 8 heavy slots that can carry 16. this will not be 16 items each, but 16 items total. So you can carry 8, 4, and 4, or 4, 4, 2,and 6

    1

  16. lol, well, why a butcher's knife? no sense and... don't code pests, its enough with winter :(

     

     

     

    Um... because knives come in different types with different uses are all different?

    You don't use a filleting knife for cutting cheese, and you don't use a cheese knife for cutting your steak. you don't use carving knives for hunting and you defiantly don't use skinning knives to cut bread. Having different knife types makes sense, it's more practical, and more efficient. 

    0

  17. I like your ideas, but drinking alcohol won't heat you up, it cools you down. alcohol makes your body give off more heat, making you feel warmer, but effective cooling you down. Maybe if drinking alcohol warmed you up for a short time before making your body temperature drop quickly. So drinking alcohol will warm you up just roughen to, say build a small shelter, but if you don't get warm before the effects run out, you'll get colder even faster than before

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  18.  When a mob dies, it turns into smoke and a bunch of items. And for some reason, while monsters are just as big, or bigger than animals, they give much less. Doesn't make much sense, does it? So I think when all mobs die(including you) it should drop a corpse. 

     

    What a carcass(corpse) is, and what it does

    A corpse won't be an item, but a block/mob thing(like minecarts), that spawns when the corresponding mob dies.

     
    When a mob dies by fire, it will give a charred corpse. You cannot butcher a charred corpse. it will rot much faster than normal corpses, and when broken, will leave behind ashes.
    Extremely rarely, a charred animal carcass can give around 5% of the meat it would have given otherwise, cooked, a charred zombie carcass can give a rotten flesh or two, etc. A charred player corpse will lose all food, wood, and organic material(grass, leaves, flowers, etc)
     

    Corpses can be moved by using a jute rope, like animals(other than the fact that they don't move themselves). otherwise, you can pick it up with your hands, but that will make you unable to fight/interact with blocks/equip items/etc until you drop the corpse. Shift-right clicking a corpse will let you loot it, opening up a inventory where you can take it's belongings.

     

    All  carcasses will rot ultimately being destroyed, and they will rot faster than raw meat(except skeletons). When a player's corpse rots away, all food and natural items(grass, leaves, flowers, possibly wood products) in the inventory will rot along with it, and what remains(metal/stone things, tools, some wood, etc) will drop as items.(I think having the rotting process be like the sapling growth[a timer, then a random tick-thingy] can reduce lag. Probably. I don't know a thing about coding)

     

    However, rotting corpses will kill plants, attract scavengers, contaminate water, and spread sickness.

    (see http://terrafirmacraft.com/f/topic/5209-terrafirma-medicine-health/ by Moress for in-depth info on sickness[one idea per thread, so borrowing this a bit :P])

     

    But lets say we spent the night merrily slaughtering defenseless undead, and now have a mountain-high pile of zombie carcasses.

    Don't want that messing up our nice lawn, right? So how will we get rid of it?

     

    1. Speed up the rotting processes

    Simply speeding up the rotting process can dispose of all those carcasses piling up at your doorstep.

    damp(water, rain, etc), dark, heat, dirt(well, the microbes in dirt), and rotten flesh can speed up the rotting process of a corpse admirably.

    doesn't solve the problem of all that nasty rot, but it's cheep and it works

    2.Burn it

    If you set a corpse on fire, it'll burn down to nothing but ashes in a few moments
    Simply right-click with a firestarter/flint and steel, or drag in into the flames.
    The ashes might be annoying to clean up though.
    3. Contain it
    Dumping the corpse in a casket or coffin can stop the rot from spreading and contaminating other things quite well.
    The only annoyance is that if you're not careful, wild creatures can break the coffins looking for a bite to eat, releasing the rot.
    Better put it in a safe place.
    4.Vaporize it
    If all else fails, you can dump the corpse into lava to instantly vaporize it into nothing.
    Now only if you could find lava.....
    5. Dump it.
    If all else fails, and you can't find lava.... just drag the carcass somewhere you can't see, say, a shallow cave, or maybe dig a big hole, then dump it in there, and let it rot away.
     

    Now since you know what a carcass is and what it does, you should know how to properly prepare it for eating.

     

    Preparing a corpse for usage

    The simplest way to work a carcass is to mindlessly hack it to pieces with whatever you have.

    However, this will near-completely wreck the carcass, and the most you can hope for are scraps, bones, and possibly a few bits of product(gunpowder, meat, etc[when I say few, I mean few, like no more than 160 ounces, or one or two items at most. You'll get a load of scraps though]).

    The only exception to this is skeletons. You can safely hack it to bits and still get most of the drops although a few will be lost

     

    But if you want everything you can get from that carcass, you'll need to butcher it.

    To butcher something, you need a knife. You can butcher anywhere, but it's advised to do it in-doors, as the smell of meat might attract unwanted attention, and you can find yourself being butchered next.

    Right-click the carcass with a knife to open up the butchering interface.

     

    It should have a little panel telling you what you are butchering, and what stage it's on(skinning, cleaning, jointing), an output slot, a progress bar, a 'damage' bar, and four buttons(slice, slit, chop, cut). 

    The progress bar would work like smiting, each button(slice, slit, chop, cut) moving a green arrow, your goal being lining it up with the red arrow.

    Slice and chop will move the green arrow right, and slit and cut will move the green arrow left.

    However, there will be no 'rules' that you have to follow. Instead, each button will increase the 'damage' bar, which decreases the amount of products that come out.

    A button will not move the green arrow the same distance or increase the damage bar by the same amount on different carcasses or different butchering stages, and it is possible for a button to not move the damage bar at all.

     

    Butchering is done in 3 stages.

    1 skinning.

    you skin the hide off the carcass. this results in hide, sheepskin, or feathers depending on what you are butchering.

    Slit and slice give the least damage in this stage

    2 cleaning. 

    You chop off the head, remove the tail and hooves, remove the guts, and otherwise get rid of everything that is not meat or bones. results in scraps or string, depending on what you are butchering

    There are no (major) differences in damage in this stage

    After you clean the carcass, it will rot at the same speed as raw meat, and can be hung and salted/smoked to last longer.

    3 jointing.

    you joint carcass into usable joints. results in joints

    Chop and cut gives the least damage in this stage,

     

    Note*

    Some carcasses will not go along the same rout as described.

    Zombies and spiders will go straight to stage two(because I really don't know what you'll get from skinning zombies or spiders)

    Squids and creepers will go straight to stage two, but unlike the zombie, it will need no further processing(squids have no joints, and people say creepers are plants, so.....)

    Skeletons will go straight to stage three, for obvious reasons

     
    Preserving the carcass

    Wild animals(like bears, wolves, giant spiders and zombies) eat a corpse(of all stages), damaging it ultimately destroying it. keeping your meat in a safe place is necessary to preserve it(unless you want to feed your wolves that way, I suppose)

     

    After you skin the meat, you can hang it on a meat hook(drag to hook, then right click hook[while holding onto/dragging the carcass]) This can be used to store meat you don't need for now. (for example, you needed lots of leather so you slaughtered lots of cows, but you don't need the meat, and don't want to waste durability getting it cleaned and jointed) You can salt it by rubbing salt on it, or smoke it by putting a firepit under it to preserve it for even longer.

    You cannot hang the carcass of creepers, zombies, spiders or skeletons to preserve it.

     

    Items added and what they do.

    Scraps: can be used to bait fishing rods(better chance of getting a fish), or fed to your pets.

     

    Joints: Each is worth 320 oz of meat. can be cut into two normal pieces of meat, yielding a bone in the process.

     

    Spider meat: Has a chance of poison. Chance lowered when cooked. Gotten from butchering a spider Only makes poor meals

     

    meat hooks: made with metal ingots in a J shape. yields 6 can be placed on below or to the side of a block. Made with any metal, and the only difference is color

     

    Ash: Placeable block. It is made/placed in layers, like snow or charcoal, it can be broken with bare hands, but needs a shovel to yield drops. Dropped as a item from charred corpses, or created(in block form) when a carcass burns

    Can be used as black dye

     

    Changes

    Rotten flesh can now be eaten and is counted in oz like other meat

    has a high chance of poison. Chance lowers when cooked. Only makes terrible meals

     

     

    Changelog

    Edit: some things removed to fit in with the one idea per post rule

    Edit2: Edited after the 0.78 update added lots of things, and to better work with the Botany & Food post by Moress.

    And also to remove some of the needless ideas, refine other ideas, add a bit more, and make it easier to read(I do hope I succeeded in the last goal).

    Edit3: Minor changes

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  19. Why cant I place rocks on the ground?

    One of the easiest way to mark directions/areas/etc is to place stones. In fact, placing stones in certain formations is a widely-used way of marking your way, with formations for turn right/left, stop, go ahead, danger, safe, etc. Why cant we place stone on the ground and in piles to mark our way?

     

    why can I support dirt with thatch?

    Thatch is make of straw, and not very sturdy, so why on earth can it support a 1m block of dirt?

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