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AllenWL

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Posts posted by AllenWL


  1. I just have one thing to say.

    You know the five food groups? You know the thing they taught you when you where a little kid and they where telling you why it was important to have a balanced meal?

    Remember how they where named Fruit, Vegetables, Grains, Protein, and Dairy?

    Yea.

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  2. I'm pretty sure obsidian is sharp enough to cut atoms(or molecules. Whatever). Like, 98% sure.

    But like said, obsidian is freaking fragile and brittle, and it being so durable in minecraft is well, what do you expect from a game where diamond makes the strongest tools?

     

    Obsidian, other than being used and knives and arrowheads, can also be used embedded in things, like say, a wooden club. Aztecs(I think. Could have been the Incas) used wooden clubs with obsidian 'blades' embedded in the sides. Apparently, it was strong enough to behead a horse in one stroke, which is pretty darn powerful of a weapon.

     

    Obsidian could be found rarely in areas with volcanic activity and be used to make fragile, yet stronger stone-age weapons, a knife that is much faster than a stone one(but again, more fragile) or more powerful arrows. Frankly, I don't think we need any of them. 

     

    We have weapons enough. A stone javelin takes 4 shots to kill a zombie, a copper sword, two,  and those aren't even the strongest weapons we have. And seriously? Faster knives? what for? Other than cutting grass and crafting what use do knives have that require a faster block breaking speed?

    More powerful arrows are the last thing we need. A stick feather, and stone makes 8 arrows, and a bow and arrow kills a zombie in one hit. One, fully charged shot from a bow, and you have a dead zombie. Heck, if the zombies are close enough, you can can even kill 2~3 with one arrow. Do you think we need anything better?

     

    Though... I wouldn't mind bows and arrows getting a nerf and obsidian arrows coming in

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  3. I don't think adding a piece of shiny stone on the pommel is a very good way to balance the weight, but sure, why not.

    But instead of a speed boost, I'd rather the tool/weapon not fatigue you as much to use.

     

    I would really like to name tools and armor too. Not just for practical uses, but some tools I use for a long time, or has some special meaning, I really like naming and keeping, you know?

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  4. I don't know about the screen turning red. You should be able to keep track of your own thirst/hunger.

     

    But I do agree that thirst should kill. Because hunger and thirst no longer directly kill you, I've seen(well, not really, they just said that they do it) people who go mining or something, and simply just don't bother to come out to eat or drink. 

    I don't think eating and drinking should just be something that is 'nice if you can do it, but unnecessary'

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  5. Ah yes, glen's gasses. A very fun mod. Extremely annoying when you open up a pocket of natural gas inside a mineshaft though.

    Whenever I play with glen's gases, I mine all my coal by placing a torch, then mining a coal block near the torch.

    Such nice explosions....

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  6. I learned that a sluice could be used to get nuggets in a area overworked by a gold pan, because it had a higer threshold before it overworked an area or something, so I made a sluice. After a few tries, I got it working, but... I have a few questions.

     

    For one, how do you know if a sluice overworked an area?

    What can I expect to get from a sluice?

    Does using a sluice raise my prospecting levels?

    What's the difference between a gold pan and sluice?

    And finally, do overworked areas ever recover?

     

    The place I'm in has little ores, and I really don't want to have to go exploring god knows how many blocks for ores.

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  7. I looked on the wiki, and they say the reason cobble destroys support beams is because the support beams are not supposed to protect you from cave-ins.

    They are meant to prevent cave-ins.

    Well, I'm not a miner, so unless I get first-hand expirance, I can't really say anything, but I think you should be able to prevent all or at the very least nearly all cave-ins through support beam usage.

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  8. So, this probably was asked sometime before, but.. how do you make smoke racks?

    I'm trying to preserve some food, but I have no idea how to make a smoke rack.

    I get that it has something to do with yarn, but other than that, I have absolutely no idea what the heck I'm supposed to do

    Anyone help?

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  9. Well, currency has been discussed to death and beyond, then some more. You can look it up here

     

    Also, NPCs are in the 'do not suggest section' and well, I don't really think a 'in-game-shop' really is big enough to merit a full, admin-only NPC.

     

    Edit: Ok, I give up. making links are hard....

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  10. I hate multiplayer for any world that I plan to spend significant amounts of time on. Progression of tiers and equipment is far too quick because of people sharing, worlds are constantly restarting making any long term base seem pointless, there griefing, lag, etc.

     

    Also I am sure there is a large amount of your playerbase which play TFC on singeplayer. So why does TFC focus so heavily on multiplayer?

    Well, me, I don't get much more lag on multiplayer than on singleplayer.

     

    Also, I don't feel progression is too quick. It does seem quick sometimes when I'm absent for long amounts of time and I find the town skipped 2~4 tiers, but since in TFC, the only real changes I feel are when you get a saw, then crucible, bloomery, and blast furnace, I don't feel that the progression rushes ahead of me.

     

    I also like multiplayer because I can focus on what I want to do. Since there are more players working together, I can let others gather metals while I build and farm, or let them forge while I go out for new crops and animals.

    In fact, I find multiplayer much better than singleplayer, because I don't have to do stuff like going hundreds of blocks for graphite or something, which in my opinion, is a chore.

    Of course, I do end up spending a lot more time managing food for much more people, but I like doing that, so... yea (shrugs)

     

    I also find that server resets aren't really all that frequent, and usually, when a server re-sets, unless I happened to start at a much later time than the others, I find that I'm quite ready for a new start as well, and I can always ask for the world save.

     

    I also find that greifing is a very rare occurrence in well-organized servers. Whitelisted servers are very nice, since not just anyone can jump on, and most servers I've been on have very nice plot-protecting plugins, which when used correctly remove a lot of greifing/thieving problems. Plus, TFC isn't the kind of environment like vanilla servers where one player with a pick can essentially nuke the landscape.

     

    But my guess as to the reason for why TFC is multiplayer centered is 'because that's what they envisioned TFC to be'

    You can't really ask a person why they made that book that way, or why did the movie went like that. They just envisioned it like that.

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  11. I think I've said this a few times just as you have said the "what stops people" part a couple times, so for the shields powers to be used I think it should be on the hot bar "like in the hands" kinda. Plus many mods and plugins and whatever can prevent players from having certain things in their inventory and such, so IF player has shield on hotbar and player tries to put another shield on hotbar player leaves inventory extra shield jumps out of hotbar.

    But that won't keep the player from shoving shields into his inventory then shift-clicking them into the hotbar. So the player will still be able to carry around tons of shields, he just won't be able to switch as fast as if it was all in the hotbar. I mean, the hotbar isn't exactly the only inventory we have. And that would mean we have to make a new code to do that.

    But on second thought. Hmm...

    Is there a need to limit how much shields someone can carry? 

     

     

    The thing is, if you put it in the hotbar it takes up valuable space. Considering that it's being used in a combat scenario, having everything you need on the hotbar is crucial. 

     

    TFC already introduces an extra tool and an extra weapon that we should keep on the hotbar during combat as best practice. We have nine slots:

     

    Pickaxe

    Pro Pick

    Sword

    Mace

    Bow/Javelin

    Torches

    Blocks

    Water Bottle

    Food

     

    ^That's already filled out. And then there's also these

     

    Axe

    Shovel

    Rope (For your horse)

    Support Beams (If you're in a cave)

    Stupendous amounts of junk that make their way into your hotbar

     

    So you see, the shield, which wouldn't serve an active purpose on your hotbar and would simply serve to enable your rightclick block with your weapon a bit more effective, would be a bit of a bother. Even though it might simulate the fact that you can't carry a shield and a bunch of other stuff, at that point it's not a lot of fun. You'd be missing a couple crucial things and have a bunch of stuff to mess around with when you need to swap your hotbar around.

     

    Ah.. not really.

    Think about it. You would need food and water more or less all the time, and blocks, especially non-gravity effected ones are very useful, but the rest of the items?

     

    I don't need to carry a sword, a mace, and a javelin/bow. I just need to carry one to counter whatever mob I suck at dealing with.The only time I'll need to carry two weapons is if the weapon I'm using is a piercing one. Then, I have to carry another weapon for skeletons.So really, I just need to carry a sword or a mace(depending on whether zombies or skeletons are more dangerous to me) and possibly a ranged weapon.And If I'm going to go caving, a ranged weapon is more or less useless due to the cramped space, so I'm better off just taking a good mace or sword.If I'm going to fight mobs, I have no need for any block-breaking tools.Unless I'm going to move animals, rope isn't needed as well.Torches are only needed for caving/night travel or building.Pro-pick are only needed when I'm looking for mining, same as support beams, and shovels aren't really needed for anything other than charcoal pits and saving time. Axes are only useful for chopping trees or building with wood as well.And the stupendous amount of junk that ends up in the hotbar should not really bother you at all if you planned accordingly.Really, the only reason you would carry all those items in your inventory is if you can't be bothered to get the appropriate gear for what you want to do, or are planning to go around doing everything until your inventory is full to the brim or something.For mining/caving, all you need is food, water, a pick, propick, support beams, shovel, torches, blocks, and a weapon. You won't need a shield as your goal is to get ores, not fight. And you should have lit up the cave beforehand anyways, and just have the torch/jack-o-lantern and weapon for stragglers and any area you dig out.For 'cleaning' a cave, all you need is food, water, pick, blocks, light source, weapon ,shovel. You won't need more as you're trying to light up a cave to make it safer, not get ores from it.If you want to explore, food, water, light, block, and weapon is all you really need, with the possibility of a rope, shovel or axe if you need. That leaves 1~4 slots open.

    TL;DR

    Unless you're bad at organizing your inventory and choosing what you need, you shouldn't need all those, and should have plenty of space.

     

    shield and spear would be pretty OP if it worked realistically. Provided you dont let a zombie get close to you then you are pretty untouchable

    But we don't have spears and a javelin won't be usable with a shield, you know, you can't block with it?

    But yes, if we had a spear as a long-reaching melee weapon that could be used with a shield, that would be very OP

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  12. I don't know about the shield in hotbar thing, because people don't normally go around with shields on their belts or whatever, you know? They put it on their backs, or on saddles and such, and put it on their arm just to battle.

     

    And if a shield just needs to be in the hotbar, what's to prevent people from toting along tons of shields? I think the shields should be in the back slot or similar slot. We can still have people hold shields in the other hand by having something like, when people equip a weapon that they can block with(sword, mace, etc), the shield instead of rendering on their backs, render on their other hand.

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  13. And we also have to note that TFC is not modern in any way. If the bones we find are old bones, won't they be fresh bones say, a few decades or something earlier, fresh and ready to be stuck on tool heads?

     

    Also, in places like the desert, the bones will be nicely preserved by the heat and dryness, won't it?

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  14. Well, I thought TFC setting would better because for one, it makes it more necessary to settle down instead of wandering around killing everyone and trying not to die like in most zombie apocalypse games.

     

    If it's vanilla minecraft, people who find things like iron ingots can make tools easily 'on the fly' and quickly destroy the environment.

     

    However, in a TFC setting, even if you find loads of metal ingots, you won't be able to make use of them until you settle down somewhere at least temporarily, make a forge, get a anvil, and smith. On the same note, if you want to keep on making use of ingots you find, you'll need to lug around a good-quality anvil, and that would prevent you from say, having a barrel and grabbing more goods.

     

    So having a settlement to keep your goods and work is needed, unlike vanilla minecraft where a furnace and crafting bench(two very moveable blocks) is all you really need.

     

    While In vanilla minecraft, it's easy to quickly chop down a tree, mine some cobble, then pillar up and be forever safe, in TFC, these are not really a viable option. It takes time to make a settlement and secure it, and it'll be much easier with more players. And since a good diet is very important in TFC, protecting your crops and animals will also be a chore, unlike vanilla minecraft, where if you choose, you can fish for all your food, or just get lots of apples. Since food rots, having more players able to come on at more times to trim the rot and such will be a great help.

     

    Someone who steals and kills(the general type of players you find in zombie apocalypse games) will be hard-pressed to find other people to team up with, so have a harder time building and securing shelter, and therefor have a harder time surviving.

     

    These are a few reasons I had for the TFC setting

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  15. So, Zombie Apocalypses.

    I don't like most of those games. I mean, sure, fun, but darn graphics gross me out.

    But I do like zombie apocalypses in minecraft. Sorta. Another thing I don't like about those games are the 'shoot on sight' policies they have. I don't really like PVP much, so I end up running, or dying. Usually dying. Sometimes 'teaming up' to get stabbed in the back at first opportunity.

     

    Anyways, I randomly happened to hear about a zombie apocalypses server and that people traded and stuff there.

    And that got me thinking for a bit, and made me wonder, what if we had a TFC zombie apocalypse thing of sorts?

    Well, the thought process was: What if there was a zombie apocalypse where the goal was no to simply survive, but to 'reclaim' the land from the dead? Followed by how would we encourage players to cooperate instead of fighting? To what if it was with TFC?

     

    Warning: Long and complicated idea which I only have a vague idea on how to actually implement coming up.

     

    The gameplay should be same as TFC, but with challenges. For one, zombies will not burn in daylight, be the only naturally spawning mobs, and spawn at daytime as well. The only way to stop zombie spawns would be the 'spawn protection' mechanic, and possibly a plot-claiming pugin thing.

    Wild crops will re-spawn very rarely, and animals would only very rarely be at 'barn' structures. Most crops and animal goods should be found as loot in abandoned towns and such. Most surface ores and nuggets should be 'mined out' and only ores deep underground should remain. Zombies should spawn more frequently underground, meaning the early-metal supply should also be from loot.

    Zombies would break through everything but stone, and attack animals and destroy crops.

     

    When your health falls below a certain point due to a a zombie's attack, you will turn into an 'infected'. A infected would be unable to do things such as placing blocks, smiting, 3x3 crafting, tilling ground, leveling up skills, etc, and have their skills reset to 'novice'. The only thing they should be able to would be pretty much breaking blocks, eating/drinking, attacking, and things that are not 'complicated' such as placing tools on tool racks, pumping bellows, using a quern, etc.

    However, they can be cured with a medicine of sorts. The medicine, while usable by a infected, will need a 3x3 crafting, meaning a infected cannot get one themselves unless the find it as loot(really really rare)

     

    However, infected should be ignored by zombies until they attack one, and will be very hard to kill, instead, when their health falls below a certain level, they will get a very high resistance effect, preventing any more damage, along with other effects such as blindness, weakness, slowness, mining fatigue, etc, preventing them from doing much until they recover. Once their health rises again, all negative effects will disappear, but the resistance will remain for a few more seconds, giving them time to escape.

    However, it will still be possible to kill them by dealing a high enough damage, or attacking them right after they 'recover'(say, if they need to fall below 100hp for the effect to take place, if you deal over 100 damage when they are at health 150 or something, you can kill them.), or by lighting them on fire.

     

    When someone dies(whether infected or non-infected, doesn't matter) all levels and skills are lost, and they are dropped in a random area. However, it is possible to set spawn with a bed.

     

     

    Thoughts?

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