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TonyLiberatto

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Posts posted by TonyLiberatto


  1. I know is not going to happen.

    Maybe an addon? Who knows.

    In my opinion the sequence should be like this:

    Stone knife and stone axe no handle.

    Use stone knife to cut cat tails for plant fiber.

    Use stone axe to break branches for sticks.

    stone tools without a handle have a chance to hurt you and cause more fatigue.

    No way you can shop down a tree with the axe without a handle.

    Use the sticks, plant fibers and the stone tools to upgrade your tools.

    That would add a lot more belivability to the game. And make it in a way that makes sense.

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  2. Haven't heard from the Dev's, One of the aspects I like more about this idea is because it would allow for more development of the stone age.

    The way I see players should have at least leather armor before they would venture to another Island.

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  3. I like the way you think Darmo, my only point is that TFC needs a better Spawning system..

    Using Just Another Spawner and Mob Properties I was able to make a server where no mobs spawn over artificial blocks. So in the case mobs only spawn over Dirt, grass, or raw stone. Mobs never spawn over wood blocks, smooth stone, bricks etc.

    This would make it so mobs spawn outside of the player buildings, but the player still needs to build fences and walls to protect his base.

    My point is that as much as I like your idea of having more wolves spawning because the player has a huge sheep herd, the wolves should not spawn inside the sheep pen.

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  4. 8 hours ago, ChunkHunter said:

    I don't see any reason why animals "in captivity" should affect the wild population in any way, shape, or form whatever.  They are then no longer part of that biosphere.

    I agree. 

    The only other thing that could be considered would be a developed chunk. So when counting the chunks, any chunk with buildings should be removed from the total.

    After all it makes no sense to have wild animals spawning in the middle of a town.

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  5. Now I am forced to reconsider, I could agree with steel, but at the same time, let's consider the Decorations addon. Even though you are able to make copper lanterns, they are still Expensive and demand some work. Is not just because you unlock metal that suddenly your lights are permanent. You have to work the lanterns in an anvil and have enough extra ore to justify the expense.

    If you pay attention to I am proposing, I prefer to make things harder  on the start of the game, but I really think blue still and lava to be too expensive for permanent light.

    I think if we had candles as an upgrade for the torches we could have metal lanterns as the next upgrade.

    What kind of fuel they should use is another discussion.

    Historically it should be whale oil and next petroleum.

     

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  6. Pit kilns burns for 18 hours. But I agree light sources need a rethinking and re balancing. 

    If we make torches burn for only 8 in game hours, for example. enough for one night. We would need something else that we can use for mining.

    Right now the 2 days that torches burn are good for in home, but not really enough for mining. every time you need to go out of the mine, specially in early game when you do not have access to a lot of food and your clay jugs do not give you enough water, when you go back to the mine the torches will be off and the mine will be full of mobs.

    within my vision of what stone age should be, the player should not go mining until he/she have a steady source of food and thus enough animal fat to make candles.

    Those would also burn for let's say 7 in game days.

    Making the game more believable would require to make sticks on fire ( Torches ) to burn for 8 in game hours. Also make candles available in stone age and burn for 7 in game days.

    I also do believe that once the player have access to metal they should have access to permanent light. They already proved themselves by surviving through the whole ordeal of stone age and mining metal. At this point, light sources are more a decoration item.

     

     

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  7. Mine carts for mines, with tracks, really heavy stuff ores.

    Bringing a load of stone from 1000 blocks away because you want marble for your palace. that's where hand carts and animal pulled wagons would come. Was not suggesting mine carts for long distances, although  they could be used for faster traveling.

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  8. One of the things I like about Encumberance, is the possibility to use mine carts the way they were originally envision. Can you imagine actually having to use carts to haul ores out of the mines?

    What about the fact that you would have to build the mine in a slope so carts can travel up and down?

    As for construction materials, they should be limited just enough to be an incentive to use hand carts and wagons.

    For example suppose the maximum you are able to carry in your inventory is 9 stacks of stone/cobble/smooth/dirt.

    Is enough that no one can complain about building, but at the same time it makes it so when you are collecting resources you will want to be able to haul more material.

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  9. As a wood carving myself, I always wonder on how forgiving clay is in comparison. So as in real life I say, if you make a mistake just press reset and start again.

    Like if you are making a pot and something goes wrong, there is no reason to make the clay go puff and disappear. All you have to do is start over.

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  10. As much as I really love the idea of 3d building, I would not be opposed to just make the firepit as a recipe , thus requiring rocks, logs and sticks.

    I would of course prefer if there was a way to make it as a construction.

    The main point for me is that campfire was the main light source for primitive societies.

    I just cannot justify have to burn 3 or 4 whole  trees just to have a campfire burning for 1 night.

    Somehow the mechanics of the campfire need to change to allow us to use a clay pot or container on top. Something to cook soups and boil water, and of course melt fat for candles.

    As for the fireplace, it is just a construction around a fire with a chimney to Carry the smoke outside of the house. Gotta remember that maybe we will have body temperature add to the game, so a fireplace would server multiple purposes. They were also used for cooking.

     

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  11. 7 hours ago, Miner239 said:

    I'd say that candles should also have a small chance to burn down wooden stuff around it when it expires so that making lamps are urged more. Open, spreading fires aren't exactly safe.

    The rudimentary candles we are talking about here would be inside a clay bowl. We call it candle, but is more like a lamp.

    7 hours ago, logwet said:

    If torches light wood on fire, the player still needs something to light up their homes. And in the Stone Age, the player doesn't have access to stone and other non-flammable blocks. I'd prefer it if the player didn't have to constantly worry about their roof burning out when their away from home, or even worse, when their still inside.

    Agree, and that is the reason I propose we have changes to the campfire. 4 logs should last for the whole night and emit a lot more light.

    Also we should be able to build a rudimentary fireplace using rocks and clay. It would be the main light source until the player have access to fat to make fat lamps.

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  12. I really believe candles should be available early on in game.

    A bowl with animal fat inside a bowl with water on top of a fire.

    Dump the melted fat in a ceramic bow with a wick and that's it.

    I like the idea of having torches burning houses. It would create a division on the use of torches, so they would be used primarily for mining.

    One of the things I believe should be changed is the campfire, 4 logs should be enough to burn for a whole night.

    For the initial nights the campfire should provide all the light needed.

    One aspect of the game that we need to remember is building decoration.

    I always use the Decorations addon, even though I do agree that alcohol lamps are not realistic, but with all the metal and work involved in making them the player deserves a permanent light source.

    With the game mechanics we have now even if we set torches to burn wood blocks people would still be able to use it inside as long as the building is made of stone.

    What if torches would burn for 2 days and candles for 10 days?

    Not sure about those numbers, just throwing them in the discussion.

    One way or another we need permanent light sources. Lava lamp are so to the end of the game that by that point I usually am ready to start another world.

     

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  13. Don't think the pottery wheel should be dependent on metal.

    In it's origin, it was just a surface that could be rotated instead of the craftsman having to go around the pot.

    If we ever have mechanical power introduced to the game we could then have an upgrade that would make the job faster.

    That would be reason enough as time is the most important aspect in a game.

     

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  14. One of the things we are missing in TFC is the ability to heat containers. 

    As long as there is a process involved in making candles they would not be OP.

    I have no idea what steps are involved in making a candle from animal fat, but I am pretty sure it involves more than grabbing fat and string together and the candle magically appear in your hand.

    For starters you need to melt the fat, best done in a double boiler.

    You also need a container and off course the wick.

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  15. My idea was  that the same way we need a metal ring or band to create a barrel we should need hinges to mount a door.

    If we could limit the use of some items by creating real metal dependencies then we could free up the crafting grid for players before they have access to a saw.

    There are some items that have recipes blocked by the small crafting grid, but that should be able in stone age. For example: bow and arrows and boats.

    I am not advocating to free up all recipes before metal, on the contrary the items that need to be behind metal would need something made of metal.

    Metal rings for barrels. Hinges for Doors and chests.

    As for the nails my idea was to have wood blocks need a carpenter hammer and use up nails as you place the blocks.

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  16. I have wished for this mod integration for a long time. With all the different rock types in TFC it would be really cool to see the different cultures buildings.

    When I saw the title :

    Millenaire for Terrafirmacraft finally!!!

    .I got so happy. Now I am not so sure. Reading the posts it gives me the impression that you did not realized how big the job was before posting.

    Please tell me you are serious about doing this addon.

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  17. This is amazing, like a dream coming true.

    I love the barrels.

    The main concept is that now barrels are metal dependent, not because the player does not have access to the full crafting grid, but because it needs a metal ring/band to complete the recipe.

    I love the 3D crafting.

    Would it be possible to have door hinges?

    Question: I see we have nails, how do they get used?

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  18. The point for me is to not have a real connection between the shooting stars ( Meteorite falling into earth ) and the location of the meteoric ore.

    For example: It would be nice to in some nights see these fantastic shooting stars in the night sky.

    That in no way shape or form, means that if you mark the direction you will find meteoric ore.

    In game Meteors do not actually fall, all you will ever see is their craters and you need to pay attention to your surrounds to be able to notice the crater.

     

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  19. I agree. Meteoric metal if added should be very rare and the best metal available.

    I particularly like the idea of finding craters scattered around the world, it would add believabllity at the same time adding a fantasy element.

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