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Jed1314

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Everything posted by Jed1314

  1. Scorched ground

    I agree, it seems pretty easy to me ?
  2. Stupid Ideas

    You wouldn't have been yelled at for that being stupid, you would have been yelled at because there has already been many suggestions to this effect
  3. I'm not going to beat about the bush here. TerraFirmaCraft can't continue to please both SSP players and provide for SMP servers in the direction it is going. Right now, the world generation is changing drastically. Soon there will be a very large world with a varied biome set determined by the z axis position of the regions. This is massive progress, but is it enough ? Here is where the interests of SSP and SMP players are totally opposed. In an SMP server, in order for trade to remain sensible and to encourage users to actually spread across the z axis and not just congregate in one area there must be regional variations in vital resources. To rephrase: There is no point in trading with your neighbour 6,000 blocks to the north for a different type of fruit. On the other hand, if you have iron and zinc but your neighbour has copper, there is a reason for you to trade. Unfortunately, this is game breaking for SSP players. So, we are left with a conundrum. If ore generation is altered to give notable regional variations in mineral levels, then trade will be viable on SMP, leading to an interesting and diverse server where trade has actual meaning and purpose, as well as establishing regions which are valuable to own (extremely important for faction based pvp servers). Unfortunately, this impacts on other players of the game (namely SSP and servers who are more creative orientated). The best solution I can think of is to give two generation methods: Default and Realistic. Default would give regular generation and realistic could (as mentioned above) generate ores with high concentrations in certain regions and low concentration in others.
  4. Ok .. I'll do it for you if you want
  5. http://www.blockscape.com/ Just saying, there would be so much more potential regarding blocks if MC was more like this game .. Just look at how pretty it is *.*
  6. Go and check out sdbaynham's ultra compatible forge mods, the commands are on that thread
  7. Just keep trying, we had some people with a similar issue
  8. We look forward to that, more competition is always good
  9. A Question of Motivation Relating to Trade

    What if they only have a copper anvil and can't find any more copper ? I acknowledge what you are saying about skills, and that needs to change too. You are treating these trades as if it would be individuals trading. Usually it is factions who trade on servers. So, a purely mineral trade based economy could still function. Also, copper/iron trade, what about the late game alloys that need bronze ?
  10. The aesthetic mods will be nice and I will add them next time I take the server down presuming they are compatible. The course is ok to be there The only thing I ask is that you add supports etc. to any floating blocks so it looks believable It's a shame you can't continue to play :/ You could join one of the factions to get yourself started if you want (but I respect if you would rather take a step back for now) For the contacts, I will (from this post till 1.3) expect everyone to alert either me, sirbab or Arthur dent to any contact before the job is done. Tell whoever you think is more appropriate I don't know if we should allow ban appeals ? I know sdbaynham has been very ruthless with his bans and as a result has a very grief free server. Re the mumble plugin, it is a client side mod I believe
  11. That refers to the release of the 1.3 update (as a very rough guess that we made up, no dev info there) We have the possibility for adding capes guys ! http://www.minecraftforum.net/topic/758734-132131125everything-minecraft-capes-multiplayer-capescloakswwwmccapescomcape-gallery-over-160000-users/
  12. Awesome man There is also some outdated information and stuff that is floating around because of the age of some of the videos for new players, so it's good that way
  13. Magma forges

    Admit your defeat. I'm pretty sure he just ripped out the klingon.
  14. My first -1 .... I ... I don't even ... *boom* Creepers, confused forum personalities ?
  15. Magma forges

    I tried. My pocket protector got singed in the ensuing explosion of knowledge and D&D. I still try sometimes
  16. Specified World Gen.

    I'm sure that could be arranged for a special event server or something ?
  17. Mineshaft lifts...

    I did mention this in my period appropriate logistics thread here: http://terrafirmacraft.com/f/topic/1256-period-appropriate-transport-logistics/ Although I never said people could go in the lifts so I guess this is different.
  18. Held to it Also, where did you hear this ? Citation ? Seriously though, that sounds awesome ! Hopefully you heard right
  19. Leather Gloves

    I suspect it was a typo as opposed to a spelling mistake Both would work but the nomads on the steppes of eurasia used furs at first as they didn't have canvas, as that requires looms, weaving and a cloth industry
  20. Blacksmithing Changes

    But that is kind of what (I suspect) this mod is trying to move away from. The idea of a "1 man island" just isn't really great for "kingdoms" based servers, which is where the mod is headed.
  21. Blacksmithing Changes

    Blacksmithing Difficulty Increase Edited: Now includes metal shards (Thanks Arthur ) A Note: There are a huge number of metals. Each of these have different nuances, properties and strengthening techniques associated with them. For example, you wouldn’t quench copper to make it harder, you would beat it when cold with a hammer. I have put forward this suggestion with the full knowledge it is not realistic. However, I do feel it is believable to the layman with less knowledge of heat treatment techniques and the science behind them. Basic Premise: In response to Dunk’s statement he would like to make smithing harder, I have a few suggestions. New Features: Quenching The process of rapidly cooling a tool to harden it. OverworkingIf too many mistakes are made, the ingot will eventually become overworked and will need to be recast. Tempering The process of reheating a metal to certain temperatures, then allowing it to slowly cool to improve toughness Annealing A way to “re-set†worked metals material properties by heating them very hot then allowing them to cool slowly Stricter Smithing Controls Pretty much what it says on the tin, make it harder to land in the right area for a good tool Placeable Buckets/Barrels Either placeable buckets, or barrels to facilitate quenching Use of existing features: The Anvil Staying the same The Forge/Firepit Used to heat metals mid forging obviously Buckets If placeable buckets are used instead of barrels These changes are actually also going to be listed in the order you would have to perform them: Stricter Smithing Controls: This bit is pretty self explanatory, basically, it revolves around reducing the acceptable margin for error in smithing by reducing the acceptable bounds where a tool can be made. Overworking: There will be a limit to how many times an ingot can be worked before it needs to be re-melted and cast again. This is to ensure the increased difficulty is not worked around by spamming until it is about right. Quenching: Quenching will be done by placing the now finished tool head in a barrel of liquid. After it has been heated to a certain temperature or above (this will vary on a metal to metal basis). There are several that can be used, some are better than others: Water- Has a % chance to break the tool outright. Also leaves tool very brittle (less durability when finished). Salt Water- Similar to normal water, but with higher chance to break tool and more durability damage (I mentioned salt water, but I don’t suggest adding it especially for this purpose) Oil- Best quenching medium, no chance to break and does not reduce durability. (Oil is made from certain fruits and crops, such as olives) When a tool is broken during quenching, it will turn into "tool shards". These can be re-smelted to give a reasonable (but not full) return of metal e.g 7/8ths Tempering: Once a tool has been tempered, it must be reheated to a specific temperature (this is important as anything below this will not cause a temper to develop and anything above it risks annealing the metal and undoing the quench, to reflect this, a poor temper will affect durability). Once it hits exactly that temperature, the tool should be removed and allowed to cool at a normal rate. Once this is done, the tool is complete and can be fixed to a stick. Annealing: If a mistake is made during the quenching or tempering processes, it is possible to “reset†the tool by heating it to a high temperature, then allowing it to cool slowly. This will not fix broken tools, but will allow the user to fix durability reductions done. Placeable buckets/barrels: This is simply a requirement for the quenching process
  22. Stupid Ideas

    This thread is so inflamatory it is unreal. The concept of a stupid idea is subjective, so please don't expect everyone to agree that "x idea is stupid" because you will only start arguments. Please lock this thread !
  23. A Question of Motivation Relating to Trade

    There has to be ore in the radius around the sluices or they wouldn't have given you anything ?
  24. The Craft.

    Yep, I feel that it actually works over here. Sometimes people criticize the system because they say it is unfair, but I am not so sure.