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1SDAN

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About 1SDAN

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  • Birthday 09/22/1998

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  1. Gems

  2. the alpha caveman

  3. Dynamic Inventory Size [Better Wall of Text]

    I would have it simply sink into a half slab height, but we can't do that in MC can we?
  4. Food Prep Suggestion

    No it does not because it simply is an effect corresponding to what may happen when one does that. I was putting in reasoning for a feature that really won't be explained in-game. Thus immersion is still kept. So your argument is now void.
  5. Food Prep Suggestion

    By make them better, I mean it makes the character feel more important, thus making it work harder and in turn mine/break faster. A small buff, but still a buff that would add a little more uses to the fabled gold.
  6. Food Prep Suggestion

    http://www.funtrivia.com/askft/Question79638.html http://www.ediblegold.com/ediblegoldhistory.asp http://en.wikipedia.org/wiki/Gold_leaf Proof.
  7. Kingdoms Brainstorming

    Making sure it doesn't get lost...
  8. Food Prep Suggestion

    Dude! By compost I meant make it from food scraps like apple cores that are dropped after eating food or just taking wood and putting it in with some worms (items dropped by dirt) and placing in a sunny spot. Soon, it will turn into compost that can be used to fertilize your foods. Or you cold just grab some cow dung. Either way, it would speed up plant growth. In NO WAY did I mean to use it as food. Gold is edible. Look it up. p.s. I feel like you guys just trolled me.
  9. Dynamic Inventory Size [Better Wall of Text]

    By the whole sinking thing, I meant only until a medium wheight chest is on flat land, or a heavy chest surrounded by sand on all 4 sides and on the bottom. It will still be exposed, but it adds a little believability and caution to chests.
  10. Alloy Simulation (no 'fixed' alloys)

    After reading, I thought of something. I don't know if this would work because I'm not too familiar with MC code, but with my basic knowledge of Java, I think I might have found a work around. When you switch to a new weapon or your weapon is changed, it would check the ingredients and such. Then it adds that as two integers (Damage and Durability) in the player's folder. Then whenever the block is hit, it'd instead be coded to check the player's data values. This would simulate the hard-coded values (I think, can someone explain hard-coded values) So, here's my opinion on it: OPTIONAL: If this adds a problem with mouse-wheel swapping, maybe when you mouse-wheels scroll, it waits a bit to see if you swap more before calculating Pros Allows for faster processing of Alloy miningGives Alloys a more believable natureAllows for customization in toolsCons Slows down the server if too many people are swapping weapons at once.Changes base files and would not work too well with the folder mod idea (I think. I don't know if there's a work-around)OPTIONAL PART: Makes it annoying if you scroll and then click before you gain the D&D values.
  11. Dynamic Ecosystems

    Looking 4ward to you're ideas. Hopefully they aren't shot down by misunderstanding and bottle caps like what happened in BOTH of my threads. And THAT my children, is why I never post threads on the forums anymore.
  12. I am not spamming. I only posted it on valid threads to spread my idea and help the topic I am posting on. But if you're mad about me advertizing: Sorry about that. I was just thinking it wouldn't take up nearly as much space. I guess you'd rather have a wall of text...
  13. Good idea, but I really feel that block protection should be only for locks and flags for more of a community chest/king can see his citizen's actions thing. Also, a bunch of items to combat griefing. So, here's my idea: Maybe chests and other functional items could have locks put on them. And flags take a respectable amount of resources to craft, (a circle of paper and an ink sac to make the symbol itself and a double metal ingot smelted for the stand) Flags then make it so that as long as you have been in an area long enough, you become affiliated with the nation. This means the one who placed the nation's first flag that is still standing can see: exactly where you are (if you are within national borders)what, where and who are placing new funcional itemswhat, where and who is locking stuff,and what is being taken, made and put in funtional items.all via waypoints. In return, said person has access to all locks owned by the nation within the flag's influence range.You can capture flags by first right clicking on it. At this point you pick it up and a flag stand is left in it's place. The effects stays and all who are affiliated with the nation can see a waypoint of your name and under it is the words "Traitor". You must take the flag out of it's influence to destroy the flag stand and make your waypoint disappear. This allows you to take over entire nations if you are a skilled tactician. Also, this makes flags helpful, but not game breaking. It's only use would be to keep watch over your subjects and allow others to use national chests. Miniflags are crafted by putting 1 ink sac and a piece of paper in your CT. Then place it and a lock in your CT to make it. Lock picking could be like a mini-game and different locks can be crafted be metal-smiths to make opening them harder than just clicking on them. If you craft a minifalg and lock together, it creates a community lock that locks it from non-citizens. Now for locks and lock-picking: Locks protect your stuff UNLESS someone tries to pick your lock. In that case, "chinks" will start to be heard in the nearby vicinity AND if you are part of a nation in which the picked block is influenced, you will get a waypoint saying THIEF and the thief's name.If you are punched while lock-picking, your lock-picking items are dropped as a block similar to redstone next to you. Anyone can then right click said block to pick the tools up. You also cannot pick while the placer is not online for balance reasons. But if said placer has been inactive for at least one week, the lock can be picked at any time. This promotes devotion to the server and also makes it so that a block cannot stay unpickable for an extended period of time. The lock-picking mechanic gives griefing a high-risk/high-reward status. And can even allow for trained assassins. There are two types of locks: Key lock: Requires a key, the more things to turn in the lock, the more the lock-picker has to use his metal stick thingy to turn. Finding and turning takes about 10 seconds if you know what your doing. You simply need to click, and move the mouse around. When you find a small groove (it makes a chink sound when it hits a wall) put the extending end into the groove and let go of the mouse button. To make the main lock, you must first weld some tier 3 or higher metals into two double-ingots and a single ingot. Then, take one double-ingot and weld it into a lock half with the lock-body half blueprint (Made using a 3x5 rectangle of ink without the very edge corner inks included. Fill it in while leaving a 1x2 hole in the middle). After this, you now must do the same for a second half. Weld the two halves together to finally the lock. Next, take the lock and put it into the blueprint slot and an iron ingot in it's appropriate slot. Weld and you should get a key that can unlock ONLY that lock. Right-click on any functional block to subsequently lock it. To use the block, right click on it with the key in your hands. To make a key-lock picking device, one must have already smelted a lock-pick with a tier 3 or higher ingot and the blueprint of said tool. (5x1 line of ink with an extra ink 1 space above the far right ink) When you right click on a key-locked block, a GUI comes up. You must move the mouse around to position the pick's angle. When you cannot make it angle towards one position and hear a click, you have hit a wall. All you need to do is find three grooves in the wall and click. This can take a skilled lock-pick at least 15 seconds to pick. When successfully picked, you gain the lock and said lock obviously disappears from the block. Turn lock: To make the lock, you must first make the plans for the dial and the switch, two lock-base halves, a double-ingot of tier 3 or higher, and 1 metal sheet per switch. The plan for the dial is simply a 3x3 square of ink, filled in and placing one ink outside of the middle of each side. Meanwhile, the plan for the switch is a 3x3 square of ink, filled in and missing the top-middle ink. Next, use the double-ingot and the dial blueprint to create the dial itself. Afterwards, you must weld switches using the blueprint and a metal sheet. Weld the switches along with one half of the lock-base to increase it's durability. This is used to represent how many switches are in it. Continue to weld to said half until you have the desired amount of switches (Max: 5) Weld the two halves to make a turn-lock-base with said durability. (You can only use one half with switches in it) Finally weld the dial and the turn-lock-base together to make the turn-lock. Place it as usual, but now you only need to right-click on the block to use it. To pick the lock, you first need a stethoscope. To make it, you will need a listening ball plan, (One plus of ink) a stethoscope-listener plan, (One 5x1 line of ink with a 3x1 line on top) and three sheets of tier 3 or higher metal. Now, make two balls and one hearer, each out of one metal sheet and it's respective plan. Craft like so: 0X0 111 X2X X = Blank 0 = Ball 1 = String 2 = Hearer Now with the stethoscope in your hands, right click on a locked block. Then move the mouse left or right to turn the knob. When you you can hear a click, that means you should stop turning and start turning in the opposite direction. Problem is, stethoscopes can give false clicks. False clicks occurs when they are: less durable, of not-so-good-design, or you are turning the knob too quickly. You can only tell that it's a false click when you go back to it and it's not there anymore. When you DO get a click, you cannot go too far in the same direction or you lose one switch(click). When you reach the click, switch directions to gain it. If you switch back and go too far, you also lose one switch. Cracking the lock can take a skilled lock-pick 10 seconds per switch. When you finally crack the lock, you gain the lock and said lock obviously disappears for the block. EDIT: In response to a comment by ECC, I have thought of the idea of handcuffs. Here is their workings: Handcuffs: Handcuffs can be made using two double ingots and a single ingot of tier 3 or higher metal and a handcuff half blueprint. By left-clicking on any other player, said player gains the "Locked" status effect for an extended period of time. In return, the clicker loses the handcuffs. This means that they cannot place, punch or break objects. The effect stays until any player right clicks on them. In which case, the clicker gains the handcuffs as a reward. By right clicking on someone with handcuffs, the clicked on player gains the "Bound" status effect. During this time, the bound player is forced to follow the clicker, as if the former's hand is cuffed to the latter's. The status effect can be stopped in two ways: the clicker switches his held item away from the handcuffs, or someone right-clicks on the bound player. In this case, the clicker gains the handcuffs. To make a handcuff half, you must first make it's blueprint. This is a 4x4 circle of ink, not filled in and with a single ink on the left of the bottom left ink. Then, make two halves out of one of the mentioned double-ingots each. Weld the single ingot to a handcuff half to give if a full durability bar. (this is only needed to make the handcuff) Next, weld the two halves together to make some handcuffs. Locked Handcuffs:These works basically the same except the only way you can unlock them to save someone is to either click while holding the key, or to pick their lock, in which case it works just like picking a key-lock. To make it, you must simply weld a lock with some handcuffs. In this case, you must use a handcuff key. This can be made using a double-ingot of tier 3 or higher and the lock handcuffs in the blueprint slot. It's simple, but it's also VERY useful. It's picking requirements are the same as the key-lock. Police Baton: This item is simply a double ingot of tier 3 or higher metal and it's blueprint.To make the blueprint, all you need to do is a 3x4 rectangle of ink at the top with a single ink below the lower middle ink. Then simply create it with the double ingot and blueprint. It deals the same damage as a sword. But when killed, the killed player respawns a few seconds later exactly where he died. This allows for police to bring people to the police station and confiscate their stuff. It also allows for mugging and thus makes police a necessity. Meanwhile, the handcuffs balance this and while it make police required, it also lessens the load of admins because the players can capture and imprison robbers, muggers and the such. Thank you for your time.
  14. Buff to axes

    It's just for balancing purposes. I find people would be more concerned about time restrictions and amounts of planks so that the axe would really only be used for combat and tree felling when using higher tier metal axes. (And yes, y is dependent on the tier of metal)