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Donjons

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Everything posted by Donjons

  1. [0.2.4] TFC2 Prerelease

    Hi, lurker here! ^^ So happy that Bioxx released the alpha, thanks again for this wonderful mod!! So my game works finebut I tried attacking a boar and got insta-killed, is that intended? (Also I was in peaceful mode)
  2. Animal husbandry

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): YES Answering "no" to the above question will result in your post being deleted. Hello! I've read all the posts and haven't seen this suggestion before, but I apologise if I'm wrong. I think it would be a nice addition to the game to have to feed the animals you tame. In TFC1, all you have to do is feed animals a bit a grain and once they're familiarised, voilà, you have yourself a near infinite supply of meat (pig splosions!). I've always thought that it was a shame that these mechanics were not carried on after the animal was tame. For example, in summer, the animals could hang out in the pastures and eat grass and be fine, but in winter, with the harsh weather, animals would have to be hearded indoors (or left in the pasture, I just like the idea of building barns) and fed. To do this, troughs and feeding stations could be implemented. The played would have to refill them regularly. Big animals would eat more than small animals. The point is not to add a tedious mechanic to the game, but te incite the player to manage his animals: does he want 10 dairy cows, or 10 sheep, or simply 5 of each? Can he afford to have so many animals? Should he expand his farm to account for more animals? For those who like the stone age, wood troughs could be built, and further down the line iron troughs with a bigger food capacity. The troughs and feeding stations could be filled with grain or straw (3 straw would equate 1 grain), or vegetables. This would enable variety and wouldn't penalize the player too much (by saving all his grain for the animals for example. Straw could a viable alternative in winter when food is scarce). Food put into the feeding station would not decay (to enable the player to go exploring for a few days without fear of his animals dying of hunger). To stop us from using these feeding stations as storage, food that has been put in could not be retrievable (any food you put in would fill up a bar for example, and have an animation like when you put iron in a bloomery) I've always thought it was a shame we can't feed the animals vegetables or fruit (sheep love carrots, horses eat apples!). In this way, more than just grain or straw could be put in the troughs. Pigs would eat anything (even meat and dairy), horses would eat fruit, vegetables and grain, cows and sheep only vegetables and grain. I'm not sure how this could be implemented if there's a bar on the trough. Maybe with a % of vegetables/grain/straw (much like the crucible). In a trough with 1% grain and 20% dairy, only the pigs could eat from it until it's filled back up. Finally, water troughs could also be implemented, but I don't want to expand too much on that, the point is too have fun not to add too many tedious mechanics. But tell me what you think of that. Hope you like the idea, criticism is welcome (On a completly different topic, thatch could be used for insulation, but I'll open a new suggestion for that)
  3. Agriculture

    I meant that leaving the ground to fallow and weeds to grow is less demanding on the soil than growing crops. I'm no agricultor and I've never studied that field (hehe field, get it?) so I have no idea how nitrogen fixation works, I was just taught in school that crop rotation was beneficial for ground renewal, that's why I was saying that. Thanks for the link I'll check it out.
  4. Water Purification, Plumbing system and stuffs

    I like the idea of distilling pure alcohol to burn in lamps, I would like to see that added. Alcoholic beverages like beer and wine were usually drunk in medieval times, or diluted in a bit of water, because they were more sanitary than fresh water. They could fill the thirst bar without risk of making you sick (well, except drunkness of course).
  5. Agriculture

    For the weeds, we might not need a mini game, I feel it might be too time consuming since most people will have fairly big fields. We could make it so that weeds spawn randomly on tilled soil and can only be destroyed by hoes, thus also increasing the use for hoes. Since in real life weeds help the ground "regenerate", maybe the longer weeds stay on a block of tilled soil, the more nutrients it regenerates? The disadvantage would be that if the weeds are too close to other crops they will smother and destroy them. That way there's a goo reason for crop rotation and fallowing fields.
  6. Food + Taste + Hunger

    I get all your points and I can see that many are against it. Though I would just like to point out that I was not envisioning a high skilled player spending all his time eating, like 4 stacks a food a day or something. To make it relatable, it could be described like this: a new player would eat 1 TFC sandwich a day, whereas a player maxed out on all skills would have to eat 5. If hearty meals are added in TFC2, that could be 1 sandwich for a new player and 1 or 2 hearty meals for the maxed out player. Nothing too extreme, but it would put more value on cooking meals. Therefore the maxed out player would still only have to carry around 1 or 2 items of food, but they would be more nutritious than the simple raw food that the new player could survive on.
  7. Food + Taste + Hunger

    Yes but in that cas there's no reason to eat more food if the more you eat the more you need. Think of it as a bodybuilder for example. The stronger he gets the more food he needs.And, more importantly, the more proper, cookedmeals he needs which will encourage more recipes in TFC2.
  8. Food + Taste + Hunger

    Darn I made two replies
  9. Food + Taste + Hunger

    I agree that it can be fun to try and survive with low food, but if it's as easy for a new player to forage for food, then what is the use of raising animals and having farms? And on the other hand, once you have all those farms you have way too much food lying around and you don't know what to do with it. And when I said metals tools I meant any tools, I'm talking about early game here, like the stone age. I know, that's why I propose that farming skills will deplete the hunger bar quicker than mining or other skills, since farmers will be expected to have more food available.And furthermore, I think it could be quite beneficial for servers since it gives a real purpose to farmers and cooks: they will have to provide food for the rest of the players in exchange for other goods. Currently, anyone can have a patch of vegetables and survive alone on a server. My suggestionmeans that if you want to have your own patch of vegetables, then you might take the risk of needing more food, thus having to go and buy some into town and promoting exchanges of goods.What is the use of having a farm if it's too grindy and full of pests, when you could simply forage? And finally, please don't forget also the single players, not everybody wants to play on a server.
  10. Food + Taste + Hunger

    I really enjoy animal husbandry and farming in terrafirmacraft, however as was mentioned in the "agriculture" topic, it should be balanced and not take so much time as to prevent the playerfrom doing anything else during summer. On the other hand, I would like more challenge in farming and tending to animals, since currently I'm buried under tons of food in my TFC world. The main problem that I see in making food more difficult to obtain/grow/preserve, and also in promotingprepared meals versus raw food, is for the players in early game. If food is harder to come by and preserve, then it sounds like hell for a player that hasn't set up a base yet and has no metal tools. Thus, I propose a simple idea: the higher the experience level of the player, the faster his hunger decays. That way, new players won't be too handicapped by the lack of processed food and can simply forage for what they need. The more they gain experience, the more they're expected to have progressed in the game and have set up simple farms. Once they reach a high level of experience, they need complete meals to fill their saturation (this would give more reasons to implement cooking recipes). "Experience" could be determined by the sum of the player's level, and maybe of all his different skills: farming, cooking, prospecting, smithing, etc. Some skills might have more influence on the decay of the hunger bar than others. (for example, a player who loves mining and has a high level of prospecting might not get hungry quite as fast as a player that has a high level of farming, since a miner might not be expected to have built tons of fields whereas a farmer would) I think this system could add a nice challenge to the game, since it would increase with the player's progression without hindering it.
  11. Food + Taste + Hunger

    I'm all for anything that concerns food. Implementing more conservation methods is a good idea since it'll change from pickling everything. I feel like food should be harder to come by/preserve.
  12. No lava and sad fruit trees

    Thanks for the replys! I'm going to check the ava spawn rate of my world and up it a bit!
  13. No lava and sad fruit trees

    Hello, I was wondering if it were possible for worlds to spawn without lava pools? I have been playing in my world for a very long time now (first download in versions0.79.27.903 or0.79.26.881, I can't remember) and I am now playing int he current version, and never have I seen ANY lava pools, not one! And I've explored A LOT, over 10000 blocks in every direction, sometimes more. Some of the terrain was generated in the old version, some is new. So is this a bug or have I just been insanely unlucky? I once saw a trickle of lava falling down a ravine, but when I got there, the flowing lava had despwaned and no source blocks were to be found. I assumed that a block might have fallen into it and destroyed it, but that's the only time I ever saw lava, one single drip that vanished, no pools, nothing. My second question is about fruit trees. In autumn, only my plumtrees go yellow, all the others go brown. I remember a bug was fixed where plum trees wouldn't give fruit, after the fix the leaves had to be sheared to get the new fruit. Before that the leaves were brown in autumn, then they turned yellow. So I assumed I had to shear all the other leaves to "update" all the other trees, but it didn't work. Even the trees I've planted in the current version have brown leaves instead of yellow ones (except plum of course). Is this normal? Thank you! Oh and PS: I have also never found sequoia trees, even in the correct latitudes/EVT, etc, but I just assume unfortunatly that's really bad luck. Like I said I've explored a lot so I expected to find some eventually.
  14. Nordic Survival - a Playthrough Journal

    I think your barn looks amazing, even though the thatch is blocky! Really enjoying your series, thanks for sharing!
  15. Encumberance Inventory system

    Not forgetting the possibility of using pack animals or animal-driven carts, which would reduce the need to carry around stones. And I'd be quite thrilled with the idea of quarries for construction materials
  16. Clay multiple ingot mold

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes Answering "no" to the above question will result in your post being deleted. Could we have multiple ingot clay molds? To speed up the process of making ingots. They could be made of multiple molds "stuck" together with wet clay. They would only accept one kind of molent metal (so you couldn't fill a multiple mold half with copper half with gold, etc), and maybe break a bit more easily than the regular molds?
  17. Food + Taste + Hunger

    If a fruit press is added for fermentation it could also be used in the process of jam making, if ever that's implemented.
  18. Glass works

    Yes yes yes that sounds AMAZING
  19. Mobs for TFC2

    Thanks for sharing the progress with us, I'm so excitd to see the new animals!!
  20. Mechanisms and Mechanical Power

    If burlap bags are added to help preserve grains then there would be a use for automation. In addition, if clothing is implemented then textile will become a bigger part of the game. I really hope this will be implemented, at least as a mid game objective. However currently in TFC I still find there's too much food lying around, thus I suggest a decrease in spawnable plants. Just as the more you stay in an area, the less mobs spawn, the number of wild crops would also diminish. This would prevent early gave starvation, but incite the player to develop durable food sources since he won't be able to find as many wild crops around his house. Of course, the player could simply travel further for wild crops, but travelling takes time to prepare. This might also prevent the player to discover all crops in a single season and push then to travel more than just for wood and rocks.
  21. Glass works

    I don't know why nobody's answered this It seems like fun, though I know nothing about the process of glass making, but I'm always up for more technical stuff.
  22. Future of Building in tfc2

    I entierly agree with this statement (though I enjoy building just for the sake of having lots of pretty buildings all over the place). I find that most of the time my bases are temporary until I have the tools to build a better one, so I really don't mind if my starter house is made of the same brick. Even more so, I'd be really proud of having a multi-stone house considering all the effort it takes to make it (really really looking forwards to encumbrance, and possibly horse driven carts for stone transportation). Even in TFC1, I quite happily travel thousands of blocks just for one particular stone type. If the buildings I build are also functionnal, even better. But whatever Bioxx's decision regarding TFC2, I'm up for it. If something needs changing it can always be changed in an update.
  23. Size

    I voted yes ont the poll, though I think we've talked about this before and instead of size or weight (in the current TFC), they'll just go back to minecraft-like stacks. Like for example, to craft a knife you might need two stones instead of five for an axe, or three pieces of meat for a sandwich, etc. Unless I misunderstood the topic. I still like the idea of getting large pieces of meat instead of small ones when your butchery skill is increased, but that would also work with stacks (10 pieces instead of 5 etc...)
  24. Decorations And Landscaping Ideas

    Thanks you google translate: system of automatic decoration of buildings: I have thought about the decoration of buildings and structures mentioned player. So build any box, the player mogby highlight the area and specify the purpose of the object (house, blacksmith shop, farm, storage, and so on), and the selected area will automatically be decorated household items corresponding to the selected type of building. The interaction with the objects you can make it impossible, but the man home will look more homely. For example near a farm manure pile, the mill or the millstone gear ... what an integral is present in the respective buildings. The same system can serve as a definition of the settlements. For example accumulation regions marked as buildings of the area designated by the municipality or town hall is the settlement and for this place, you can apply the appropriate policies. Perhaps a settlement attack wild animals, probably robbers, perhaps the owner will be available to some things that are not available to players not having in his possession of these objects. At the same time designate the area of ​​the house or the farm can be easy, but let's say the town hall is not so simple. Let's say you can not build a city hall if within a certain radius have another Town Hall. Stone Age is fine, but sooner or later people came to the principle of communal system and the lack of settlements makes the game a permanent stone age just with different tools. I'm not sure we're talking about the same game... there won't be any "designated areas", and what of settlesments if you're in single player. Also, russian, man, really?
  25. Food + Taste + Hunger

    Also I just thought about the fact that we have salt and sugar as taste modyfiers in TFC1, but how about implementing spices in TFC2? There could be herbs that could be grown as crops but have no nutritional value, and are used to add to a meal to slightly change its taste. Basil, garlic could change the sourness, rosemary the bitter, etc. Maybe one or two herbs per taste? They could be dried and not decay. Eventually some of the herbs could have medicinal properties, if magic/brewry is added...