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Buzhwaz

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Everything posted by Buzhwaz

  1. Balanced Diet

    another food idea. how about a multi-leveled food system rather than the one-food-fits-all approach? the system would just use the five food groups: fruit, vegetables, grain, protein, and dairy. http://www.cdc.gov/nutrition/everyone/basics/foodgroups.html each group would have its own stat which would diminish over time; and you must provide the right food to satiate it. the foods are also connected to your performance in game. for example... low fruit (or sugars) affects your speed, and you walk slower. low vegetables affect your intelligence and it lengthens cook times in the firepits and forges. low grain affects your dexterity and you get smaller yield when chopping trees or sawing planks. low protein affects your strength and you get a debuff to mining. low dairy affects your constitution and you take more damage in combat. a couple of other things could change too... *add lots of wild berries and nuts and other foods that require foraging. right now, these could be drops from tree branches and grass. *all food (cooked or uncooked) rots over time. that is, unless it's meat which has been cured by storing it in a barrel of salt or smoked in a charcoal pit. also, if you keep too much rotten flesh in your camp or on your person, it will attract unfriendly mobs.
  2. Ancient crypts? Should i be leaving structures on when i create a tfc world? I havent been.
  3. What Am I Gonna Do With You?

    so i have lots of items backing up in my inventory that i need to do something with. here are some thoughts... ROTTEN FLESH keeping rotten flesh in my chests is so unsanitary! what can i do? 1. add the bone skipper fly. what the crap is that, you ask. it's this: http://en.wikipedia.org/wiki/Thyreophora_cynophila it's a fly that feeds on rotten flesh and it has a luminous head. let's say you are lost in the hills at night, all you do is just whip out some rotten flesh and soon a swarm of bone skipper flies surrounds you. they feed on the stack of rotten flesh you have at a rate of 1 every 2 seconds. while they do, their heads glow and you can see for several blocks around you. now you have a little light as you make your way back to safety. 2. frankenstein, baby! nine rotten flesh craft a limb. 5 limbs plus a chestplate crafts a zombie that will fight for me! BONES i got so many bones in my box, i'm about to blow my stack. and, no, that is NOT an innuendo, perverts! 1. craft a decoy. eight bones and a sword craft a decoy which can be placed in the world. within the decoys radius, mobs attack the decoy rather than the player. decoy can be collected and reused, but it's health does not replenish. decoy does not work against skeletons. creepers explosions dislodge it (making it collectable) rather than destroy it. 2. use bones as creepy primitive decor. several bones could craft a building block that looks like a scary temple of doom bone collage thing. or it could be a non-threatening flintstones type thing. whichever floats your bone. ROCKS if rocks were money, i'd be the 1%. couple of suggestions... 1. throwing them. simple action that already has an animation. add a little damage and/or knockback. maybe rocks can knock leaves out of trees, too. 2. add a rock tumbler, which is a machine that polishes rock. 9 polished rocks will make a slab of stone that can be crafted into a sculpture (which would work like the paintings in vanilla mc). other recipes might craft the polished rock into unique building mats, like columns or arches. DIRT only one suggestion here. so it's open for lots of great ideas. 1. mud. 3 dirt blocks plus a water bucket makes a mud block. you can build with mud blocks without them falling. they grow grass on all sides. for making houses or topiaries. they may also have the same properties as an irrigated block and can grow wheat.
  4. Larger Biomes - Realistic Biome Transition

    i get it...infinite longitude. that's fine. nobody could sail around the whole world in the iron age anyway.
  5. Larger Biomes - Realistic Biome Transition

    I dont think i understand this completely. It makes my brain hurt a little.
  6. Things That Are Too Easy

    1. making a crafting table is too easy. a crafting table sort of marks a player's transition from nomadic man-ape to homosapien. it should be more meaningful. perhaps a crafting table could be made from four crafted items. in other words, you would have to hand-craft four different things which would then be used to build a crafting table. whatever these hand-crafted things might be is anyone's guess. 2. making a bed is too easy. this, of course, would be slightly mitigated by making the crafting table more difficult to build. however, being able to craft a bed so soon allows the player to forgo what would have been a daily stress for early man...night time. a bed shouldn't be more difficult to build, though. maybe it just needs an added requirement. for example, a bed that lets you sleep until dawn would need a block above it like a forge fire does. but you could also craft a palette out of 3 wool that doesn't need a cover but it only lets you sleep for a few hours in order to replenish health. to help balance this, campfires might have to be more effective in keeping mobs away. 3. the javelin is too easy. again, this may be helped by the crafting table tweak; but for now, the javelin makes hunting and defending yourself so easy that i'm never nervous about anything once i'm able to craft one. for a more intense survivalist experience, the possibility of death has to be more immediate. either lower the effectiveness of javelins. or make them only craftable with a metal tip. or nix them altogether. plus, no more food drops for killing an animal with a stone javelin because..... 4. killing food is too easy. if this mod is about survival, then food should be more scarce in the early game, even making the player go hungry for a few days at a time. first...no more kiliing anything but a chicken without an actual weapon. next, maybe the introduction of wild game traps. these wold be crafted out of several sticks and placed in the world. (one trap per 50 block radius) after a day or so, the trap would 'catch' game and the player could retrieve it. the game would vary in type depending on where the trap was placed. for example, if the trap is placed near water in a woodland area, you might get a beaver. if it's placed in a taiga, you might get a hare. NOTE: the actual mobs would never have to be implemented, (like fish) they just appear in your inventory when you check the trap. this is an easy way to make it seem like there's a much more robust animal kingdom in TFC without having to actually code new mobs. ps - i know this is a lot. and all these could certainly have their own post, but they're all related to the easiness of the early game. and the suggestions here are to offer a solution to that particular problem rather than stand as suggestions on their own.
  7. Economy Ideas

    I put this idea on bioxx's kingdoms thread. But it got burried...fast. Maybe this is a better place for it. Anyway... For money to work in tfc it has to be more convenient to carry and trade than goods...which is probably the main reason currency was even invented....but in minecraft, convenience is screwy...i mean, you can carry as much stone as wheat. Maybe implement a money purse that is totally separate from the usual inventory interface. The purse can carry infinite amount of money. Also, i'd like to see towns mint and set the value of their own currency. Whatever the currency is made from is irrelevant, it just needs the town sigil on it to be considered legal tender. A town should be able to build a market or bazaar to sell the goods of its citizens or to allow any player to trade. And it seems a robust stock exchange mechanic is right up tfc's alley.
  8. Kingdoms Brainstorming

    building towns is a great way to include more macro-crafting...or enviro-crafting...or whatever. after you craft a home stone, you use it as a brick in building a great hall. the hall would be a place to buy land, pay debts, hold coffers, etc. however, you shouldn't be able to call yourself a 'town' with only a hall. in order to become a town, you should also have to build a couple of other things... a granary and an armory, for instance. then you're officially established as a town. perhaps the granary and the armory could be built and owned by different players, who will each wield control of their resource, thus making a little room for some politics to flare. one possible function of an armory might be to craft friendly mob spawners, which a town could place at its gate and near its coffers to defend against any thieves or marauders. the wealthier a town, the more mob spawners it can get, thereby offering more protection for its citizens. after your town is established, you can add more structures. like a market, where players could come and trade. citizens in your county would be able to build carts to sell their own goods. add a blacksmith where players can get their weapons and armor repaired or improved. arenas, where players could compete in archery or sword fighting for a purse. lots of things could be done. money is a problem. if you have to have it, it should stay rather simple...allow towns to mint and set the value of their own money. see how it plays out. this would mean that they would also need to have some type of control over tariffs and taxes and stuff. however, unless there's a compelling logistical reason to use money at all, probably the best thing for tfc is a robust stock exchange mechanic.
  9. Kingdoms Brainstorming

    Question...is all of this only for smp or just the politics part? if not, will there need to be separate mechanics for both single and multi player kingdoms and economy? seems towns and cities may need to function differently in some ways....maybe not...i dont know. certainly economy and/or stock exchange would.
  10. Balanced Diet

    yes! thank you, dunk. thats what i was getting at. i know tfc is something else completely. but using its world generator might make a string of really neat mods that have nothing to do with tfc. and i just thought it was a small idea at the end of a long thread that had already derailed. but if it's worth making a new thread, it would almost certainly have to include dunk's awesome intel post to make sense as to why it would be on this forum at all. plus, i think dunk's post made a lot of suggestions across the whole forum obsolete. i still think my food groups idea is solid...but if the world gen works like they want it to, food groups might not even matter. anyway...i would still love for a programmer to make the intergalactica mod.
  11. The knife isn't much as a weapon. How about as a tool? I'd like to use it for leather working. You could have a similar interface to knapping where you 'carve' the leather into different things...armor, satchels, etc. What I want more than anything is to carve some leather strips and use them to craft a slingshot. Then i'll have something else to do with the thousands of rocks I've got in my chests. Perhaps the sling shouldn't do very much damage at all, requiring several shots to get a kill. Also, if you guys were super duper cool, you'd let me use the sling to shoot the leaves off of the trees. Of course, needing so much leather, cows will have to play a bigger roll. Which is ok. There should be more to farming anyway. It's fun. Maybe you could have a barn or corral to that has to be built to certain specifications (like the forge or bloomery) that allows you to get more resources from the cows. And, of course, sties for the pigs and coops for the chickens. I can have the farm of my dreams. ...Oh, and maybe a silo that can hold a lot of food. ...Oh, and an old fashioned water pump. ...Oh, and a vegetable garden. ...I could do this forever.
  12. Balanced Diet

    nice. thanks.
  13. Balanced Diet

    not for tfc per se. just as another mod type that would use the world gen that tfc has in mind. that's why i asked for another team of programmers to make it.
  14. Balanced Diet

    off topic..but oh well, this thread left there a long time ago...much to my happiness. ok.. here's something for very, very, very far into the future....of SPACE!!! if this world generator thing can be pulled off...you could eventually add world-gen parameters that would also construct the elemental make up of the land, air and water (not H2O rivers, but He3C; not an oxygen atmosphere, but neon), thereby creating an entirely new type of planetoid every time. they wouldn't be just earth-esque. it would be more of a terra firma intergalactica kind of mod. mod backstory: you crash land on an uncharted planetoid and must escape by building a new spaceship out of the planet's resources. all kinds of different parameters could come into play for this...how far the planet is from its sun...how many suns or moons it has...rotation speed...etc. you could also have flora and fauna spawn with evolutionary features suited to the planet...generating totally unique lifeforms. if there are some fine young programmers out there that want to take a stab at this, i would love to play that mod.
  15. Balanced Diet

    i agree...balance is very important when it comes to the food mechanic. but i'm torn over whether more complexity or more simplicity is better. it might be easier to balance something simple, but complexity is a little of what this mod is about. however, with more complexity comes more opportunities for unbalance...or just confusing gameplay. at any rate, food should be a highly intuitive mechanic, complex or not. i mean, it's food for pete's sake. and i have feeling ancient man just ate it without much concern for its nutritional value. anyway, one thing's for sure, though...nearly anything is better than the vanilla system.
  16. Balanced Diet

    Whatever works for balance. But i was talking about game hours, not real.
  17. Balanced Diet

    Maybe. But you'd still have to have a variety of food if you wanted to fill up your food bar to max right away. Otherwise you'd have to drink some milk....wait two hours....drink some milk...wait two hours....drink some milk....etc. So, yeah, you could hoard milk, but it really wouldnt be the most efficient use of your time. Best to just have a variety of food.
  18. Charcoal Stacks

    You would still place log piles inside the retort. The logs you feed into the furnace are for fuel. The furnace also then collecs the charcoal instead of ejecting it into the world as a drop.
  19. Balanced Diet

    another variation. way simpler. keep the food groups idea, but scratch the food groups meter and the debuff stuff. keep the vanilla food meter. but...any food group that's eaten will not have any more effect for x number of hours. for example: if you eat a piece of meat, it will fill up a few bars of your food meter, but eating another one won't have any additional nutritional effect. you have to wait twelve hours game time for it to work again. however, for veggies, you only have to wait eight hours. for fruits, six hours. for dairy, four hours. and for grains, two hours. a recipe (like stew or cake) can be eaten any time you want, regardless of it's connections to the food groups. if you keep a variety of food, you'll be able to easily fill your food meter any time you want. if not, you'll have to huddle in fear until you can eat again.
  20. Armor and Padding

    +1 more from me. I like everything but the wonky vision through the helmet. The tfc world is too fun to look at. I probably would never use anything that obstructed my vision. Maybe if i could flip the visor up and down somehow.
  21. Charcoal Stacks

    how about using the indirect method of making charcoal they discuss here: http://www.pine3.info/Charmake.htm reinstate the vanilla furnace with a different gui that allows wood to be fed into it and charcoal to be collected from it. the furnace attaches to a masonry retort. like here: http://hines.blogspo...m-bio-char.html it would, of course, have to be built from cobblestone, though. here's how it might look in tfc:
  22. Balanced Diet

    by the way... i used Lumireaver's carrot sprite from his/her texture pack submission. nice work.
  23. Balanced Diet

    it doesn't have to be that complex. i imagine that the ten slots in the current food bar would simply be divided into five parts...two for each food group. like this... as long as you have food in any group you won't starve. and healing should happen over time whether or not your food bar is full. it should just happen faster if all food groups are filled to capacity.
  24. Am I Missing Something?

    I've been playing TFC for a few weeks. I really like it. However, I find that I'm reaching a kind of plateau. Right now, it feels like I'm mining ore to make picks to mine ore to make picks to mine ore...etc. Is there another level to this mod that I'm not aware of? Like the nether or enchanting?
  25. Am I Missing Something?

    Ah..ok...as long as i'm not just missing the whole point. btw, it's awesome watching this mod develop. I've seen 2 or 3 updates since I started. really fun stuff.