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Atharsea

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About Atharsea

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  1. Silly question - how would you store a door? ;)

    I agree withtranscengopher that item frames aren't particularly believable for storing doors, because magically making something smaller to store (visibly) would break immersion for me. Item frames make great signs, and it is believable to say the player has painted a door on a sign to indicate where they keep their doors, or that this is a carpentry shop. Even in vanilla item frames are mostly used as signs, they are only used as storage for unique items, most of which TFC's tool and armor racks would do a better job of storing. It would be interesting if there was a way to store doors in a pile (similar to a log pile, where the rendered version only has one texture, but you can store different types of doors) in a workshop, but I know it's not as critical of storage problem (I'd rather have that option for rocks!).
  2. [Rule #4] Additional Fuels for Lanterns

    I agree that having a liquid fuel that lasts so long should take a lot of experience/luck to get, and should be a late game item. I do feel that TFC lacks a mid game light source, that last between 48 and 2000 hours by default. You might not need light as much if you fiddle with settings, but lighting is still a psycological desire, whether it's effective or not. In a survival situation I would be trying to figure out better lighting long before playing with bloomeries. Candles were used in Europe pre-Ancient Rome. They would take planning to create and use, made from tallow or beeswax. Ideally the candle holder should be able to be made from clay, but you could require it to be made of metal if it made more sense for balance reasons. A lit candle might last ~200 in game hours by default, leaving a very good incentive to try for lamps.. Better for permanent structures, it would require some time and labor input (finding bees and getting beeswax or finding, killing and rendering fat from animals) so it couldn't be used on day one. Torches would remain more practical for traveling and temporary light sources.
  3. Hardened/Stained Clay

    I like the idea of making adobe, but in true TFC style I'd like it to be more realistic than cooking clay in the furnace. Adobe is a great material, but it's not quick or easy. It could get more complicated than my suggestion below (Making adobe on the ground or something) but my attempt at mixing reality with gameplay would be: Create "Ball of Adobe" or similar by combining a clay ball, a block of sand, water (bucket gets returned) and straw in a crafting window. The number of balls you'd get from one of each could be balanced/configureable, but I'd guess 2-4 would be appropriate. Create a "Brick Form" by combining planks in a combination not being used (perhaps 4 planks in a diamond shape in a full crafting grid?) Each form would make 2 (or maybe 4) bricks This form would be placed on the ground and filled with Balls of Adobe (1-2 balls per form) The adobe would then start to dry, probably on a random tick like plants grow. When partially dry the forms could be retrieved the same way clay jars are. When fully dry the bricks could be picked up like rocks, and the forms would come with them if they hadn't been removed earlier. 4 bricks would make an "Adobe Brick Block" which could be placed like any other block. Realistically it should only be stacked vertically or in arches, but that might be too much coding. Retrieval would be by pickax (and could break them back into bricks, though I don't know if thats ideal gameplay wise) The block could be plastered ("Adobe Plaster" = Ball of clay + water) to give it a smooth texture. The plaster could be used on several blocks (amount indicated by damage bar) but would disappear if the block is collected. Only placed adobe could be plastered.For textures I'm thinking the Adobe blocks would look the same, but the plaster could be mixed with dyes or sand/dirt to tint it. A little more on making adobe bricks can be found here:ABCs of Making Adobe Bricks
  4. I like the idea of tea and/or coffee, and some basic fruit juices/lemonade. I don't think we really need more alcohol, I'd rather have the time spent on other areas of the game that don't have as much depth.
  5. Stable Build ETA?

    Even in 78 a metal hoe was required to do anything other than till the earth. In 79 one of the changes was this: [*]Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information. So while I don't know if the red is intended, you aren't supposed to be seeing nutrient levels.
  6. A slight modification to logpile block physics

    I like the idea of being able to visually distinguish which logs are in which pile. Usually I have access to a couple different types of wood and prefer to use some for building and some for cooking, but its hard to remember where each type is. You also can't see at a glance how many logs you havewith the current system.
  7. I like this concept because it would allow for planning to mitigate the threat of monsters, and could provide a reason for getting better armor and weapons in a non-pvp setting. I'm always in favor of reasons to make better technology and ways to mitigate/eliminate threats, so I'd be ok with limited lower tier block breaking/climbing after a sufficient time period (and limited to hard by default, but configurable). Having zombies break thatch or climb simple fences would give a reason to use more difficult building techniques. A simpler version of this would work for a pack of wolves or a mountain lion to attack once zombies and the like move underground. At that point their might be other hazards on the surface, perhaps weather or pest related (Horde of rats got brave enough to tear down your thatch & eat your grain?) Of course all this depends on how accommodating the mob AI can be. While I have seen mods change zombie hordes and give them new skills running that sort of AI and the rest of TFC might take a lot of coding and be a drain on computer/server resources. If thats the case I would much rather we get additional/improved processing techniques, natural mobs, weather, body heat, etc.
  8. [Intentional][79.5] No Dirt from Farmland

    From the change log: [*]Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information. I suspect the hoe probably still needs to be metal as well, but haven't checked that.
  9. Haiku Dominoes

    So bring out goblin's As the moon waxes, night chills Halloween is nigh
  10. Crafting table

    I'd like to see a limit to what the crafting grid in your inventory can make. Some things (like rope) it makes sense you could do without any tools and/or in the middle of the wilderness. Others, like barrels seem like they should require more planning. I think it would be fun to have a workbench that is 1x1x2 or larger that is assembled from multiple pieces. There would 2 or 3 slots to hold tools or common crafting materials. It would work similarly to an anvil, requiring the appropriate tool to be located there in order to make whatever is chosen. There might be a larger grid. The workbench would need to be used to make barrels and assemble other pieces together (saddles might take several pieces) The inventory 3x3 would be for rope, basket weaving, etc. & could be achieved the way it is now or with certain skill points.
  11. Haiku Dominoes

    (Reduced 6 syllables to 5...) Maybe not at all The demon chance seen in mist Perhaps behind you
  12. Haiku Dominoes

    And it's all your fault The dark robs the torches light Hourglass of night
  13. Apiculture ...* And more soon *...

    Perhaps instead of bees benefiting crops it could be the other way around - if there are crops nearby it has a chance of increasing the amount of honey/wax/bees, etc. that can be acquired from the hive. I don't mention flowers because it would be too easy to add more around a hive in their current state. Flowers might help determine where a hive might spawn (ie, not in snowy tundra).
  14. Help With Alloys

    It's not working for me either, and the "is it down for everyone?" site says it is down for everyone. Kitty, maybe you have a cashed version that your browser is finding?
  15. I like the idea of having a water skin, but I do not think it should replace jugs. Clay jugs already break in TFC. Clay has been used to carry water on journeys in large vessels carried on the head or back and in pottery canteens. In general I'd like multiple options for how to store things in TFC, each created with different materials and with different pros and cons. Perhaps pottery jugs could carry a couple servings of water, would need to be carried in the inventory and has a a chance of breaking while a water skin would carry a single serving, wouldn't break/would wear out predictably and could be carried in a new belt slot, or in a stack of two.