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Firestorm13

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Posts posted by Firestorm13


  1. yeeeeeeeeee!

    -spams like button-

    this definitely would be alot more convinient

    but just to play devil's advocate here, why would smashing apart a peice of stone with a pickaxe give you perfectly smooth, unmarked stone in return?

    Just imagine you're levering the block of stone out with one side of the pick.
    2

  2. While it's true that TFC has started taking inspiration from many other sources, the idea is still pretty damn cool. It would give yet another "this world is alive" feeling- one I haven't felt since I saw a pack of wolves kill a sheep way back when. The idea that you are a very small part of a very big world is (in my opinion) pretty important for a mod like this.

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  3. woah woah woah, (I for sure know what a Dunkleosteus is) but hold up. I'm looking for ideas here, not step by step instructions. Any thing we DO implement will be carefully planned and balanced.

    Sorry, I didn't mean to come across like that. How about this:

    Dunkleosteus miniboss mob: It's a big ole fish that kills you real quick. The Dunkleosteus spawns in large oceans and attacks players in boats. It's a reference/tribute to the mod developer of the same name, as well as a ocean mob (which we only have one of right now) and a boss/miniboss mob (which we only have one of right now, not counting the Wither).

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  4. If oceans are ever deepened, I think an actual Dunkleosteus boss/miniboss mob would be cool. It could be about 10 meters long, hunt squid, attack boats, and deal 8 damage (4 hearts) when attacking. The monster would have 40 health (20 hearts) and an armor rating equivalent to vanilla diamond armor.

    Additionally, it would have a 25% chance to swallow a player whole, which would deal 1-2 damage (half a heart to one heart) every second. To get out of its mouth, the player would have to halve the monster's health (i.e. if it's at 10 health the player would have to deal 5 damage to be spit out)

    In a perfect world I would suggest that the monster have less armor when it's getting attacked from the inside, but I don't think that would be easy/possible to code.

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  5. As stated in the changelog if anyone bothered to actually read it (Hint: it should be done with every update), snow is not currently working at all pending changes to forge that I am waiting on. Until that time, no, you won't see taiga's etc.

    As far as the world looking the same... I only have so much control over it, though I will be tweaking more in the future. That said, the old system was bulky and needed nonstop tweaking and it still never gave desired results.

    To the comment of the scale of the world. I do not/have not/will not balance for single player. I try to make sure that the game is still playable for SSPers but SMPers are my priority and I rely on a certain group to give me feedback regarding these things. If I were to scale the world down more you would see far too rapid temperature transitions for each block you travel north and south. The current distances are proving to be perfect balance wise.

    While I like the SMP-focused direction you're taking this mod, I think you're missing one important fact: There aren't any servers large enough for a huge world to work. I think a TFC server would have to have around 75-100 people online during peak playing hours to work like it's intended. Unfortunately, the fact that the TFC community is fairly small, coupled with the frequent updates, means that a large server is incredibly hard to set up and maintain for an extended period of time.

    HOWEVER

    This mod is far from complete. Once the updates taper off and get more scheduled, larger servers will start popping up. I'm guessing that by the middle of Beta 3 there will be 3-5 big servers that lots of players will be on, with many smaller servers popping up all the time. It's the way Minecraft itself works (albeit on a larger, more spread out scale) and it's the way TFC will inevitably work, especially with the new SMP focus.

    Also, I'd like to suggest that someone consider starting up an "official" server come Beta 3 so that Bioxx can observe how a large TFC multiplayer environment works. It would be fairly temporary (a week at most), and used mostly to test out the various kinks and silliness associated with faction politics and war mechanics.

    Just my 2 cents. Hope I didn't piss anyone off.

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  6. Oh ho, I have some plans for those, given my experience with the animals and their AI, I'm confident I could (given some time, however) come up with some suitable code. They won't like you messing with their stuff, although they can grow to like you.

    What do you mean by "those" and "they?" Are you talking about NPCs or guard dogs/golems?
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  7. I think one small thing that could encourage naturally-evolving player factions would be multiple spawn points. As in, when you first join the game you randomly spawn at one of two or more spawn points. Spawning there "locks" you to that faction. This would be a configurable option for server owners to determine when they create the world.

    Spawn points would have to be at least three to five kilometers away from each other for it to be effective- armies would have to march through rough, uneven terrain to get to enemy cities, and trading caravans would be forced to create trails and roads to make travel between friendly nations easy.

    Oh, and another thing: For kingdoms to work well, transportation and combat both need to be overhauled. I'm going to plug this and these three threads here. They have great ideas and could work extremely well with the kingdoms update.

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  8. I think a big part of making something like this feel more real would be re-adding villagers. Villagers would look more human (No more giant noses or immobile arms) and would arrive in small groups when a player has built suitable housing for them.

    Suitable housing would basically be a room at least 5x5 containing a bed, a door, and a light source. Building workshops, churches, armories, etc. would attract craftsmen, priests, guards, and other special villagers, who would add a nice touch of diversity to the growing town.

    However, special villagers would be useful in another way as well- players would be able to hire them to do work for them. For example, one could supply a blacksmith with metal and a forge, then pay him some money to create 4 pickaxe heads. To make sure it didn't get too overpowered, however, villager-forged tools would be pretty shoddy. A beginner blacksmith's pickaxe heads would only be at 1/2 durability, for example. Fortunately, the special villagers would "level up" and slowly increase the quality of their work.

    One thing that's been popping up on this thread fairly often is the issue of griefers and thieves. People have suggested plugin-based protection, but I have a more organic solution- hire guards to protect your property. Guards could be assigned posts and given weapons to use, along with orders such as "Don't attack [username]." or "Allow everyone through but [username]." Guards could also be equipped with better armor. Like other special villagers, guards would deal little damage when first hired, but veterans would be able to dish out massive beatings.

    Now, you may be asking yourself "How do I give these villagers orders?" Well, that's simple. A player would first right-click on a villager while holding money. A GUI would pop up showing a fee, the villager's profession, and a "Hire" button. Clicking the button would automatically subtract the fee from the player's inventory. Then, the player would use markings and a piece of paper to craft Orders, then right-click on the hired villager. Another GUI would pop up, this time showing a menu of different actions. For a farmer, for example, a potential order might look like "Go to (orchard) > Harvest (peaches) > Put (peaches) in (chest)."

    If there's sufficient interest in my post I might write more about the different types of villager and their potential orders tomorrow. Also, more village dynamics.

    6

  9. 1. Get rid of the stone shovel

    2. Add a Carving mechanic identical to the Knapping one, but using a log and a knife instead of two rocks.

    3. Use the Carving mechanic to make:

    *Bowls

    *Wooden Shovels

    *Clubs- the same shape as the Mace plan

    *Wooden Hoes/plows

    If my explanation was confusing, I'm sorry. It's half past midnight and I'm too tired to think properly.

    1