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tomcatBS

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About tomcatBS

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  1. Easy to Implement Ideas

    e.g. mine gas: Make one new block that gets distributed like ore. When layed free it emits gas, simmilar to water blocks emitting water. When gas touches a torch it ignites, possibly causing an explosion. This might make you want to carry around a caged bird while mining.
  2. Easy to Implement Ideas

    I do not know how much time I can invest the naext days so I will preview with catchwords some of the promised ideas, becasuse theese are really easy to implement. - mine gas - groundwater seeping into mines (an actual mining problem) - ink maps (probaply already postet, but please? *g*)
  3. Easy to Implement Ideas

    @jacob4408 Thanks für the scolding, but why did you not quote the 5th line where I already appologize for my mistake? @Treyflix I am glad that we might have found something to work on. ;-)
  4. Easy to Implement Ideas

    Skills: That is known to me. I tried to point out, that people like to spend skill points by their own. And that at least I would like some more areas of effekt. Survival: I llike that to happen. Pardon me, but that sound rather weak. Why are we teching through the many levels of weapons and armor again? To feel like 6yo boys, jumping around the garden, pretending to fight off imaginary opponents? could be fun, who knows... Sure was in the days ;-) But the wooden sword did the job pretty well, no need to go for steel for that task! Speaking of.... I remember "borrowing" my fathers catana for said purpose got me in quite some trouble! ;-) Physics: That I will try right after I finish this article, so the lord ever wants this to happen.... But I also ment the type of cave-ins. Let me explain: When you pile dirt up it falles to the sides. BUT if i dig straight down, the sides do not collapse. It is a pity. Does everyone get what I mean? Organization: I second that. If people are actually interested in the continuation of some of these topics, please say so in your comments and I will start new topics and reorganize the existing Information. Naughty Stuff: I do not expect anything else. ;-) But since it is writen that e.g. NPCs are not implementet as long as there is no good reason, I understand that as an encouragement to discuss Ideas amongs the commons and once a good reason emeges from these discussions it can be reported to the authoreties for further evaluations. Please correct me if I am wrong! As far es KI goes, I got the impression that it is just to hard to implement, but I just read over the sticky and realised that i was wrong. Sorry for that. @mdtexeira Your post I like so much, it has to get it own section.;-) You remind me of my collage time when I was working the weekends as a trainer in a health-club. It is scary how little people know about about their bodies, the cra( they eat and what it does to the former. It litterally kept me up at night! When you wrote about the cheese I really had to smirk. ;-) Every time I eat off the wedge and see that protein bar not moving, I want to bang my head on the table. But sadly we have no chance that your concept gets implemented. As much as I would love to have it, even I would advice against it, even though educationally extremely valuable. People would just say "what is that implementation good for?". Who knows, I still do not know what the steel shovel is good for, but it exists anyway. I am not mocking anyone here. I see it every day in my kids that I am trying to understand why they have to brush their teeth. They don't do it because it is healthy, but because I make it fun. And since healthy TFC diet isn't even RL healthy, lets just make it fun! ;-) I am having a hard time letting this and similar topics drop. TFC basicly makes everything more complicated (some things even overly), but it es ok if the complication at some point involves a pickaxe. If the complication involves a Hoe it sucks, sadly... I say it again, I love this game, because my girlfriend loves it. I have to catch animals so she can care for them, she plants flowers all over the place, she wants to makes meals for all of us and so on. But sadly that are se areas were all mods lacking the most... :-( Originally I intended to post another load of suggestions at the bottom of this text, but I fear that the threat would implode under the pressure of so much different topics. So if anyone is interested I will make another threat. Ok now, I am really proude of everyone who made it to this point! But no break for you yet. The world wants your thoughts in these matters! ;-) Yours sincerely, tomcat PS: I am pretty done now, please don't kill me for typing errors. ;-)
  5. Easy to Implement Ideas

    The very first thing to say would be: "I very much appreciate and admire everyone who sacrifices his time to read through the upcoming wall of text!" ;-) The second thing is: I litterally put hours of work in each single post. Please be so kind and do not affront me with crude comments. Wow, I did not immagine that this post would start this big of a response! ;-) I really appreciate your oppinions, excpecially the more elaborated ones, but I can not loose the feeling that some people have just been in a bashing mood, without giving much theaught to the matter theirselfes. ;-) I will try to respond as detailed as possible (now, after being done and only 3 hours later I am somewhat regretting that descision *g*): Knapping: I mostly aggree with you, but I cannot follow your deducted decline. Prospecting is also an exercise in frustration, but still wanted (that system I second). And I cannot see why the stoic reproduction of the same pattern is less tedious than having at least one second to think about waht to do. And the argument of wasting recources... come on, rocks? really? But I will give one thing more to think about. If you do throw away unsuited rocks (oh wait, wouldn't you du that in RL as well?) than one could say that it is a mild form of cheeting. So what, no harm done. Dont waste your time thinking about cheeting bores if no harme is done by it. Think about the people that would actually like solving a puzzle (IF there are any, which I do not know) to get there things (like in smithing! or does anyone say: "smithing is stupid, you could just look up the button combination, there is no skill involved"?) Don't get me wrong, I do not want anyone to be pushed in "my" direction, I am just used to logical discussions with propper outcomes. (comes with the age) ;-) I thaught about that too. There could be balancing problems, but personally it drives me crazy, not being to able to do the most ovious thing with them. ;-) Just out of curiosity: Why can't Rocks be put back on the ground? Metals: I do not want to create the impression that I don't like what you did on the metal system. I am pretty shure that there is a lot more to come and we are just looking at the framework. But to date there is no sensible reason to advance to higher tiers. even the bronze anvil is questionable. Why? For what, speed? Then you would have to calculate into your steel shovel the time it took to get to all the anvils, the bloomery, the blast furnace, finding the graphite... no way that is paying off. Unless you want to move continents. And yes, the buckets. Up to now I do not know about any need for moving lava, and as far as water goes... looking at the required time, settling near a water source is way more time efficient (and you will propably have done it already since you need to feed yourself through the years until you got steel). Leather and copper armor does the job pretty well, and with a health diet there is no threat to date, that could force me to invest in more protection. Again, don't get my wrong. I like to explore through the tiers to see what you programmed, it is great! Once, but not twice. Not just for the waterbucket.... Weather: I understand that, I really do. ;-) But I have given some thinking to this matter and think I have found some quick and easy solutions to implement interesing effects (remember my profession *g*). If actually interested, we might discuss this another place. Livestock: Thanks to this comment, I realised that I, apart from thinking so, did not have the .17 version, but the .16 one. I will immediatly correct that. ;-) Also I want to apologize for mentioning the "m" word. It must hav slipped my reading of the "do not suggest" section. (otherwise I would have put it in the rebellious part :-P ) Maybe someone could send me a message, explaining to me why that toppic is offensive? (My mother was luckily not offended by it when I was 2 month old). But please not here, this is no trolling attempt. Hey, who would have thaught this, there is actually someone who likes at least one of my suggestions! ;-) Food: The kernel of the brute was the case of being forced to carry around 5 slots of food, because the the meals are intrinsic unballanced. you eat 10oz of one thing and 2oz of another, virtually negelecting 2 food categories. As far as difficulty goes, just make the visual bars at a different length and everything is ok. Im not saying it is a nessessarry change! I am just saying that the argument does not work. And i meat was aktually as hard to come by as it should be, the change would make a big difference and sense. Why is it that people out of reflex agree to have metal tiers, but refuse to accept that it could be applied to food as well? 14 bars of copper for an anvil and 32 bars of bronze for a bloomery is ok, but working your ass off on the fields to feed the cow to get precious Milk or even meat is, what were the arguments... tedious? Really? People, let me tell you a secret: The whole game is "tedious" (in a good way)! If you want everything immediatly with a single click, go creative mode. So what is the point of "wasting" ones time by waiting for something to happen, e.g. a block to break, if not for the creation of a system that makes you appreaciate things for their value? I can't think of any (except for mocking people, but I do not think that is the case in here *g*). Why am I getting so worked up on this matter? Maybe because I am trying to be a vegetarian out of reason, but continually fail at this attempt... ;-) Of cause, no need to justify yourself. BTW: for a betatester it is equally difficult to descide what kind of information to report is useful and what not. ;-) Thanks for proving my point on the Pyramid.
  6. Easy to Implement Ideas

    Hello there! First, I'd really like to say how great this mod is. Not only because it is just imressive, but also because it is the first computer game I can actually play with my girlfriend, and she really likes it! ;-) About me, I have a german diploma in computer science, so one could say I have an eye for systems that work, and for flaws in such systems. Into the following text I put quite some thinking and hope that it will enrich the game and/or the community. Knapping: The Idea of knapping is great, bud sadly, after having made a shovel for the 100th time it becomes a tiny bit annoying, since it has no challange in itself. So, why not replace the 5x5 canvas, by an irregular and random structured stone with the purpose of having to think about how to carve the tool heads out of it, disabling the possibility of alwas beeing able to knap every tool out of every stone, and deliberatly making some tools harder to get and others easier. Got he Idea, or shall I elaborate? Metals: To date there is no real reason to advance to higer tier metals. Maybe it makes sense to disable some equipment for the lower tier Metals, similar to knapping limitations. Temperature: Being threatened of freezing to death would add largely to the survival feeling of the game including the hazards of soaked cloth and maybe water affecting items in your inventory. Hot sun messing with your brain, making you see things or desorientating you would also be a mentionable feature of the game. Weather: Rain that accumulates while flowing down slopes, building currents that erode land and are able to wash away your buildings, and yourself. Storms that could erode sand, grass uncovered dirt, break trees and destroy (or at least move) the lighter building blocks such as thatchets (roofs). Floods that rise above the shore threatening you. Tides would be impressive. Lifestock: Animals, in my opinion are putting a singularity on the food system. They procreate by themselve quite quick (at least horses and donkies), do not need to eat and provide lots of food when slaughtered. They should need to be fed, (grain or huge areas of grass) AND watered, offspring should grow more slowly. And maybe their movement destroys the ground benieth them. Meat is an expensive good after all and should be simulated like one. (Villager assistance comes in handy at this point, more on that below) Food: Awesome implementation of nutrition system! In my oppinion only slight adjustments are wellcome. First, having to carry around a whole shopping cart of food, just to keep up a healthy diet seems a little exzessive. preparing meals is nice, but unfortunatly useless, since you seeme not to be able to generate a balanced meal, thus neglecting most of the food categories. Second, does one really have to eat equal ammounts of meat and bread? a nutrition Pyramid wont cause much work. ;-) Also I think you to drink to rarely and eat to frequently. At least compared to each other. Skills: Everyone loves a skill system! Make the ammount of oz one can carry dependink on a skill. Armor is heavy, why should everyone be able to carry one? Same to the number of slots in your backpack (hell, why can't we craft a backpack anyway? The portable crafting table already exists.) Make a skill for the ammount of HP you have. Make a skill for your hunger, thirst, oxygene threshold and how much cold and sun you can endure. Survival: This is the big one. ;-) Give the game a purpose. Yes, it is a sanbox game, but the beauty of such game lies not in the abillity of being able to to whatever one wants, but of having an aim and being able to achieve it however one sees fit. Be creative. The easiest way would be the ever increasing Zombie invasion, that comes homing down at you night after night getting bigger and bigger. give them the abillity to smash down your house and suddenly you have to replace your thatchet walls by brick ones and a good reason to build this excessively expensive Bloomery, to get swords that can fight off those heavy armored zombies that later turn up. Make death actually painfull by respawning in a completely different and far away place, rendering all the previeus buildings virtually useless (dont forget the security question before respawning). in multiplayer friends should be able to "help you up" to prevent spawn teleportation. Fire should be way more aggressive towards sourrounding blocks and distance. Oh wait... who else thinks of Zombies with torches? ;-) And this is just the first stupid thing that comes to my mind. There are way more creative people than me on this forum! ;-) "Physics": There should be a lot more cave-ins, even to the sides and dont forget the lethality. Also chances for falling blocks while walking on them (levitating edges and piles). Now we come to the unholy topics thou shalt not write about, but I do it anyway. If you get allergic to them, don't read on. Prosperctors Pick: Works well, but in my oppinion to mathematical easy if you know what you are doing and to frustrating if you have no clue. My proposal: a) dont use a fixed distance it scans, but a ever changing one (bell curve). give it a useful tooltip, stating its abilities. The transition betwene two quantities (e.g. small and medium) should be longer. The least that could be done is printing out the full test result. If two different veins overlap, you get either on or the other result. Why not both, say there was no fals negative? And as a whip cream to the type of Rock the sample was token from could be printed out. NPCs: I would really love to have fellow villagers you have to care for (eg feed and shelter) and possibli giving them task to do (eg feeding animals, mining/lumbering designated areas). This would be my personal holy grail. But definitly not an easy task, so I might elaborate on it another day. Only so much. Caring for a whole village would add largely to the survival aspect, escpecially with the invading zombie hordes in mind. Hey, they could actually help you fight! ;-) Farming: I just learned in a response that Manure appeares to be offensive these days. I cannot immagine why would that be, but since it is not wantet I will drop the matter, even though it would enrich the largely neglected area of farming. I hope there has been one or two thinks you like. I am very interested in your oppinion on these matters. So long, tomcatBS
  7. New Skill: Mining

    I suggest, that a higher skill causes less hunger while mining. Maybe increases the speed of mining (which in my oppinion is still to fast). And most important decreases the chance of cave-ins, which also could happen muche more frequent. As on how to optain skill levels, as much it makes sense to realise a learning by doing system, people just love the WoW-style level what you can efford system.
  8. Stone Age Building Materials

    I aggree and like the clay straw idea very much. Maybe ad 1 or 2 sticks to the recipe to increase its value. Also, as much as I like the clay blocks, they should really be disabled, because they are way to easy to optain. Or have them at least needed to be baked first.