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Search the Community: Showing results for tags 'Mobs'.

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Found 17 results

  1. Blacktip, Shark

    Well, here it is. Textures and model: blacktip reef shark V2.MCModel
  2. Snapping Turtle

    What do you think about this pretty dude?, i don't know if i should add slopes to the shell. Textures and model: Snapping Turtel V1.MCModel
  3. Hello, everybody. I've read about mob implementations in TFC2. What do you think about includingdiferent types of sharks for havingmore dangerous oceans?. In minecraft vanilla, deep ocean biomes are boring, excluding sea temples. I know that water mobs are a little derp when they arein small lakes and beaches, butmobs like elder guardiansin deep oceans,have great movements. Sharks can be enemies that attack you usually, when you go to deep in ocean, or could destroy your boat. According to the biome could spawn diferent shark species. I've done a blacktip reef shark according to real size ,and MC creatorforum rules' The model use 0.xwidth for the fins and eyes, butthere's no textures isues, because the boxes use the samecolour in a uniform way. I'vedecided not to add theeth because, the model size it's toosmall. Here isthe model andtexture:blacktip reef shark .MCModel, Please, give me your opinion, and tell me if you want to see more shark models.
  4. The purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(mostly), light, and sounds Crafting, Carpentry/Wood Working, wood and earthen building materials,and Glass Containers, weight, size,inventory, and transportation Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power Pain, injury,illness, and fatigue Plants,bees, food/water, and Mobs Player skills, stats,professions, and progression Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Temperature mechanics Water management World Generation, weather, and NPCs Miscellaneousstuffthat doesn't fit in the other categories or really low interest
  5. Just a few suggestions that i feel would work well inTFC2 1. GOATS! goatsare small and cute mammals that produce large amounts of milk, much like cows, but have a more aggressive nature to taming and who's milk and cheese tastes sharper. they drop bones, small-medium hide, and goat meat when killed and can be found in warmer drier climates with many hills and spars grass. They could be a valuable commodity in trading between players and such, if trading is implemented. 2. Canning and Jarring: A homesteaders best defense against Rot a. Items needed for this include: - Glass jar and Jar lids: The jar is crafted much like the bucket, but with glass. The lids are crafted with an iron or steel ingot on an anvil, x2lids for each ingot. They hold 3000ml and 60oz - Large pot: Crafted with 2 copper/iron Double sheets on an anvil. It can be placed on the charcoal pit(?) like the grill and be used to boil/cook fruits into Mash. - Various fruit juices: - Wild Crab Apples: while regular apples do produce pectin, Crab apples can produce double even when ripe. When cooked they produce Pectin and Crab Apple Mash. - PECTIN: Important when preserving fruit! Fruits can be preserved whole for a Preserve, mashed for a jam, and juiced for a jelly! - Tin cans: one use versions of jars. Meant more for those with access to a lot of tin and no real use for it. Crafted with one tin ingot on the anvil. -Pantry/Storage shelf: A way to store your stuffed jars and cans as they preserve! Pantries are the size of a double chest but don't display the jars and cans, while the storage shelf is the size of a single shelf and shows the jars (if possible). It must be hung on a wall. Suggestions on how to refine this is appreciated! I'm not the most informative writer. ;w;
  6. Alright so: spiders. Big, scary, unfriendly, quick and dangerous. During the night. During the day they're docile and almost friendly. They're also a reliable source of String. So: why not make them tameable? Box one off, feed it meat, avoid it at night, and eventually it'll self-tame and allow itself to be 'milked' for String with a Bobbin (three sticks in a line). The hardest mob in the game to tame, but a good source of Spider Meat (tastes like crab!) and four String once a day once tamed.
  7. Anubis Mage

    This night he came in my dreams. He is a mage that shoots explosive-fire-arrows and when closer (4 blocks?) lauches fire. He is a statue and become a mob when a player comes near it, like something like an ancient guardian. Is found in a dungeon somewhere in the nether.
  8. Display animal traits

    Every so often I'm far from home, go "I need food", then slaughter an animal. Sometimes "far from home" is "half a day." Sometimes the animal drops 36 pounds of pork despite being only slightly larger than the sow sitting next to it. I'd like to avoid this, for obvious reasons. Showing animal size, traits etc when sneaking-next to their Familiarity indicator-would be a good way of going about this. It could be tied into the Butchery skill, displaying "Size: Small/Smaller/Medium/Larger/Large", "Weight: Light/Average/Heavy", etc.
  9. Mobs, Ages, Cavemen, Heat, & More

    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. I looked through a couple of pages in this suggestion list and didn't really find anything like this (plus if I did, this doesn't just copy it, I had completely different thoughts about it) so here is my list of things that I think should be in TFC2 -Cavemen: the mobs in minecraft are dumb to me really, I think they aren't realistic or believable so instead of having zombies, skeletons, creepers, etc; we should have randomly spawned hostile cavemen tribes that come out at night and spawn in abandoned villages *also on this page* and also have friendly cavemen that you can use to have different abilities like hunters, farmers, fishermen, shaman, etc;-Villages: in normal minecraft there's plenty of random things that spawn around but none in TFC like villages or abandoned mineshafts, but I think 1 you should be able to find hostile ones that aggressive cavemen tribes spawn around and friendly ones that you can claim. The way friendly cavemen would work is they spawn in the wild occasionally and if you find one you can trade it something to get him/her into your tribe. I also think you should be able to build houses in it similar to how that very old mod that let you have your own kingdom (I forgot the name, I think that mod was even before Forge came out)-Mobs Spawning: I hated in TFC1 that mobs were unable to respawn and wild wolves would kill them and you had to go miles from your house to find an animal and it was really hard and boring, since you had no way of protecting them in early game. I think you should let them respawn and be common enough to find with ease because in reality they wouldn't be SUPER rare, especially when tribes didn't breed them until thousands of years later... maybe you could have a system so that the game checks the chunks around you for mobs and if 2 of that animal are left then it can spawn more until... a max number? That way it doesn't lag out your game with mobs and it still lets you find them somewhat easily.-Ages & Abilities per age: It seemed in TFC 1 that you had a stone age but after that there was just metal and nothing came after that. I think you should have a system like a classic empire game where in the stone age you can have a tribe with up to 20 people and need like a hut for 4 people and then once you start planting and domesticating animals and get your very first metal tools (neolithic age) you can have basic farms and ways to breed animals but all the animals still look wild (bulls, not cows, bores, not pigs, etc;) and you still have cavemen and stuff but then you can move to the bronze and so forth and your livestock and people evolve (I'm no historian but you would have things where it would look Greek at some point and other cultures and there would be an Iron age and Ice age and so on...) and then you can have cities and tons of people and it grows and grows. Maybe eventually there can be guns and more advanced recipes and better medicine and armor and tools so that it still feels like there's something to do instead of TFC 1: Mine mine mine hammer hammer hammer build build build farm farm farm etc;-Building: in the early game of the original you didn't get to build anything except a whole in the ground and have a hobbit house but I think you should be able to have like stick buildings and evolve your materials as you go like sticks (paleolithic), stone & stick (neolithic), marble (Greek), stone brick (Roman), wooden & stone brick & metal & plaster (medieval)...bla bla bla... eventually modern. Also instead of hand building everything (yes I know that's Minecraft, but it gets old and its pointless) and just being able to look at it but it has no real use, you would have builders in your tribe/town/city/empire that build it and it looks good for you and looks cool and is "used" be the people in your settlement.-Servers: I know that empires sound a little overkill for single player (which it is...) but multiplayer servers (probably an official server considering Flans mod failed at letting users make servers) could have an awesome towny that forms a big empire like WOK modded servers and factions to have a Hurt-World/Arc feel where you have to evolve as fast as possible to kill people. And even cool mini-games and stuff like collecting food challenges and hunger games. I think this would add a whole new aspect to playing this mod so that its more entertaining and more people will use it.-HQM Mod & NEI Mod: Hardcore Questing Mod was made by the people at Feed The Beast that lets you track your progression and goals in-game. I think it would be very good for this because it works like Achievements and you open it to see how far you are and what you need to do next, which would've been great in the first game because you can actually play the game instead of read the wiki, but in this redo I think it is completely necessary to have some way in-game to see what you need to do. Especially if you do my idea of more defined ages, this mod will help because you can't read ahead of what you're at and it lets you put in more story line/detailed information. Also your new version should have compatibility with NEI, because people hate memorizing recipes or looking back and forth at a wiki, it doesn't feel like playing a game anymore. Pretty much every mod-pack made now uses NEI because you can see how to craft items and making a completely new system is a lot of unnecessary work.-Inventory: this is probably the least important, but I think you should remake your inventory and overburdened system. You should disable your inventory except your hot bar and make primitive bark/skin armor (the bark idea was in another article but this will show more reason to have it) that will give you more inventory space. If you do more protective armor and then armor with lots of pockets then the game will add complexity. So if you get bark early in-game then it will protect you a little bit but wearing skins will help more with heat and have more inventory space. The inventory would lock spaces when you start and unlock them when you wear armor. So naked you have only the nine hot bar slots and when you put on clothes/armor you get more and more storage.-Heat: light and heavy armor plus heat will add to the seasons/biomes so when it's winter you need wool or something but in the summer you wear light things (ex: summer you wear bear/buffalo skins but in winter you wear deerskin) which is pretty self explanitory what does what. This will add more to the armor because orriginally you had weight and no one cared really.-Killing: this might be a little graphic and all but if you think about it you don't need blood and you could just do skeletons instead of cut open animals (again that would be graphic, you just need skeletons that disapear after 5 seconds...) but if you had it so when you kill animals it drops a body on the ground (ragdoll type that disapears) and to get items from it you have to skin it by right clicking with a knife (which would drop skins & meat and turn the ragdoll to a skeleton) to get items and to get bones for other recipies you can just right click the skeleton to get bones. Then the bones could be used for tools and things but it doesn't waiste inventory space with stuff you don't want.
  10. Hostile mobs

    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. Hostile mobs. Hostile mobs are one on the key aspects of gameplay. *acquire materials *explore *build tools and buildings *fend off mobs by "hostile mobs" i refer to only the antagonist mobs that naturally spawn around you to hunt you down, like zombies,spiders e.t.c not npc's that can be hostile when attacked Realistic mobs has anyone else grown tired of the standard issue mobs? a goofy pack of mix matched monsters. these monsters seem extremely out of place in the immersive and realistic tfc. my proposal is to ditch all the current hostile mobs such as *zombie *skeletons *spiders *creepers and switch to realistic mobs (preferably biome based) such as *wolves *bears *coyotes *jaguars *mountain lions *tigers *bob cats *hyenas *lions *sharks and even humans (tribal and or civilized humans) some of the mobs would sleep on day and hunt by night. they would still attack you if you go too close and defend themselves during the daytime, but would actively hunt you by night time. a minecraft clone named "survivalcraft" did a only realistic mob approach and it looked great. the creator however didnt add biome based spawning at the time and you had giraffes right next to bears which didnt looks so realistic haha. Also there is the option for expanding non vanilla fantasy mobs. Opinions?
  11. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Yes I touched on this in a previous post but I feel it deserves it's own. Playing TFC, I feel there is little connection between the super natural and it's world. Now personally I am a fan of an all or nothing approach to fantasy, as such the mobs present seem to be more like placeholders for a challenging foe to make TFC extraordinarily difficult over vanilla minecraft. That said I think the presence of these mobs could be greatly improved with a gradient in terms of their combat ability as well as a connection to some kind of overall lore. I realize this would be challenging but hear me out. In my ideal world of gaiety and wonderment, TFC would be home, not to the generic animated corpses and beasts of unusual sizes, but instead populated by horrors of cosmic design. There would be mundane animals, abundant and strong enough to pose a threat but surmountable. Then, at first night, a new threat would make an appearance: Humans. These men are not simple survivors however, no these men have been driven to madness by an unknown force.They are no more difficult to kill than normal men, a serious wound and they will die of shock, but they would be numerous and aggressive. Driven away at first light, the madmen reappear every evening. That is until the night of the first full moon. Dispersed among the madmen would hooded figures bearing ceremonial blades and the ability to strengthen the hoards. Some time after that things would get interesting. Periodically, probably on the night of the occasional full moon, no mobs would spawn, instead a single Cosmic horror of Lovecraftian design with strength enough to sunder the feeble machinations of the Survivor would appear and relentlessly attack until either destroyed or frightened off by the dawn. This is a fantasy of course but the idea of what I am referring to is not so fantastical. A gradient and variety in the mobs to allow for escalating challenge, theming for the existing supernatural mobs, a greater threat from nature to give significance to the supernatural.
  12. Bats in TFC?

    Hi! I can't find anywhere in the wiki, nor in the change log that bats exist in TFC. I assumed they weren't included, as I never stumbled upon one, until now. Just wanted to confirm if they should spawn in TFC? Thanks!
  13. "Fire Bad!" Torches Suggestion

    I just picked TFCraft up again after leaving it alone for about a year or so, and I was surprised by the new torch mechanic. Not just about it's presence, but about the fact that I didn't absolutely hate it. I remember being horrified when Notch announced that he was going to make torches burn out in vanilla Minecraft back in the day, but relighting torches in TFCraft is actually kind of cool. However, for a whole settlement, it feels like a lot of work for little payoff. Unless you've got your place completely surrounded by fences, which actually sounds even more tedious to me, torches don't really help you deal with mobs or really help you see at night at all. And spawn protection just makes ot more useless. So, my proposed solution is to make zombies, skeletons, spiders, and maybe creepers afraid of fire. A firepit and a carefully places perimeter of torches could protect a player on their first night, and all that time spent keeping an established settlement lit pays off with a garuntee of keeping zombies off your lawn. I'm not a Minecraft modder and I don't particularly want to become one, which is why I haven't looked into making this change myself. I just thought I'd bring it up, since I haven't seen anyone else do so.
  14. Iron Golems

    Hello TerraFirmaCrafters! First let me say that this isn't attempt to get Iron Golems into the TFC world, just a simple and curious poll to see reactions and answer some questions... While scrolling through the Creative Inventory in my creative world, I noticed the Iron Golem spawn egg. Reading that using it could potentially crash my game on the forums, I kept my distance, though it begged the question to why it was there. As a placeholder? Or just an item that should be taken off the game invent? Leave ideas of why it's there/suggestions for said Golem, if you don't mind -iPotato
  15. Version #:0.79.9.357 SSP/SMP (Single/MultiPlayer): MultiPlayer Suggested Name: Freezing while mobs approach ((This is my guess, look at log and check it out, I might be wrong.)) Suggested Category:Annoying Description: I started experiencing some game freezing lately, even few versions before (/approximately/ from 0.79.6), I noticed, when mobs (skeleton, cow, etc) approach me, my game freezes, sometimes it takes like 3-10 minutes to turn off game (can't even end task, control alt delete lags) last time I had to reboot whole PC. I am using someone elses modpack, its custom server modpack, if its not bug on mods end, then just tell me what could be problem so I will inform server/modpack owner. Have you deleted your config files and are still able to reproduce this bug?:No, bug is pretty rare but serious, so I didn't *If you answered no to the above question, delete your config files and try to reproduce the bug. This question is here because many bugs are caused by mistakes in config files. All bug reports should have an answer of "Yes" to this question. Do you have any mods other than Forge and TFC installed?:Yes, watersack, optifine, Fastcraft, NEI, TFC NEI Plugin and (maybe) few really non important mods. If yes, which mods? ^^^ If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? *Both Optifine and Cauldron edit the base classes of forge that TFC uses. Because of this, we cannot officially support any issues that happen only when these mods are installed. We have optifine, but bug was happening without it too (we just added optifine into modpack, but game have frozen before adding it). Pastebin.com link of the Crash Report:http://pastebin.com/TN46LHd5
  16. Mob Textures

    I'm not entirely sure this goes here, so pardon me in advance if it doesn't. Here's the thing; I'm trying to make my own resource pack for TFC, but I haven't been able to find the proper way to texture the mobs (which is a shame because I'm just in love with the pheasants ). Can anyone tell me where in the resource pack directory I have to place the new texturefiles for the game to pick up on them? Furthermore does anyone have any tips for texturing mobs? Sometimes the anatomy can be quite hard to figure out from just a flat texture... In any case I just have to say I absolutely love this mod and all the growing it's done up till now. Hopefully there's someone who can answer my questions, thanks in advance. ~Syvar
  17. On the topic of Random Drops

    So, I'd like to talk about something I just discovered. I'm currently in the stone age of my development in TerraFirmaCraft, and I haven't found a single ore or got a pick or anything. I understand that this is perfectly normal, and I'm not complaining about that. However, I have a perfectly good iron shovel. Now, I'm sure you're wondering why I told you that I have an iron shovel, and, indeed, you might be wondering how I got it. After all, I have yet to be in a position to smith a single item. Well, I killed a zombie. As you may very well know, vanilla Minecraft allows for a small chance for zombies to drop iron tools and armor. Obviously, I also know this. What concerns me is why this feature has been untouched in a mod like this one. Surely, the shovel shouldn't be in perfect condition if I just yanked it out of the cold, dead hands of a rotting corpse? I mean, you'd expect it to be used (and therefore damaged), or rusty, or something, considering that it's there at all. Who agrees with me, and how best ought this to be approached (or why should it not be)? Or for that matter, am I just an idiot? I'd love to hear what you guys think.