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

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Found 7 results

  1. 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
  2. Islands? Basic systems here?

    Alright, so I'vescoured the forums and can't seem to find much comprehensive information. Could someone kindly provide more information as to the following?: 1. What is the island system? This is very confusing, as I see it mentioned constantly but find no thread explaining anything. 2. Are there any basic systems predicted/in place, such as food, mining, crafting, etc and if so, what are they?
  3. TFC2 Desert Expansion

    Hi all, here's a short* Longlist of ideas based around desert survival i wanted to share for tfc2. Yeah anyway, short disclaimer just below. Deserts have always been blan and boring. The idea here is to make deserts a functional part of tfc2 unlike in tfc1. Not only making them a real obstacle but also making desert survival a real possibility. [Wells] Alternative source for gathering water. Suggested uses, an alternative source to gather water besides collecting rain water or if you aren't near a water source. Effects, similar to a quern. The well is placeable but once placed unmovable with out destroying it. Using the well will result in a waiting animation before the water is shown in GUI. Item Details, Circular in shape. Two blocks high, the base being cobbled bricks and the second half being the bucket and wooden pools to left and right holding it in place. With a visible black hole in the center of the well. [Recipe -Well-] [Dowsing Rod] Used to locate an underground water source. Suggested uses, an early age tool used for searching potential water sources. Limited to certain lengths *Chunks/Meters/Blocks* Like 40-60 blocks down or a couple chunks down. *Potential future uses, locating gems/oil, this part i only mention because the wiki mentions it, so yeah =/. I Can't say it will work or is even feasible in a practical sense* [Turban] Protection from the heat Suggested uses, used while in the desert. Wearing any metal armor will effect the turbans usability [Recipe -Turban-] [Landscapes/Biomes] Desert: A generic variation of desert. Containing a bit of everything, Hilly outcroppings of sedimentary stone with scattered tree life/bush life. Extreme Desert: A mostly barren desert with large sand dunes and small outcroppings of sedimentary stone. Shrub Desert: A generic variation of desert. Containing abundant shrub life/cactus life with plentiful small and varied tree life. Mountainous Desert A mountainous desert similar to the American South West Grand Canyon. With variations of similar mountainous terrain found in deserts around the world. Medium shrub life, medium tree life with a low chance of possible rivers. [Weather/Climate] Windy: Deserts/Extreme Deserts Sand Storm: Deserts/Extreme Deserts Dry Storm: Deserts/Extreme Deserts/Shrub Deserts/Mountainous Deserts Flash Storms: Shrub Deserts/Mountainous Deserts [Effects] Including but not limited to. General Moods like feeling good or bad. Buffs/Debuffs and Weather/Climates. [Moods/Satisfaction Meter/Effects] [Animal Life] Desert Edition] Coyote: A source of food and fur Wolf: A source of food and fur *Wolf Rework, including other varieties like brown/gray. That are larger in size and more threatening. Jack Rabbit: A source of food and fur Quill: A source of food and materials Roadrunner: A source of food and materials Owl: A source of food and materials Snake: A source of food *Poisonous* [Food Stuffs] Desert Edition Prickly Pear Cactus: An eatable cacti Agave: Harvesable and fiberus cacti Honey: Harvesable from bee hives found in deadfall or trees. Seasonal all year long unless already harvested. Refresh[Unknown] Pinyon Pine Nuts: A nut grown from a pinyon pine tree.Harvestable while in season. [Tree Life] Desert Edition Mahogany: Pinyon Pine : [Items] Plant Fiber: Collectable from certain plants. Uses, making rope or string. Fur: Skinable furs from animals. Used in crafting fur armor for protection from cold weather.
  4. Immersive deserts

    Deserts in minecraft are just dull patches of sand with a cactus placed here and there. It really makes exploring them boring and, for the most part, useless unless you want cactus. I would like to see more variance and specific occurrences/items here, things such as occasional dust storms that obstruct vision, small patches of pebbles that sit slightly above the block, different sky color, particle effects that appear around sand in desert biomes, animal carcasses, objects at a distance blurred because of heat, etc. I have no idea how this'll work in code (or if even works at all), and so I won't be disappointed if these things aren't added.
  5. So I have been playing TFC for quite some time now and was thinking about features to be added in the new TFC2, since I always liked the mining industry irl (find it interesting) and mining in theoldTFC, suggesting something based on mining is not ilogical imo. So since I like mining and I heard that there will be some majorbiome updates (have seen some of the dev screenshots from bioxx and they look amazing already) I was thinking of combining the two. My Idea comes down to this: In TFC2 there may be bigger mountain biomes that are home to more ores. The idea of stone based ore generation always attracted me and I assume this will be the same in TFC2 (correct me if im wrong) and since in real life mountains are most of the time home to more ores and more complex veins i thought this was a good idea. To be clear: Bigger mountain biomes, not biomes with giant mountains like the craig from BOP just a hilly like biome with rivers and stream and pine trees, what big about it? not as big as an ocean but bigger then your average biome, why? Well if more ores can spawn there closer to the surface and in bigger quanteties this may attrect players to venture in to the dangerous mountain areas you most of the time avoid. not quarry like mines because well these are mountains, but hardrock mine deep into the mountain rock, Mines that may house a copper vein so big (horizontally please) you may even find traces of lets say bismuth! an mining dream. Because these are mountains a good road may be contructed to make it more easy to transport the ores by donkey or by foot. if someone wants to go mad even a railroad may be contructed to haul the massive amounts of ore out of this hilly area to a more flat place where they are processed. Mining towns on servers between to big mountains may become a thing and this willcompletelychange the way you live, the village has to be contructed in a way it makes sence, a road system will be forced to go trough valleys and over rivers because you can just go anywhere. Inspiration: ATG mountain biomes seem perfect for the biomes, just bigger (not taller mountains) biomes and not just ridges. If anyone has any questions regarding this idea please ask in the comments, English is not my native language and I may not have made everything clear.
  6. Smallest River Biome ever?

    I found this tiny River biome while exploring yesterday. It looks like there's two rivers around a mountain biome that interrupted what should have been one longer river. Not really a bug, but I thought it was funny terrain generation.
  7. Jungles and Chickens

    I've been attempting to locate a chicken for several days now in build 77 and have been unable to do so. I understand that spawns were nerfed and chickens are biome specific spawning only in jungles and forests, but I've still been unable to find a single one. In fact, I can't find a single biome labeled jungle or forest! I've come across plenty of kapok trees in areas that sure look like a jungle, but when i press F3, the biome is still labeled as TFC Plains. Same thing when looking for forests north of the equator. I am using 77.6 with the recommended forge as well. Anyone else have this problem?