Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

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

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Found 416 results

  1. Predators

    Hi Forum, firstly i would like to apologize if i am repeating anything said in other suggestion posts. I have had a tiny bit of a search but nothing quite mentions my ideas for this mod. Main theme of my idea: personally i think that any magic or mystery doesn't have a place in this mod. I dislike the presence of undead (zombies, skeletons, endermen, creepers, not spiders). With the known variety of earths species, what i would like to see is some more realistic aggressive mobs (with the essential drops of the vanilla mobs, bones basically). Potentially passive-AoE aggressive day mobs and aggressive night mobs: for a jungle, anacondas in the day and jaguars at night (for example). Also taking from ideas from stone age films torches or fires could be used to deter these mobs making night time scarier as hyenas or lynxes (in a desert perhaps) try and pick you off if you venture too far from camp or run out of firewood at night. These mobs would have to be rare-ish, quite healthy (lots of hearts) and powerful (2 or 3 hit kill for that ambush feel which is only applicable to creepers at the moment), requiring either metal armor or a team of swordsmen to take them down effectively (also i'd hate for these to end up like ocelots and wolves being knee high on the player, come one this is hardcore survival not a day at the petting zoo) . Also valuable rewards or aesthetic 'trophy' drops could be implemented here such as wolf capes/helms, jaguar capes/helms as seen on nords and mayan tribesmen. I appreciate this next mechanic would be a massive ball ache for the developers but: perhaps manipulation of the endermen mechanic by reversing it could be used for the predators, instead of them charging you they keep their distance till you drop your guard and look away. I'd like to hear some feedback, even if not from the developers, not just on my idea but also on my posting form. this is my first post and i would be very grateful for constructive criticism on my forum etiquette and any fails i have committed.
  2. Cheese

    A quick suggestion which really hinges on the implementation of other suggestions. Namely, thirst and butchery. Stomachs could be acquired from sheep through butchery or as a drop, but preferably butchery. The stomachs could create waterskins through tanning, like with leather. If milk is added to the skin then over time curds could form and eventually create cheese http://24.media.tumblr.com/tumblr_lme3spzWsz1qfkbt5o1_400.gif
  3. New stone tools!

    New stone tools, not really "new" tools, just specialized tools. Carving axes for making things like fences. It would work just like a knife for making seeds. The new recipes would just require the tool to be in the crafting window and would have many uses. Open for discussion for other tools such as a different knife needed for skinning or anything you can think of! I just want more tools TONS more! This is just a sidenote but they could also overlap, as in two different tools could be used to make a fence, or three, but would result in a different number of the crafted item. Maybe a knife would result in 2 fences, and a carving axe would give 4 or 6.
  4. Underground Gas Pockets

    This idea doesn't really seem to serve a positive purpose, perhaps it is merely for the sake of realism. I would like to see underground gas pockets, the gas would behave like an air block in the way that it is invisable and able to be moved through, except the "bubble" meter would show up and you start to suffocate if your head entered an area with the gas. If you place a torch in this area there would be a large explosion. I do realize that natural gas is undetectable normally, but this would add a bit more spontinaity. It might also serve the purpose of requiring a lighting source without an open flame while mining, like a lantern. Perhaps in the late game the natural gas could be used as an energy source. Just a neat idea that I had that could make mining a bit more exciting.
  5. Brewing and beverages

    TFC has an interesting and good cooking system - I love it. However, one thing that puts a dent on an otherwise great system is the lack of things to drink. I tried looking for a suggestion on this but couldn't find one - there may very well be one that i missed, and in that case feel free to lock this thread. I think beverages could really add something to TFC. It wouldn't be very hard to implement I think (at least compared to a lot of other systems) and would add a new depth to the farming system (fruit trees especially). It also fits very well with the slow pacing of TFC, I think, especially when it comes to things like fermentation and aging. I understand that TFC1 is mostly going to be minor features and bugfixes and that TFC2 is a completely new beast, but I thought this might be useful as a reference in the future if nothing else, and well, it's a suggestion forum ;D So, this is my idea. The Barrel This would be a new item, crafted like this. It would be more or less excactly the vanilla cauldron, but made out of wood. It can be filled with water with a standard wooden bucket, and right-clicked with a bottle to fill it with water. Unlike vanilla cauldron, filling bottles from it does not empty it (since you can just drop the water in a hole and fill how many bottles you like (even with wooden buckets) it makes no sense that putting it in the cauldron would make the water less useful). This is just like, a generally useful item and stylish way to keep your water. Making Juice In order to make juice, you place a Quern on top of an empty barrel. This marks this as a juice press, a single machine (much like how forges etc work) and the quern gains a new GUI when right-clicked, that looks like this: It can, and need to, be filled with six fruits, berries or some vegetables (including things like tomato but not things like squash). Then the quern is activated as normal by rolling it around, and the juice is pressed into the barrel below. The juice can be removed with glass bottles as normal, but this time vanillas limit of three bottles from a cauldron applies - you get three bottles of juice out of the six fruits. If you remove the top quern, you can see the liquid that is yellowish (it seems to be the most common fruit juice color, it may make little sense for grape juice to be yellow but this keeps it simple). Making Fruit Wine Fruit Wine is made by removing the top quern from the juicepress to turn it into a normal barrel filled with juice. Then let it stand, without touching it. Every week there's a 20% chance of it fouling, but if it manages to not foul for a month, it has turned into wine. During this time, the juice has absorbed the yeast particles in the air and allowed them to grow. As a side product, by right-clicking the barrel with a gold pan you get the yeast mass too (must be done before bottling the wine). Note that this also means unbottled fruit juice risks fouling regardless, so bottle the juice as soon as you can if you want to have it. Making Beer So, you want to make beer? Simply throw four pieces of cereal grain (wheat, barley, rice et cetera) right into a barrel filled with water (like when throwing sticks on the ground to make a fire). The water takes on a slight brown tint. This is wort. However, let it stand for a month and it will have turned into beer, just like juice turns into wine. Yeast can be gathered as a by-product. Faster brewing Once you have yeast, you don't have to rely on the tiny amounts of yeast in the air. Instead you can just add yeast to the barrel - this reduces the brewing time from four weeks to two weeks. In addition, if you've added yeast you can put a lid on the barrel, crafted from four planks in a 2x2 pattern. This removes the risk of the brew fouling. Aging the alcohol If you put a lid on a full barrel of alcohol and don't touch it, you can allow it to age. After 6 months for beer and 18 months for wine you get Quality Beer/Wine. Letting wine age for 72 months (6 years) turns it into Great Wine. Since aging takes such a long time, it makes sense to create large wine cellars. The effects of the beverages: All beverages can be collected from barrels into bottles, and put back into barrels as long as any liquid in is of the same type. Fruit Juice is filling 2, and also restores a bit of thirst. Wine/Quality Wine/Great Wine is filling 1, thirst neutral, gives resistance 1 for 2/4/8 minutes. Also has a 30/10/0% risk of causing Mining Fatigue for 4 minutes. Beer/Quality Beer is filling 1, thirst neutral, gives strength 1 for 2/4 minutes. Also has a 30/10% risk of causing Slowness for 4 minutes. Further Thoughts This is just a baseline for a simple to implement and simple to use system. It could of course be made more complex and interesting by having things similar to the meal receipts granting buffs for random combinations. It could also be made to care about temperatures - going above 37 degrees would kill fermentation, while nothing would happen while it is below 15 degrees. So, what do you people think? EDIT: Sorry for the picture sizes, tried resizing them but it won't be saved for some reason. EDIT: I just realized very few beers benefit from aging, so maybe that doesn't make sense. However, I like there being something more than just "beer", and distilling seems partly borderline too high-tech (refined methods of distillation wasn't common until the 16th century as far as I know), and might be complicated to make. If possible though, being able to distill beer into whiskey and wine into brandy might be interesting.
  6. Building Fences out of Planks

    Since sticks are relatively harder to come by than with vanilla minecraft, wouldn't it make far more sense to produce the fences out of planks? Actual fences aren't made from sticks or rods like the tools are so it doesn't make much sence to have the construction that way. Actual fences, at least in my experience are made from planks, (ex. Picket fences). The recipie could simply be changed to have 6 planks arranged in the same manner as the old recipie construct 3 fences, or less, I'm not terribly partial. This recipie seems like common sense to me, but what do you guys think of it?
  7. The new book system is really cool, and makes sense, but it does have a negative effect: The existance of the book and quill meant I nearly stopped immersion-breaking out-of-game notetaking and used book an quill for this instead. It added immersion and a liiiittle bit of difficulty as books could be lost etc, but not so much I wouldn't bother doing it. With the new book system though, it's probably going to end up with me taking out-of-game notes anyway or carry around a scribing table on the back, both of which are immersion breaking. I also feel something is missing when it comes to writing, namely simple scribbling rather than actual painting. My suggestion is the following: 1. Papers can be placed in the world as a white (or rather pale beige) 16x16x1 pixels large block on the ground. The block is by default turned into microblocks or whatchamacallit so you can select individual pixels. 2. By crafting a torch alone in the inventory you put it out, creating a simple pen with 10 durability. 3. By right-clicking with the pencil on a paper block pixel, that pixel turns black (or rather dark gray/brown) and one durability is spent. There is no way to remove this. 4. By right-clicking the paper with an empty hand, it drops as an item and keeps the exact pixel setup/item state (how this works technically I don't know, but I know other mods have similar features). That's the gist of it. That would allow one to craft very simple maps and take very simple notes, but not to write anything complex. Adding to these some follow-up ideas that are more complex but could be cool in the long run: 5. Ability to craft other kinds of pens with charcoal and potentially colored pens made with dye; could allow for artists to make simple paint-art and sell, similar to how sculptors make stoneworks. 6. Making some kind of way to hang these on walls, whether glue, hooks, frames or whatever - preferably able to be put side by side to create a larger picture. 7. Allowing painting on other blocks in a similar way, if possible. Paint could simply replace the surface pixel of a block and when it comes to blocks that aren't the papers it isn't as important to keep it stored if the block is broken. 8. If it is at all possible (I have no idea) increasing the amount of microblocks in the paper from 16x16 to 32x32 would allow much more complex pictures. This could allow reaaaally cool pictures, but should maybe only be allowed with proper tools, like brushes with paint. 9. If it is at all possible (I have no idea) increasing the amount of colors available by making painting with a lighter color on a darker cause them to blend (so painting white on black will make dark gray, painting white again will make a lighter gray etc). This could increase the number of colors available by quite a bit. (10. Increasing the paper requirement for making books. Seriously, why are there only 3 papers in a book? Should be at least 8, lol.) I think the addition of 1-4 would both make it reasonably simple to jot down basic info in-game, and would add something fun to use, and that 5-9 if possible could make this into a whole new dimension where painting is added to the arts of writing and sculpting that are already in-game. What do you people think?
  8. Armors Expanded

    How do you guys feel about expanding on the armors avaible in TFC? What I have in mind is adding more types of armors, which also expand on the way you progress by upgrading to new types of armor as well as the way that they are crafted. My suggestion for armor tiers is: (Optional) Gambeson: Requires wool+string to craft. Leather: Simple leather armor. Requires leather + string(+gambeson) to craft. (Optional) Studded Leather: Leather armor with metal rings. Chainmail: Metal armor made out of metal rings. (Optionally requires leather or gambeson to soak in the blunt trauma) (Optional) Partial Plate: Chainmail armor with metal plates added for increased protection. Full Plate: Partial Plate worked with metal sheet. (Optionally requires Chainmail armor to be crafted.) If armorsmithing was expanded like that, it would reflect more closelly the way that our kind have developed it's means of warfare protection. This suggestion would require additional metalshmithing items: Metal Rings: Take a metal sheet and work it either directly into a number of metal rings, or into a wire that needs to be worked further to obtain metal rings out of it. The way armor would be crafted: Studded Leather: Take leather armor and chainmail rings, weld on anvil. Chainmail: Use plans for armor, work chainmail rings into Chainmail Armor stage 1. (Weld with Gambeson/Leather for Stage 2) Weld with chainmail rings for Chainmail Armor Stage 2(3). Work for Chainmail Armor. Full Plate: Use plans for armor, work metal sheet into Plate stage 1. (Weld with Chainmail Armor for Stage 2). Weld with metal sheet for stage 2(3). Work for Full Plate. Shoot down entire idea, change portions of the suggestion or all of it, add/remove some things etc. what ever you guys feel like would fit best in TFC in regard of Armors in general.
  9. realistic ecosystem

    Currently, trees and grasses can't grow or die without the player, nor can animals. They just randomly spawn. It would be great if it had a more dynamic environment where the grasses and trees grew on their own, animals ate the leaves and grassses, restoring them hnger, and if the animals have enough food, they can reproduce, if they don't have enough, they could starve and die. I know that having only a small proportion of existing chunks loaded at any one time would make it less realistic since the environment will only change around the player, and that it would take a fair amount of time developing it, but it would be great.
  10. Powder keg and fuses

    This thread has been moved from TFC 2 discussion as many of the items it pertains to are neither confirmed for TFC 2, nor was the actual topic so much a duscussion as it was a suggestion. The ideas presented in this thread are not all mine, many have been posted by other people. Effectively, there should be some way to fill a barrel with gunpowder to create a powder keg. This powder keg would count as a large heavy item and you could not carry multiple kegs in the same slot of your inventory. A powder keg when detonated would not destroy the stone blocks in its blast radius, rather it would convert the stone into cobblestone, cobblestone should be able to be removed with a shovel much more quickly than smoothstone is able to be removed with a pickaxe. As the powder keg would still deal damage to nearby entitys when it exploded, as well as bring down much of the celing, you would tend to want to detonate it from a distance. The powder keg should be unable to be detonated with redstone, instead, gunpowder could be placed in game to act as a fuse. Water would wash away this fuse much like it washes away redstone, and an entity walking on the fuse would break it and drop it as an item again. A fuse would be lit with flint and steel and burn up with a yellow-white redstone like spark animation on the part that is lit. A fuse would have a small 1% chance not to ignite nearby fuse trails and burn out. There would also be a 2% chance per fuse block that instead of igniteing nearby fuse trails it would cause them to smolder, or not emit the particle effect. Smoldering fuses would have a 50/50 chance to either burn out, or reignite. There would be a few means to deal with this, you could stamp out the fuses in question and reset the trail, or you could wait a set time and check to see if they re-ignited. Fuses have a fast burn time, and would ignite wooden objects within a 3x3x3 cube centered arround the fuse. New cobblestone change info: Cobblestone should be mined out with a shovel rather than a pick, and at a significantly faster speed than breaking rock. Cobblestone would continue to be effected by gravity, and would continue to drop 4 rocks when broken.
  11. Torches burn out!

    Torches burn out after random period of time, and all torches burn out during rain if outside. Torches could be re-lit with either another torch or flint and steel. I love the addition of warmth ! This mod is quickly becoming the phoenix rising from the ashes of unrealworld. Great work guys! Maybe an indoor fireplace in the near future ? I bet you already have that planned!
  12. Certain tool heads (knife and hoe; and Pick before it was removed) are small enough in the Knapping Grid that you can make the shapes of multiple heads. However, this does not give the desired result. Is it possible to add this in?
  13. Would it be possible to put a piece of malachite ore into crafting grid to get eight pieces of green dye (and two pieces from small malachite)? This will be similar to current mechanics used to convert lazurite into blue dye. Otherwise the green dye (and it's derivates) is unavailable...
  14. Since you can now find veggies growing in the wild, i suggest limiting which seeds you can get by hitting grass. Grass might only have a chance of yielding cereal grains (wheat, oats, etc.)-- plants what sorta look like grass. This would give the player something, if he was unlucky in exploration, or the area had already been cleaned out. But all the others veggies would need to be found in the wild, or acquired from other players. On my first world i got about half of the vegetables just hitting grass to get it out of the way or rocks, trying to find ore. It just happened. Maybe i was a bit lucky, but a varied garden would be more rewarding if you couldn't get one by sticking close to home, "mowing" the lawn.
  15. Using all the Useless

    This is kinda my little snippit of somthing I'd been thinking that could be added, they're simple things, and after seeing the Beta 76 build it gave me some ideas for new stuff that could be thrown in. Also I've played the game for close to a year, and its by far the funniest mod I've installed that doesn't look like some thrown together mod, but mainly I'd like to throw ideas out for things that are already there that could be upgraded, and things that are not of any use yet that COULD be upgraded. 1. Tinder - When you make a firepit I actually make firepits with my friends every other weekend in the woods. (It's controlled don't worry) and with TFC I though the implementing of 'Tinder' like substances. Gathered in a way such as - when you break grass it has a 1/x chance of giving you some wet tinder, which you can 'dry' somehow. Or when you gather logs simply taking a knife and peeling the bark, which would leave you with a peeled log that could now could be used still for firewood, but you could take the bark and use it to light up the fire more easily. 2. Flint and Steel...which I have a issue with since its so hard for starting players to get it, and if they're able to, they could gather some surface flint & chert putting them together to make a flint & chert striker, or with granite, ect. Also a little unrelated to Flint and steel I'd like to address the Fire pit. From your humble begginings as a strange naked explorer in the wild, to a metal age smith making weapons to slay the overpopulance of pigs, I'd wonder if a higher tier of firepit could be added? In simple, I'd think it would only be a single upgrade to a larger scale furnace, (A wood stove) which would NOT look like the vanilla furnace. It would appear to be smaller than a cube, on four pixel legs, (think of a thin cauldron.) and a pipe running out its side. The stove itself would be made of Wrought Iron. (seven wrought iron in a cauldron shape, w/ a ceramic mold at the top, and a fire starter in its middle). Its only use would be the burning of Logs AND Planks as fuel, to cook and heat food. NOT to heat ore. There would be four slots, each draining into a 2x3 slot area where the food would fall. This idea came from many, many, MANY hours of sitting at the stove in-game while I waited for several firepits to cook my harvest of bread, meat, and fish. I think it would not only be more economical, but would also *little wink to the mod makers* make players want to excel to the point of Wrought iron for a stove to cook their food in, as well as a nice strong sword. 3. Environmental Stuff I got this idea mainly from when I used to jump into the F3 to look at my FPS. (it was laggy) and I saw Tempurture and rainfall. I'm not sure if they have plans for it in the future but I thought it would be a good idea to make certain tempurtures cause certain effects. (Such as heat stroke in hot weather or frostbite in colder areas), as well as ways to combat these effects, such as wearing wool cloths or fur's. I'd also like to ask if such a thing as stated above were implemented a system could be made to combat it. Such as wood stoves for heating player made homes. (see.6) 4. A little more plants Now I know TFC brought in a ton of different crops, but I though what would the world look like, with the amount of diversity among the trees, and pretty much everything. (Notoriously dirt...) why not a diverse amount of plant life? I'm not saying a complete revamp of the plant spawning, having a hundred different kinds of grass's, but simple things, like smaller grass's and bushs', to larger flower bush's, or tall grass. (much taller than the vanilla grass). They'd tend to grow together and outward, and a little more flowers and some herbs. (I've explored the TFC files and I remember seeing a lot of unimplemented plants that looked like herbs.) 5. More to wear. Even with its massivly diverse armors, and with the dyed colors of leather, I found after a while it got kind of repettative, and besides skinning you character some fancy new suit, or a survivalists skin. With the new wool cloth that was mentioned in the build 76 video I though a similar way how leather was worked (like knapping also from Build 76) that we could use it too make Wool clothing. eg. Wool Tunic, Wool Leggings, Wool cap, Wool Boots - and more complicated things, such as a medium beetween Wool "armor" and Leather armor, would be Leather Strapped. (Not sure how you would implement this but I think just replacing some of the armor's recipe to use wool and leather would do...) 6. The Useless I mean this in a sense of they have no use outside of a few individual crafting recipes, and and just end up being thrown into your lava pit or placed in some chest in the darkest corner of your house. -Graphite TFC : No use. In TFC graphite might be able to be the clay-replacer. (it's modern use) This would be a "Graphite Mold" ---> to a Graphite Cruicible when cooked. -Gypsum TFC: No use I though a good idea for what Gypsum COULD be used for is in two main things, the first of which I'll state here the second I'll mention later. (see. Book Writing) The biggest thing I could think of that was real world use, is as fertilizer, (since bonemeal doesn't work...) Though it would only increase the total amount of Nutrients A B & C by a small amount. (perhaps a full stack before a empty nutrient quad is full again) -Jet TFC: No use see. Gemstones Petrified Wood TFC: No use My thoughts on perhaps using the wood as a carving surface. Taking four individual pieces to make a Petrified wood block, that would be a unique color and such and more of a idea for decorative purposes than actual in-game survival. -Satinspar TFC: No use I had a idea about possibly using it through carving. (see. Gemstones) -Sylvite TFC: No use As it is commonly used as fertilizer, I thought that implementing it as another fertilizer resource would be invaluable. 7. Book Writing With the way the Scribing Table was used to write in Build 76, I though about the enchanted books from vanilla minecraft. A harder way to gain these said enchantments, would be through the use of making gold foil, which would be then written on with certain symbols to create the book's. (The power of which would be determined by the amount of XP you put into it when it's finished.) How this would work is starting with a gold ingot which also contains very little use at of now, and hammering it into a sheet of gold foil. This requires a Wrought Iron Hammer, and a crafting table. By placing the hammer w/ the gold ingot you will receive 16 pieces of gold foil, which are then grafted to the paper with Gasso (Made from Gypsum Powder with water) After this you'll enter the Scribing Table, and you'll apply the Ink spots to the gold foil in certain patterns. With a collection of the same patterns you create the enchanted book similar to a normal book, but the finished product will then drain the amount of XP set and can be used to enchant your tools. (A nice way of re-implementing it huh.) Now I know with TFC it's all about survival, not being able to get to many resources, that's why the book when used is destroyed, however you are returned with a Book (Gold paper). The gold papered book may be taken apart with a pair of shears, w/ loss of the leather but regaining the gold foil. To make stronger enchantments it's similar to how maps are made. Drawing 8 seperate images of the specified enchantment, and then condensing them into a single new gold paper. This gives you a new tier II enchantment. and so on so forth until you reach the maximum of that enchantments level. 8. Gemstones Another thing that's been urking me is the sheer uselessness of the massive hoardes of Gemstones I seem to aquire when I go mining in TFC. (I'm not kidding a have a whole SHED devoted to keeping those things together) I know they are used in jewlery, and such and was wondering if it would be possible to implement jewlery? Other things such as Gypsum and Olivine could be 'carved' into gemstones at a jewelers table. (The Jewlers table would be made with five pieces of smooth stone and a single Gemstone.) The jewelers table would have a slot for a chisel, where players could chisel the gemstone to its next tier of perfection. However doing so would require plans, the simplest would be a Gemstone plan (Would up the tier of the gemstone until it was Exquisite) However players would perhaps need to carve the gemstone into a ring-piece, or pummel. (The pummel would then be needed for all swords so cheap rock pummels would be possible) Jewelry made would use chains made from silver, sterling silver, or gold. Made with a anvil and a chain plan. The Jewlery could be equipped via a side-slot. (The side slot thing is a completely out there idea I really don't expect it to be made.) which is next to the players armor slots that slides out to have jewelry placed in it. (Or just placed on the armor as a static addition similar to how dyes work.) 9. Storage Solutions (yep stole that title. xD ) When making things, I always noticed my chest's would run out of room, as well as my own pockets. I concluded that we. need. sacks. They'd be simple really, made in certain sizes with certain materials to hold a certain size item. (Said certain a lot didn't I?) Small - Wool / Leather Sacks. -For the wool sacks you'd need 3 pieces of Wool Fabric and a string, the capacity would be 6 slots. For leather you'd need a single leather and string. (The wool one is made similar to a bucket, just put the string in the middle.) Medium- Wool/Leather -These would be made with 6 wool cloth, in the shape you would use to make a wooden bucket, with a string at the top and at the sides. They would hold 8 slots at a max of medium in size. Leather would use the same but with only one string in the middle. Large- Large sacks would need Thick Wool Cloth, made by placing six pieces of wool cloth in the crafting table. Using six of these in a similar way to the Medium Sack. Leather would use a chest design with a single string in the middle. They would hold 10 slots of large items. (With the exception of Sluices.) 10. Trading & Transport. -I'll state now that with a high amount of certainty, I know that this is probably not going to be included anytime soon, but I would be honored if my ideas were taken into account for possible NPCs, transport, and trade.- Transport Transport would involve simpler midevil things, such as carts or boats. The vanilla minecraft boat would be made with TFC planks, but a larger boat (ship if you wanna get Technicall) would be made of three boats, a fence post, three pieces of wool cloth. (In a boat kind of pattern, three boats on bottom, fence in the middle and wool all on one side.) It would travel at a MUCH slower speed than a boat and would be about 3x as big, being 2x4 blocks in size. (width and length), and being about 2 blocks in height, with a larger portion being underwater, meaning it would need a deeper river or canal to to through. Its inventory would contain a double chest size worth of storage room, so you can transport all that hard earned pork. The other method is land based, and works with Wagons. The two sizes of wagonss would be small and large, each would need wooden planks, and unlike the boat above which is placed in the water YOU would need to build it. It would require you take the following steps. Small Wagon - You'll need two blocks of wooden planks placed together in a open area, A chisel & hammer, and a Cart Plan. By right clicking on the wood blocks with the plan it opens a gui. Before you can make it you'll need four wagon wheels. (Made from four planks around a center log) You then place the four wheels into the bottom four slots. You'll then need some clay (x2) and four more planks. After which when they're all in the slots, you click Create. The final product creates the cart right in front of you. It moves like a minecart and the smaller one can be pushed. Its inventory can hold 12 SACKS. I need to make this clear. SACKS. you can place the sacks here and the sacks appear in the back, per every 3 sacks you put in. Large Wagon- You'll simply need double the amount of items than in the small one. With the number of wooden plank blocks being 6 in a 2x3 pattern. Both have a front section of two rods sticking out which would need a animal to pull it, aka a horse or if unimplemented a cow. Placing them in the front would require some string (x3) to make a rope which once you right click the animal forces it to follow you. Then right click the Wagon which places it in front allowing you to control its movements and thus the carts. They go UP stairs, slabs, and single block high slopes, like pigs.) Trading Now for trading, I'm not saying to re-implement the squidward villagers to give me things for gemstones. It would be more along the lines of real human npcs, who would need to eat, sleep, and work. Each villager would perform his or her job, and fill in for a job if too many are present for their current job or too many. (Aka 50 farmers and only 1 smith some will convert and vice versa) NPC's would trade with coins, and seeing as the valued metals of Silver and Gold they would be the coin currency. Which can only be obtained from npcs. (So no coin creating on massive scales) Npc's would trade for common things in thier chat gui such as wood, planks, sand, dirt, tools, or coin for such items. They would also come to respect or hate the player with a factor zone of -100 to +100. Good actions such as defending a villager from a monster, trading, and building homes for NPCS would gain you respect. While vandalism, attacking villagers, or theft would lose respect. I'm not sure how their housing would be implemented, due to the fact that in Minecraft the villagers tended to just walk into anywhere with a door. But, I think a bed system would work. Each NPC needs a BED to have a house. Npcs could have multiple beds within one home, and after a certain period NPC children would leave their homes taking their bed to build a new home in the village or away on their own. The system would work to keep NPCs from expanding to the point of being parasites, but enough so that a zombie siege wouldn't kill them in a single night. (they can defend themselves they'll use knifes, swords or punch!) -------------------------------------------------------------- Well that's all I wanted to say. Just ideas of which SHOULD be implemented but I'm not saying I'm expecting them too. Either way comment or give new ideas to break or build the ones I threw out please.
  16. Hello, it would be nice to allow combining four small ores into crafting grid to get one standard size ore piece in 76 build. This would: solve the "it uses too many charcoal in bloomery to smelt small ores/nuggets" problemand also slightly help with storing small ores.Thanks for considering this proposal
  17. I've noticed no difference playing the game in easy, normal or hard difficulties with this mod and this annoys me especially when I'm playing the game on hardcore mode. The mobs are of course harder to kill at first when you don't have any actual weapons (metal weapons) and you heal up slower than in vanilla Minecraft.. But I feel like playing this mod is much easier than playing hardcore vanilla Minecraft. The reason I installed this mod in the first place was because I wanted to add some challenge and realism to Minecraft. In some ways it did add those and I really think this could be the mod I've been looking for. The problems I have are: 1) Creepers don't seem to do any damage and I'm pretty sure this is a bug. (In vanilla Minecraft a creeper can one shot kill you if it explodes right next to you, even when wearing normal diamond armor) 2) As for what I've gathered there is no Nether, so the mob variety is smaller. The lack of mobs like ghasts, pigmen and especially blazes makes the game much easier. 3) There is too much food so you really can't starve to death.. I really like the fact that you also need to drink but it seems ridiculous that killing one cow gives you like half a stack of meat. I really like this mod as it makes the game much more realistic. I just don't get why the difficulty scaling was removed and many things were made much much easier than in normal Minecraft. I know you are working on the Terra Firma Craft 2 but I would really like you to consider making the difficulty scaling work to at least the level of the original Minecraft (but I would love the harder difficulties be much harder) to either or to both of the mods So my suggestion for difficulty levels in brief summary: [fix creepers] Peaceful = No hostile mobs Easy = The difficulty how it is now Normal = Mobs doing same amount of damage as they do in "hard" mode in normal Minecraft Hard = Mobs doing the same amount of damage as they do in "hardcore" mode in Minecraft (and much less food drops) Hardcore = well make it hard.. hardcore hard (almost no food drops until you have set up a farm or something like that) Oh, and of course in all modes there is the slow healing rate that the mod has now.
  18. Okay, so this is in fact my third suggestion on range weapons. I personally feel I did a terrible job with the other two and if the forum moderators could just delete them I would be very grateful. Before I start, I would like to thank ejzzje, who helped correct a bloody ton of my mistakes in my previous suggestion and this one. I also want to quickly apologize I cannot say exact damage values, but I do not know the default life of a player or any of the mobs in TFC. Anyways, on to the idea... The sling shot: This tool is created by putting a stone knife and one piece of leather in your crafting grid. It requires 20 uses of the knife's durability. The sling shot uses cobble stone as ammunition (the pebbles on the ground or what is dropped when mining stone with a pickaxe). The sling has the durability of about 164 uses with one being depleted for every stone fired. The stones fired break when they hit an entity or a block, and are therefore non-retrievable (similar to a snowball in vanilla). The stones do the equivalent damage of a half a thrown javelin, but can fire a longer distance (max of about 100 blocks), easier to aim, and there is the advantage of not having to retrieve your weapon. The sling takes half of the time a vanilla bow takes to draw back before the stone can be fired. Bow durability: Before I get into the long talk on the different types of bows, I feel it would first be best to describe their durability. The durability of a bow is determined by the wood plank/planks used to create the bow shaft/handle. It would be far to much space to give each wood type its own shaft, so instead there could be three different shafts determinant on the type of wood used. Clearly a bow made of oak would last longer than one made from a softer wood like pine or spruce would definitely have less durability than one made from say oak or hickory. Bows made from stronger woods would have a durability of 671, middle durability woods would have a durability of 532, and the weakest woods would have a durability of 318. Every time an arrow is fired, one durability is used. Three bows: I imagine no one wants to use a sling forever... well maybe some of you do. For us who enjoy advancing through the weapons we would of course like a bow. Bows were made several different ways by several different cultures, so it is really hard to say what materials one would need to make a bow. For that reason, there should be three different types of bows. Each one has its advantages and weaknesses. The Native Bow (Mid Range): The first is the more Native American type bow. The shafts of these bows are made by putting a plank and a knife together in a crafting grid (either the 2x2 or a crafting table's 3x3.) From there the player would enter the knapping phase, but instead he or she would be forming the shape of a bow shaft. This process requires 50 uses of the stone knife. After a handle/shaft is made, the player will need a form of string. As monsters will be moved to crypts underground and spider string will probably be less common, this seems like a good time to add in linen, yucca, hemp, or milkweed. You can use these plants to create string using another stone knife and a crafting table (no knapping phase this time). Alternatively, you can use a knife on rawhide from animals to make string instead if rawhide is ever implemented (I think it's been suggested). Most likely though, yucca, linen, hemp, or milkweed would be used. Once that is complete, just put the bow shaft in a crafting grid with three string and the player will have created a native bow. Advantages: Cheapest and fastest to make requiring only a stone knife Neutral: Three shots to kill a zombie that is fifteen blocks away, drawback speed of 1.3x that of a normal vanilla bow Disadvantages: Fully charged fires at a speed of only 32 meters/second which also means it has a shorter range The Long Bow (Long Range): While Native bows do well as short range weapons, but often times will be hard to shoot at far away targets. There is also the annoyingly slower draw back of the Native bow. For both of there reasons, there is the long bow. Long bows are made on a new table called a bowyer table. A bowyer table is made by combining a crafting table and a saw blade. The bowyer table has a 3x3 crafting grid. To make a long bow shaft/handle a metal knife is required along with a log. The player will once again enter the knapping grid, but this time is will be a 6x6 instead of a 5x5. The player will again make the shape of a shaft. The process requires 25 uses of the metal knife. Yucca, linen, hemp, or milkweed can once again be made into string as done with the Native bow. Possibly also rawhide if it is ever added into the game. The player can then combine the long bow shaft with three string in a crafting grid and will have successfully created a long bow. Advantages: Very fast drawback (half that of a vanilla bow), always does the same damage no matter how fast it is traveling (Arrows tend to do less damage the farther they travel, this is not the case with this bow. It is meant to be used as a long range weapon) Neutral: Fires at a speed of about 67 meters/second which is quite a bit more than a vanilla bow and gives a longer range, not very expensive or time consuming to make Disadvantages: Four shots to kill a zombie as long as it is in range, cannot be fired unless fully drawn back (you can't half draw it and release) The Composite Bow: Now there must of course be a bow that focuses on power and range. This final bow is the composite bow. Composite bows are consisted of several parts to construct the core. A total of three wood parts must be created using planks on the bowyer table (each using 25 durability of the metal knife). These parts include the grip, the lower limb, and finally the upper limb.the shaft as well. Next the player will need two horns. These horns can be dropped by deer once they are implemented. After the horns, three tendons must be acquired. Then finally rendered animal skill will be used as glue. Combine these with the original wood parts to create the composite bow shaft. The player can then combine the composite shaft with six additional tendons in a crafting table to finish off his composite bow. Advantages: Two shots to kill a zombie that is twenty five blocks away, fires at a speed of about 72 meters/second which gives it a very long range Disadvantages: Very slow drawback (double that of a vanilla bow), very time consuming and expensive to make Feel free to tell me what you think and post your ideas.
  19. Combat and Weaponry

    This is sort of a follow-up to my stealth suggestion. http://terrafirmacraft.com/f/topic/3274-stealth/ Some people brought up some interesting points, and it made me think of the weapon variety compared to say a good medieval RPG. So here's my ideas, Weapons I would be happy to rip this system straight outta Skyrim since it works so bloody well. You would have a variety of weapons at your disposal, but some would work differently to others. One-Handed Weapons In order to make a system like this one work, there needs to be a ratio of damage output to swing speed. Since swing speed would be difficult to replicate in Terra Firma I think a cooldown would work best. Spear Cooldown: 0.25 seconds Damage: Very Low Right click ability: Block Special: Bonus damage to opponents health Sword Cooldown: 0.5 seconds Damage: Low Right click ability: Block Special: Bonus damage to opponents health Battle-axe Cooldown: 1 second Damage: Medium Right click ability: Heavy swing Special: Bonus damage to opponents armour Mace Cooldown: 2 seconds Damage: High Right click ability: Heavy swing Special: Bonus damage to opponents armour Two-Handed Weapons Halberd Cooldown: 0.75 seconds Damage: Medium Right click ability: Block Special: Bonus damage to opponents health Greatsword Cooldown: 1 second Damage: High Right click ability: Block Special: Bonus damage to opponents health Pole-axe Cooldown: 2 seconds Damage: Very High Right click ability: Heavy Swing Special: Bonus damage to opponents armour Warhammer Cooldown: 3 seconds Damage: Extremely High Right click ability: Heavy Swing Special: Bonus damage to opponents armour Shields Two-handed seems better right? Well, kind of, depending on your play style. Shields could be implemented as an item that is unusable, but once activated is visible in your left arm and ups your armour. Standard shields should be made of wood and have metal studs, but higher tier shields would be 100% metal. This could also play into the stealth mechanic in terms of noise. Shields would persist to stay on-screen until deactivated or if the player selects a two-handed weapon. Stamina I think terra firma really needs a stamina system. Stamina would deplete as you run, and more importantly here, use your right click ability on your weapon. Stamina should replenish quickly when the hunger bar is full, and even quicker when the thirst bar is high. Tiered Bows Metal bows, increase in damage as they go. Perhaps tiered arrows too? Why? Well, to vary play styles and to give the player more things to craft. Don't you wish you had a little weapon wall in your house with all your arsenal, and you just go and pick what you're using to raid a dungeon, or hunt some animals? And have the satisfaction that when you defeat the enemy, it was a kick-ass weapon you crafted? As always, just an idea, post your ideas and feedback, I love hearing people's opinions!
  20. Note, since I have the instinct to type "hit" each time I mean "anvil operation" presume any uses of "hit" to be "anvil operation". The idea: I had this idea some time ago, after I myself started to count pixels to get forging done. The idea is to use a complex algorithm (that I could try to make myself) which would depending on the seed, generate a completely random set of tool finishing button presses. The current system is way too easy to learn off by heart and if you are patient, you can practically do it blindfolded. With this system there would be no more of this nonsense, the values for each of the tool operations would change, the combination of last 3 movements would change, and the amount of the last nolongerthree operations would change. The basics: Here is a list of the basic features that will be covered in this post: Randomized operation movement values, based on a base value, a random multiplier, and rounding the values to whole numbers.A set order for the number of final operation combinations needed for tiers of metals.Fully randomized final operation combination system with a fail safe so you can always forge the tool and never be unable to go quite far enough on the scale to get the tool you need at full health.A checking system to make sure that during the random generation of all these values, every combination is possible(practically the same as above).Using the seed to seed the random number generator so that (Technically? Can someone confirm this?) you can share seeds for which you know the anvil values so that if you are still a massive pussy you can keep your paper cheat sheet for anvil combos.And before you ask, yes I'm most definitely a crazy masochistic madman, and yes I still think this idea would be too easy.The !basics: Randomization: The randomization will be done with a random number generator, duh. The order of things: Non-basically the first thing to happen is the values for the different operations will have a multiplier applied to them, from about 0.7 to 1.3, this will mean that the values will always vary, so no counting pixels for you. Then the second thing to happen is a multiplier will be applied to base values for the distance of the starting point from the left side. The same will be done for the right side, the multipliers will be similar to those above. This will mean that you can no longer estimate counting pixels because you are a baby, you will need to do things like a man. After those two parts, some fancy yet simple maths will be done to determine the amount of space you need from that marker to the ending marker and then to the edge, so that limits can be set as to what the final combinations can be. After this, a last hit will be chosen, starting on the rightmost edge of the final marker so that it is fully possible. If the metal tier is very high, the marker will need to be closer to the edge of the bar to start with so difficulty is increased. Then a calculation will be made for the next few markers before that, always trying to stay within the limits of the bar but depending on the metal tier trying to keep the difficulty of forging correct. Then after that is done, a check will be done one last time, whether you can get to the starting position for the metal rules, and can you finish on the right most edge of the final marker. So basically, not only will the code make sure you can forge well, but it will make sure you can also fuck up, and fuck up to the highest degree. A final note: I have decided that this is possible, and if I say so, then that clearly means that its possible. Therefore if someone says this is not possible, no cake for them. In the comments section you may complain about your lack of cake, you may complain that this is silly, you may praise that this is silly, you may make remarks about my sanity, you may criticize the idea for being stupid, you may criticize the idea for being good, you may even have your own opinions, but you must not, ever, say that the cake was a lie! Note: This thread is nowhere near finished and partially rushed atm, I got tired, sorry.
  21. I can see a believable usage of saltpeter — right clicking it onto crop tile (or empty farmland tile) to restore (or at least increase) its nutrient values (those red-orange-yellow columns). This meens we do not have to migrate farms after each harvest. Also mixing saltpeter with sulphur and charcoal should result in gunpowder.
  22. Title says it all. Make prospector's pick display type of stone when used in addition to standard ore prospecting. I sometimes find myself wanting to know what stone is around me. I can either guess based on color (which can be inaccurate and requires memorization or all rocks) or mine few pieces with pick and look at dropped rocks (this might be problem if you have inventory full of rocks, so you don't know what really dropped).
  23. Efficient knapping

    Hi there, just a small, simple suggestion: Allowing a player to do more efficient knapping. I was just making a simple stone hoe and it occured to me I can fit more than 1 hoe designs in the knapping drawing/cutting area. In reality specialists can get a knife and a hoe from a single rock for example. I'd like to see that reflected in-game. And yes, knapping is still being practiced today...
  24. New way to get iron.

    The vikings had a way to get iron through burning material from bog pits.It would be a much easier source to find then ore , but it won't yield very much from each bog earth pile. You'd also have to go through a long process of purifying the iron and slowly shaping it. You could also fall into and die in the bogs. Just a rough idea that I came up with suddenly.
  25. I LOVE! the new setting that breaks down blocks into 512. So much that I find myself using it all the time. This however ends up being tedious and time consuming above and beyond what it needs to be. I propose an idea to be able to draw a blueprint of a block you custom chiseled by right clicking your block with the blueprint so that you can replicate your block faster. You would need to have your blueprint on your hotbar just as your hammer is required to chisel then it will read from the blueprint in "Blueprint Mode" and auto shape it to that blueprint. you can rename your blueprints and store them in your master mason library