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  1. Stealth

    Sometimes combat can be a little boring. You just don't feel like bashing on something waiting for it to die. So why not a stealth system? Stealth System For a start, realistically stealth has to be limited to mobs. Players would be too difficult to code in my opinion. Stealth mode would be activated by crouching (shift) The stealth would be based on two factors - sight and sound. Sight Your position would play into the stealth a lot. You are less likely to be seen if you are further away, just as a general rule. You are much less likely to be seen if you are further away in vertical relation than in horizontal relation to the mob, meaning height is your friend. It is also easier to sneak behind a mob, for obvious reasons. Sound It is harder to sneak depending on your tier of armour. Of course some higher tier armours are lighter in real life, but this may have to be ignored for the sake of gameplay. For example someone in leather armour would be far more likely to sucessfully stealth around than someone in blue steel armour. Stealth Attacks Why stealth? Well, sneak attacks of course. If you successfully sneak you can deal more damage. Stealth attacks with ranged weapons like bows or javelins deal x2 damage, whilst stealth attacks with a melee weapon deal x4 damage. This wouldn't be too unbalanced considering enemies would panic or be alerted to your location when you execute a sneak attack. Stealth Weaponry If a stealth system were implemented, it would be great to have gear to go along with it. For a melee weapon I suggest daggers, or added functionality to the knives in the game, less damage than a sword in general combat, but more bang for your buck with stealth. As for armour, chainmail would not go amiss as a kind of 'light armour' offering less noise but also less damage reduction. Why Stealth? Well, at the current moment, the idea seems useless, but as a lot of you may know, the fantasy monsters we are used to are to be confined to dungeons, and the overworld will have wildlife, some aggressive. Can you imagine how much more awesome hunting would be if you could sneak? Picking off straggler deer with deadly ranged attacks, or sneaking up on a bear before finishing it off with your knife, all possible with a stealth system. As always, just an idea, tell me what you think in the comments!
  2. I like the idea, but wonder about your alloys. In real life, "black steel" means just steel directly from the forge. After it has been hot worked, it's black. That's due to a patina of iron oxide that doesn't have any moisture. Iron oxide with moisture is rust. "Blue steel" is just steel with a protective coating. You can read about that in Wikipedia: Bluing (steel) And why alloy steel with precious metals? That just produces a soft, weak alloy. Real steel is iron carbon alloy. Mild steel has low carbon content, resulting in a tough but soft alloy. High carbon steel is hard, good at retaining a cutting edge or preventing bending/denting from use. However that hardness comes at a price: it's brittle, easy to break. Highest quality swords blend the two, use high carbon steel for the cutting edge and mild steel for the blade core. There are various patterns to combining the two metals: Japanese katana, Norse herringbone, Arab Damascus, and others. The point is strength vs hardness. Temper is another way to balance these two: annealing will soften steel, quenching will harden it, tempering uses both techniques to achieve the desired degree of hardness. Impurities weaken steel. Even small quantities of sulphur will weaken steel. Modern steel is very pure. Silicon is the primary element of rock so is usually seen as an impurity, but small quantities can toughen steel. Fine sand is often used as flux when forge welding. Wrought iron is made by forge welding iron, using flux to lower melting temperature on their surface. I notice your list of flux is the old forms, containing compounds that can remove some impurities while working. Modern alloys add interesting properties. For example, adding both nickel and chrome will make it stainless. Although it takes a minimum of 10.5% chrome and about 0.5% nickel to do so. Better quality stainless has more. Molybdenum adds greatly to both toughness and hardness.Vanadium retards grain growth, producing fine grained steel. Vanadium steel absorbs shock better.Tungsten (Latin name Wolfram) also produces tight grain structure, and keen cutting edge when used in small quantities. It increases a tool's ability to retain hardness at higher temperatures, but that also makes it harder to temper.Nickel increases strength and toughness, but not hardness.Chromium increases depth of hardening, use only 0.5 to 1.5% chrome when not making stainless steel.Manganese is a deoxidizer, adds strength and response to heat treatment, usually only 0.5 to 2.0%.I have a book about bladesmithing. It lists several real alloys you can use for blades. It includes how to make a Viking broadsword, Japanese katana, and many others. Concentrations of metals are listed for alloys, as well as their properties.
  3. Forest Spirits/Deku Tree

    Inspired by a post on the Hidden Stuff topic by Nopkar. Basically, a rare, dungeon-like, forest biome, with a Spirit Tree/ Deku Tree somewhere in the middle of it.The Spirit Tree doesn't like people, and if you chop down trees or leaves in the biome, it could attack you by: Shooting branches at you (Kinda like spears that spawn randomly).Spawning moving tree monsters (Might take a while to code*)Growing brambles/roots around you, damaging you (cactus-like), and restricting your movement.Make creaking tree noises (More Psychological, but remember when those cave sounds scared the shit out of you?*)Probably a lot more ideas that I can't think of.You could find the Spirit Tree and give it gifts to appease it, and it might allow you to chop down a couple of its trees / leaves.The sticks and wood could give a buff to the things made from them (To make braving the wrath of the forest or trying to find the Spirit Tree and give it gifts worth it)The Spirit Tree itself could give amazing wood, but it would have to be a boss-battle to kill it.Ideas for extra effects in the area: Increased tree growth and sizeLeaves regenerate quicklyThick undergrowthBrambles, thorns, strangling vines (Basically things that passively kill you)Mobs - slimes, snakes, giant insects, etc. (I know mobs are the hardest thing to ask to make*)General Ambient creepiness - Ambient Darkness (the trees block out more light?), Fog, fireflies, the noises , bats, eyes glowing through the darkness, etc.Actually, I don't know that it would have to have its own separate biome - maybe the Spirit Tree could just be generated somewhere, and the effects happen in an area around it.For Dunk/Bioxx I am definitely willing to make creaking sounds and/or models - I'm a semi-professional sound artist and 3D modeller, and I'm willing to help make stuff for this worthy mod, if you'll have me. I realise this is your project, and you might feel uncomfortable letting some new guy who just decided to stop lurking recently help.
  4. EDIT: can a mod or admin just lock this or delete this. i was hoping on striking convo-a-plenty here. but it seems that all some want to do is bitch about minuscule things and cause small derailments. original post has been modified due to me just giving the hell up on this thread. a very special thanks goes out to: pwajnkaim, estebanlb, and halfmaster1 for being extraordinary asses in this. you fueled my want to just have this now useless thread burnt. congrats you bastards.
  5. Using Shears to Shape Hedges/Leaves

    Make shears able to shape leaves (the same mechanic as chisels for stone)Able to forge shears from low level metals, and only one ingot (I mean, 4 wrought iron ingots, really?) Wiki LinkI'm not sure if sheep shears should be a different item, because my impression is that the devs want to make wool/beds a commodity.Some examples of what the shears could do: Other shears posts I could find (just to show I actually looked for the topic before posting): Shears to craft Wool into Carpets (not the same) Bronze Shears (Doesn't have the chisel idea, but goes into how the current recipe is ridiculous) Basic Items (This one mentions shears briefly.)
  6. Introduction So, you start playing terra firma craft, make yourself a fire and survive one night with your wooden house. Until now everything is ok, but then you get an bismuthinite ore, what would you do? Obviously all you need to do is to compress 4 wooden blocks on a single 1m^3 cube to make a table you need in order to craft a clay mold, but which also can be used to magically craft doors and beds with bare hands out of heavy wood, and work glass bottles out of blocks without even needing to heat up the glass at all. ____________________________________________________________________________________________________________ The second tier: Ceramics The idea I had to avoid this complete nonsense is to add a new technological tier, while moving up a bit masonry and wood working. This means, no beds in TFC until someone can sucessfully craft a saw, and before that, master some pottery and work with ceramic to make plates, cups and flower vases. How to make ceramic stuff: Firstly, you need to extract some pure clay from the sand/clay mixed block you find under lakes and bodies of water. After getting four bits of clay, you combine them into a clay block, exactly like in vanilla minecraft. Then you make a stone knife to start working the details of a clay mold. The recipe is shapeless, 1 knife and 1 pure clay block, to open a GUI with a 5x5 grid (Similar to the one that appears when you hit two stones to make tool heads, but with a clayish texture instead). From there, all you need to do is to draw the shape of a clay mold, pan, vase, knife or cup. ============> ____________________________________________________________________________________________________________ Ceramic Stuff Notice that everything done with clay has no use until it's fired in the fire pit. Ceramic Molds A new recipe for the ore containing mold. Differently from the original one, this recipe doesn't need a workbench and the mold can be created with bare hands. Ceramic Cups Drinking water with vanilla glass bottles should be replaced with ceramic cups, also filled with by right clicking a water block. Water should also be boiled to kill bacteria and avoid possible diseases (just heat the water cup on the fire pit). Ceramic Pans Pans are used to boil lots of water at a time or cook meat, meat cooked without them can be burn even on low temperatures and be less nutritive. When you put the pan inside the fire pit, it will be visible as a 3D pan model above it, which you can right click with a cup to pick up some of it's water. Pans can be filled with water in the same way as cups are. Also, in order to fry eggs, there may be also a ceramic frying pan. Eggs cannot be placed on normal pans and disappear if put directly on the fire pit. The same can happen with other types of food that needs to be in a container in order to be cooked. Ceramic knives Ceramic knives in reality are very hard and rarely need sharpening, so they should have a reasonable durability altough it's not going to do much damage to mobs because it's extremely difficult to make a sharp edge for it, the real ones are usually grinded with a diamond-coated grinding wheel (Hey, wikipedia), thing we don't have in stone age. Anyways, because of the largest durability, they are the best to be used to prepare meals - as meal tables should now require a knife to function. They should also consume the knife's durability on each use, like an anvil does with a hammer. ____________________________________________________________________________________________________________ The Workbench Ok, after crafting all that stuff, you have already got your saw, what's the next step? While holding the saw, right click in any wooden block (pine logs, oak planks, etc.), and you make a crafting table, a little bit smaller than an normal wood block, mimicking the way an anvil works. Now you have the good, old 3x3 square, but also with two more squares, one in the bottom left, another in the bottom right. Put a hammer in one of them, and a saw in the other. Now, those tools should be visible in the texture of the workbench. When you start crafting, wooden-like blocks in the crafting squares will waste durability of the saw, and stone/iron-like blocks will waste durability of the hammer, and any other items are ignored. Now, if put together 3 planks and 3 wool, you can finally craft your bed and take a rest from this tiring day of work. About Scribing tables: In order to implement this there will be necessary a slight change to the way scribing tables are done. Because workbenches are not avaliable until you have a saw, to make a scribing table you will need to right click a plank block with paper in hands. As a balancing method, scribing tables also require a Quill to work (Shapeless recipe, feather + knife, the knife is to sharpen the feather tip). There will be an extra slot in the table for a quill right above the paper. Using a scribing table wastes the durability from the quill. ____________________________________________________________________________________________________________ Final Note: Adding a new tier of technology may also get the game a little bit harder than it already is, but after you find a good deposit of clay, you can craft anything you want in only two steps: Carving the clay, then burning it in a firepit. It will also force the player to pass nights awake in the first days of gameplay, making things a little bit hard for starters. Altough, this way, it's possible to add much more believability, and, why not, realism to the game. And that's what TFC is about - Adding believability to the game without ruining the experience of creating, working and exploring a completely unique world, the world of Minecraft.
  7. I propose the following idea: Allow the creation of charcoal briquettes using a believable approach. How Briquettes are made in real life: 1. Left over wood bits (called fuel) are dehydrated for 4 minutes. 2. Anthracite Coal is added to the fuel. 3. Lime is added to the fuel. (To turn the briquettes white when burned.) 4. Corn Starch is added to the fuel. (To bind the ingredients.) 5. The fuel is moistened and compressed into briquettes. 6. The briquettes are dehydrated a second time for 2 hours. 7. Briquettes and weighed and packaged. Proposal for creation in Terrafirmacraft: 1. Sticks are gathered and ground into a sawdust. (Saplings and planks may also be able to go through this process.) 2. Maize or sugar is added to the sawdust. (To simulate cornstarch in the absence of cornstarch.) 3. The sawdust is compressed. (Maybe through a new forge-styled structure or by a hand-tool) 4. The compressed mold can be added to log piles. (to be dehydrated) 5. The briquettes are burned and can be gathered alongside conventional coal after 18 hours game time. Key things missing from the proposal are that Anthracite Coal is not added to the sawdust. This could be simulated by using Bituminous Coal, but would make this practice high-tier and would not supplement early game coal production. It could also be simulated by adding charcoal, but adds both complexity and would need to be fine-balanced to keep the technique from making backwards progress. Also, Lime is not added, as Lime is only in place to turn briquettes white to let chefs know that the coal is ready to be cooked on. Since this is unimportant to the players, it is in effect not needed. Following my proposal this would alleviate a couple of tediums currently in place. Chopping trees does not reward saplings to the player, forcing the player to shave the trees prior to chopping. Shaving the trees creates a lot of sticks that are only lightly used in the game. This technique would put a lot more value into sticks and make gathering coal substantially less tedious to the player. Barring this idea completely, I believe that trees should take a little longer to chop down, but "Destroy" the leaf-blocks rather than making them disappear. This would reward the player with saplings and sticks, which follows more in-line with the believable approach that lumberjacks strip trees after chopping them down.
  8. Excess Metallic Ore

    When you're playing T.F.C. and your at the steel age you seem to have all this excess bismuth, copper, zinc, tin, ETC... what do you do with it? well I know THIS HAS BEEN SUGGESTED MULTIPLE TIMES but "Metal blocks" or metal storage. Here is some good reasons to add them. * Creative purposes "decoration" * Stronger housing and reinforced buildings * A way to get arid of all the useless tier 0 and 1 metals you have * A use for Lead , Brass, Platinum and Nickel , besides metallurgy By the way wheres the anvil sounds O.o????
  9. well then to start off i apologize in advance for the way i type things up, also for the way i structure my words, sentences, paragraphs, and mannerisms. now then i have a habit or rather obsession with sub-aquatic and/or subterranean building. and i do not mean in the fashion of incessantly building mines, mine-shafts, or living quarters. instead i love to build monstrous or try to build giant underwater or underground structures, or complexes with a multitude of self sustaining facilities. one of them, as you have surmised already, being that of farming in this particular play style. normally in vanilla, or nearly any other game re-defining mod this is usually no issue at all. hell it's down right easy and some times required for attractive mass quantity gathering of a resource such as wheat. this however is not my aim really. now i've noticed that with the current system it seems that plant life such as tomatoes always check for three things. nutrition, amount of moisture, proper light level, and an open block to the sky above. this last one in particular bothers me quite hellishly so. you see with the way i play, as well as a bit of others yet to join or already in TFC, seem to have a problem with. some of us do not like to have structures jetting up from the sea floor to obstruct what looks like a rather lovely view of the ocean above them. now honestly i've gotten over that little pet peeve and have replaced it with one that seems to be focused solely at agriculture in this mod. for the longest time we could not understand why we could not farm underwater, we had light, we had nutrition, and of course water saturation. but still nothing would even try to plant, no temp. sprite, nothing. so on a hunch thinking of my triple smoke stack idea for each of my spaced out forges. i made a large hole in the ceiling of the mini farm, or necessity garden as i call it. and behold now plants will grow! so i tried to branch further and further out from the center of the air tube and found it had a devilishly limited range. this enrages me because i dont want to have a separate ground level farm. now digressing from the text laid out image of my home colony i and others are forming in an unnamed server, for reasons personal. i present the "tweaks to the agriculture system as it sits as of build 72." i think instead of searching for the fore mentioned conditions the plants seem to carry now, they should instead search for simply the minimum light leveling, height requirements, as well as just vacant static "air" about them. be it above them alone, or to the sides, though i think just above would be only necessary if one would want to plant a possible mass amount for a village of some form. now keeping in mind of how most plants work by the simple idea of their inhaling in what we exhale and they exhale what we inhale, roughly of course. that it seems like the really shouldnt need more than one or two vents per such and such block size around the crop. thus allowing the protrusions or mining necessary to be minimal. or instead of being connected to ground level they could have a duct system in effect through out the compound in a 1x1 minimum sized area. perfect for smart movers, or just the realist. now with this seemingly simple adaptation to the already great agriculture system we have in TFC now, think this would be an awesome trade off. it would allow people similar to me to at least build something awesome, and from a role-play stand point, which i happen to adore, it would allow for a more tightly knit township. we already have a niche for prospectors, forge masters, miners, traders (suggestions about crafted commissary later after i research on possible older threads of such.), meal makers, etc, etc. it would give the farmer in this "atlantis" based idea a bit more to play with in the idea of "hey we can make a sort of real land mammal atmosphere generator, and have it make sense within the game!" honestly...that's all i really have. other than how it is now i love the mod, nearly every single aspect of it. i just wish agriculture, or rather the focus of farmed goods have a little more focus paid towards it. i dont want it unbalanced, such as a mass production and autonomous farming system, but a field one could make looking up to the sky from the bottom of the ocean while players enjoy themselves in a garden, a farm, an atrium, or other such divine things as that. i hope this isnt too terribly dragged out, nor do i hope that this is an under thought idea. i know there wasnt a whole lot to it suggestion. but really i dont expect this more or less selfish sounding suggestion to be a game breaker. if i have to give up my notions of farming, i guess i'll have to just shut up and deal with what i would call a gaudy* above water farm. ( * meaning of course that i have not found a way that looks aesthetically pleasing to MY eye.) please post here as you like, and be honest, but uhh.... kind too.... please?
  10. Food

    So yeah, like the title says the ability to craft food in replacement or addition to the alchemy of the game. Might be neat to make processing raw resources to produce more food or longevity of food better.. Like jerky instead of steak. that really hard bread that lasts forever instead of a loaf of french bread. Butter for the bread? who knows.
  11. I've noticed, too many times, good threads derailed, old topics usurped by younger clones, and necromancy of the highest degree. Yet, worst of all is the sayings, repeated by veterans and lively new ones quick and eager to learn. These are, but are not limited to: "Lurk Moar" "Just click the like button" "Thread necro" "This has been suggested many times before" " Bioxx/dunkleosteus has rejected/accepted this already" "This is a planned feature" Now, I know it is good intent, and has gotten better since Dunk's revelation (tell newbs to lurk moar, bash when they necro == bad). However, I am still disappointed in the direction many posts head. Even then, some good ideas are flooded and intimidating to onlookers, not wanting to surf through 16 pages to make sure they aren't reposting or necroing for no good reason. Therefore, I suggest a change, to how we suggest changes. There could be a few feeds per post, all accessible from a bar at the top of any entry, below the post's title. These feeds would be off-topic (because it is going to happen), amendments, counter-suggestions, discussion, regular (as it is now), and on-topic (everything except off-topic and regular). Instead of excessive quoting for replies, they could be structured into "comments" in all but the regular mode, branching off of another post. These would be spoilered so that one can easily see that something is there, and choose to read or not, and keep going along. Quotes would still be available but a lot less necessary for how they are used. When someone makes a thread, everything is normal. Replies to the original post of the thread are made as comments under the original post, and further replies choose which post then to comment under, forming a long, branching tree of posts. These can be sorted through methodically by readers, and those reading will be asked to take the time to click a button a the bottom of the post, specifying whether that particular post is off-topic, an amendment, or a counter-suggestion. The poster may also vote which category it belongs to, but once there are 2 or more votes, the thread is moved into that category, and any further votes are still tallied, just in case people are attempting to troll. Also, to see what a particular person has to say on the entire topic (through all posts), and to easily view if they have been misbehaving with the system, clicking on a button on the person's identifying sidebar would bring up an account of everything they have done on that post, and the time. A new suggestion forum sorting option (recently updated, start date, etc.) would be tags. As of now, we can add one tag to suggestion topics: suggestion. New tag groups and a good system for proposing new tag groups would be nice, so that one can easily search for accepted, rejected, magic, basket-weaving, etc. threads, and less reposts should be made that way, yet all ideas currently held here can be preserved (albeit only in regular mode). To prevent anger over necroing, users subscribe to each individual part of a thread separately, and can change an option on their preferences to have subscriptions expire after x amount of time. People are still encouraged to hit the like button, instead of saying "I really like this". There it is. It's not perfect, but it seems better to me at least. Please, make amendments and counter suggestions to help with this.
  12. Temperature bar

    Ok, then...I was in the IRC when I got this idea. We were talking of what temperature was out. This morning here was -2°C. However, while talking of this, I thought that you can implement a new bar, the temperature bar. It doesn't give you the temperature of the surroundings, but the heat level of your body. This would work in a similar way to the other bars, but not completely the same way: How it works: Your body needs to have a constant heat level of about 36°C = 96.8F = 309.15K If your body doesn't have this heat leves, you can feel sick. if the bar depletes too much, you could lose health gradually. The same would happen if your bar is too full, then the heat level is too high. The dangers that you may find: Working with the forge and the bloomery is fun, yeah. Also doing long trips near lava is fun, but you should make them shorter, because if you stay too much near the bloomery, the forge or the lava (and obviously anything else too hot, not the firepit) the bar would increase the temperature of your body. And if it reachs its critical level, you could get burned. If you stay in a hot spot for too much time, you can even start dehydrating, then the thirst bar could deplete quicker than in a warm spot. And in extreme cases, even die. The same happens when you're in a cold biome for too much time. First, you start shaking (I don't think that this can be done in game) and then you start moving slower. In extreme cases, again, you could die. And the cold water of the poles would act in the same way, but faster than a cold biome. How to regulate your heat level: Well, probably "regulate" is not the best word for thid, because you can't regulate it, you can just prevent the temperature decreasing or increasing. There are different ways to prevent you dying. If your bar is too full, thatmeans that you're too hot, maybe due to a forge or the sun, you can go swimming a bit to decrease your heat level. Or you could even go in a cold biome, or simply below a tree or in a dark and cold cave. You can also go on a mountain where there's a lot of wind, that may decrease your heat. But when you see that your heat level is dropping too much, I suggest you to return to a warm biome. When, instead, you are in a cold biome, or you even spawn in it, you need a rapid solution. The firepit would be enough if made in a shelter of dirt. Yeah, it would be enough to survive the first days. Instead, when you don't spawn in a cold biome, but you want to go in it, you could wear warm clothes, or you could take some torches. They don't give off so much heat, but they're better than nothing. Note that the warm clothes are just an idea, still not implemented. And you could use leather armor too. When your heat level is too low, you can go near a firepit or forge, even lava, but at your own risk. Ok, you got the idea that I have. And now build your houses properly : Your home is the only place where you can have the heat level that you want. Then you should build it in a good way, providing heat insulation to not make it exit. For example a wool floor and wool walls would provide a very good heat insulation. You could also build a double wall. The internal part made of ool, and the external made of bricks. Also, glass blocks would insulate better than glass panes. The heat level depends also from the dimension of your house. If you build a big house, you will need more than a firepit to heat all the environment. Instead, if you have a small house, a single firepit should be enough. Also, different woods would provide different insulation. Also different wood doors. Suggested by Dunk, I added something: Instead of a bar, we could have an overlay in the FOV to imitate the cold or heat. When it's too cold, the overlay should become light blue and, slowly, even dark blue. Instead, when it's hot, it should start from yellow to orange and bright red. It would be cool if the overlay could start pulsing when you're going to lose life. Tell me what you think. Even if you like/dislike it, but provide a reason to your answer. Constructive criticism will be really appreciated, and you could get a good old +1. EDIT: Ypur heat level should drop to the environment heat level, then if it's -2°C = 28.4F = 271.15K outside, you exit from your home and you stop there, your heat leves should decrease to -2°C = 28.4F = 271.15K EDIT2: Also, we would need a toggleable conversion for Celcius.
  13. Magic

    Now, i have searched far and wide for a metathread on every specific type of magic, none to be found (although my searching skills suck) so as of here, i'd like to propose a meta suggestion thread on every kind of magic you guys can think about, since i see the topic more and more often rules: type out your idea as full as possible, images never hurt and clearly mark what is just speculation on your part in terms of: just spewing nonsense in order to see wtf happens no derailing (seriously, we need 1 of these to stay alive for once) if you quote or copy a post from another thread, just post the link i will keep the OP updated with each new section, for now i will call them: Mental magic (think stuff like being able to conjure stuff or shoot fireballs (no im not suggesting them :3) Physical Magic (enchantments, texture changing magic, area altering magics (it'd be awesome to be able to turn a zombie into a wolf in looks only, to trap people) Natural magic: magical enviroments, or magical buffs created by interacting with certain things in certain ways (like honoring a Pig spirit while killing a pig gives you a increased speed for a short while, stuff like that) Alternate dimension magic (since i cant remember anything about magic yes/no in alternate dimension, heres to that) Summoning magic ( summoning up any kind of demon, familiar, pet, animal or whatever to do whatever you can think off) ( just make sure their not OP, like you cant infinitely summon a sheep for its wool or stuff like that, you'd need a sacrifice of sorts or a special situation which doesnt happen a lot) Enchanting magic (thank you JAG) if you dont know what this does, have you EVER seen vanilla minecraft? also, dunk, if you wish to stomp this, would you kindly just post some obnoxious image over it or something :3 TL:DR magic, how, when, which types, metathread, postiepostiepostie, MAGIC, also, to those finding any references to anything, post it and ill give you a cookie if i recognize it, (theres 2 intentional ones, obviously)
  14. Balancing the Chisel

    The chisel needs a bit of balancing. As it stands I can "mine" endlessly with a chisel. The problem really is that a right click with the chisel does not take away from it durability. Which means to go hunting for ore early on I make and use a chisel since I can mine endlessly with it. I still need the pick to collect the ore, but I only need one and I can use it exclusively for mining ore. The hammer used with the chisel has the same problem. That is not conducive to inevitability or game-play. I suppose this could be a bug, but as I was thinking about it I realized that the harder the rock type the more it should take away from the durability. So chiseling granite will take away more durability than chiseling wood or a sedimentary rock. As it stands a player that wants to be a stone carver on a server only needs a single chisel and hammer, which hardly makes them fully integrated into an economy. Needing to get more chisels (and hammers) as they use and wear out will add a way in which they need other professions. You could make it take longer, ie have to hold down to chisel something, but that would make something that can already be tedious even more so. Personally I would prefer if chisels perhaps had twice as much durability as current. Stone takes two-four(?) in detail mode, making a bricked block takes 2-3, slabs would take 20-45, and stairs would take 100. Wood would take half as much and be similar to how making planks takes more durability away for harder wood types. I do not favor in the case of using the slabbing or chair modes using a straight multiplier, ie to slab it should take 64 to slab one side of a block, or in the case of a stair 138, as the stone carver would actually be able to cut along the edges and remove a larger chunk and not have to cut out in the small increments available to us if we chiseled them out in detail mode. Since you can detail blocks that have been slabbed or made into stairs it would allow carvers a way to speed up the process and save some on chisels. About the hammer since I mentioned it already, it should require a metal hammer to work with a chisel, or make a stiff penalty for using a stone hammer, like it has a high chance of breaking. I would love to add possible damage done when using a stone hammer, stone chips breaking off and flying around the work place, but that would probably be overkill. Naturally the numbers are a bit arbitrary and would need some fleshing out and balancing for game-play. TLDR: Right clicking with a chisel needs to take away from its durability, hammer in the hot bar too.
  15. Terrafirmacraft Launcher

    If there have already been posts about this, and I missed them, I am sorry for repeating posts. Has there been any talk about a Terrafirmacraft launcher? Similar to the Technic launcher or the Feed The Beast launcher, so that all the mods could be easily added to the game file? I have had plenty of experience with moding Minecraft, but it seems that adding Terrafirmacraft is always the mod that gives me the most trouble. I think it would really add a lot to the mod and save a lot of people time. Thoughts?
  16. Less meat and food rotting

    I think it would be good idea to decrease the amount of meat player gets from wild animals. 1 or 3 seems fair enough. It makes hunting more important and gives more challenge. However domesticated animals should give as much meat as they do now. Also a mechanism for rotting food should be implemented. This way player wont be able to simply hunt every meat mob and stock up on porkchops and steaks that would least for YEARS. I got this idea when I was watching a TFC let's play and at first the food was a big issue for player (it was older version in with there was one food item per mob) forcing them to aggressively hunt mobs and start farm. While later they had later version of TFC and after first day spent hunting they had absolutely no problems with food.
  17. Salt Water

    This seems like something to be lumped in in general with water ideas but oceans being salt water and not being useful for consumption, growth of crops, etc just seems like a logical step.
  18. Horse Cart and pole drag

    so i havent found a dedicated topic on the horse carts, so any and all information could be placed here if you so wish, to keep it organized. also, i encountered the book series Earths Children in which a pole drag is mentioned (this book setting is the prehistoric, so i dont know whether it'd be implementable, but since Steve is depicted as a caveman, i give it a shot) it basically is 2 poles attached to a horse's back through a saddle, with a large piece of leather in between it, and 2 shorter poles on the end of it with sharp points downward. it uses the horses muscle strength to pull this, with the sharp points cutting the ground to prevent it getting stuck on stuff, and you can store lots of stuff on that piece of leather, i was wondering if it'd be possible to be used as a lower tier version of the cart, this was before the wheel was even invented remember that this appliance could actually go up small slopes too, because of the pointed poles that literally knocked it up any small ledge or rock it bumped into, opinions? TL:DR META THREAD HORSES, POLE DRAG APPLIANCE
  19. Horse meat

    Title says it all. With horses apparently on their way, as well as, probably, breeding system for them, I feel it needs to be done: Just for giggles. Or at least be suggested and then beaten to death with rocks, as I read that apparently eating horses is illegal in most european countries.
  20. Scorched ground

    My idea is basically that fire turns grass and dirt to dry, scorched land. I was watching a video of the once-again wildly spreading fire in Snapshot 12w34a where they burnt down a jungle. What was left was a nice lively green meadow, I think it would be great if there was a mechanic in tfcraft where as fire causes dirt/grass blocks to turn into scorched earth blocks, leaving a desolate landscape after forest fires & takes time for grass & plants to grow back like irl. pros it is way more realisticit gives more aesthetic diversity (maybe build dark fortress with a lava moat in the middle of a burnt forest ;] or etc. )it might provide more attention to fire safety which is an ecological concern /there have been a lot of forest fires this summer.../-it provides a nwecallage to the player : rebuild the damaged environment consit will probably make the already hefty large fires even more CPU intensiveit might lead to some rage/grief after your carefully and slowly build, organised and nurtured fruit tree farm burns down to usles dirtit doesn't seem like an essential aspect of tfcraft /but it would be cool to have it/it might be hard and/or time consuming to codeA simpler alternative...maybe? Just having the grass turn back to dirt after it burns. Should still create the "desolate look" with less work. " + easier & faster to make, less CPU load - not quite as nice looking/realistic /but much more doable?/ Please add any pros/cons, ideas, opinions and such you might have
  21. Dynamic Ecosystems

    I am very perplexed that this idea has not been fully suggested as of yet. I propose a more lively and dynamic ecosystems in TerraFirmaCraft. Why ecosystems, you might inquire? My reason to bring this suggestion is to fill life and diversity into our one-hundred-and-thirty biomes Mister Bioxx has added in. Oh, and here is a link to the ecosystem page in Wikipedia: http://en.wikipedia.org/wiki/Ecosystem The Basics of an Ecosystem: An ecosystem is a natural community organisms living together with nonliving components and elements essential for life; all of which interacts as one whole system. All ecosystems can come in any different sizes, despite their specific locations that has limited space. The TerraFirmaCraft world should act as one super-ecosystem, branching off into sub-ecosystems. Each biome has its own ecosystem connected or isolated by other ecosystems from an adjacent biome, and so on and so forth. Ecosystems provide what living need: food, water, shelter, and the like. Types of Ecosystems: There are thirteen types of ecosystems; eleven of which are to implemented (for now): -Aquatic Ecosystem -Forest -Greater Yellowstone Ecosystem -Human Ecosystem: Not to be implemented for obvious reasons. -Large Marine Ecosystem -Littoral Zone -Marine Ecosystem -Riparian Zone -River Ecosystem -Subsurface Lithoautotrophic Microbial Ecosystem -Urban Ecosystem: Not to be implemented for obvious reasons. -Movile Cave -Desert Explanations of the Types of Ecosystems: Aquatic Ecosystem: An aquatic ecosystem is basically an ecosystem submerged in a body of water. There are two main types: -Marine Ecosystems: -Marine ecosystems are identified by the major presence of dissolved compounds, including salt. -Actual salinity depends on varieties of marine ecosystems. -Depending on water depth and shoreline features, marine ecosystems can be divided into multiple zones. -I will not go into depth to ALL of them due to the majority of information required. -Much of the marine life lives in marine ecosystems. -Freshwater Ecosystems: I will edit this post from time to time because of its immensive information. -Sda209
  22. Coke out of coal.

    There should be ability to make coke out of coal. It have higher temperature of burning, and it's made by heating bituminous coal. Easier way to get bloomery grade coal on higher tiers.
  23. Magic ideas by Spuksas

    Before hand let me say that my English isn't perfect , because I am 18yo from Lithuania Firstly I think that there is no logic in stone fence creating , because 6 stones (which size is small) creates 1 fence while 6 sticks (which size is VERY small) creates two . To be honest fences are mostly for farms which is big part in TFC (it doesn't protect from most of the mobs) and if I create 7x7 square for one kind of vegetable or crop it requires 8x8 or 56 stone fences to wall it up . In my opinion there should be at least 2 or 3 fences made out of the same combination ( you would get full stack of stone fences from 2-3 stacks of stone instead of 6) . Secondly I think that it makes no sense that you can work on crops and vegetables just with a knife and get seeds or flour . I think that grinding bowl with grinder(tool) should be introduced to the mod . Grinding bowl recipe could be 5 planks in shape as creating boat and on top of that simple wooden bowl . As for grinder recipe would be a grinder head + stick (as for most of the tools) . Grinding process could be like this . Right clicking on grinding bowl opens UI which has two slots for grinder and knife . In middle there is slot for incoming crops/vegetable/herb* and another slot for the outcome . There could be mini game : there are 6 dots in shape of circle , they would randomly light up and you would have to hover mouse over it for 1 second . Making process indicator would be on bottom which would include six blank dots which would light up if you did sequence correctly .
  24. I have been following the Terra Firma Craft Forums for the time periods around roughly June or July. I have done extensive research on the Minecraft Mobiles and its Artificial Intelligence on the Minecraft Wiki. I am fully aware that suggesting an overhaul on mobiles is premature and already discussed several times (please correct/report me if I am/need to wrong/suggest on a different topic on that detail of information), and our prehistoric-Megaledon Developer friend, Mr. Dunkleosteus, has carefully planned this out, but I will do my best to propose much detailed suggestions. First, let's get onto the physical appearances of the hostile mobiles, as I rather leave out the passive mobiles. I will seperate this topic into two seperate posts, because of the immense detail I will include. NOTE: The Nether mobiles and the cave spider mobile are unavailable at the moment. Also, I cannot seem to post comparison images due to too many images or restriction from using the image extension on this community, as it claims. The following text may contain some graphic descriptions of gore and blood, and should be toned down. You have been warned. Physical Appearances: -The Walker, Also Known As: The Zombie: These lumbering undead beasts should have unique textures to reflect them on the Walking Dead/ZombiU zombies to be an addition to their fear factor. Most walkers should be capable of limping.Their iris should b e a crimson color, while the pupil is that of yellow-greenish color. The bodies of walkers should have missing limbs and some chunks of flesh, revealing parts of their skeletal system. Also, they should have bloodied mouths, lower arms, wrists and hands. -The Skeletal Archer, Also Known As: The Skeleton: Their iris, if not, the entire eye should be red crimson. Skeletal Archers should have torn, dilapidated clothing and quivers, if they were to be implemented into Terra Firma Craft. Not much texture changes are needed apart from what I described. -The Green Stalking Combustable Alien Creature, Also Known As: The Creeper: Apart from an iris texture change to crimson, texture changes are not required. -The Freakishly Huge Tarantula, Also Known As: The Spider: Apart from the addition of hair textures, texture changes are not required. -The Adorablely Small Poisonous Arachnid, Also Known As: The Cave Spider: Should be similar to the spider. -The Tall Slender Interdimensional Alien, Also Known As: The Enderman: Their eyes, besides the purple iris, should be violet. Other than the tweak, texture changes are not required. -The Hopping Green Cube of Slime: Also Known As: The Slime: Texture changes are not required. -The Swine Walker: Also Known As: The Pig Zombie: Should be similar to the walkers, besides the unique textures and bloodied lower arms, wrists and hands. -The Airborne Huge Paranormal Phenomenon: Also Known As: The Ghast: Texture Changes are not required. -The Airborne Entity of Flame: Also Known As: The Blaze: No texture changes are required. -The Cousin of the Skeletal Archer: Also Known As: The Wither Skeleton: Should be similar to the Skeletal Archer, apart from the quiver. -The Hopping Cube of Magma: Also Known As: The Magma Cube: Texture changes are not required. Much of their textures should really depend on the environment they reside in, aside from the hostile Nether mobiles. If you observed the changed physical descriptions of all hostile mobiles, apart from the two Minecraft bosses, a majority of the mobiles does not require a texture change. The reason is that I feel that most of the mobiles seem believable, and terrifying, enough in terms of textures. At least, in my own opinion. You can suggest them after the end of this post. -The taxonomic ranks of the mobiles: Each mobile should be a part of species that branches off into the: Genus Family Order Class Phylum This means that the hostile mobiles are divided into many variants. The environment determines the variant of the mobile. For instance, say a creeper is adapted to the freezing biomes, so they have an arctic camoflauge and fur textures. Implementing a taxonomic ranking system could potentially provide more variety and uniqueness to the hostile mobiles, providing a more entertaining, or rather a frustrating, experience. Let's move on to the Artifical Intelligence of the hostiles. -Current Mobile AI: Despite the best attempts of our new Minecraft Developer, Mr. Jeb, the current artificial intelligence requires more tweaking and implemention of fresh features. Each AI should have its own uniqueness. Walkers are still not as dangerous (though I maybe incorrect on that), Skeletal Archers bring themselves as more a target than an actual threat, Creepers should actually stalk the player, but due to some sort of misconception, they are not stalking completely, spiders... well they require more varieties of tactics, and Endermen (Nether and Slime mobiles are unavailable at the moment) I believe are not terrifying enough (yes, I am aware that facing an Enderman is a death sentence, but I feel that the player should be even more on the alert for the Endermen). -New Walker AI: The Walkers should be at least slower than they are currently, to an extent where some are literally limping or crawling to get to you. However, they do tend to swarm the player frequently. Walkers cannot see in the dark, though they make this up for their extreme sense of smell and hearing. They can smell all sorts of substances and hear even the marching of ants from nearly ten meters (blocks) away, even the player's strong scent and loud noises. Walkers travel in hordes of all sizes. They also hunt down all kinds of animals, but, to make sure there is no 'extinction' feature, they search out for carcasses of dead animals, as they are a scavenging species. Walkers should be able to see through glass, and even break them. The undead can be dismembered in all sorts of ways, which affect their capabilities of attacking and tactics, and the only way to kill them is to destroy the brain or subject them to extreme temperatures (Fire and lava). Walkers should always punch. Should they assaulting be in a group, they begin to bite, which causes a good deal, but not very damaging, amount of damage. By biting, the walkers are able to replenish their hunger and health. Negative effects should include the following: -Hunger -Slowness -Nausea If they don't satisfy their hunger, they begin to either eat their own horde, if they are desperate, or find wild animals (including you), and if the walkers' hunger bar is still unsatisfied and completely empty, they collapse and die. -New Skeletal Archer AI: The Archers should keep their distance from the player, if the player brandishes their melee weapons. Also, they should have a stack of thirty-two arrows. They shoot as quick as a frantic charged shot, meaning they will shoot a charged shot fast as if they were players. Should they depleted their ammunition, they either: -A: Retreat back to their caves in order to replenish their ammunition. -B: Unholster their swords and fight the player front-on. They should be capable of running as swift as a player without sprinting, if the player decides to attack them with their melee weapons. This means that the player will HAVE to give chase by sprinting if they want to kill the skeletal archers. Skeletons will attempt to find the nearest spider mount in order to gain an advantage IF they are in battle. They won't try to inadvertantly hit their spider mount, and the skeleton controls the spider mount. The archers also try to fire from a higher point. Skeletons are herbivores; meaning that they will consume fungal and plant life. In the night, they come out to feast on tree leaves, tall grass, wild crops and even your own crops. If they don't satisfy their hunger (this is an extremely rare occurance, as they can survive without food or water for at least a year) and thirst, the skeletal archers will have poor aiming, have a lack of speed, much lower health, and shoot as fast as their vanilla counterparts. Within a year, if they still don't satisfy their hunger and thirst, their bodies literally become brittle and collapse into a bone pile, deceased. -New Creeper AI: Creepers, if they spot you, try to be very hidden and stealthy. They stalk you until the creeper gets close. Then they charge at you with a headbutt as their main attack. When a great battle is taking place, creepers try to flank the player and headbutt from behind. When they are about to die, they resume their vanilla attack - the infamous combustion. Creepers will also combust if they come in contact with extreme sources of heat (Fire, lava, etc.). Like skeletons, they are herbivores. Without sufficient food and water, they will die. -New Spider AI: Arachnids have acute sense of vision and hearing. They hunt down animals, walkers and creepers alike. In order to catch their prey, the spiders use their web attacks to ensare them. However, spiders only do this when hunting at night, as they construct their webbed homess in either caves or outside. In the daylight, spiders patiently wait for any unfortunate entity other than their ally, the skeletal archer, to fall into their webbed trap and suck all of their blood, similar to Reality's spiders. Arachnids are incapable of seeing through walls, for the purposes of balancing. When facing the player in battle, the spiders attack the player head-on. But before they do this, spiders will attempt to ensare or disarm you with their web attacks, then attack. They will also try to bite you with its mandibles. Similarly, if they do not have sufficient hunger and thirst, they die. -New Enderman AI: Endermen should commence hit-and-run attacks should the player provoke them. They also make a frightening screech while attack. When glanced at, the enderman stares at the player's vision, charging its scream. Reaching into the bursting point, they make the most horrifying and scariest screech, then teleport off, commencing their hit-and-run tactic. They only require darkness to create their own food and drink. -Mobile Genetics: Hostile genetics really all depend on the environment they reside in, including caves. Here are the possible genetic traits of the hostiles: -Possible Hostile Genetic Traits: (+) Running/Sprinting Capabilites Night Vision Higher Intelligence Wailing Ability Resistance to the Sun Resistence to Extreme Heat Resistence to Extreme Freeze Tolerance to Damage Climbing Capabilities Better Strength Improved Appetite Tolerance to Dismemberment Attractiveness to Light Sources Improved Smell Improved Hearing Improved Vision Improved Firing Rate Incapable Combustion Better Health Stronger Skeletal System More to Come.... (-) Weaker Strength Intolerance to Damage Lower Intelligence Hearty Appetite Intolerance to Dismemberment Unattractiveness to Light Sources Terrible Smell Terrible Vision Terrible Hearing Terrible Health Prone to Frequent Combustions Slow Firing Rate Incapable Climbing Capabilities Slower Movement Abilities Brittle Skeletal System More to Come.... All of these genetic traits should be determined by the Punnet Square. It would serve as determining the possible traits of the hostiles, natural predators, AND wild animals. Instead of the Punnet Square existing as a Graphic User Interface, it exists as a piece of intricate coding. The traits of the parents would obviously pass down to their offspring (yes, I am suggesting the hostiles' babies) to be either positive, negative, or neutral. The Dominant and Recessive traits will also be a variable in determining the offsprings' characteristics. Natural Predators: I am not entirely sure about Reality's natural predators, as you can simply look their behaviors up on the Internet, but I'll attempt this. Their physical appearances, behavior, genetics, and diet all really depend on the environment, however. Other than that, I have not a single clue. My apologies for any disappointment I may have caused. Animations: -Walker Animations: The walkers should have a punching animation similar to the player's punching. They should have a biting animation of sorts. Also, their knees bend when in motion, and elbows bend as well, to create a more fluid and organic walker.A climbing animation also should be included. -Skeletal Archer Animations: These undead beings should also be similar to walker animations. A bow animation similar to the player's bow animations should be also implemented.An eating animation should be included for them, as well as a drinking animation. -Creeper Animations: When charging at the player, the creeper should bend itself forward. An eating and drinking animation should be implemented as well. -Spider Animations: Spiders should be have their bodies exactly on the sides of blocks, making themselves much more terrifiying. Their abdomens should create a web-shooting animation when they are firing webs at you or creating their nests. Also, the spiders' eight legs should bent to replicate a Reality's spider legs. -Enderman Animations: Their attacks should reflect to an iron golem's animation attack. Their arms and legs should bend when in movement. All hostile mobile movement animations should be fluid and organic, to prevent bizzare issues in terms of movement. Mobile Dismemberment and Damage: Dismemberment of the hostiles' limbs will vary on weapon type. However, weapons will not be discussed in-depth in this suggestion thread. Swords have a high hance of dismembering a hostile. Better metals increase the chance. Knifes have a moderate chance of dismemberment, and better metals increase the chances. Arrows, javelins, and maces Have no chance of dismembering a hostile AT all. -Walker, Creeper, Spider, and Enderman Damage: Dismemberment: -Swords have a high chance of dismemberment -Knifes have a moderate chance of dismemberment -Axes have a low chance of dismemberment -Javelins have no chance of dismemberment -Arrows have no chance of dismemberment -Pickaxes have a low chance of dismemberment -Hoes have a low chance of dismemberment -Shovels have no chance of dismemberment -Maces have no chance of dismemberment Internal Damage: -Swords have a moderate chance of internal damage -Knifes have a moderate chance of internal damage -Axes have a low chance of internal damage -Javelins have a high chance of internal damage -Arrows have a high chance of internal damage -Pickaxes have a high chance of internal damage -Hoes have a moderate chance of internal damage -Maces have a high chance of internal damage Skeleton Damage: Dismemberment: -Little to no dismemberment due to lack of organic tissue. Internal Damage: -Blunt weapons have a high chance of causing internal damage -Piercing and Slashing weapons have no chance of causing internal damage due to lack of organic tissue My reasons to bring this up is that I feel that the hostile mobiles are too simple, unbelievable, and unfrightening in terms of textures, taxonomic ranking, animation, diversity, and the like. This list of suggestions to improve hostiles will be very essential if it were to be an upcoming overhaul. Questions, Comments, Concerns, and/or Suggestions (I may have made the hostiles too terrifying and powerful)?
  25. More Death Penalties

    We now have a semi-working death penalty system. I've been thinking of a way to flesh it out a bit and i'd like to share it with you guys. The main idea is when you 'die' it will tell you what injuries you sustained. You may have up to three injuries after death. It will give you an explanation of the injury, and a debuff when you respawn. General Penalties You broke your ankle - Slowness 0:30 - 1:30 You injured your leg - Slowness 1:00 - 3:00 Your wrist is fractured - Mining Fatigue 0:30 - 1:30 Your arm is limp - Mining Fatigue 1:00 - 3:00 Your arm is fractured - Weakness 2:00 - 5:00 You suffered a knock to the head - Nausea 0:20 - 1:00 You are bleeding - Periodic Damage 1:00 - 2:00 You are bleeding profusely - Periodic Damage 2:00 - 4:00 There could also be enemy/hazard specific penalties, depending on what exactly killed you, Zombie Penalties You were bitten by a zombie - Hunger 1:00 - 3:00 You were bitten by a zombie in the leg - Hunger 1:00 - 3:00 / Slowness 0:30 - 1:30 You were bitten by a zombie in the arm - Hunger 1:00 - 3:00 / Mining Fatigue 1:00 - 3:00 You were bitten by a zombie in the shoulder - Hunger 1:00 - 3:00 / Weakness 2:00 - 5:00 You were bitten by a rabid zombie - Hunger 1:00 - 3:00 / Nausea 0:20 - 1:00 Spider / Cave Spider Penalties You are ill from a spider bite - Poison 0:30 - 1:30 You are ill from spider venom - Poison 1:00 - 3:00 Creeper Penalties You broke your ankle in the explosion - Slowness 0:30 - 1:30 You injured your leg in the explosion - Slowness 1:00 - 3:00 Your wrist was fractured in the explosion - Mining Fatigue 0:30 - 1:30 Your arm is limp from the explosion - Mining Fatigue 1:00 - 3:00 Your arm was fractured in the explosion - Weakness 2:00 - 5:00 Skeleton Penalties You were shot in the leg - Slowness 0:30 - 1:30 Your were shot in the wrist - Mining Fatigue 0:30 - 1:30 Your were shot in the arm - Weakness 2:00 - 5:00 You were shot in the head - Nausea 0:20 - 1:00 You were shot in the eye - Blindness 1:00 - 3:00 Fire/Lava Penalties You have first degree burns - Periodic Damage 1:00 - 2:00 / Weakness 0:30 - 1:00 / Mining Fatigue 0:30 - 1:00 You have second degree burns - Periodic Damage 2:00 - 3:00 / Weakness 1:00 - 1:30 / Mining Fatigue 1:00 - 1:30 You have third degree burns - Periodic Damage 3:00 - 4:00 / Weakness 1:30 - 2:00 / Mining Fatigue 1:30 - 2:00/ Slowness 1:00 You have fourth degree burns - Periodic Damage 4:00 - 5:00 / Weakness 2:00 - 2:30 / Mining Fatigue 2:00 - 2:30/ Slowness 2:00 Falling Penalties You injured your leg in the fall - Slowness 3:00 - 5:00 Your wrist was fractured from the fall - Mining Fatigue 3:30 - 5:30 Your arm is limp from the fall - Mining Fatigue 3:00 - 5:00 Your arm was fractured in the fall - Weakness 6:00 - 8:00 You suffered a knock to the head in the fall - Nausea 0:30 - 1:10 I'm sure the system could be fleshed out even more, but these are just some suggestions. If you've got any ideas i'd love to hear them. Implementing more of this is a great detterent of dying, and brings rise to some new opportunities in the way of medicine and such. Thanks for reading! Tell me what you think and feel free to give your two cents in the comments!