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  1. Temperature

    So, apparently we already have temperature in TFC. I really don't noticed it, but we have it on the Calendar.(Default 'N' on the keyboard.) But as I can notice, is not fully implemented and do nothing yet. So, I totally overhauled my idea and got some research on the TFC as it now. TEMPERATURE I writed down some temperatures that I found in the game already, and apparently it changes by biome, and time. (Hours and season) Jungle -> 35C Taiga6 -> 0C River Taiga6 -> 1C Desert3 -> 37C (All at Spring) I actually stayed on the Jungle for some minutes, and the temperature changed a little, going between 33C and 35C, and Desert going far for 37C and 46C, in the same spot. So the temperature of each biome have some min and max limit, but have a medium temperature. The hour afect the temperature as well. By midnight at Desert, for example, I noticed going and staying at 34C~32C for a long time. And of course, the season afects the most on the temperature. On the Summer at Desert for example, I got more than 50C on the same spot as before. But, from all of this testings, I don't see any change when I went deep. I think this should be implemented. The more deep you go, into a cave, the more wet the place is, so the temperature should drop enough. The same for high places. I noticed snow on the top of the Hills biome. And we all know that high montains have snow peaks (Really high places, and places that could snow. Some countrys, like here, on Brazil, don't snow at all. And we have a lot of high montains, and only one of them, the highest one, have snow at the peak only a few days on the year.) SUGGESTIONS -UI At the left we have the Temperature icon. It's divided on 10 levels, and the goal is to maintain in the middle. (The four bars.) Entering the far left/right starts to hazard the player, altough entering the "danger" zones (Stages 2,3 and 8 and 9 of the thermometer), just alert the player that he is getting too hot/cold. Maybe blinking, of shaking the bar. On the right, we have the Wet icons. That is another thing that I thought about, and will come to it later on this thread. - CHARACTER Temperature is a hazard on the wild, and we all know that. But what we can add to this? First, lets think on the character itself. Things that can be done on the player. Things that can help him, and things that are not that good. Being really hot or really cold could end on some serious damage on the health of the player. We could have some metods of increasing/decreading the temperature of the character by: - Eating. He could increase the temperature by eating some flesh, but could refresh himself by eating fruits, for example. Or maybe adding beverages, drinks, or just drinking water. - Shelter. We can get more hot going inside of a place with roof/walls. But as I said, the more deep you go, you should have a lower temperature, so a shelter on a cave, on the winter, on a Snow biome, is not THE perfect place to live, but since is a very cold biome, this could be good in any ways. For example, creating a snow house, like a iglu, could shelter you the same, but not very hot. You can live. ^-^ - Water. You can swim, and refresh yourself. But, hot places like the desert, could have a hotter water, so you can refresh, but not a lot. And entering water on the snow biome could have you really cold, maybe giving some frezze status... I don't know. - The screen could have some visual changes when the player enter the danger zones of the thermometer. Changes such as shacking the screen a bit, when the player is too cold, and maybe some blur, on too hot. - After entering the hazard zone (Stages 1 and 10 of the thermometer), the player starts to slowly lose hearts. (In a slow mood, different of hunger, maybe 2x less.) The thermometer changes in a slow mood as well. So you lose some time to warm/chill yourself. - ENVIRONMENT Environment chance on the season and on biome. We already have fruit trees that change on the season. But entering the agriculture, we know that different places wield different plantations. We have wet places, and dry places. I really think you can't plant wheat on the desert, by just putting some dirt around. That's silly. - Agriculture. As I said, we could have some seeds that grow quicker (Or maybe just say 'Grow') on different temperatures/biomes. I'm really not into agriculture, but I think you can plant some food in deserts areas, and at places with snow, probably. - Water. We already have the vanilla change on water on snow biomes, and that is the ice blocks. And we know that deserts don't have pools os water, just some weels that Jeb made. And I think, with the upcoming Finite Water resorce of Bioxx, we could have some floods when it really rain on some places (Not waves, but lower places covered in water), and maybe some dry times as well, when you really can't find water in some usual waterly places (rivers/lakes), not only in desert. This could be linked to the already Jeb's moon fases, and make the Ocean drop a little! Buts thats too complicated. - Trees. The same way that Fruit Trees slowly grow from day to day, we could have some overhaule on the trees. I don't know if the seasons already do that, I only noticed change on colors and temperature, but some trees could lose leafs on winter, of maybe just don't drop saplings/sticks on some season/temperature. This could enter the suggestion on logs being too wet to work with, too soft. Or maybe too dry sa well. WET Wet is just something that could be added to enhance the termperature that I just figured out. Wet is like a joker status: It could help you on the self temperature, but could damage it as well. Getting wet could: - Refresh the character. Entering water or going into rain/snow storm add Water Drops to the character, and refresh it if he is too hot. - Freeze. The same way that water can become ice if goes into a snowy/cold place, the character could be very cold if he is still wet and goes into a low temperature place. This however, is not a "slow walk"/"paralysis", like a RPG fantasy game. Is just a state that player start to lose a lot of body heat, and the thermometer fall quickly.
  2. Personally i think that watermelons should be added to terrain generation just like the pumpkins were added to terrain generation.... It would be quiet good for agriculture. What do you think about this simple idea?Comment down bellow with your personall view...
  3. New types of clay.

    Already in TFCraft, we have dozens of kinds of real-life minerals and vegetation. However, only one kind of clay exists in the mod. I don't know a lot about clay, but that's not right. I was thinking that multipe kinds of clay could exist, each spawning in different areas. There would be, of course, multiple kinds of brick to go with, and certain clays might have specific uses later in development. Thoughts? And feel free to tell me that my idea isn't good (I like honesty) or that I'm a noob for missing the incredibly obvious thread about the same thing. Because I probably did miss that thread.
  4. So my idea is to add a new furnace, that would allow people to mix materials like carbon and sand to make glass or mix metals to enforce them and make them better. The furnace could be made like a normal furnace but out of smooth stone, smooth x2 stone or stone bricks, I dont mind the recipe you guys can make it up...
  5. I read the update about Bioxx's ideas for building just now and thought of some ideas. I think it would be cool if you could still build things without the need of mortar, nails, so forth, but adding these things in would make them sturdier and stronger. For instance cobblestone normally falls to the ground, but if you add mortar to it you could then put it between two other cobblestone blocks and it wouldn't fall down. Same could be done with nails and wood, however, that will require wood to have physics which right now it doesn't. These are a few ideas, post yours below or what you think of mine so Bioxx can have a concise Topic to go to. Cheers!
  6. Bow types

    I think it would be really cool if a type of system that adds a Bow verience. In to more depth in bows sutch as long bows, short bows, recurve bow. exc... It could use different woods to make different bows and posably use a similer system to Blacksmithing. I think it would fit well with Terrafirmacraft style if you got enough of a progresion it could add some verience so you dont have to metalergy all the time. You could combind the Blacksmith and a Bowyer, with crossbows the limbs being metal. and the Stock wood. Thankyou for your time
  7. Temperature

    So I was playing TFC for a while yesterday and it snowed and snowed and I realized that I didn't have any clothing (at least not more than my skin which is a T-shirt at the moment). Wouldn't it be neat to actually get hurt when it gets too cold or too hot without protection? Btw: Thanks bioxx for making minecraft addictive again >.< lol I hope nobody asked this before :| Yord PS: I really had to hold myself back from writing a novel here and going off topic a lot, and I don't think making a single thread for each idea I have is the way to go, because I'm full of ideas for this mod (I actually worked out a plan for something similar and started coding, but I gave up due to my poor java skills). So can I just make one thread with a bunch of ideas that weren't mentioned earlier? Or is it preferred if I send a PM to bioxx? Thanks for you guyses support, I'm pretty new to this
  8. cobble walls

    This is a fairly common site around a farmer's field, as well as hedges. Just some way to stack cobble stone in a 1.5 height for a wall to keep out most pests would be fairly useful.
  9. Creation of Clothes

    I've seen bits and pieces around about clothing but nothing that really brings it together. It incorporates the topics of adding clothes, making cloth and clothing, and environmental damage. To start 4 equipment slots would become 8 to give each corresponding body part the ability to be clothed in addition to being armored. Clothing and sewing of all kinds would be done at a sewing station, which would be crafted by first making a loom: I = stick S = string I I I I S I I I I Then on a crafting table you would add a loom, crafting table, and wooden bucket to form a sewing station. (Justification being that at the sewing station you would be potentially weaving, sewing, or dying clothes, leathers, etc.) Wool (perhaps cotton?!) could be spun into string, woven into cloth, dyed as desired, then sewn using needles crafted from bone or metal using string into whichever type of clothing using a sewing pattern like blacksmithing uses. Raw cloth or leather could also be sew with raw wool to form insulating padding that could be added to clothing to provide protection against colder climates, whereas clothing with no padding would be best against the heat of deserts. Applying dyes would require using a bucket to bring water to the station, and adding it and the dye of choice to the dye section. Bucket empties after application. An either hidden or displayed number for resistance to the current environment would be given to the player that affects how quickly their hunger goes down as they try to cope with the temperature, or take gradual direct damage if extremes are in place, like no clothing in a desert or tundra. One option would be a sideways bar much like the temp gauge on the forge or firepit that ranges from blue for freezing to red for burning. Created an image file example, and I have no idea how to upload it to be viewable. http://imgur.com/efAoV is the best I can do right now. No clothing at all, even in temperate climates would probably increase need for food due to body protecting itself from sun and wind. Potential other uses would be treating clothes to make them waterproof for when in the rain or swimming. Not sure if there's anything in game currently that could be used for it chemically though; specially boiled or cooked cactus perhaps? Either way, it could be done by placing bucket of water and waterproofing material in the dying section.
  10. Logic way to make sticks

    Hey guys, The idea came in very quick when i started playing minecraft with tfc. My idea is to make a new recipe that is crafted with 3 saplings on top of eachother to form 4 sticks (the value doesn't really matter for the idea, this can be changed ;D) i came on this idea when i was breaking leafes, i wanted to plant a minimum of 1 sapling/tree but at the end i had like 15 saplings and 1 place for a tree so i had 14 saplings left. And i had a lack of sticks so yeah. That's my idea. Please say what you think of it, anything is welcome, negative of positive! cya'll Morgorath
  11. Wheat Domestication Flow Chart

    Here is a visual flow chart that could show a potential tiered domestication for wheat: See if you can figure out what advantages and disadvantages each wheat varieties have.
  12. Enchants!

    ok so i know there is an enchantment system post out there, and i have seen plenty of enchanting system ideas out there and a few enchants suggested. but there does not seem to be a thread desiganted to just enchants. so here is your chance. post your ideas, enchants you would like to see in TFCraft. lets try to fill this thread up with a ton of great ideas. Remember, list the enchants in an easy to follow way, enchant followed by iths effect and purpose. and any other tibits you might want to see added to the enchat itself, like the more _____ you kill the stronger the enchant gets. or during the day this causes more damage. and remember to be constructive not destructive. if you see something that you think is either a terrible idea or explained in a terrible way, instead of attack the person, please give ideas to either improve or change the idea. give reasons for why you think it needs to be altered and help the community out by helping to build or improve upon your own and ideas and the ideas of others.
  13. The Problem with Trees - Seeds

    As the title suggests, I do believe there is a kind of problem with the trees. Sure, they drop saplings for new trees, but sometimes they don't drop any. Naturally, you just go and look for another tree, but what if there isn't one for miles? In real life, tree's simply make seeds, a TON of seeds. If this were put into TFCraft, I feel as though it might add even more realism, but not make the game too hard or easy. For example, oak tree's drop acorns; not year round, but every now and again during autumn. All tree's follow this kind of natural order. If I could count the amount of those damn 'helicopter' seeds I get in my backyard, I think I'd get a world record for the most time ever spent counting seeds. What I'm thinking is that trees should drop just a few more saplings or some sort of seed during the autumn season in-game, and thus give us the feel of all those seeds piling up in our backyards (unless you live in the plains, lol). It would allow players to gather enough seeds to repopulate their tree farms, but it would also take time for this to happen; you couldn't just get a dozen saplings in the winter or spring. What do you guys think about it?
  14. More realism

    I feel like this mod is lacking in many things, for instance transportation, realism tweaks and possibly more things to do. When I first started playing TerraFirmaCraft I thought it was fun and exciting but after a while I realized that all we really do is create tools, It's like we're all blacksmiths and I find that fairly boring. You may want to add more things like, more animals for hunting, more plants/ vegetables for agriculture (I did read the things for June agriculture and how you said the art is annoying, just get help with the "art") and maybe more industrial things, not to far into the future, like steam engine machines. A few realism tweaks that I thought of were thirst and climate, thirst and climate will go well into each other because the hotter the area the more you need to drink. Maybe light sources have generate heat for cold winters. Another thing that you could do is more transportation, I know you are trying to add simply horses but that's simply not enough, maybe boats and bikes or something. Thank you for reading my suggestion, tell me what you think.
  15. With pre37, sticks have become a bit of a problem for players to deal with. Having various types of sticks could allow for some interesting gameplay (increased durability for tools, different power for bows/javelins, etc) but the problem remains that having different stick types makes gathering/carrying them in the early game, and storage later on, a bit of a nuisance. What I suggest is a system to have a general "Stick" icon in the inventory, and then clicking on that icon could allow for an expanded window to pop up and allow the player to see all the various types of sticks they're carrying. Naturally each stack would still have a maximum limit of 64 sticks, but this system would allow numerous types of sticks all to be held within that single stack of 64. This system could also be carried over to other types of materials, such as stone and wood. Another, slightly unrelated idea, would be to have the player be able to tie up sticks, using string, into "bundles" in order to increase the number of sticks that could be carried at once, possibly doubling the stack size from 64 to 128.
  16. More player built structures

    So when I first started playing minecraft back in early beta, I was fascinated with the nether portal concept, having spent most of my other video gaming on MMOs, I liked the concept of a thing you had to build, instead of just magically fusing together wood to get sticks. I love miss that add more structures, and I was there at the Fall of BTW . I love the bloomery and forge and I would love to see more. This thread is for any ideas. Yes, some of these are from other threads, but I think they belong together. First is a tanning/drying rack. I think it would be made with vertical supports for posts and wool or some new cloth stretched over it. The longer you made the wool the more space you'd have. Used for tanning leather and drying herbs, and maybe if more ceramic is added. Next is some kind of work bench. Not a crafting table, a WORKbench. It would be similar to th anvil except instead of being for metals it would be for leather and cloth, and maybe advanced chiseling if that gets implemented. Third is a freezer/ice box. The idea is ice would be harvested similarly to clean stone. How about... If an ice block is not touching any blocks or water, and the temperature is cold enough,(and maybe is harvested with a special tool idk) then you get the ice blocks. So if ice is places in a 2x2 pattern with stone(not cobble) or bricks of any kind surrounding it, with a 2x2 air space above it(also stone covered) then things can be frozen in it (and keep food from spoiling). Finally, to go with the glass blowing suggestion, A special glassblowing interface block a la bloomery needs to be touching a copper or higher anvil, a forge, and a bellows the forge must be lit but it's okay I'd it goes out after it is created. Molten glass can be blown on the interface block, the bellows is needed to create but not necessary to use. It has a fuel slot so you don't have to have access to the forge.it has anvil style buttons, and a plan slot. That's it for now, add any more or comment on these. Thanks --peffern EDIT: another option is a sundial, the built in calendar is strange and annoying, a sundial created with stone and a top interface block(not really an interface, just to recognize the structure as a sundial. It would change textures based on the time.
  17. Minor suggestion to bioxx

    So i have noticed that bioxx is inclueding featuers and fixing bugs in ever prerelease, and i mean that great, new features yay! But every new feature brings few more bugs into the game and i was thinking that bioxx should do a massive bug clean up and fix the bugs that are lurking inside tfc before he goes onto agriculture in depth, and maybe he could call it "The Extreme Bug Fix".... Thanks for reading and hope this gets to bioxx.
  18. wouldn't it be awsome if we had to drink water to to stay alive food and water thats the way we all stay alive
  19. Carving Stone with Chisels

    We have Chisels. Why can't we carve stuff like rails (of things) out of the solid rock? Chisel + Smooth Stone -> Carving Menu -> Rails, Stairs, Slabs, Supports, Fences, etc.. This would take up durability form the Chisel and possibly give you stone chunks, based on how much volume the resulting block has (in comparison to what you started with) eg. (A full block consists of 8 chunks of stone) Stairs -> 6 Chunks (This is how big the block is, you'd get 8 - 6 = 2 chunks of stone when you carve stairs) Slabs -> 4 Chunks Rails (Embossed) -> 1 or 2 Chunks (Might not happen) Rails (Engraved) -> 6 or 7 Chunks Fences -> 2 Chunks H.Supports -> 3 or 4 Chunks V.Supports -> 2 to 4 Chunks 8 of these chunks could be used to craft a cobblestone block of the same type of stone. The resulting objects would take on the appearance of smooth stone (Current: Chisel + Raw Stone) Stone Bricks could possibly be carved into the smaller objects as well, such as Rails (Embossed) and Fences. Also, Certain carved blocks could be carved down into smaller blocks. eg. Smooth Block -> Stairs -> Slabs -> Rails (Embossed) Smooth Block -> H.Support -> Fence
  20. I was messing around with the sluice box and gold pan and found that I find a lot of gems. Mostly I've found cracked or the other kind but I have found a few of the better versions of gems as well. I've also only found 4 gold nuggets or whatever. IRL I have gold panned and found garnets, flakes of gold, but what I find a lot of is iron sand. That is where my suggestion comes in. I think that it should be pretty common to find "iron sand," which you then need 9 of to make an iron nugget in the fire pit. Then you need nine iron nuggets to make an ingot in the forge. This would make it more viable and realistic.
  21. THIS IS NOT TO MAKE THE PROSPECTOR PICK MORE ACCURATE That is at the top for those who were not part of the IRC conversation that lead to this post. The idea here is to give the prospector pick a secondary functionality in identifying the type of block that it is tapped on directly as well as scanning the area around you. With an alternate tap (shift click maybe?) it will identify the block type that it is clicked on telling you it is Granite or Basalt or Tetrakedrite. That's it!
  22. Advance leather armor

    It will be nice, if u dont want to wear a big full plate armor, to be able to make some advance leather armor with pieces of leather and some metal sheet ...... and to make the thing balance u can put a malus for the bow when u wear an full plate and give a bonus for leather armor (like the drawing speed) (sorry for the english this is not my first language)
  23. There should be some way to easily navigate between the main website and the forum and the wiki. Atm there isn't any button from the forum to the main website or to the wiki. The wiki should have the buttons in the left menu so that it is way easily to go between sites. Just a suggestion to make it easier for new people to navigate. best regards buzz o/
  24. Well whats TerraFirmaCraft about? i think its mostly for realism in minecraft and we cannot talk about such a thing without bringing up the 1mx1m walls that we've always used to make our houses in vanilla minecraft. so my idea its to have a wall like this: [x][x][x] [][] [x][0][0] [0][x][0] [0][0][x] [][] [x] = material in a normal block or collision box [x][x][x] [][] [x][0][0] [0][x][0] [0][0][x] [][] [0] =air or collision box-less space [x][x][x] [][] [x][0][0] [0][x][0] [0][0][x] [][] Vanilla Block ][][][ TerraFirmaCraft Blocks this ones will be like 1/3 of a normal block but put verticaly so one can make thiner walls. the crafting recipe will be like this: [ o ][ o ][ o ] [ o ][ o ][ o ] s= saw [ s ][ b ][ o ] = [ o ][ 3xWb ][ o ] b= block(Stone,cobble,wood,bricks,stone bricks,sandstone, or any mineral block) [ o ][ o ][ o ] [ o ][ o ][ o ] 3xWb = three wall blocks, the ones above Now this will give as it says above one Wb that will be put in the middle of the normal block like this [air ][Wb ][air ] if its put in a crafting table like this it will change its position making it easier to be placed [][][][][][][][][[Normal block] [ o ][ o ][ o ]xxxxxxxxxxxxxxxxxxxx [ o ][ o ][ o ]xxxxxxxxxxxxxxxxxxxx[ o ][ o ][ o ] [ o ][ o ][ Wb ]x=x[ air ][ air ][Wb]xxx[ Wb ][ o ][ o ]xx=x[Wb][ air ][air]xxx[ o ][ Wb ][ o ]xxx=x[ air ][Wb ][air ] [ o ][ o ][ o ]xxx [Normal block]xxxx[ o ][ o ][ o ]xxxx[Normal block]xx [ o ][ o ][ o ]xxxxx[Normal block] this is something very simple (like an idea in modding i have no idea) idea, and it will give a lot of ascetics and realism enhancement, also making things placeable over half-steps (like beds, torches,etc) will give realistically looking houses i will try to make more compensable images to explain my suggestion if someone request it i have made an image to make my point clearer. and crysyn i tough of that as well but this wall block wont replace the old block, its just and addition if you wish to have better houses, and the water problem, well its just something i think we can live with.Heres the image: Edit: Another thing i would like to see its better building physics, if you had ever played KingArthurGold you will be familiarised with this physics. you have an squared building with 4 supports, one in each corner, if you destroy a corner support maybe that corner will fall maybe not(like a cave-in it has a randomnes) but if you destroy another one, the whole building will fall for sure, when it falls it will destroy 25%-35% of the blocks. also when you put cobble you should be abble to make supports but for buildings, just a bit thinner and if you put a support and above it cobble, it wont fall, and if you put 2 more cobblestone they wont fall, like this: [xx][ok][ok][be][ok][ok][xx] [xx]= it falls [ok]= it wont fall [be] = support beam Edit: if any of you guys its familiarised with redpower 2 and its cutted blocks that are like 1/2,1/4,1/7,etc. my idea its pretty much the same but not so thin, also a GUI when placing just like in RedPower 2 will be nice too
  25. Biome Specific Mobs

    I think it would be a good idea, in following the goal of terrafirmacraft, to make the minecraft world more realistic, to make mobs biome specific.