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  1. Alcohol and Gunpowder, Barrel Combat Mechanics Welcome to edition 2 of my tfc suggestions. Thanks for reading this post btw. Now i got this idea while playing on a server and having an imaginary battle whit someone. i had 6 barrels of rum and i told myself:"hey:shouldent i be able to use this?" and got the idea for: Alcohol Battle Mechs: so lets say i have a barrel of rum, and i want to burn down, say, a house.In normal tfc, the only way to light fings on fire in the copper age is to create a outdoor charcoal pit and hope it spreads to the house, witch is very impractical due to the sheer amount of time it would take. My idea would be do "douse" blocks and mobs in alcohol, witch would need a full barrel of it.It would be right cliking to trow the dowsing projectile, that would go only some blocks, and shift click to place the barrel down. once "douwsed", the subject can be lit on fire instantly whith a tortch. this is very usefull but would require some nerfing due to the sheer amount of rum you can create. i would suggest nerfing sugarcane growth, as it grows like weeds at the moment(not very tfc like) and slowing to player down for having a barrel in his hand, and make the trowing animation "charge up" like a bow, meaning some skill is needed to use it efficiantly in combat. it should be noted that the dousing will only get off if you bathe in water, right click animal or block whit buket of water(you can use wood buket) or will dissapear over time Edit:throwing modes bring able to throw the alcohol particles is two ways(using m key of course): spread: covers a large area. mobs doused in alcohol will be lit by other mobs on fire(same whit players) causing a chain reaction of fire. Line: move your cursor in a specific direction and it will use centrifugal energy to throw it in a line in front of you. good if your surounded. Edit: oil oil is flammable, like alcohol(has same mechanichs as said above), and can be found one of two ways: 1: bio oil: take a high oil substance, like olives, and grind them in the quern. once grinded you will get a oily slurry(digusting). now take a peice of woll and right click the top of the barrel to make a filtering barrel. now right click the top of the barrel whit the slurry to filter the bio oil into the barrel, giving you bio oil in your barrel 2: Natural oil: natural oil is found in nature, and range in variety. they are rated by pure-ness, and range from clear petroleum to thick tar. thikness will make it heavier, meaning you throw less far, but will burn longer and slow down your enemies. Science it can be found in pools, thick tar is good for traps. Edit: Molotov coctail: Crafted whit rum bottle, cloth, and a tortch. once thrown and landed, it will randomly(with very high chance) light mobs and blocks on fire in a 5x5 radius Gunpowder: You can place down gunpoweder from a barrel as a block whlie right clicking(shiftclick to place). Lighiting it whit a tortch will cause a VERY rapid fuse. once it reaches a barrel it will instantly explode. Please show me you opinion in the comments, and stay respectfull -Simon_science
  2. If a blast furnace or a forge can detect a correctly arranged bellows pointing into it, then its GUI should have an added "Press Bellows" (or something more apt) button that the player can press to activate the bellows for the desired effect. This should elegantly remove the need for the player to enter/exit/enter/exit GUI screens to operate the bellows - it should make things less aggravating and easier/more efficient to operate. As there's existing code that already detects if certain blocks are in place with respect to a certain block (charcoal pit, forge, blast furnace), this shouldn't be too much to code and implement; it may alleviate the (immediate) need to implement (the more intricate) mechanics behind transferred mechanical energy (hand crank, windmill, foot pedal, etc). Thanks for reading. --- Danek :2)
  3. I was attracted by TFCraftat the first glance and I really like its awesome realistic world. But after I moved into the Iron Age, I found I had nothing to do except mining & smithing. It was boring, why don't we do something else, for example, writing, to let us get into civilization? Here are my suggestions. Paper 3 sugar canes for paper? Don't you think it is too childish? In fact, paper making is a hard process. There are more details in the wiki, and it's not difficult to convert it into game. For example: [*]Soak the materials into water, materials can be jute, straw and so on, wood was late used and needed to be broken up. [*]Heat it or add limewater(in fact it needs soda orcaustic soda) to get pulp. [*]Screen the pulp, which needs a wooden frame(deckle). And laythe wet mat of fibre on top of a damp cloth. [*]Repeat step 3 to stack more on the damp cloth until getting a required number. [*]Gently place a wooden plank on the top of the stack and add some stone(cobblestone) to squeeze out water. [*]Air dry it and finally we get the paper. Also there are more references and it's only my advice. Pens Either quill or ink brush is a good choice and the materials are not difficult to get. But it seems that making a pen is still not easy. So it just needs a knife, a heating device(forge?) and some feathers in the game. Ink brush is used in ancient China to write on paper. Since paper making is in a Chinese traditional way I think it's interesting to use their writing tools. A ink brush consists of stalk and hairs. Stalk is a hollow cylinder usually made of bamboo but wood is either OK. And hairs are mainly from animals. Just tie some hairs together and fit it into the stalk, an ink brush is made. In the game, it is easy to use wool(maybe sorted) as hairs and wood(crafted) as a stalk. Inks Ancient inks are more complicated according to different cultures, so I just suggest ink sac as the original. But ink bottle is a good idea for writing and is made just by placing a glass bottle on the top of a block. Then fill it with ink sac or marking used now. Also dyes can be added into inks to create colored writing. BookWriting Shift-right-click to place a paper on the top of a suitable block(e.g. dirt and sand are unsuitable), with an ink bottle nearby, then hold the pen and right-click the paper to start writing. The pen should first be dipped into the ink bottle and writing will decrease the ink as well as the durability of the pen. Rough surfaces will cause twice durability decrease. It means a smooth stone is the best material to make your desk. A written paper will be renamed as a note, and right-click the note for a look. Signs should also be written with pens and inks. A lot of paper/notes can be fastened together as a notebook with some methods, for example, threads and glues. Animal glue was made in the ancient mainly use hides, so it fits the condition of TFCraft. While staples and stapler are hard to get. Finally bind the notebook in leather and sign it. After that, a book is finally finished and no more words can be changed. And a bookshelf could be a great place to place written books like a log pile, isn't it?
  4. Stone Age Building Materials

    I can only think of three building materials in the stone age - Thatch, Logs and Cobblestone (which falls). I think there should be some more materials available for building in the stone age. In order to keep the idea of struggling for survival, they shouldn't be easily obtainable, and they shouldn't be easy to build with. So, I propose: - Sticks - Add the plank placing mechanic to sticks, but they can only be placed vertically, and can only be placed when there is a block below them. - Mortared Cobblestone - Brick recipe but with stones and clay. Does not fall if the block below is a drymortared cobblestone and there is a solid block on at least one horizontal direction, otherwise acts like TFC falling blocks(dirt, sand etc). Takes a few minecraft hours to dry. - Adobe / Clay Bricks - Made from straw and bricks, take a few hours to dry in your inventory (cool down type thing). Maybe it needs to be placed in an ingot mould to get its shape. Can make the Clay bricks block with a 2x2 brick recipe. If there is not a solid block on at least one horizontal direction, it falls.
  5. New device: Range: mid-game replacement for fire pit Getting tired of having a beautiful kitchen of stone counters and hand quern marred by a pile of burnt sticks and embers? Well we have the solution for YOU! Try the TFC inc.'s NEW and improved Range! It's a beautiful construct of stone or metal that you can simply place in your kitchen! No chimney required! It may not get as hot as our amazing forge, but unlike the forge it will consume coal and charcoal very, very slowly! You can use it to heat your home! You can use it to cook your food! You can use it to set sticks on fire! You can even use it to dispose of Hansel and Gretel, we won't judge! With it's lovely expanded size you can even cook them both at once! Order yours NOW from TFC inc.! Some assembly required The range could have a stone base and small number of tier I or tier II metal parts, such as the grill that the cookery would rest on. I would consume coal and charcoal at a WAY slower rate than the forge, but would only be able to heat things to Very Hot****, and it would get them there slowly. User interface: 1: Accepts only a stack of coal or charcoal 2: Fed by 1, consumes coal to keeps temperature up 3: Accepts any stack of anything 4: Fed by 3, heats items to Very Hot**** if the temperature permits 5: Fed by 4 should the item in it change to something else (like uncooked to cooked, or stick to torch).
  6. Archery Overhaul

    This is an updated OP. The first version was trying to be redundantly realistic, hopefully this is better focused on quality and not just random detail overload. In real life crafting a quality bow can be done with little more than a knife and a straight piece of wood but it wont last long and it won't be very powerful. Right now the recipe for a bow is a huge let down. Close range weapons have a levelling system and the only long range weapon in the game is nothing but a vanilla item with “longer hold = stronger shot”. I would like to see bow making take on some similar qualities to metal working in this mod (things like scaled tiers of weapon, a unique GUI for crafting, skill with associated benefits ...etc) If you are wondering why this is such a long post... It would be easy to make a short post that says “Buff archery!”, in fact many posts of this nature exist for various aspect of the game. Instead of simply complaining loudly about the current state of bows and arrows I prefer to be more solution oriented and actually propose a detailed system to fix the problem. If you think this is too much detail, perhaps you are right about some parts but overall I would disagree. Look at the level of complexity that goes into metals in TFC in contrast to Vanilla Minecraft. There are the basics that you see but loads more details in the background. What we currently have is more or less the vanilla mechanics of archery. Instead of proposing a half-baked idea I have chosen to flesh it out and display a possibility for what archery could (and I believe should) be in Terafiirmacraft. Mechanics of Archery •When drawing a bow, any length of draw will shoot an arrow (this makes sense but is currently not the case) •The velocity of the arrow is determined by the type of bow used and whether or not it was drawn back fully •Holding an already fully drawn bow for a longer time will NOT increase the damage done by the resulting shot •Holding a fully drawn bow can only be done for a certain amount of time before your arm tires and the shot cancels -The time limit is determined by the draw weight of the bow and the archery level of the player -A bow that can only be held for 5 seconds by someone who is level 0 might be held for 20 seconds by someone who is level 50 and indefinitely by someone who is level 200 (numbers are random to illustrate progression) -Gaining archery skill adds time to the limit for low level bows faster than it adds time to high level bows •Quiver HUD will show quantities of each arrow type and which is currently selected (hotkeys to rotate selection) •In real life, firing an arrow results in the bow tilting forward after the arrow is loose -This would also be added to prevent people from grinding targets with no challenge once they find an angle that works •There is a brief reload time between shooting an arrow and starting to draw the next one (mimicking the time needed to nock an arrow in real life, high level archers would be able to nock new arrows faster to increase their rate of fire just a bit) •Shooting an arrow will spook nearby passive mobs if the arrow -does not kill the animal instantly or -hits the ground near the animal(s) •The factors that affect the damage of a shot are -The velocity of the arrow -The type of arrow (Damage is determined by the base dmg of the arrow type multiplied by a value that is influenced by velocity) •The draw weight of the bow only loosely reflects the damage increase, it does not directly influence damage •The draw weight only determines the strength of the bowstring needed Archery skill •Archery skill would be gained by -crafting bows (highest, variation depending on type of bow) -crafting arrows (lowest) -hitting targets (none-high) -hitting players (medium) -hitting passive mobs (medium) -hitting hostile mobs (high) •Archery skill would -increase durability of bows when crafting (similar to smithing) -slightly decrease the time it takes you to draw any bow -give you more time to aim before your arm gets tired -slightly decrease the time it takes to nock an arrow (time between firing and starting the next draw) Target Practice •Targets are created by placing thatch in a 3x3 wall and firing an arrow into the center block. The thatch becomes an immovable entity with 2 hitboxes, the outer ring of thatch is a separate hitbox and the middle block which turns red in color and serves as the “bullseye” •Arrows must hit the bullseye to gain archery skill •The amount of skill gained would depend on the distance from the target -at close range (none) -at mid range (medium) -at long range (high) •The definition of close, medium and long range would be different for each bow Stone age arrows •Stone arrowheads are made using the existing knapping interface •Each stone is knapped into 1 or two arrowheads using this pattern (or mirror images/rotations) 1 arrowhead 2 arrowheads •Stone arrows -have the lowest base damage value -will break when they hit anything except a target, dropping a fletched stick at the site of impact -have no effect on metal-armored players and mobs -have a strong debuff against leather-armored players and mobs -can be crafted in a 2x2 grid using a stick + feather + arrowhead (Yields one arrow, 4 arrows from one head is silly) or -crafting a fletched stick with a stone arrowhead •Flint arrows -have a base damage value slightly higher than stone -will break when they hit the ground or a metal-armored entity, dropping a fletched stick at the site of impact -have no effect on metal-armored players and mobs -have no debuff against leather armored players and mobs •Flint arrows could be made crafting a single piece of flint, yields 2 arrowheads (or it could be done using the knapping mechanic for stone, or the flint could be used as an arrowhead the way it is currently) Metal age arrows •Same recipe as stone age arrows (feather + stick + arrowhead = arrow) •Metal arrowheads of copper and bronze can be cast in a clay mold -one arrowhead mold can be cast into 4 arrowheads -one arrowhead mold consumes 50 units of molten copper/bronze (net yield is 8 arrowheads per ingot) •Wrought iron, steel and black steel must be worked on an anvil to create arrowheads - First you must work an ingot into a pile of small ingots, this is made using Punch, Last Punch, Not last Punch, Not last -Working one pile of small ingots gives 8 arrowheads (same net yield as casting) •There are 2 types of metal arrows: Broadhead and Blunt Broadheads -The clay mold for casting broadheads would look like this -Making broadheads on an anvil would be done by working a pile of small ingots using Hit, Last Hit, Not last Shrink, Not last •Broadheads do piercing damage and cause a bleed effect for an additional bit of damage 1 second later •Broadheads have a chance to break if they hit a metal-armored mob or player. (chance decreased with better metals) Blunt Heads -The clay mold for casting blunt heads would look like this -Making blunt heads on an anvil would be done by working a pile of small ingots using Upset, Last Draw, Not last Any, Not last •Blunt heads do crushing damage but are only effective against skeletons and birds, they will stun larger (non-skeleton) mobs for a brief moment (time increases with better metals) •Blunt heads do not break Bowstrings •To make a bowstring hold at least 8 string in your hand and alternate left and right clicking (simulates plaiting) •After 8 right clicks and 8 left clinks the string is consumed and you will have a bowstring with a 8 pound draw strength. •Hold the bowstring in your hand and for every following 4 sets of left and right clicks following the initial creation of the string, 4 string is consumed from the inventory and 4 pounds is added to the draw strength of the bowstring •In order to string a bow, the draw strength must be equal to or greater than the draw weight of the bow. Stone Age Bows Basic Self Bow The staple long range weapon of the stone age. Specs -Draw weight 16lbs -Draw speed 3s -Draw hold time 8s at level 0 -Durability 300 uses Crafting •Splitting a log with a stone axe (by crafting together) gives a Rough Wood Stave •Right clicking holding a Rough Stave and having a stone knife on your hotbar opens a GUI to tiller the stave into a bow Diagram of tillering for stone age bows (brown section=wood and is 1500x100 pixels thick, everything is proportional, 1 unit = 10 pixels) -The Rough Stave is displayed across the screen as a long rectangular shape with a slot at the top right hand corner that takes the knife from your hotbar automatically (to help players know they need to use it) -The faint shape of a finished bow could be displayed above the visual of the stave to help the player know what to do -A Rough Stave has a max thickness of 10 units and a minimum thickness of 8 units, wood in the sections outlined in red may or may not be there. -This means that there is always 6 units of thickness that goes through the center of the entire stave •Left clicking with a knife in section 1a will remove a unit of thickness from the top of section 1 •Left clicking with a knife in section 1b will remove a unit of thickness from the bottom of section 1 -If all the wood is gone in 1b then clicking in 1b will start to remove the wood at the bottom of 1a •To successfully turn the Rough Stave into a Basic Self Bow (unstrung) you must thin the Rough Stave so that there is -1 unit in section 1a -2 units in section 2a -3 units in section 3a -2 units in section 4a -1 unit in section 5a (The shape of the bow is what matters, the sections with wood in them can be translated vertically up or down so long as the shape remains intact) Diagram for shape of finished Basic Self Bow •If any segment is left too thick when exiting the GUI the item will remain a Rough Stave and the tooltip will display Item has been carved •If any segment is thinned past the point of being able to create a bow, the Stave will show Ruined on the tooltip when the GUI is exited •To string the bow -make sure you have a bowstring with the correct draw weight in your inventory -hold right click with the bow in hand (like you were firing) and the unstrung bow will bend back -when it reaches full draw the bowstring is consumed and you now hold a Basic Self Bow Bamboo Bow Not as powerful or durable as the Basic Self Bow but much easier to acquire. Specs -Draw weight 8lbs -Draw speed 2s -Draw hold time infinite -Durability 120 uses Crafting •Harvesting the bottom block of a 3-tall sugarcane with a knife takes 10 seconds and drops a Bamboo Stave (similar to breaking grass with a knife yields an intact resource while punching will destroy it) •A bamboo stave only needs to be strung using the same mechanic for stringing the Basic Self Bow and it is ready for use Metal Age Bows (Work in progress) Other features I can’t decide on -Multiple bowstring materials (string, jute fibers, sinew…etc) -Bowstring durability (based on material & draw strength) -Sights to help aim (a use for gems) If you want to read the original post for quotes, references or just to see where this idea started here you go. Hi, thanks for coming over to read this, it means a lot to me. I'll start off by acknowledging that I'm totally new to this forum, so none of you will know me. I hope that doesn't affect your opinion of my ideas too much. My first time making a bow in terrafirmacraft was a bit of a let down. It's such a delicate, long, time consuming and skilled process in real life that I expected something fun and challenging in game. My goal for this thread is to show you how Archery in TFC could be something that takes time to master, has good rewards, takes effort, patience and ads to the immersion of the game as well as adding another dynamic to SMP where players would become skilled bowyers, serving their communities and making high quality weapons for their friends. Having a good bow would be a point of pride on a server, where crafting the best bow can take a full year to do it properly. I couldn't get this archery business off my mind so i threw it into words on a page. Nearing the end of my venting I realized I wanted to make a suggestion thread, so I made a forum account but to my horror (Should have seen this coming a mile away) a fellow by the name of Jed1314 already asked for an ranged weapon overhaul. No disrespect to him or his ideas and please know I wrote all of this before I found his thread. Here goes. I think everyone was happy when they saw the quiver added but the sad fact is that Archery is currently a 2 and a half tier system. Tier 1- You have no bow. You have no arrows. Tier 2- You pluck 2 pheasants and kill 3 spiders. You now have the best bow and more arrows than you will use in a year. Tier 2.5- You kill a few pigs, make your first saw, hammer and find a few flux stone for making leather. You now have a quiver. Tier 3- There is no tier 3, you have everything you will ever have. That's it. You're done.... good job. Go mine some copper. As you can see there more than a little is room for improvement. I am sure that the developers are well aware of this but nevertheless I would like to voice my opinions in hopes that I am not the only one who would like to see this aspect of weaponry fleshed out in the near future. Maybe I'll get lucky and someone will even agree with the specifics Bow-making is a highly complicated art form, many people devote their lives to it and are still getting better. Obviously metalworking is the current focus of complexity but I think archery could be a great runner-up. Am I suggesting a ridiculous amount of detail? Yes. Would it take a ton of code? Yes. Could it be simplified? Absolutely. This is just to show what it COULD be. As always it's up to the devs to determine what it actually WILL be. First I will give you a nice list. Then, if you're interested, there will be more detailed explanations of the logic and rational that went into the the things on the list. That will go under the list. Have a nice day :3 Condensed list of additions to archery Archery skill- Become a Robin Hoodlum! Multi-step bow/arrow creation- Get crafty! Different bows/arrows- Upgrade your gear! Comprehensive list of additions to Archery New Blocks/Items/Thingies Straight Stave The first step in making any bow above bamboo is to acquire a straight stave of the needed wood type. Straight staves are worked on the bowyer station to create bows. They drop from breaking logs that were not placed by a player and can only be dropped from the log block you are breaking, not from any logs above it that will fall when you chop below them. They are an uncommon → rare drop. (Higher level archers get a better chance of a straight stave dropping) Tiller Crafted using 5 planks (must be from hardwood tree) fill center column and place a plank in both bottom corners Used when crafting higher tier bows, after stretching unfinished bow on it you can see where more wood must be removed to progress to the next stage. Contains a slot for a string. String must be equal to the draw weight of the bow to use it on the tiller Drying rack 3 planks on bottom row and a triangle of 3 sticks, can hold 1 bow (and possibly a certain amount of food) for drying Horn/Antler Mob drop from rams or deer, respectively Used in crafting composite bows Sinew Rare drop from pigs, cows & sheep Consistent drop from deer Used in crafting composite bows Collagen/Glue Collagen is a by product from scraping soaked hides, it is the connective tissue on animal hides. Every 4 collagen (stacks to 32), kept very hot*** (or hotter) in a fire pit for a full 2 minutes with enough empty bottles in one of the output slots will produce a bottle of glue. Bottles of glue have a multiple use durability and are used to fasten different parts of higher level bows together. Linseed (Crop) aka “Flax” Harvesting flax yields flax fiber and 3-6 seeds. Cooking 32 seeds in a fire pit with empty bottles in an output slot will produce bottles of linseed oil. Flax fiber is processed the same way as jute. Osage Orange (existing tree) Tier VI Osage orange is one of the best woods for bow-making irl. Since we already have an orange tree i decided it would be simpler to use it for this. When harvesting the trunk blocks of an orange tree you will get either a bent, warped, knotty or straight stave. Straight staves make up 5% of drops and are the only stave that can make composite bows and stocks for crossbows. The other staves are useless for bow making but can be cut into lumber and crafted into orange wood planks to make the Bowyer Station (new multi-block structure) Lemonwood (existing tree) Tier V Same mechanic as osage orange but using lemon trees. This wood is good enough for a recurve bow but not composite. Chance to get a straight Lemonwood stave is 8% Yew (new tree) Tier IV Spawns like any other regular tree (not tfc fruit tree). It is required to make longbows. A straight yew stave has a 10% chance to drop but only from the block you are cutting, none of the tree that falls down above your axe cut has a chance to produce a stave. Maple/Oak/Ash (existing trees) Tier III All these trees already exist. Harvesting a straight stave is a 15%chance. These woods are needed to make shortbows. Bamboo (new item) Tier II Bamboo staves are harvested by breaking the bottom block of a 3-high sugarcane that grew on its own. The higher archery level you are the faster you can successfully harvest a bamboo stave. You have to be careful, so breaking the block at low levels will take about 45 seconds. Big Stick (new item) Tier I Crafted with any 3 sticks diagonal in the crafting table along with a knife in any empty slot. This is used to make beginner’s bows. Chromite (new ore) Contains chromium, used in making spring steel Spiegeleisen (new alloy ore) A natural iron alloy ore with 15% manganese, 85% iron. Ideal for spring steel because the manganese content is already the right amount. Mix 92% Spiegeleisen and 8% Chromium in a crucible to obtain stainless steel alloy (new crucible mixture). Spring-Tempered Stainless Steel Made by repeatedly working stainless steel ingot on an anvil. Every Hit, Hit, Hit finish has a 10% chance to produce spring tempered stainless steel Bow Strings (new item) Instead of spiders dropping string they drop silk threads. Hold silk threads (at least 16) in your hand and alternately left and right click in the air (8 right clicks and 8 left clicks). This will plait the threads together into a bowstring with an 8 pound draw limit. In order to make stronger bowstring for higher level bows, repeat the process while holding a bow string in your hand, silk threads in your inventory will be consumed and for every set of 8 left clicks and 8 right clicks (still alternating) 16 threads will be used and the string will gain 8 pounds of draw limit. Target (new placeable item) Large targets are made by crafting 2x2 thatch with 2 planks underneath. Hitting a large target adds to your archery skill. Distance to target is factored in. Small targets are made with thatch overtop a plank. Hitting a small target adds more xp then a large one. Distance is factored in. Poison (new item) It would involve 2 new poisonous crops, golden poppies and cassava and appropriate steps for processing the raw plant material into poison. Higher level poisons could be created using other mechanics involving poison dart frogs or abalone shells, to name a few possibilities. (More on this idea if you guys are interested) Addition of archery skill -Archery skill increased by -hitting targets (skill increase based on distance to target, size of target and where you hit) -hitting mobs (skill increase based on distance, size of target and how clean the shot was) -hitting players (skill increase based on distance and where you hit) -Archery skill will influence 8]-how fast you draw ANY bow 8]modifies the base value for a faster pull 8]-how steady you are with ANY bow 8]crosshair waivers while holding a draw, this affects how quickly and how much your aim will stabilize after drawing a bow (different from bow accuracy) 8]-how fast you can nock another arrow 8]this is obvious, an experienced archer can rapidly draw and fire arrows but a beginner will take more time to grab for his quiver and nock the next arrow 8]-how long you can hold bows at full draw 8]Bows with heavier pulls wear out your arm faster and holding at full draw for too long starts to make your cursor move erratically until you are forced to cancel the shot 8]-what types of bows and arrows you can use 8]If you attempt to use a bow that is above your level you will get a message saying “Maybe I should practice on something a little easier first.” and you will not be able to fire an arrow 8]NOTE At lower levels the archery skill provides more of a boost per (x number of levels) 8]For expample: (using random numbers) getting to level 100 might take 0.4 seconds off your draw times but getting to level 1000 might only take off 1.3 seconds. 8] Bow attributes Draw speed (in seconds)** Base draw time to a max velocity arrow, holding a bow at full draw for 10 seconds doesn't make the arrow fly any further then holding it there for one second, but it will make your aim a little more steady. This should be a mechanic, it takes only a few seconds to reach max potential energy at full draw but in order to steady your aim you must hold it there while you line up your target. Hold it too long and your arm will get tired (at higher skill levels you can hold bows full drawn much longer as you increase in strength) Draw weight (in pounds) ** Main factor in determining the resulting velocity of the arrow at any given stage of the draw. In combination with the arrow used and the skill level of the archer this helps determine damage. In conjunction with archery skill this attribute also determines how long you can hold a bow at full draw before your arms gives out. Accuracy (max angle variation in degrees)*** (low-high)** When the arrow is loosed it will fly at an angle slightly off what was aimed. Higher tiers of bows will fire shots with less and less deviation from the crosshair. ONLY THE WORD VALUE is shown on when shift+hover cursor, the decimal value is the max angle it can deviate and is used only for calculations. Durability (uses, numerical) * This is not what breaks the bow. When a bow reaches 20% of it’s durability it starts to lose it’s spring and fires with 5% less velocity for each additional percent of durability lost until it reaches 0% durability and the bow loses its spring entirely. A bow below 20% durability can be re-tillered at a bowyer station to get it back to 50% of it’s original durability, the 50% becomes it’s new max durability so when it reaches 20% of that it can be tillered again if the player wishes to get a few more shots out of it. Bows can be re-tillered no more than twice, after that there is not enough wood left and it becomes a decorative item. -Decay (dry >>> rotten)* Historically the composite bows that had sinew, horn, bone and wood in them were used in dry regions because of the higher risks of decay. With the exception of the crossbow, bows will become progressively wetter when they are taken outside in the rain, when taken swimming or when stored on a tool rack that does not have a solid block over top it during a storm. While exposed to water the bow progresses from damp → wet → soaked → musty → mildewed → decaying → rotten. The rate of progressions increases a you go along Here is information on each stage Water-proofing of bows can be done by crafting the bow with a bottle of linseed oil (new crop) and a wool cloth (cloth not consumed, empty bottle returned) Each waterproofing lasts 3 days. Damp No effect on using the bow, serves as preliminary warning. Wet 25% chance to use 2 durability per shot Soaked 75% chance to use 2 durability per shot, velocity decrease 10% Musty 2 durability per shot, 25%chance to use 4 durability per shot, velocity decrease 20% Mildewed 5 durability per shot, 30% to use 20 durability per shot, velocity decrease by 35%, 4% chance to break on use Decaying 30 durability per shot, velocity decrease by 50%, 20% chance to break on use Rotten Bow breaks. Drying To dry a damp, wet or soaked bow more quickly you must place it on a drying rack (new block) with one air block in between the rack and a lit campfire or 2 air blocks from a lit forge. (This could also be used as the mechanic used to dry fruits, vegetables and meats) Note, if the bow is in the musty, mildewed or decaying stages a drying rack MUST be used, air drying (in the inventory or on a tool rack with no fire) may only be used to dry a bow that is damp, wet or soaked but will take significantly longer. -Brittleness (supple >>> brittle, affected by temperature)* This attribute only affects the crossbow because the part that bends aka, the prod (or lathe, in this case because it is made of steel) is metal and so becomes much more brittle when cold. Along with 2x rot progression on the composite bow this mechanic serves to reduce power-creep in archery. 8]Supple Ambient temp above 0º, no debuffs. 8]Cold**** Ambient temp between 0º and -20º, 1% chance crossbow lathe will shatter when both winding or firing 8]Brittle Ambient temp below 20º, 10%chance crossbow lathe will shatter when both winding or firing * indicates information displayed with hovering cursor over item** indicates information when shift+hover cursor ***(Note that deviation should be randomized to fit WITHIN the max angle and should not always BE the max angle. ie: a bow with terrible accuracy might shoot right where you are aiming, but it’s unlikely) ****Realistically this is the brittle temperature of high-carbon steel, stainless spring-forged steel would be fine well under 100º celsius. For believability though I think it’s fine. Different bow types Beginner’s bow 6s 12lbs Dreadful accuracy (1.4º) 120 Bamboo bow 7s22lbs Poor accuracy (1.1º) 220/220 1.5x rot progression speed Short bow 5s30lbs Fair accuracy(0.6º) 410/410 Can be fired while riding a horse Long bow 6s45lbs Fair accuracy (0.55º) 440/440 Recurve bow 4s60lbs Good accuracy (0.2º) 710/710 Can be fired while riding a horse Composite bow 3s80lbs Very good accuracy (0.025º) 1300/1300 2x rot progression speed Can be fired while riding a horse Spring-Tempered Steel crossbow (fires steel bolts) 16-Draw speed150-Draw weight ca Very good accuracy (0.1º) 1200/1200 susceptible to cold CONCERNING ACCURACY If you are wondering about the accuracy values I will briefly explain. Using basic trigonometric ratios you can determine how much an arrow can go off course. Assuming all arrows fly straight lines (no gravity) and every bow was capable of shooting 100 blocks. A bow with a max accuracy variation of 1.5º COULD hit roughly 2.6 blocks to either side and up or down of where you aimed. (Keep in mind the bows with the more terrible accuracies will not be able to fire great distances anyway so this will be diminished) A bow with 1º COULD be up to be 1.7 blocks off center at 100 meter distance. A bow with 0.1º COULD be up to 0.175 blocks off center at same distance. Remember that I say COULD because it will more often hit somewhere between center and the max variation. Your shooting won’t ALWAYS be off. Fewer mistakes when crafting a bow will be able to make the accuracy slightly better (and visa versa), more on crafting later (if you guys are interested) Crafting Arrows Too many arrowheads spoil the broth… Not sure who makes arrowhead soup but I’ll keep that in mind. All arrow recipes are shapeless and involve the arrow head, a stick and a feather. ​Crossbow bolts are crafted with a bolt shaft on top a feather. All arrows have 0% chance to break when fired into a target (right clicking target will pull arrows out one at a time starting with the most recent addition Stone age arrows Stone arrowhead Lowest Damage Crafted using the existing knapping interface Created 2 arrowheads at a time using this technique (requires some finesse, horizontal and vertical mirror images also viable) http://i.imgur.com/x1F9S37.png All arrows with stone heads will break on impact unless the arrow hits a player/mob/target in which case igneous extrusive arrows have a 60% chance of dropping when the animal/player dies. Igneous Intrusive have a 40% chance to do the same. Metamorphic rocks are at 20% chance and sedimentary stone cannot be used to make arrowheads. (IMHO it shouldn’t be used for any tools… who ever heard of stone tool being made from chalk?) If the arrow is not retrieved then the animal broke it off and it is gone for good When hitting the ground with a missed shot only the head of the arrow breaks or all the birds would be dead in a week. Simply recraft broken arrow with a fresh arrowhead and try again. Flint arrowheads Same dmg as stone (but can cause bleed, can add poison) I don’t think the current recipe has anything wrong with it. If you added flint knapping and used the same knapping recipe as stone to double your arrowhead output that would be appreciated by people who keep firing arrows at the ground and breaking them. Flint arrows would use the same breaking/repairing mechanic and percentages as igneous extrusive rock, but they have a 30% chance to cause a mob or player to bleed for an additional 50% of regular damage due to being sharper than their stone cousins. Flint arrows are the only arrows that can be treated with poisons to create poison arrows. (poisons contain compounds that could react with metals and become useless, also serves to prevent OP arrows with both high damage and poison) Metal age arrows All metal arrowheads are produced by working metal ingots in an anvil. Start ingot with a process that ends in Punch, Punch, Punch (punch ingot 3 times = 4 joined pieces) This creates a metal item called “small joined ingots” This item is immediately worked again with a process ending in Draw, Any Hit, Punch (pull out shape, flatten to broadhead, punch to separate 4 arrowheads) Allow arrowheads to cool and craft as before mentioned to create arrows. All metal arrows are retrievable when the animal they are shot in is killed. Broadhead Arrows -Effective against naked players, leather armored players and mobs (except skeletons) Copper Broadhead Lower dmg, 15% chance to break if arrow hits the ground Bronze Broadhead Medium dmg, 8% chance to break if arrow hits the ground, 10% chance to “bleed” an additional 50% dmg Wrought Iron Broadhead High dmg, 3% chance to break if arrow hits the ground, 20% chance to chance to “bleed” an additional 40% dmg Steel Broadhead Highest dmg, will not break if hits the ground, 25% chance to “bleed” an additional 35% dmg Steel Bolt Shafts Made by working “Small joined ingots” with a final process of Any, Draw, Punch (pull shape and punch to separate, no flattening needed) Only effective against armored players/mobs. (Bolts don’t have the internal bleeding effect of broadheads and so are not used in hunting, they existed solely to punch through armor) Crafting Bows This is where I have to figure out how to explain the visual in my mind about the interface for working staves into bows. It would require multiple steps, drying in between, tillering, bending with hot oil and some other stuff in a unique GUI but at this point I feel I should slow down and ask what you guys think before writing an almanac on bow making. Let me know if you're interested in my ideas for actually crafting the bows! And questions, criticisms and general feedback are welcome! PS, If you made it this far I am truly flattered. Thanks!
  7. Leather Armor?

    I think it would be interesting opportunity to craft leather armor with the addition of metals, increasing the size of the inventory through pockets .
  8. Smokehouse Multiblock Structure!

    As I was lamenting my inability to find some rock salt, I starting thinking of other ways to cure meat for the winter. I came up with a new multiblock structure... the Smokehouse. http://imgur.com/Ufr0Z09 It could be sized differently depending on the player's needs, but I build a slightly big one... 5x5, with a 3x3 interior. http://imgur.com/KwLAr9l The player would make a stone hut and place a metal chimney on top... (willow planks are my stunt chimney) http://imgur.com/WQGkDCG You could make metal racks (again with willow stand-ins) to hold the raw meat. If you line the fill the bottom area with a thin line of charcoal and light a campfire in the center, your smokehouse will start smoking the meat. Return in a few hours to have meat that would (hopefully) last through winter. I also made a video outlining the idea in case I wasn't totally clear in that description. Here it is!
  9. Sleds - a mean of transport

    I love the seasons in TerraFirmaCraft. Especially Winter is great. But the first thing, that came to my mind when I saw the wide ice-fields of the ocean for the first time was: "Damn I'd like to use a sled on this". There could be several types of sleds, from simple ones to more advanced ones which use dogs to pull them. On one side you could travel faster over the ice-fields and on the other side you could use it as some kind of item transportation device. I think sleds are what TFC needs
  10. Food Sources

    MEAT I just started playing Terrafirmacraft and had set up what i need to survive, well everything but food... So, I set out to find some and came across a pig. I figured i'd have to kill like 5 or 6 of them to sustain my hunger, but when i killed it i realized it was more than enough. I lived for about a month before having to hunt again, which i thought was very unrealistic... Anyways, my point is that I would like to have to hunt every other day or maybe even every week, to keep myself alive. I feel as though I sit around alot waiting for something to do, and having all that food just makes time for me to circle the globe in search of plants (which only takes about an hour of my time) to keep more food? I was wondering if in the upcoming update, If there could be more focus on nurishment. I think that food should be harder to get and you should have to always be in a constant battle for food.. MOBS I also think as well that it would be very benificial to the game if you had more mobs spawn, and would be able to make alot more types of food from them.. ( anyways i beileve that if these things were added in it would add to alot more supporters... Also, I'd like to say this is my favorite mod By Far )
  11. COOKING RE-DO

    ok first i want to thank everybody for this amazing mod... okay ... also i like the whole "realistic" feel to the mod and how you have to do stuff like you do in real life... but the cooking part feels like it's been lift out... i want to separate my idea into 2 section: first the basics : the idea of having the recipes seed related doesn't make any sense.... like i know that eggs and tomatoes and green pepper taste good in real life but then it tastes "terrible" with a 0.0 taste score !!! that doesn't make any sense... so instead of blindly putting stuff together in hopes of getting a higher score, we should but ingredients together that make sense to us in real life so you can implante a list of "recipes" with different scores.... and it does't have to be the bizarre recipes but just the basics like rice and tomatoes and potatoes for example ! this well not only make cooking a bit smarter but will also make a reason for traveling far and collecting different types of crops and fruits to make your favourite meal and also i hate the fact that a meal is limited to 4 types of foods with fixed amounts.... why can't we put 6 types? .. why not 8?.. why not 16 ? and why can't we add a certain kind of vegetables into a 4oz slot and one in the 2oz slot ? second... the advanced complexity: this is most probably already suggested but for the sack of a full suggestions and to also get this idea out of my head... we should be able to "cook" instead of making a salad.... we need heat , we need water, we need seasoning, salt.pepper and lastly i would like to suggest a few extra things adding cream for making dessert with berries and all. being able to drink milk?! butter... for making cookies cake ! (it's a lie) .... i'll add more when i remember more so again thanks for this great mod and sorry for the loooong post and the bad english
  12. I think a better fire model in this evolved minecraft era would be great!The normal fire should not be permanentTo be permanent the fire should need a couple pieces of rocks around it (just placed on the fire, like 5 maybe) (similar to don't starve)Some kind of spit should be required to cookMaybe a nice sexy cauldron on the fireplace for my kitchen? This is a visualisation I found on the internets
  13. In the Forum section Showoff, Plans would be amazing, and some way of downloading them and putting them in your world. I would really love this. Even if to start it would just be a entity download for world edit!
  14. I've read some post on food but not one focus on just cheese. Right now we have one type of cheese and food decay. We all know some cheeses have mold in it. Gross I know, but we love it. Brie is produced from the whole or semi-skimmed cow's milk. Which we have in the game. Rennet is added in to raw milk and heated to a temperature of 37°C to obtain the curd. We would need to get Rennet to drop when killing a cow, pig, or sheep. Rennet is a complex of enzymes produced in any mammalian stomach.We can add the Rennet and milk in a bucket and heat in in a firepitThe cheese is then cast into molds, several layers of cheese are filled into mold and then kept for around 18 hours. We have mold in the game, why not cheese molds. After this the cheese is salted and aged for minimum four weeks. We have salt and we can dig a hole to age the cheese by filling it will hay and logs. A list of cheeses Brie, Cheddar, American,Manchego,Provolone, Babybel, Gouda, Camembert, Asiago, Parmesan, Havarti, Mascarpone, Stilton, Cotija, Gorgonzola, Feta, Monterey Jack, Roquefort, Munster, Blue Cheese, Pepper Jack, Limburger, Mozzarella
  15. Three related suggestions, I'll work backwards: Cobblestone One cobblestone block is nothing more than four loose rocks stacked together. You should harvest one cobble block by hand in the same or faster time as thatch. It should be even faster with a shovel and/or pick, on par with shoveling gravel. Explosives Forget about Vanilla blast radius mechanics, which I understand are difficult to modify. Devise new explosive recipes. When detonated, they could trigger a mechanic similar to cave-in propagation. Instead of destroying raw stone, they should be fractured into cobblestone (like a cave-in). Ore bearing rocks should either be unaffected by the blast, or have a significantly reduced chance of being "cobbled". Combined with the above change to cobblestone, this would allow you to fracture a large area of raw stone, then harvest the resulting cobble by hand or shove/pick quickly. Fire-Setting Fire-Setting is an actual prehistoric method of mining. A fire is lit next to a stone wall, causing thermal expansion. The wall is then doused with water for rapid cooling which causes the rock face to fracture. If implemented, I propose ignoring the water, especially since there is some evidence it had minimal or no effect on fracturing. In TFC, this would be a stone-age low range explosive-over-time controlled by the existing firepit. I would recommend a fracture area equal to the 3x3 horizontal plane centered on the pit, and two units high (3x2x3), with no fracturing below the firepit. The initial 3 sticks should be enough to at least fracture a portion of this area, with the addition of logs guaranteeing full coverage, or possibly expanding the range of effect (perhaps dependent on log type/heat).
  16. Game Mechanic - Metal Failure

    Hello all. I recently thought; how about making this mod morecreative, by allowing any and all metals to be shaped however you like. Basically, you can try to make an axe head out of a gold ingot, only to find that the axe made from it is horrible at best. This adds an aspect of experimentation to this mod. Want to try to make a helmet out of lead? It'll be bad, but why not? How about a golden scythe? Sure, but be ready for it to break upon it's second use. My point is that realistically, you wouldn't be restricted from making something with a type of metal. Yet, some are better than others, and that is why you should experiment with them to make sure you are using the best metal. I think that's it. Thanks.
  17. The idea is that there would be a whole new technological branch jewelry-crafting. This would give small buffs and conveniences. To house these new gems there would be multiple equipment slots. Necklaces and rings would be a great start for these slots. New equipment slots: RingRingNecklessArm BracletThe items: RingBraceletNecklessAmulet The Materials: Metals acceding quality: BrassBronzeSilver9K Gold (37.5% pure gold)18K Gold (75% pure gold)Rose Gold 18K(75% pure gold)22K or 24K Gold (91.6% pure gold) (or just pure)PlatinumGems acceding quality: 4 sizesrequire chipping before use Trinket bosuns (the highest bonus possible) 10% mining speed10% bonus seeds and crops10% strength (attack damage)10% DefenceetcArt needed: Ring, all metals (inventory, on player)Neckless, all metals (inventory, on player)Amulet, all metals(inventory, on player)Bracelet, all metals(inventory, on player)Gems, uncutGems, cut (chipped)(inventory, on player)The on player models could be easily generated in game with metainf. I assume if gems have a use they would not come out cut, it just does not seem the terma way Creating the Jewellery (the whole process): Chipping the gem: a similar to knapping minigameIf the gem is ruined you can chip down to the next smaller size.I just thought of a amazing and real life accurate minigame!The gem has a random uneven knapping profile. It would not be a perfect square and you have too make a gem shape. (Very similar to the real process)This is obviously done at a table with a magnifying glass and a diamond chisel? Crafting the Jewellery Here the choice of metal and gem is made.Of course there is some smithing like minigame.A gem does not have too be insured, creating a necklace with a very tiny bonus or none.Up to a certain amount of gems may be inserted, I think 3 would be a nice number.A VERY quick visual: The old stuff: Balancing: Brass would be the least powerful up to platinum, which obviously the most powerful. Maybe even multiple types of golds, etc. The type of gem and quantity would define the type of buff, and the quality the strength. More gems would require higher levels. These levels would NOT be lost on death. Also this would be modified by the skill level of the crafter. The calculation would be something like (metal type + gem quality + gem quantity)*0,1X X being the skill level. Uses: These buffs would be minor and convenience. The system should be good for servers which would add a valuable trading resource. If you have any sugestions I will moderate this thread.
  18. Not entirely sure if this should go in suggestions or support so... I'm suggesting an optimization pass because I've come across an annoying little thing whereby maximum smooth lighting causes the already significant resource hogging of chiseled blocks is magnified extraordinarily by smooth lighting. It seems that what is happening is smooth lighting is being applied across all the microblocks instead of across the whole of the tile ent. I'm not certain if this is actually fixable, but would someone mind at least taking a look to see if it could be done? It would really be incredible if someone did that. Here are some images of what i mean, the lighting effect is apparent only in the "maximum smooth lighting enabled" picture, and the difference in FPS is pretty staggering.
  19. Building Damage

    I think that after a certain amount of time, building materials such as wood or brick should start to erode or decay. Then you would need to either repair them somehow or just replace them completely. If the erosion gets bad enough, perhaps parts of/the whole building could collapse? Or if the decay gets bad, it could start affecting your health or food (due to the bacteria and fungus decaying the wood) and eventually collapse, like the stone/brick material.
  20. Rain Barrels!

    I had an issue being too far from fresh water in my ideal settling spot, it was raining constantly and I had an idea that I thought might interest some people. What about a barrel (or a specialized barrel, maybe a slightly different recipe?) that could be placed with a clear shot to the sky, and could collect water from rain? Something like 1 bucket / 1 hour of rain (maybe less to prevent being OP?) would be somewhat reasonable and I would think easy enough to accomplish. I apologize if this has already been suggested! but I didn't see it when I skimmed this forum. uvu
  21. Cubic Chunks In TFC

    Well... The title says it all. I feel like this would be a nice feature for TFC, seeing as though TFC's purpose is to be psuedorealistic. Here's the suggestion page about it:http://www.minecraftforum.net/topic/1707097-cubic-chunks-reduced-lag-infinite-height-and-more-over-three-thousand-supportersupdated-march-20/ I personally couldn't explain it any better so there you go!
  22. Stained Glass

    For a long time i have felt that this key component of decoration has been left out. Stained glass is a beautiful decorative item is hey for those who build large palaces or for those who just like color in their buildings. So the way this whole deal works is a lot like the real life process with a few tweaks. The player must have lead melted down and a mix of some dye and water in a bowl or bucket. the player combines these two things with the glass and gets said glass in return. now if the whole melted lead thing doesn't work there could be a recipe only for lead that creates lead strips for the glass. lets be honest the lead is necessary. The only problems i see with this is the lighting issues it might create with colored light and all that but still i wanted to bring this topic into the light and see where it goes.
  23. Actually a very simple idea, why not add a Grindstone technology that we manually manipulate (Normaly) and makes turn the grindstone to sharppen our swords,scythe,knife to make it '' lethal''. You can take example of the Grindstone in Skyrim the manner how it works. And when I think to it the Handstone could be used as a ''part'' of the Grindstone machine just like the Quern you add the handstone in it and allow you to sharpen your sword or Knife etc.. otherwise unsharpen tools/weapon wouldn't have any use or efficiency. Anyway Cordialy Darkwhip
  24. Agriculture: Reap or Reap(lant)

    Similar to vanilla pumpkin mechanics, most or all vegetable seeds should come directly from the fruit (in the crafting grid), and in greater quantities. Harvest one tomato, get one tomato. Eat one tomato, or harvest 2-4 seeds from tomato. This presents a more meaningful game dynamic of harvest vs reinvesting for future yield. Ag skill could influence the yield. How many seeds come from a tomato in real life? Maybe 10-80 depending on the breed. We gotta suspend disbelief somewhere in the name of balance. But not squirrels - they care nothing for balance. They will take one bite from each of your tomatoes and let them rot on the ground. I've seen a squirrel carry German Johnsons straight up a 50-foot pine tree and just line them up on a branch. They're vindictive little rats. I recommend the Ruger Air Hawk, which will FedEx a lead pellet at 1,000 feet per second to the bushy-tailed rat of your choosing. You can use the scope, if you're a coward. Personally, I have a hit rate of 0%. But at least I'm no coward. Regards, TT
  25. Salt Flats / Pans

    Salt Flats/ Pans They occur in real life in places where salty ponds/lakes/etc. have dried up (in the desert). They would add an additional option if a player cant find salt rock to preserve meat.They would giveplayers an additionala reason for exploring the desert.They would be relatively rare, spawn randomly in desert biomes, and have no cactuses, or dead brush, on them. They would just be a large expanse of salt and lifelessness.They Could be an area of desert covered in salt rocks, or just a layer of salt.They would spawn as large expanses in large desert biomes.They Could have other minerals spawn in them.Because of their lifelessness, they would be something which you would visit or cross, and it would be a bad idea to live on or near due to their lack of life. INL they vary, and can occur flat or rocky and irregular, I recommend that they be flat and white. They should have a couple layers of swamp-like material (maybe peat) under them. Ifa player spawns in a large desert biome, they should be able to find one 40% of the time, but not be something you never see.