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Found 416 results

  1. 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
  2. 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
  3. 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 )
  4. 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
  5. 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!
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. TFC Launcher

    Is There a launcher for Tfc I know there was one before but now its gone so if the developers are reading this please bring back the launcher because I can not mod my Minecraft it just crashes and how much tutorials i watch It doesn't work (probably outdated) But i would love a launcher and other people will too.
  11. 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
  12. 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!
  13. 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
  14. 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.
  15. 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
  16. 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.
  17. I will try to be brief, and I will fail. Pursuant to my dissatisfaction with the "sleep" system in Minecraft, and while musing on how to expand beds and sleeping mechanics, I discovered that my true gripe was that I didn't have enough ways to skip the night. That is, night is boring. This is the precise opposite of how survival should be. Let us make the night more interesting. And by "us" I mean "somebody else". Who wants a bed when night is where the action is and always has been? There are plenty of suggestions for the board, but I'll keep this narrow topic to the narrow suggestion of Night Hunting. Prey animals should be very difficult to catch during the day. No caveman ever scratched behind the ears of a living sheep, much less sheared it. During they day, they should flee on sight. Not random spazzing, but full sprint toward the player TIMES NEGATIVE ONE. During the night, however, they should be lethargic or asleep, with drastically reduced detection range. They should also die in one or two hits. Better, a hit deals damage and causes a poison effect as they bleed out. I won't mention following blood trails here, but...blood trails. Additionally, some animals should only be seen at night, or during dusk and dawn (I'm looking at you,deer). They should spawn and despawn like hostiles, so if you can't find anything tonight, you have a shot at new spawns tomorrow. You should be able to bait animals based on their food preference. Pigs like truffles? Plant a big patch of truffles, climb up your tree stand, and wait for their active time of day. Then when they spawn and approach, you fire ze missile... or let them go. Mercy is the true show of strength. Killing defenseless pigs is for cowards. Regards, -TT
  18. Hi guys recently I noticed that a lot of people are getting more active on TFC Forums and that TFC Forums have only three ranks as far as I know(those ranks go up to 30 post), so I thought I would increase the amount of posts a rank needs and come up with a few more ranks to make TFC Forums a bit more intresting(I tried to come up with the most suiting ranks for TFC). Below is a list of ranks! Ranks for TFC Forums -> Freshly Spawned (1-9 posts) Caveman (10-29 posts) Wood Cutter (30-59 posts) Stone Miner (60-99 posts) Adventurer (100-199 posts) Copper Miner (200-399 posts) Apprentice Blacksmith (400-699 posts) Iron Miner (700-999 posts) Silver Miner (1k-1,399 posts) BlackSmith (1.4k-1,699 posts) Gold Miner (1.7k-1,999 posts) Platinum Miner (2k-2999 posts) Master Blacksmith (3k+ posts) Feel free to give comments and feed back! Or just improve my idea. Or just change the ranks, do what ever you think is the best! If your ranks are cool i will add them to the main post! - Teranz
  19. Gem tipped tools

    As a focus to make some use out of certain gems, I think it would be a feasably realistic idea to include gem tipped tools. Obviously you couldn't use just any type of gem because some gems available are much softer than the metals you might want to add them to, but say diamond, saphire and ruby as a handful of examples. All of those are reasonably hard gems that, in real life, are used to increase both the durability and efficiency of the tools they are embedded in.The quality of the gem, as well as the type, could act to affect the added efficiency to, say, a pickaxe. Whereas a cracked gem would only be a neglible boost to the efficiency while a exquisit one would be the best boost.To make this 'upgrade' a little harder to obtain than just sluicing for diamonds and slapping it on a copper pickaxe as well as more realistic, I also suggest that raw gemstones not be usable for the tool tipping as they are. Instead they must be cut on a special device teired for each gem type (IE: Diamond can cut ruby and saphire, but -only- diamond can cut diamond), then 'soldered' onto the tip with another station (Welding at an anvil could suffice for example). As a more optional 'realism' feature, the gem could have a small chance to fall out and get lost if it's not soldered in properly (or be destroyed if a low quality gem is used), yeilding a blunt version of the tool which would have the same durability of the basic tool of the same type, but a drastically reduced efficiency. This would be a difficult feature to implement however, so it's more of an off note than a part of the original suggestion.P.S: I would like to appologize if this suggestion was made before, but I did look arround and didn't see this specific suggestion made. So I decided I would make an account to make it myself.
  20. Vanilla Smart Moving Mechanic

    One idea that I have roughly thought of today is a mechanic within vanilla TFC involving the intention of the smart moving mod. To elaborate : There could be some form of integration with the B78 nutrition system such as strength and speed decreasing for different categories of malnutrition, such as a Protein/Dairy low resulting in weaknesses affecting climbing and Mining, or fruit, vegetable and/or grain shortages causing slowness and increased fall damage. Of course, the main concept is a smart moving feature as part of the game, but to make it have more of a reason to use than just installing the SM mod itself, it needs to fit nicely into the TFC health systems.
  21. TL;DR version: Nutrition encourages players to eat multiple types of food from each food group, therefore encouraging players to explore more and grow more crops. Players also get a compelling reason to try animal husbandry. I like how TFC spreads out resources and encourages travel and exploration, but that feature could be enhanced by reducing how interchangeable different resources of the same type can be. After all, if I can survive off of nothing but tomatoes, peppers, and calamari, there should probably be something in TFC to encourage me to balance out my diet. I'm not seeing very much point in animal husbandry or ranching yet either. You need grains to even get started, but if you have grains, why not just eat bread instead? It seems more like a novelty feature than something genuinely useful. I have a solution that solves both issues. There would need to be some sort of incentive for eating a variety of foods, or some sort of disincentive for eating the same foods continuously. Meals should count as their respective ingredients, since there's nothing keeping someone from eating meals made from the same recipe continuously -- in fact, meal buffs tend to encourage it once they're discovered. One possible way to do this would be to add a nutrition bar on the HUD that affects how quickly the food bar falls and how quickly health regenerates over time. Let's consider some use cases here: Player A eats only calamari. All other foods are ignored, stored away, or otherwise uneaten. Needless to say, he doesn't eat very well, but at least it gets him through the first year. Player B eats only renewable foods that aren't fruit. This includes calamari, tomatoes, red and yellow bell peppers, and maybe green bell peppers if she picks them in time. Different colored bell peppers aren't much different from each other nutritionally, so we're pretty much looking at three different food sources from two food groups. It's a little better than eating seafood all the time, but we're going to want more variety than that for the long term. Players C and D teamed up and did some exploring, so now they have a few different types of vegetables, a fruit tree, and calamari. Player C managed to get some fishing in, and Player D killed a cow. They still don't have enough metal for a pick or chisel, so they can't mill the wheat and rye yet, but after the first growing season, they should be eating pretty healthy. Until then, they have more than enough greenbeans and soybeans than they need for farming, so they can eat those now, along with the calamari, fish, and beef they cooked. The green bell peppers are useless for seeds, so they can eat those too. For now, they're eating foods from four food groups (based on the food groups below, not RL ones) and multiple foods from two of them. Pretty good, but if they can get a quern set up, then they'll be able to add multiple grains, a fruit, and some more from both vegetable groups. Player E is well established now, and he has a functional farm and animal pens set up. He also has a quern and a fishing rod, and plenty of seeds for most types of vegetables and grains. He got lucky and collected saplings from three types of fruit trees, and his animal pens have cows, pigs, and sheep, including a breeding pair of each. He also takes care to eat several foods from each food group on a regular basis, so he's as healthy as he can be. The above cases are sorted by an increasing level of nutrition levels, and they indicate two major factors in determining nutrition levels. Nutrition would have to account for both the food groups covered and the individual foods eaten within each group. The weighting for each is pretty much arbitrary, so for ease of illustration, I'll give each factor equal weight. We need a sufficient history of past foods eaten to determine how well the factors are met, while not having so lengthy a food history that maintaining good nutrition is no longer important. Although we could simply track the last couple hundred foods eaten from least recent to most and calculate nutrition on the fly, I have an alternative that would be a more prudent use of system resources that I'll outline below. Players start out at 50% nutrition so that the early game isn't too punishing to players who aren't immediately able to eat well. (Internally, the saved nutrition values are all set to 50%)Foods are tracked individually until an arbitrary number of foods are eaten (25, maybe?).Once enough foods are eaten, the nutrition value of that set of foods is calculated. The 10 most recent nutrition values calculated are saved. An average of the saved nutrition values is taken. This average is the player's current nutrition level. (Optional) A GUI window may be implemented that shows a breakdown of the player's nutrition by food group. Each food group would have a bar showing how well-represented it has been in the player's diet. (To avoid specific numbers, a bar graph may be helpful here.) Nutrition values used to calculate the nutrition level would be calculated as follows: Meals count as one of each of the food items used to create that meal. This means that a meal affects nutrition four times as quickly as individual foods. (Balancing out meal effects with good nutrition should make for an interesting exercise in dietary management. I see a future for aspiring cookbook authors on SMP servers.)Food groups: One point is earned for each food item eaten, up to a maximum of 3 per food group. (This number may need to be adjusted depending on the size of each food set.) Divide by the maximum possible score (15 for now) and multiply by 50.Meat: Cooked beef, mutton, pork, or chicken. Other land animals can fit here too if they're edible. (Suddenly, that huge pasture you leveled off is useful for something!)Seafood/Eggs: Cooked calamari and fish. Since this food group is poorly represented, eggs can go here too. Cheese could go here too if it is ever added. (I don't really like the name of this group, but I'd strongly recommend keeping it separate from meats so that animal farms are made more useful.) Fruits: Anything growing on a fruit tree. This group is well-represented, but the scarcity of wild fruit trees would offset that for most of the game. (I like the idea of keeping tree fruits separate from other culinary fruits, since it encourages more exploration and foraging.)Berries: If they ever get added to TFC, berries could either be their own group or made part of the fruits group. Grapes could go here too. There's a gameplay case for both, so it's Bioxx's call. (I can picture berry bushes scattered across the world that function like wild tomato and bell pepper plants currently do. Since wild crops in SMP tend to be harvested as soon as the first person spots them, wild berries could be a respawning alternative for those who are foraging or exploring areas that have already been picked clean of wild crops.)Starches: The food crops that can be ground into flour go here. Potatoes can also go here since they're mostly starch. (I'd definitely like to see a reason to plant a large variety of crops. Splitting food crops into multiple categories would help encourage this more than the soil nutrient types ever could.)Vegetables: Any food crop that isn't a starch. This might work as two separate groups too, since it's very well-represented. (Should I be able to fully cover this food group with tomatoes and a variety of bell peppers? I think not. There's definitely a case to make for splitting this into two groups.) Spices: If herbs and spices ever get added to TFC, they should probably be their own food group. (I would expect that these foods could only be eaten as part of a meal. They may not be much in the way of calories, but many spices do contain significant micronutrients, so they should definitely factor into nutrition.)Variety: One point is earned for each food type eaten, up to a maximum of 3 per food group. (If this needs to be adjusted for food set size, take care to account for how small the "seafood" group is too.) Divide by the maximum possible score (15 for now) and multiply by 50.Foods that are nearly the same can be counted as a single food type. Alternatively, you could give a half-point for each food in that sub-group after the first. Specifically, I'm targeting apples and bell peppers. Add the two scores together to calculate a nutrition value. (If Bioxx decides to show a nutrition breakdown by food group, it may make more sense to calculate these scores for each food group separately instead.)As I mentioned earlier, the last 10 nutrition values calculated would be averaged out to determine the player's current nutrition level. I'll leave it to Bioxx to determine how much nutrition would affect hunger and health regeneration, but I recommend that current rates compare to a 50% nutrition level. To prevent a dependence on diet micromanagement, I would encourage Bioxx to leave a healthy number separating the number of foods in each food set from the maximum "food groups" score. Given current food items available, I wouldn't group the recent foods eaten into sets of less than 25, and I would consider sets of as high as 50. If nutrition gets implemented, more types of food should be added to help balance out the mechanic. I mentioned several new foods above: cheese, berries, grapes, herbs, and spices. Ideally, every food group should have at least 5 members so that players have to work to achieve 100% nutrition, but don't have to obtain and eat every food type that exists. There should also be enough food groups to encourage people to try each of the gameplay features associated with food. Specifically regarding berries and grapes, I believe these could present a good opportunity to bring the SMP game closer to the SSP game. As an example of the gameplay divide, the wild crops recently added help the SSP game a lot, but have no real benefit in SMP since they don't regrow once harvested and players usually have to generate chunks to find anything. Berry bushes and grapevines could act as a perennial alternative that regrow and replenish themselves over time, giving SMP foragers better chances of success. Additionally, they could be limited to existing in the wild or requiring a block of space in between each bush on a farm. Together, this and nutrition would place a stronger emphasis on long-term foraging and exploration in both SSP and SMP, and this would also give SMP players an opportunity to survive as nomads like SSP players can. EDIT: Apparently the forums don't like numbered lists. Fixing that and adding spoiler tags. TL;DR version for those who need it.
  22. Exposure!

    EXPOSURES! In real life you can't walk around in the rain, or go for a swim and not get very cold very quickly (unless you're in Australia, like me). I think it would be awesome if you got caught in the rain, had to go dry off at a campfire, or maybe at night it gets cold, so it's highly necessary to have a campfire by you. I'm sure that if the devs are considering this, they'll think of better ways to implement it, and refine it. But I think this would be a great addition to TFC Thanks guys! -PisisJesus
  23. This topic will be part one in a two part series that covers a major addition. The suggestion has been split as both ideas are implementable separately. The idea is that they work off each other for the maximum experience. Forward: General: The idea of this thread is to create a design brief for a specific, complete idea. Any input is valid to the suggestion. As this is a game for everybody to enjoy. Do remember TFC is a 'total conversion'. Outlandish, over the top, and excessive ideas are fine. Implementation of such ideas needs to be managed in a way as streamlined as possible (Approaching a feasable goal). Compatibility shouldn't be a primary concern (In a total conversion at least). Though if it does cause problems with implementation then the idea will need to be reworked. This Post: Primarily concerns the lack of immersion into player interaction with equipment and the world. Expanding equipment slots and equipment usage will make way for greater depth in combat. Which will make up part 2 of this suggestion. Expanded Equipment Slots & Usage Revision 1. 26/03/14 The overall purpose of this suggested expansion is to provide a greater range of interaction with the game environment. Enhance general interaction with players and player characters. Finally, to broaden what is capable in the grand scheme of things, breaking away from the limited Minecraft format. Inventory Design: I assume you've all played with Tinker's Construct and seen the equipment screen, good you have a basic idea where I'm going. No? How about Diablo or it's clones? NO?! Well, if you haven't seen it here are some examples. Diablo II: Lord of Destruction, the right half of the screen. Filled in with equipment. Diablo games are simple rouge-spawns. Which themselves are like automated single character, dungeons and dragons-ish dungeon dives. So here is a DnD Computer Game. Baldur's Gate II: Shadows of Amn, a little more detailed. Contains some of the things I will suggest. Hopefully this is enough to understand the general premise. I'll go over some key design features used in these inventories. Not necessarily something needed to be used in TFC. They are just excellent for ease of use. There is no shame in copying them! Diablo 2: The layout is location appropriate. The right hand on the left of the screen because that is the right hand of the doll, AKA You. The equipment slots are directly above the inventory. This allows you to quickly use your inventory without swapping screen and saves on "tabs". Tabs and menus in menus are not intuitive. The I/II tabs are "weapon sets" something that will be discussed mostly in Part 2: Combat, and the RPG Design. Basically it gives you two options you can quickly draw when the situation demands it.Baldur's Gate II: Uses the same drag and drop interface, with the characters inventory easily accessible. Quick ____, Quick Weapons is like the weapon sets mentioned in Diablo 2. Quick Items allows you access to usable with the touch of a hot key, in-game. Not while in combat, without having to click anything.Displaying basic details. For quick reference. Saving you from needing to pull open other menus. That -2 is the characters Armour Class (it's convoluted), the number next to it is his HP. The text at the top is the players Name and Class. The slot icon features what that slot is used for. Quite clearly in the case off the 'off-hand slot'. Showing both a weapon and a shield. Quiver. No real use in TFC as is. But it enhances the idea of strategy in combat and being able to quickly access utilities. Eg, having armour piercing arrows. May be discussed in Part 2. Take from that what you will but 4 important things to note: Drag-and-Drop is the most user friendly method.Clear visual identification of what a slot is used for. Be it in layout, or imagery.Less is more: Down with menus and tabs!Quick access to situation equipment/items. Equipment, New and Old Items: As TFC takes place in a magic-less universe. Most forms of trinkets will be based towards Server Play. Other items and slots should have a functional purpose. Each section assumes the creation for the appropriate equipment slots. 'Clothing' The standard MC/TFC equipment work fine. Helm/Chest/Legs/Boots. 3 Additional slots could be implemented. Undergarment, gloves, cloak. The primary function of these slots are as insulators. Keeping the player warm, eg wool or leather. Undergarments and gloves could also be 'chain mail' Providing a boost in armour rating, but not giving the player any additional insulation. This may open up to a varied armour system. Where players mix and match. Wearing Chain on top of Quilt gives you the benefits of both when struck in the chest. Not too unbelievable. Such a suggestion would make server towns look quite lively, with a variety of different personal styles. On battle fields and PVP servers. Identifying what KIND of armour an opponent is wearing would be more important than the material. Choosing an offensive tool to counter their strengths. PvP armies might even have regimented ranks with defined armour sets! 'Jewellery' Feed back and suggestions for this section is most welcome. There should only 1 amulet slot and one ring slot at the most due to their limited use. My idea is that Jewellery is used as a 'status symbol'. Jewellery can be made of any metal, and have a gem of any quality set into it. Once a piece is complete, it is inscribed. A picture of the jewellery and the inscription appear below the players name in the world along with an icon of the jewellery (aka Bling Factor). In the form Name/Ammulet Inscr/Ring Inscr from top to bottom. The uses here are varied! An expensive looking amulet inscribed with King of Salamanadoor to give the king his title. Factions could have matching amulets as a sort of coat of arms. Rings could me made to indicate someone profession or role in a kingdom. Or players may even want wedding bands. OP's and Admins would have the ability to make special Jewellery/Inscriptions for advanced faction management or whatever their dreams desire! Removing said jewellery would allow the player to slip a little into anonymity. If they plan to commit dastardly acts. As wearing your title could be standard practice. 'Off Hand' For the purpose of this topic it is really just a swap-to item. Items could be shields, or a bow. Some what unnecessary here, but it is a whole undeveloped area of Minecraft. Elaborating on "Shields". Shields should be used to "parry" (negate damage within X ticks, not spam-able). If you get hit hard, a shield wont dissipate the force. Parrying or deflecting the blow would. Large shields (eg Tower Shield), block while holding down the button, but only mitigate damage. Not prevent it. It's a bit complex, but I hope to hear some thoughts. 'Etc' This is a vague slot. I envision it as kind of the missing ring slot... I would suggest this as a place a player could put something with a special function or vanity feature. Equip a 'Trophy' from a boss mob. It would place a little icon text to the players name with a symbol of their heroic (Or not) feat. For example, killing a mighty bear, rewards you with a 'bear paw' (opposed to scalp or head for the squirmish). Equipping it would show what is in the most basic sense, an "Achievement Icon" next to your name. Killing a tiger will give you the tiger pelt icon, etc etc. Founding a kingdom might grant you a Crown from the admins, giving you the crown icon. 'Quick Slots' I can't think of many other uses than "on-demand" items. Like a throwing weapon, or medical item. In terms of the 'balance of power', giving people who prioritise close quarters combat quick access to a decent throwing weapon is invaluable. Whether to seal a kill in a pinch, or stop that jerk with the bow from taking pot shots at you. Try to keep in mind this suggestion has the idea of a "Combat Stance" where simply chaning items on your hotbar may not be a viable option of 'quick action'. 'Weapons' Generally, I'd say two considerations are needed here. The first is to break away from the default Minecraft attack (Clicking as fast as you can in a frenzy). Second, to create weapons for each major niche. Though if anyone plans to suggests spears should be penalised at close ranges, check yo self. Just hold that thing closer to the point. Making weapons have a 'wind up' and 'back swing' to limit their actions and require a cognitive understanding of how they're used optimally (ie, reward practice and skill) would be 'best', but I don't know if Minecraft is capable of such a system. It can be rewarding for some, and frustrating for others. So it may not be "fun" for everyone. Key Notes: Diversify "Steve", by giving players additional choice. Allowing them to be themselves beyond the skin. (For long term interest)Create interesting equipment for players to use. Opposed to powerful items.Maintain the multiplayer focus of TFC by creating additional community tools or frameworksBuild the base for later additions to use these slots. Equipment Abilities: Having choice is nice, but dull. What I mean by that is there is no reason not to max out. Take the BEST of everything. Using only items with the best stats. I present the idea of "Evocable" equipment. Equipable items that serve a function more than a statistc. Players can create their own playstyle by using the full 'abilities' of their equipment. Example: Cloak When the assigned key is pressed. The player wraps them self in the cloak. Hiding their armour and (depending on the cloak colour) blending them into the surroundings. If the player takes any action that requires their hands, the wrapping is cancelled. Another suggested idea, is to make cloaks shroud the player's identity completely. Perhaps the material the cloak is made from defines the function of it's evocation. One item (and slot!), but with two distinct options. Example: Shield A great shield may not as useful as a regular shield (sluggish), but when it is evoked, it is slammed into the ground, making a temporary 2 high wall. Alternatively, pressing the Action/Dodge key with a tower shield, puts the user into testudo-like stance. Such implementation helps to create "soft" classes amongst PvP. A dedicated archer may take a Great Shield and Bow as their main layout. Using the Shield to instantly fortify a position to attack from. I coursely suggest that all things like shields. Be made statistically equal (within their tier ). Consider it as a starting point, to highlight the individual functions, opposed to derived statistics because "It's bigger, it should be better". That works in simulation, but material, worked into any shaped shield will have the same protection, regardless of surface area. Wooden shields were a staple for a long time, which says a lot about Minecraft's material designation (Wood being almost garbage). Design Guideline: Equipment implemented as more than a statistic.Equipment must enable/enhance additional forms of play though item-based abilities. Using new Equipment: This is where Part 1 and Part 2 will converge and ties in with some of the suggested equipment slots. 'Hotkeys': I propose ZXCVBNM be used by TFC. The bottom row on the keyboard basically. I know other mods use some of these too. But they are usually configurable. The idea of having keys like these is to promote strategy and make the game more immersive. A sort of ground level RPG feature that makes interacting with the environment and items more streamlined. Pimary Actions: X- Quick Swap. This may be between weapon sets (Part 2). Or used to pull your "off hand" equipment out. Changing to another item in your hotbar, or pressing X again, changes to your normal equipment. This could be pulling out a ranged weapon quickly, for example. Z- Combat Stance. Mostly for Part 2. Swaps your character from "default minecraft" into using weapon sets. In "combat stance" Left click does your right hand action, right click does your left hand action. Sword and Shield (Slash and Parry). Dagger and Bow (Stab and Draw). C- Special Action/Dodge. Depending on what you are wielding the function of this button would vary. I guess it would be based on your off hand equipment. (See: Equipment Abilities) Item Buttons: V/B- Use/equip items. Once they have been used. You swap back to your original equipment. Example. Press V, you bring out a hatchet. Throw the hatchet and you re-equip your Sword/Shield. Press B and you bring out a medical item from the medical suggestion. Should yout be playing a medic role. N/M- Are your configurable quiver items. Or quick Weapons. Not sure on this. They are basically a toggle. Specific Keys, alternate options: FGH- Easily and quickly accessible. Could do things like the cloak 'wrapping' ability. Leaving them free may be for the best so players have more room to re-configure keys into "good" spots. The number pad could also be used for global items. Like cloaks. However it is used by other mods. Using hotkeys to simplify the gap between player action and character action is important for the implementation of "quick" items. It also enables a higher difficulty on the action side of things. As players will have more tools than just "Left click until it's dead". Correctly managing those tools should be a more central point of gameplay than hard countering a monster with an improntu thatch structure it cannot overcome. Key Suggestions: Intruduced items should be accessable in use.Creating alternated stances ("Combat/Construct") may aid in fully realising some equipment.
  24. TConstruct-esque tools

    WHY HAS THIS NOT BEEN QUESTIONED BEFORE? One thing that I've always wanted with TFC, is the gameplay function of personal/strategically well designed tools. Different shaped sword bits, all parts of tools with different statistics, naming your tool and custom textures(Made easier with overlay type textures)! Tinker's Construct mod has done it, why not us? TFC would be much cooler with a tool-forging system like this!(Or at least similar to this) Even a new use for gems! If the devs deem this an unworthy idea, maybe an addon could be created. I For one think this is brilliant, and friends of mine agree. Just a simple request, sorry for the over-enthusiasm. Thanks!
  25. Hey, I was always bothered that we can't use coal in our bloomeries. I understand that the charcoal making sistem gotta be used, it's one of the coolest things in TFC!! I've though if we could have a late game fuel for the bloomery it would be awesome! (and kinda realistic I think) just trow the difficulty of the crafting up to brick hard! Here is my own crafting Idea for the Coal Coke (coal and charcoal need to be grinded to dust like flour) coal dust + charcoal dust + limewater bucket = wet coal coke wet coal coke can be stacked on ground like charcoal this need to be dryed in the charcoal pit, but the max pit size is 3x3x3 these dry coal coke blocks can be harvested for 2x coal coke than charcoal blocks (full block gives you 16 coal coke) It's basically a system to turn your coal into bloomery fuel, without making charcoal pits obsolete. Implementing this would make me a very happy Steve! ;P