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      ATTENTION Forum Database Breach   03/04/2019

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  1. More Mobs Mechanics

    moved tohttp://terrafirmacraft.com/f/topic/8438-sleepy-animals/
  2. Cooking Mechanics Overhaul

    v Cooking Mechanics Overhaul (With Pictures) v This tread is about how we cook our food with theadditions of several cooking utensils and appliances. v The Purpose is to have different cooking experiences depending on how advanced technologically you are.The v Stone Age: Ø Firepit § Is already in the game and you can cook your meat . Ø The Clay pot and Pan § The clay pot : · Made in the kiln pit. · low durability (is made of clay) . · It gives you access to all recipes that require boiling or cooking on a pot. ¨ Cooking rice, boiling eggs and making a soup or stew. § The clay pan or frying pan: Made in the kiln pit · low durability · it gives you access to all recipes that require frying. ¨ Fry eggs, fry meat and fry bacon. Ø The Clay Oven: § low durability § low efficiency it uses a lot of wood § Can bake breads, pies etc… § How to build Made with 2 new blocks The Clay chimney block and the Clay oven block The Clay oven block requires at least one Clay chimney block connected to the back of the Oven. More chimney blocks can be added to the top of the first one. The chimney needs open sky to work using the clay forming GUI Just place the Raw Clay oven: Now Form the Chimney Like this Place The Raw Clay Chimney behind the Clay Oven Open the oven interface feed 16 logs and burn (requires right click with fire starter) It will take 24 in game hours for oven to be ready. v Copper Age: Ø Stone Stove: § Made with 2 new blocks The stone chimney block and the stone oven block The stone oven block requires at least one stone chimney block connected to the back of the stove more chimney blocks can be added to the top of the first one. The chimney needs open sky to work. § Middle durability § Middle efficiency it consumes less fuel. § It accepts wood and charcoal ( cooking with coal is not a good idea) § Just light the oven and place your pot or pan over it to start cooking. Ø Stone Oven: § Made in a similar way as the stone stove it requires the stone oven block and the stone chimney block. If placed on either side of the stone stove it makes a combo and does not need its own chimney. § Can bake breads, pies etc… § Middle durability § Middle efficiency it consumes less fuel and it burns longer. How to build: To build the stone oven you need a new tools the trowel and a new feature The masonry. Right clicking 8 or more rocks with a trowel on the hotbar and mortar on the inventory opens up a new GUI. In the example similar to stone knapping but instead of removing pieces you would be adding then. You have to create the oven block and the chimney block. see pictures. § Even though stone and oven are made of stone humans didn’t build then until they had metal tools to work on the stone. Ø Historically stone stoves and ovens required a lot of maintenance since the plaster used would break down and result in a lot of smoke inside the house and heat escaping to the outside. For gameplay we can simulate that by a durability indicator. Ø The stone stove and oven requires mortar in its creation and needs at least a copper chisel Ø Copper Pot and Pan § The copper pot: · Made in the anvil using a metal sheet · Middle durability · Can Cook all recipes that require boiling or cooking on a pot ¨ Cooking rice, boiling eggs and making a soup or stew. § The copper pan: · Middle durability · Can Cook all recipes that require frying. ¨ Fry eggs, fry meat and fry bacon. v Iron Age Ø The iron oven § Made with 8 double ingots v 6 - Finally getting to the Iron Age we have first the Brazier. This is a portable indestructible block. It will provide Light and heat using combustibles even more efficiently. v 7 - The iron stove oven is what was used by our great grandmothers is cast iron but is a lot of iron. (Maybe a double block?) Again is indestructible but not portable. Very efficient it can cook everything and it will keep your house illuminated and warm for 24 hours with one load. v 8 - As part of the Iron Age we need iron pots and pans the main advantage is that they do not break. As far as cooking you can cook the same with a clay pot or iron pot. v The main Idea for me is to make it possible for Steve to do basic cooking in all ages but having advantages in progressing technologically. v I don’t know if we should try to advance this into steel age as is a very new technology and I think out of the game scope.
  3. So let me be frank ( for this brief sentence ) I like terrafirmacraft. But then I see that with every update, it could add things that reinforce the concept of the game. ---Apiculture: One mod that I used to play was forestry. This mod added farming, aboriculture, apiculture, bio fuels, **peat fuels (< We have that, Woohoo! ) and many other things. So I wondered to myself. Many of you would probably know that apiculture wasn't a very early discovery (dating at around 2100 BC) so it will probably come later in the game. --The first recorded use of apiculture was during the ancient Egyptian era. The people would make these hives out of hollow logs, clay vessels etc.etc. In various artworks workers were depicted to blow smoke into hives, then showing the workers removing honeycombs to be stored in jars and pots. In-game we would be able to make apiaries. I don't know how they will be crafted but they will probably require a specific wood type. Bees could be found in warm climates. Beehives hang from trees. To collect honeycombs from beehives one simply destroys it. If a player does this they will get attacked by a group of bees and/or get a nausea effect. To recover bees from the hive you must scoop them out using a scoop ( made from string and a stick base ) this destroys the hive but still gives you the honey (Making it more efficient than breaking the hive ) Smoking: To create a smoker you will need to be at the metalworking stage. You will need to craft it with tin and other components. To get the smoke you will need to place it in a campfire. Place it in the the cooking section and wait a couple of minutes for the smoker to gather enough smoke. To extract the honey you will need to smoke the bees and extract the honeycombs. To extract the honey you will need a **press (<will get to that later ) When you press the honey combs you will get two products: Honey which you can place in jars and beeswax which you can create into candles ( candles are very self explanatory, I don't think I need to write about them) Apiaries increase the productivity rate in the nearby farms and increases the tree growth speed. ** you will make the press later on in the game as it requires bronze to build. This is used to press honeycombs, turn flowers into dye etc.etc. This would also be a benificial tool for later updates of the game. If you have any suggestions for my idea tell me and I'll write about it! ( I will brush this post later on today) --I will also be writing about natural flora tommorow, and then about many, MANY other things until I run out of ideas ;)/>/>
  4. Hi everyone I'm new here and as tradition dictates, whenever a minecraft mod updates I should immediately tell the people, who just put forth their ideas and effort, how they should actually make their game.In all seriousness though I actually do have one request of logpile block physics. I think that if logpiles were to leak logs downwards into logpiles below them it would fit in nicely with the rest of their physics as well. Logpiles already cant be placed on one another if the one that you're placing it on isn't completely filled or if there isn't a block below it, which gives it a feel of psuedo-gravity. And correct me if I'm wrong but logpiles leak logs into campfires below them. If log piles were to do that to other logpiles I think that it would fit in nicely with the preexisting nature of logpiles as well as making it slightly more convenient for the player.
  5. Preface: I did search the forums. There are a number of posts that are related to this topic, but they are all very old and not exactly the same thing as this, so I made a new thread to prevent necro and spamming general hand-wavy suggestion threads. Currently Bones have two uses (correct me if I'm wrong): Stick replacement for stone tools and ground into Bone Meal as a dye. Considering that Bones drop a lot when butchering animals and that bones were historically very useful parts of animals (for food, tools, fertilizer, animal feed, jewelry, the list goes on), I think Bones deserve more functionality in TFC. Possible uses: As fertilizerBone Meal directly as fertilizer, perhaps less efficient than Sylvite for balance.Make Sylvite grind into Sylvite Powder, and add recipe for Sylvite Powder + Bone Meal = Fertilizer.As livestock feedBone Meal as alternative livestock feed.Bone Meal accelerates livestock growth.Bone Meal increases livestock size for butchering.As foodBones used to make Broth, which can then be used to make Soup or Stew, as another alternative to prepared food alongside Salads and Sandwiches.Cooked or processed into Bone Marrow as a food. Very small amounts per bone, provides Protein.As fuel?Alternative fuel for firepits that burns at lower temperature. (There is evidence of bones being used like this in places where firewood is scarce. There needs to be roughly equal proportion of bones and firewood.)As bone charhttps://en.wikipedia.org/wiki/Bone_charBone char can be used as black dye.Bone char added as requirement to process sugar.As tools/weaponsAs arrowheadBones used as an alternative or replacing rocks in the recipe for Arrows, making arrows either more or less expensive.Bones used to make Bone Tipped Arrows, does more damage than regular Arrows. (For balance, perhaps make Bone Arrows do the current amount of arrow damage and make regular arrows do less damage.)Bone as alternative to Stone for making tool heads.
  6. Personally I find horses lame and pointless in terrafirma because, to tame them it takes multiple days and lots of my food stores. So I wish they were more worth while. here are my ideas: cart or wagon: the tfc inventory is tiny and, theonly way to get around that is barrels so why not have a barrel cart/wagon to hold then? a cart would need 1 horse and a wagon would need 2! different breeds: I feel like there should be 3 breeds of horses: Paints, Mustang, andClydesdale. There should be aPaints (1.5 blocks tall)which is slower and cant be ridden(maybe scared of water?) andneeds afriend to pull a cart and cant pull a wagon and is easily tamed.The normal/current horse (2 blocks tall) Mustang, 2 are needed for a wagon and 1 for a cart (please make it a bit faster). TheClydesdale (3 blocks tall) slow yet faster than a paint, carrys 2 people(if you want ) pulls everything by its self(that means wagons)but is hard to tame. this is all realistic, there are horses that big and strongand that small and weak. cart could hold 6 barrels and wagons hold 15 (other numbers are acceptable), maybe add a cart that can hold people or animals (please I hate chickens because they are so far out). please discuss the cart/wagon crafting method. you can also discuss if you want different saddles per horse because that makes cense... please talk about any ideas relating the topic...and fill out the pole so dunk and bioxx can see.
  7. Just A Little Archery Tweak.

    Currently, Archery in TFC is very, very, very, very, very, very slow compared to how it was done when archery was useful. http://sobadsogood.com/2015/01/26/deadly-archer-will-impress-you-his-ancient-archery-skills-lars-andersen/?utm_content=bufferdfb83&utm_medium=social&utm_source=plus.google.com&utm_campaign=buffer Pretty much says it all, I don't know how accurate it is, but I think we can say that people that lived 1000+ years ago could definitely shoot very skillfully and quick, faster even then how vannilla MC portrays it, which is strangely more accurate then TFC. A lot of the claims in the video are probably horribly inaccurate, but that doesn't mean they're completely wrong, obviously he *is* shooting very quickly. I understand we're not trying to be perfectly realistic, just believable... But this isn't believable, at least not very.
  8. Stoning your blade

    This is a rather simplistic approach to enhance on the lifetime of bladed weapons. They would require more maintenance, but last longer. If you would like a more detailed and more encompassing idea, click here ->http://terrafirmacraft.com/f/topic/4512-casted-tools-and-sharpening/ A sword or knife would lose its edge more and more after every progressive swing. The natural durability, represented on a bar, would be much lower, but would no longer break at 0, and will be referred to as "sharpness" from now on. All freshly cast weapons start with "0" sharpness. As the weapon's sharpness gets lower, the weapon's damage drops. At 0, its damage rests at a very low level, roughly +25. This can be solved by crafting it with any rock, though harder ones would perform better. Each crafting will utilize the rock, and restore some durability. The closer it is to full, the more durability each rock will restore. At the same time, each and every time you restore some durability with the stone, it will lower a "hidden" durability bar by an random amount. This hidden durability bar, when it reaches 0, will cause the weapon to break in the classic minecraft fashion. The only hint that the hidden bar provides is an adjective about the current condition of the blade. Higher tier blades have a longer lifespan, and can survive longer without sharpening before becoming ineffective. To further streamline the process, the rock could be reusable. Alternatively, we could craft a proper whetstone, which doesn't break on use. More or less, this means that constant, little maintenance towards your swords and knives will keep them lasting much longer. On the other hand, since each stone is less effective at lower "sharpness" levels, Letting your weapon reach "0" can be a very bad move. It would require many more sharpenings, lowering the overall condition of the weapon.
  9. Add Slabs and Stairs as a Creative Block My idea would be to Have the most common blocks to be removable and going into inventory. Those blocks would be available in creative mode. You should still need a chisel to create a slab or stair. But we would be able to remove and replace then. That should work for all the blocks that we currently can use to create slabs or stairs. So the same way I can create smooth stone and remove it and place it. I should be able to create, remove and place slabs and stairs. By the way I did search the forum but could not find this suggestion anywhere. I was sure someone would have suggested that before. I am not proposing the vanilla recipe. You would use the chisel the same way you have been using. Decided to bump this tread since the main question has not been answered: Can we have half slabs and stairs as a creative block? Also can we have those blocs as retrievable blocks? Again only for stairs and exactly half slabs not partial slabs.
  10. Basically I was thinking that different types of coal should provide different burning lengths. The burning times would be as follows: jet, lignite, charcoal, bituminous coal, and anthracite (which would be a new mineral). They would place identically to snow and charcoal blocks, and straw in firepit kilns. Also, coal should have more applications than just forges. I will make a separate thread for that
  11. Paper

    With the adition of sugercane being a terrafirmacraft crop the vanila sugercane has akwardly stayed in the game to be able to make paper. This was even in vanila minecraft a bit questionable. Since paper making is a bit of a complecated process I don't believe we can reproduce that process. But I do believe we can do a better job of the making of paper look more believable. We could make it so that wood or tatch has to be grinded to some for of pulp that has to be soaked in lime water and has to be dried afterwards. Why would you need to go through the trouble when paper is not so important? Because nametags and books are made out of paper high quality stuff I would say.
  12. I'm not going to make too long of a post, just gonna give a though i had one day while watching the snow build up in my world. In my personal opinion i think that snow blocks should function the same way "transparent blocks" like fluids, thatch, and leaves behave. this would include the various snow layers as well, which would require at least a total of 8 ids/ dmg values that each would slow you down based on how thick the snow is. it would make winter more of a threat and make the player think more on how to survive it, as well as adding a touch of safety against mobs, though not too much. i dont seriously think this will be implemented, but the idea is still nice to consider. all thoughs and counter-points are welcome, let the comments roll.
  13. Hello developers, some worlds, for some reason, have little to no deer. The server I play on has this issue as well. I'm not sure what the terms are to spawn deer, but I have a solution that may fix the problem universally .Give us the ability to craft salt blocks. Once a salt block is placed, that could better the chance to spawn deer around that area giving the illusion of "attracting" the deer. Optionally have the deer be attracted to the salt block and have an animation to lick it? I know that takes a lot of time, but I think the first way is a simple way to spawn deer within a radius in relation to the blocks placement. I really like what you've done with fishing, but I'd like to catch different types of fish that could give different levels of hunger back.Deep ocean could give me the chance to catch a huge tuna. Fishing in running water could give me the chance to catch a wild salmon. Ponds could have catfish. Now not all fish should have different values or hunger refill rates, but variation in nice to see. Maybe even different icons that represent different fish is fine.Thanks for taking the time to read this if you did, please leave a reply.
  14. Credit goes to Djakuta for inspiring me to think beyond braziers and cauldrons and create a total revision of how hunger, cooking and nutrition are managed. When posting suggestions that deal with a specific idea in this broad topic please make sure you have looked through the detail section to ensure your post is fully informed and contextual. Purposes of better cooking(If you just want to skim the basic ideas read this) [*]Create incentive for players to invest in food preparation (more early game dietary restrictions, max health better uses player diet, variety to keep the boredom away, feasts with friends ...etc) [*]A more realistic and entertaining variety of food items and recipes that uses existing ingredients [*]Implement various ways to cook different food items and recipes (ceramic and metal cookware, clay and metal ovens, pots, cauldrons, cooking in vessels ...etc) [*]Reward players who invest time in cooking with more than just a skill level (better tasting food can be eaten faster, meals that include more food groups later in the game, better ways of creating meals, fancy desserts ...etc) [*]Make use of the ceramic pot (item available in creative mode, currently not implemented) [*]Re-work the idea of meals (random ingredients that make no sense irl seem like a good placeholder to me but not a finished product) [*]More realistic cooking in fire-pits (using clay pots and cooking on coals instead of flames) [*]Multiblock ovens and iron/blue steel stoves double as efficient home heating for body temp update [*]Allow players who want to do other things to survive on basic foods while still providing benefits for spending time on fancy cooking [*]Tweaks to nutrition, hunger and taste Detail Section(Possible ways to actually implement these ideas, open to suggestions and will be updated, key points in bold text) General changes(nutrition, taste, hunger) [*]Food groups not longer all require the same amount to fill up. A balanced diet would include more fruit and vegetables and grain than meat and diary. [*]Filling up your food group bars takes a lot more work and is difficult until late-game cooking, players starting out are stuck at lower max health values (compensated by adding ways to eat grain early game) [*]The taste of all raw foods is a set value (ie: lemons/garlic lower- apple/tomato medium - peaches/blueberries higher) [*]The taste of cooked foods (except stews) is affected by cooking level. [*]Taste determines how many oz you can eat during each eating animation [*]Burnt food is still edible but will always taste terrible (eaten 1oz at a time) [*]Ounces consumed determines the hunger bar change [*]Nutritional value of food multiplied by ounces consumed determines how much the nutrition bars go up [*]Having a higher cooking level will also give you more time before food that you place in a fire/oven/stove gets burnt [*]Each food group bar takes much longer to fill up and much longer to empty. Severe malnutritionshould not be solved by eating 2 good meals. Neither should someone become malnourished if they go 3dayswithout a steak. Nutrition levels would follow the harvest cycle, at the end of the fall players would be very healthy from all the food they had gathered over the summer, as winter progresses into spring they would become less healthy unless they had preserved enough food from the year before. [*]Hunger would be less related to nutrition, think of hunger as needing mostly carbohydrates for daily energy(fruits veggies andbread) and health as an indicator of how balanced your diet was over the past month or two. [*]Fun idea: Once per season (winter/spring/summer/fall) players should be able to enter a"Feasting Mode" where hunger drops 3x faster and you can still eat when you're full. Overeating would apply a slowness effect for 1-12 hours (proportional to the amount you over-eat) This would be fun to use during a feast in SMP, but would also benefit players who are malnourished after a long winter by providing them a way to quickly boost their nutrition levels after the first early crops come in.NEW! Practical application examples if you are slightly confused by all the bullet points: You eat raw garlic 1oz at a time, it's gross so you to eat it slow, it's not very nutritious so while you might not be hungry anymore, your max health doesn't skyrocket. You eat raw potato 3oz at a time, it's not terrible, it's a little more nutritious but baking it would make the taste and nutritional value go way up. You eat a banana 5oz at a time (all raw fruit tastes good except lemons and olives), good nutritional value You eat hot apple pie 15oz at a time, even without a high cooking level it's delicious and will saturate fruit and grain bars quite a bit. You eat a 5oz bowl of stew (8oz if savoury) You can carry a full pot with you and it includes grain, meat and vegetables (and possibly cheese) so up to 3 food groups stay high (and maybe dairy gets a small boost) Cooking Methods Roasting in fire-pits-Earliest game cooking, to use a fire-pit to cook you must use coals, not an open flame. To build up coals burn logs for a while, a "coals" bar in the fire pit GUI will fill up. -After the wood runs out thefire pitwill continue to stay hot and emit light until the coals die, which would take quite a while. -To cook on coals place maize or meat (except eggs) infire pitcooking slot -If placed in the fire pit when logs are burning it will almost always burn before it cooks. (High cooking skill lowers this chance) -There is no output slot that cooked food magically goes to when it's done. -If food is left in the fire 5secondstoo long it will burn Boiling in ceramic pots (clay cookware) -Early game cooking, add water to clay pot (same way you add to jugs) and place food in inventory slots, then place full pot in the fire pit cooking slot. -Boiling certain vegetables (carrots, squash etc) will improve their nutritional content and the taste -Can be used to boil eggs -Can be used to boil oats or rice for early game grain consumption -Later in the game could be used for recipes such as french onion soup (see new foods and recipes section) -Food being boiled in ceramic pots does not burn when left in a fire, and can be cooked over a flame as well as coals Baking (see Ovens and Stoves section) -Middle to late game cooking, baking foodsinsideclay, fire brick and metal ovens is done the same way. -All ovens would be used to bake dough into bread. -Clay/brick ovens and metal stoves would be used extensively in conjunction with clay and metal cookware to cook more advanced recipes such as pies, complex breads, casseroles etc (see new foods section) -If food is left in an oven for 30 seconds too long it will burn -If food is left in a stove 2 minutes too long it will burn Making Stews (see Pots and Cauldrons section) -Middle to late game cooking, requires either a copper pot or a wrought iron cauldron -Copper pots would hold less and would be placed over an open fire-pit to boil -Iron cauldrons would hold a massive amount of stew but would need to be placed over top a metal stove to boil -Stews would be able to use any meat, any grain and several types of vegetables -They would provide the benefit of making large amounts of food portable and would be the best type of food for filling tp the meat grain and veggie nutrition bars -They don't have a taste rating and are eaten in 5oz portions (one bowl) to maintain balance -Doesn't burn Grilling (see Ovens and Stoves section) Late game cooking, using the grill on an iron stove top provides a way to cook large amounts of meat at a time with a much lower risk of burning Ovens and Stoves NEW! For ovens and stoves I'm not sure if applying the same "coals" mechanic requirement for cooking from the fire pit would benefit gameplay, but if it was, adding charcoal would fill the "coals" bar 4x more than burning a log. Clay ovens Multiblock structure, used for baking breads as well as poorly heating homes Crafting Building a clay oven would be done one layer at a time. Placing clay blocks with a clear path to the sky and letting them sit there from dawn 'til dusk turns the clay block into hardened clay blocksOnce each layer is dry you can add the next, when you have the entire oven built and dried, load the center with a log pile and light it to create the oven (you could just place clay blocks everywhere, wait for them to dry, mine them all then build it all at once)When lit, the air block in front of the log pile becomes a minecraft furnace block, re-textured to match the hardened clay blocks.Lit ovens would use the burning furnace blockBuilding the clay oven Bottom layer Middle layer Top layer Lighting it Finished oven Clay oven mechanics Right clicking the furnace block would access the GUI where you could add fuel, see temperature and add dough to the cooking slotsWould use logs and charcoal as fuel and would burn fuel at a normal rateCan cook 2 items at a time Brick ovens Multiblock structure, used for baking breads, cooking complex recipes and firing pottery faster than a pit kiln (only brick ovens could fire pottery, so they are still useful after you get an iron stove) It would also poorly heat homes Crafting Same shape as clay ovenUses a 3x3 base of fire-bricks, layers 2 and 3 could be any brick type (requires chiseling)Lit the same way as clay oven, by placing a log pile and hitting it up with afire-starteror flint&steelWhen lit, the air block in front of the log pile becomes a minecraft furnace block, re-textured to match the fire brick blocks.Building the brick oven Bottom layer Middle layer (some chiseled blocks) Top layer (all chiseled blocks) Lighting it Finished oven Brick oven mechanics Right clicking the furnace block would access the GUI where you could add fuel, see temperature and add dough or cook complex recipes to the cooking slotsClay ovens would use logs and charcoal as fuel and would burn fuel at a slower-than-normal rateThe brick oven could cook 4 items at a timeIf using charcoal as fuel, the brick oven would be able to fire pottery using the burn time of 3 charcoal (This is because a pit kiln can do the same 4 items at once but uses 8 logs. In a charcoal pit 8 logs produce an average of 3 charcoal so the fuel used is the same, but the pottery is finished significantly faster) Wrought Iron Stoves Placeableblock, used for making breads, baking complex recipes, cooking with an iron cauldron and easily heating large homes Crafting Making an iron stove is done on the anvil by working a double sheet of wrought iron, welding it with another double sheet and then working againIf two stoves are made and placed next toeach otherthey connect like a chest to form a large iron stove.The chimney can be placed in the block above a metal stove (and on either side of a double-stove). Making a chimney is done by working a double sheet of wrought iron on an anvilIron stove mechanics Right clicking the iron stove would access the GUI where you could add fuel, see temperature and add dough or cook complex recipes to the cooking slotsIron cauldrons can be placed in the block above the stove by shift-clicking (both a cauldron and a chimney can not occupy the same block, to use both you need a double stove)The iron stove could cook 6 items at a time, or in the case of a double stove, 12Iron stoves would burn fuel at the slowest rate, requiring little maintenanceIf a chimney is placed above the stove it will cut boiling time in half for cauldrons, double the time it takes food to burn and have a larger warming radiusBy having a double stove you can benefit from having a cauldron that also cooks at double speed byplacingthe cauldron on one half and the chimney on the other, double stoves would also have a larger heating radius even without a chimneyUnlike clay and brick ovens stoves can burn charcoal and coal, when cooking food inside the stove coal can not be used, when boiling a cauldron on the stove coal works fine Blue Steel Stoves Almost identical to iron stove but does not require constant refueling Crafting Same as iron stove, but using blue steelThey can also be placed next to each other to create a large blue steel stoveBlue steel stove mechanics Blue steel stoves can also use the chimney block to decrease cook times by 50%They can cook the same number of items as the iron stoveThe advantage of blue steel stoves is that they use lava as fuel, a single lava bucket will fuel a blue steel stoveindefinitelyor until the stove is movedMoving the stove requires that a new lava bucket be emptied into the stove as fuel Cookware & CauldronsNEW! Cookware Made of clay or metal, clay having a chance to break, iron cookware beingindestructible For the sake of simplicity clay cookware would be the same ceramic pot item used for boiling veggies/oats/rice/eggs in early game cooking Metal cookware would be worked from an iron sheet and would give you 2 pieces of cookware Cookware would be used for making and baking the complex recipes, in order to make using the cookware beneficial, food baked in cookware should decay slowly enough to justify the effort required to make it. Surviving off basic bread, boiled veggies, cooked meat etc would be possible, but throwing a feast with your friends where everyone gets drunk and eats delicious pies and casseroles would be super fun. Iron Cauldrons Cauldron mechanics Worked on anvil from a double wrought iron sheetCauldrons would be placed and picked up via shift+right click with cauldron/rempty hand, respectivelyRight clicking a cauldron with stew in it while holding a bowl would fill the bowlThere would be an EMPTY button in the cauldron GUI to dump the last 1-4 oz of stewThere would be aCOOK button used to create the stew (see below)The GUI contains 6 slots where full stacks of food (160oz) can be placedThese 6 slots would accept items from the vegetable, meat and graincategories.The GUI would also have 3 slots for 20oz food stacks where players would add additionalingredientssuch as garlic, onions, or rock salt to apply theSavoryeffect,boosting the taste to allow a bowl to contain 8oz (for more info on theSavoryeffect, check the new foods and recipes section)Please note: One vessel can hold 640oz of food in a single inventory space, so a 60+ lb stew is a lot, but not unbalanced. In fact, considering the effort involved in making stews I suggest that stew in cauldrons not be affected by decay, or if it is, make it compound at only +5% per day so that players actually want to make stew instead of surviving off a vessel of assorted food groups from early game cooking. Making stew -Fill at least 4 of the 6 main slots with 160oz of undecayed food stacks -Optionally add savory ingredients -If not already done, place cauldron on top a metal stove block not occupied by a chimney -Open stove GUI and hit the COOKbutton, this takes away the GUI (same as sealing a barrel) until the stew is done -For the cauldron to boil the stove must remain at or above cooking temperature for 1 minute (or 30 seconds if using a double stove with a chimney) Copper Cauldrons -Given that players could hold so much bread, boiled vegetables, cooked meat, fresh fruit or cheese in a single vessel, making a copper cauldron with reduced carrying capacity seems rather redundant to me. I don't think there is a good reason to add this, I've only included it here to let you know I've considered the idea. Leaving cauldrons at iron encourages progression. New Foods and Recipes(coming soon)
  15. Milk Paint

    Mankind has been covering their environments with milk paint for a very long time. http://www.milkpaint.com/about_history.html Milk paint is essentially three ingredients: Milk, Lime and a Pigment. These ingredients already exist in TFC. I propose the following: 10mb Milk + 80mb Limewater + 1 ounce/unit pigment = 100mb Paint - enough to coat 10 blocks in paint. Paint is applied to whole blocks, stairs and slabs that aren't dirt/cobble/sand/gravel types, as well as fences and barrels and can be applied to all placed planks in a single block space. Paint cannot be removed, but painted blocks can be repainted another color. Paint is prepared in a barrel, by adding Milk and then Pigment to a barrel of Limewater. Paint is removed from the barrel with buckets or glass bottles. Paint is applied with a brush. A brush consists of 3 silk/string/jute fiber crafted with a stick or bone. Silk produces a small brush. String a medium brush and jute a large brush. Brush size determines how much paint the brush can hold, which determines how many blocks you can paint before you need to reload the brush. Small: 3 blocks Medium: 5 blocks Large: 10 blocks To paint a block, hold a brush in your hand with a bucket or glass jar of paint in your hot bar. Load the brush with paint by right-clicking the bucket or glass jar with the brush in your inventory. Close the inventory, and click the block you wish to paint. When the brush no longer paints blocks, open your inventory, and right-click the brush onto the paint to reload it.
  16. My eyes are bad, hence the font size. Post of inspiration:http://terrafirmacraft.com/f/topic/4823-combat-revamp-opinion-poll/ For the lazy: This suggestion is for adding the following: metal wire, a ring jig, metal rings, chains, chainmail, chainmail padding, and improved armor to the game. For the rest that like reading, let's get started! Metal Wire: To make the wire necessary you'll need your trusty anvil and you basically hammer the wire out while it's stillmalleableuntil the smithing arrows line up and what results from the smithing would be 10 lengths of wire. Ring Jig and rings: To make a ring jig: you'll need 3 wooden planks(P), 2 wooden lumber(L), and a stick(S). S L O O L O P P P You would then right-click it with wire in hand and coils of the metal wire will drop while 1 wire is removed from your inventory. Next, simply put the coil and a pair of shears in the crafting interface and you will get 64 rings (split into 4 stacks) of the metal you used from that one wire. Chains: You now have a pile of rings in your inventory that you can heat all together to working temp, then put them all into the crafting interface and fill the entire thing with the heated rings to get an unfinished chain square that you can then take to the anvil and hammer to completion. Then, you will do that again with the squares to get a sheet of mail (Total cost for a sheet is 81 rings and the fuel used). Sheets and squares of mail will be used for armor, for a moremiscellaneoususe you can make them into unfinished lengths of chain by simply taking the unfinished rings and put them into a line in the crafting interface to get a length of wire (you can combine them up to a length of 30) for enhanced storage as well as a possible currency for role-players. Inspiration for currency use:http://youtu.be/qjDtXF8eC8U?t=4m39s Chainmail armor: A full set of chainmail armor comes in 3 pieces (made of chain, not the padding) consisting of the coif (hood), hauberk (torso and leg armor), and chausses (shin guards). Here are the following patterns for the chainmail: Chain Square (SQ) | Chain sheet (SH) | Nothing (O) Chainmail Coif: 99 rings to make it O SH O SQ O SQ O O O Chainmail Hauberk: 567 rings to make it SH O SH SH SH SH SH O SH Chainmail Chausses: 324 rings to make it SH O SH SH O SH O O O Chainmail Padding: Now, the padding is very simple to produce, just put 2 cloth in the crafting interface to get padding pieces. Then, do the same pattern of the armor you are trying to pad for the padding itself. EXAMPLE: To make padding for the Chausses, use the same pattern that you would with the chains with padding pieces regardless of if the chain items were sheets or squares. Once the padding is made, just put it and the appropriate chainmail armor piece in the crafting interface and now you have functional armor. Improved Armor: To make improved armor, just take a chainmail hauberk, the hauberk's padding, a chestplate, and the legplates and you now have a set of improved armor. Keep in mind that the metal for the chainmail and the plate armor have to be the same kind, otherwise you're just being silly. Armor Stats: In reality, chainmail was made for deterring slashing damage, and it was weak to crushing and stabbing based attacks. With this in mind, its stats would be around this area. Also, if I did my math correctly, the metal required to make a suit of chainmail is 1.5 ingots. That alone will make chainmail a very cheap armor to produce for players, so there will be some balancing that must be done if this is included. Those that know armor production will realize "HEY! It takes WAY much more rings than that to make a suit of the stuff!" and they are right because: A: it doesn't have to be realistic, just has to be believable to work and B: I also make the stuff,and it is a very long and tedious process. I would like to thank everyone who decided to read this post as well. Have a good day!
  17. Whales and Whaling

    Topic inspired by this post by Bunsan: http://terrafirmacraft.com/f/topic/8157-additional-fuels-for-lanterns/page-3#entry106799As you can see, I got pretty excited about it.Whales and WhalingORKill the WhalesThis topic is about whales, whaling, and cookies. I will address all three of these things in order. First off,Whales:Don't worry, I'm not going to demand you add all 78 types of whales currently recognized by science. Just 3. Or maybe 4, I don't really care. Anyway, to my knowledge, there were usually these three types of whales involved in whaling:"Right" WhalesI don't know why they're called Right whales, but they're fat, slow, and relatively easy to kill. Recommended for beginning Whalers. Here's what the Wiki says: http://en.wikipedia.org/wiki/Right_whaleHumpbacked WhalesRecommended for more experienced Whalers, they're bigger, stronger, faster, and all around harder to kill. Wiki: http://en.wikipedia.org/wiki/Humpback_whaleSperm WhalesHuge, predatory whales. Can be 20 meters long. Big ones sink ships. Don't believe me? Check this out: http://en.wikipedia.org/wiki/Essex_(whaleship)I don't even need to say that this is for experts only. It's not without its rewards, though: http://en.wikipedia.org/wiki/Sperm_whalingNow, on toWhaling:Ok, let's just add whales and make everybody swim after them with a sword to hack off body parts. That'll be fun, right? Yeah, no. I propose we add some newShips/BoatsThere are a few ways we could do this. One, we could have huge whaling ships, taking hundreds of logs to make, with smaller, faster boats tied to it, ready to be deployed at a moment's notice to go after a pod of whales and bring them back in to be sliced to pieces. Two, we could have the smaller, lighter, faster boats, and launch them from shore to go stab a nearby whale into submission. I'm open on how to put this in. Should they be able to be smashed, or not? Should only the small ones be able to be destroyed? I've put it in the poll. You guys decide. Also, with the small boats, you're going to need something to haul the whales with. I'm thinking a chain. Can make out of Wrought Iron or better, better chain lasts longer. Or better chain can haul more dead whales at once. Or just use a rope.HarpoonsAlright, we've gotten the whales, now how should we kill them? Ooh, ooh, I know, I know! We'll throw really heavy rocks at them! NOPE. Stab it with a harpoon. Probably make them out of Wrought Iron or higher. Blah blah blah, better material makes better stabby. If quenching ever becomes a thing, there should be a bonus attack buff on blood-forged stuff, but it should eat some of your health whenever you use it.DEAD WHALESThis will also talk a bit about how a butchering thing could be implemented. Whale dies, Dead Whale entity spawns in and sits there floating. Small boats can tow Dead Whale. When right clicked, chest inventory pops up with your harpoons and the dead whale meat, blubber, whalebone, if it's a sperm whale you could get the spermaceti by putting bottles in a special slot where they fill up with it. Maybe something like the tank cart from railcraft. When all items are taken out, or after a certain amount of time, it despawns.Processing:Cook the meat, boil the blubber (maybe in a crucible?) to turn it into whale oil, do something with spermaceti to turn it into sperm oil (pretty much whale oil, but more expensive) so you can use it for whatever (like lamps, the inspiration for this whole thing), yeah you're pretty much done. Find a use for whalebone, I've got nothing.Yeah, that's pretty much it. Open to suggestions. Xenolith, over and out. You thought I forgot about the cookies, didn't you? Well, I did. EDIT: HOW DO I MAKE THE GAPS BETWEEN ROWS OF TEXT SMALLER!?!?!?!
  18. Alcohol Heating

    So, eventually all of us in TFC run into a problem; too much grain. Eventually, we end up with hundreds and hudreds of pounds of the stuff. Alongside this, we also will soon have another issue: body temperature. We will, at some point, need to start to heat our houses, and none of us want to sit there feeding twenty logs per day all winter long. I propose a solution: Use alcohol for heating. I think that a good use for all that grain is heat. I say that, if we make alcohol, we will have the option of distilling it. How you ask? Quite simple: take a large vessel filled with any form of an alcohol, then place it over a forge or firepit. After that, a new distillery multi-block structure, with one overhanging block on one side (think large chests), that sits on top will be somehow made with copper tuyeres and filled with water, and it will fill the barrel placed under it with ethanol. The ratio of ethanol to original alcohol is determined by the original concentration of the alcohol, as it is already planned (From the wiki: "Adding an excess of food will simply consume the entire food in making the alcohol, although it is planned that in a future version this excess will increase the potency of the alcohol."); thus, 5000mB of 20% ABV whiskey will distill to 1000mB of ethanol. And what do we do with this ethanol? We burn it for heat. A new heating block will be added and placed in a room. After the player fills it with ethanol, it is lit and burns through one bucket of ethanol in 24 hours, or any other time set in config. The heating block will heat a 10x10x5 area, and only need to be refilled every week or so. Anyway, that's just my thoughts, feel free to add to this below!
  19. [Added] Colored pots

    just got back into playing TFC and am planning to gather the rest of my minecraft junkie friends to join me on a server, i honestly love the new ceramic vessels, though one thing i would greatly like to see would be the use of combining dyes and pottery, this would make color coding pots a possibility , while i love the pottery, it dose make it a bit tedious trying to remember what is in all the pots, i personally like to carry around a couple dedicated pots as well as a few empty to simply act as a back pack of sorts. it would be nice to have, say, a red pot that i keep all my tool heads and a stack of sticks in, and a green pot that i keep the food in. as far as overall implementation of how to color the pots, you could simply combine the dye with the unfired pot sort of acting like how you would paint pottery now. i searched for quite a while but did not turn up any other topics that matched, forgive me dunk and kitty im not all that great at searching forums.
  20. 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.
  21. Domestication through Mendelian Inheritance The concept of Mendelian Inheritance is in fact a rather simple one, as it is actually commonly taught to most US students (I cannot speak for other countries as I do not live there, sorry) in roughly 7th grade. For those who do not know I will sum up the concept for you. Starting in 1856, a man by the name of Gregor Mendel began conducting experiments on his pea plant garden these experiments ran until 1863. During this time he discovered and recorded some remarkable things which apply to every order of animal and plant but for the sake of this post I will be discussing the base concept as it applies to animals. Every animal has a set of characteristics unique to that individual alone. Shared traits are the result of a single mutation becoming a desired or useful trait in the species which allows it to survive and reproduce. This is the theory of evolution by Charles Darwin. Mendel took this a bit farther by showing we can actively change organisms by artificially selecting a breeding partner which carries traits which we wish to have in our final animal, plant or otherwise. Mendel created the concept of recessive and dominant traits and worked out how these could be applied to breeding with a simple chart. You first need to know what will be dominant and what will be recessive before making the mate selection if you are going to get the outcome you are looking for but; the chart below shows an example of this with human eye color. In this example I need to tell you that blue eyes as well as green eyes are recessive genes and brown eyes are a dominant gene for the chart to make sense. On the side is the genes of the father and across the top is the mother: Brown Blue Blue Brown Blue Green Brown Green As you can clearly see there is a 50% chance of the offspring having Brown eyes, 25% chance of the offspring having blue eyes and a 25% chance of the offsprings having green eyes. This is of course simplified way beyond a reasonable level but you will note that there is no chance that the offspring of this pairing will produce hazel eyes or some other color as it is not represented here. What I propose is a set of traits for the breeding of wild ancestors of livestock so that you are able to create breeds which are unique to your world and fit the outcome you are hoping for. These categories would have of course normal variation but within each category is recessive and dominant traits that, much like the eye color above, could be used to determine the way your individual livestock offspring turns out. This is how humans have been domesticating plants and animals for thousands of years and how we continue to do so even today. As for mod development, I understand that this can be a bit challenging to code, as I am also a professional programmer, however it is well within the realm of possible as it relies on simple programming practices such as switch case statements and basic genetic algorithms. I will try to steer clear (no pun intended lol) of talking about AI as I do not know if Minecraft actually uses the Finite State Machine model as I suspect it does so I will simply describe the animal’s appropriate behavior and leave the rest to Dunk The traits I believe would be most useful are listed here: [*]Size [*]Color [*]Horn/ Tusk/ Antler/ Spur Size [*]Temperament [*]Number of Offspring and or Fertility Rate [*]Natural resistance to hot or cold climates [*]Strength [*]Intelligence [*]Perception [*]Volume of Production Each of these traits can be sub divided into recessive and dominant genes and because my Menagerie listed below are all real animals much of it already has been. Those which refer to purely game statistics of course would need to be determined to fit the proper desired game mechanics as wild animals should still breed amongst themselves but I will describe each trait below for you as I am sure some sound a bit vague. Size This one is fairly straight forward. Size typically is a trait in the wild which leads to either dwarfed or giant versions of animals and which allows humans to breed chihuahua dogs that fit into a tiny purse. Of course what part is dominant and what part is recessive in the wild is mostly based on living conditions. Island Dwarfism is the result of a limited amount of space, food and water. The megafauna of the late pleistocene was due to an over abundance of grass like foods. If you are looking for smaller animals then breed smaller mates but in the wild bigger is typically always better. Color This one plays into another feature further down the list but is very important when you think about it. Animal colorations all mean something. A white tailed deer is a soft brown so that it can blend into its forest surroundings without worrying about predators being able to pick the deer out but; they also have a striking white tail. This is a warning to the rest of the deer that there is danger and that the herd must flee. So, color could be a warning or camouflage depending on what it is used for. Essentially every mammal is also susceptible to albinism so if dunk sees fit he may add that in but remember that this would most definitely be a highly recessive gene. Horn/ Tusk/ Antler/ Spur Size Size is again important. If you wanted a boar as a guard animal (they are very dangerous animals for those who may not know) then you may wish to breed males with larger tusks so they can do more damage. For those of you who are tired of taking damage from a freshly domesticated Junglefowl may be looking to breed that annoying spur right off the rooster’s foot. Again is it entirely up to what you want. Now I know that spurs will not be able to be clearly rendered dunk, but you could simply vary the damage it does so that if someone wanted a flock of attack chickens they could breed them that way lol > Temperament This one is very important and we actually have a study to go from that took place in Russia where they eventually bred a tame fox species. [http://en.wikipedia.org/wiki/Domesticated_silver_fox] Temperament determines how aggressive or docile a species is. In the wild aggressive behavior can be a huge benefit, especially to solitary animals but on a farm, it can be highly dangerous. You can breed out aggressive tendencies by simply removing more aggressive animals out of the breeding pool and onto your dinner plate Eventually you will have yourself a docile, friendly version of the animal which will not attack you every time you walk by. Number of offspring and or fertility rate I have played and watched enough terrafirmacraft to think that I may want a pig that does not cause a pig-splosion every time she gives birth… and having a few extra cows would be nice. With this trait you can breed towards a high chance of producing less or more offspring simply by continuing to breed a line that produces at the rate you wish. In the wild having more babies is beneficial to more aggressive animals but for herds of grazers, having less is better as it permits the herd to protect their young better. Natural resistance to cold or heat This one would be a fun feature to play around with because you could breed shaggy cows or hairless dogs! It really depends on what you are looking for. This gene would be climate specific in the wild and would control fat and hair production so if you are planning on breeding larder pigs then you are going to want to get them from colder areas but if you would rather produce mutton and milk as opposed to producing wool then you would need to find yourself some warmer climate sheep. Strength Right now there is no way for you to hook up a cart to an animal or to use an animal to pull a plow but you can use donkeys to carry things for you. If you wanted to add carts and plows dunk I am sure lots of people would be behind you but otherwise this gene may be useless by itself. Strength is self explanatory and could be used to improve an animal’s carrying capacity. Intelligence I know I promised not to talk about AI but it is a bit hard to avoid. The reason this one is so important is because “smart” farm animals are typically harder to contain but are excellent students when trying to teach them how to perform certain actions such as riding or truffle hunting. This would be something that would allow you to fine tune your animals a bit easier for the jobs they are to do and would come into real play when dealing with any of the animals you would like for pets. Perception This is a gene that would be exceptionally useful in the wild. It has three main components: Sight, Hearing and Smell. This is how we took a wolf and created the bloodhound from it. If you are planning on hunting truffles then you will want to take your docile pig line and breed the ones who have the higher success rates when finding truffles in the ground with their snout. If you want a falcon to be your hunting partner then you will need to breed those which are good hunters (they rely on sight). These features are the ones we typically breed our pets for but could apply to a bunch of different breeds and can be effected indirectly by things like longer hair length. Volume of Production This one is one which I actually saw a mod for a long time ago. This is the set of genes which determines output of meat, wool, milk etc from your animals. By using this gene correctly you can increase your yields or create varied sources for certain products like milk. I am sure that many people know about cow and goats milk but were you aware that sheep are also used for milk production? If you said yes then the chances are relatively high you are not from the United States as sheep milk is exceptionally rare here. But wouldn't it be cool to have a dual purpose animal on your farm that gave you two renewable products? I sure think it would be. As for player GUI implementation, I was not thinking that very much would be necessary. simply a skill that can increase with different interactions with animals such as feeding, breeding etc. This would be similar to the existent system for seeds which have them displaying a specific nutrient when your agricultural skill is high enough, you could tooltip the gene data of the animal at a certain husbandry level. This would of course be difficult to exploit but would give people a way to see where their animals are within the genes and breed accordingly. My Plan is to list 10 prey animals (Livestock) and 10 predatory animals (mostly for pets and population balance) I am slowly working on populating these two lists as I think that these animals would truly round out the natural world as well as the Animal Husbandry aspects of Terrafirmacraft. Hopefully you all both understood my ramblings and enjoy the idea enough to comment but Thank you for at least reading this. Prey animals Species name Aurochs Male Height 160 - 180 cm Weight 700-1500 kg Distinct feature Large pronounced horns which curve toward the front Color black-brown with a small light eel stripe Product Beef, Work Animal (plowing, pulling etc), Leather Female Height 135-150 cm Weight 500-1000 kg Distinct feature udder (barely visible), reduced horn size but still pronounced Color reddish brown Product Milk, Beef, Leather Fertility 40-60% chance # of Offspring typically 1, twins 1 in 7 births Gestation 270 days Eyesight bad depth perception (will stop at shadows to check for hole) normal color perception (better at seeing short wavelength i.e. green, blue) good movement acuity and 300 deg vision Hearing 23-35,000 hz frequencies Smell Excellent, can detect orders from up to five miles away (obviously needs some scaling lol) Social behavior Unisexual Herds. Males fight for mating rights during spring, occasionally leading to death or injury. The Aurochs are grazers that feeds on bushes and tree branches during winter. Temperament Neutral but highly aggressive if threatened Species name Bezoar Ibex Male Height 80-120 cm Weight 85-100 kg Distinct feature Large Scimitar shaped horns on top of the head as long as 144 cm also has a pronounced beard Color grayish to brown coat often with redish tint and dark brown or black stripes on the face, anterior leg surfaces and along the spine. Product Meat, Horns (could be used as tool material or a weapon) Leather, Pack Animal Female Height 50 - 80 cm Weight 25 - 35 kg Distinct feature Teats for milking, Less pronounced horns and little to no beard Color grayish to brown coat often with redish tint and dark brown or black stripes on the face, anterior leg surfaces and along the spine. Product Meat, Milk, Leather, Pack Animal Fertility 75%-80% # of Offspring 1-3 normally Gestation 147-180 days Eyesight Excellent depth perception (can easily jump 6 feet across a gap in a mountain and land on a tiny flat spot) Excellent Color Perception (can distinguish all colors and have exceptional night vision) Excellent movement acuity and 340 deg vision Hearing 78 - 37,000 hz Smell Excellent sense of smell (helps with feeding to prevent eating poisonous plants etc) Social behavior Unisex Herds, rutting similar to Aurochs. Temperament Neutral (Will flee if they sense danger and will only fight if cornered) Species name Eurasian Wild Boar Male Height 110 - 125 cm Weight 300–350 kg Distinct feature Large Tusks, Mane that runs along their back, thick subcutaneous tissue comprised mainly of dense fat that acts as armor against mating challenges, predators etc. Color Highly Varied, white to black through the red and brown ranges Product Meat, Hunting Companion (truffles or big game) Leather, Mount?(they are big enough…) Female Height 80-90 cm Weight 80-100 kg Distinct feature no visible tusks, much smaller than males, no mane Color Highly Varied, white to black through the red and brown ranges Product Meat, Hunting Companion (truffles or big game) Leather Fertility 80-85% # of Offspring 5-6 piglets and litters up to twice a year Gestation 108 to 120 days Eyesight terrible. cannot distinguish human figures at ranges of 15 meters Hearing 42-40,500hz Smell Excellent sense of smell. can detect truffles below 1 meter of dirt. will dig up dirt to reach food as well. Social behavior males are independent but females live in very closely related herds between 20-100 individuals Temperament Aggressive
  22. Hello all :)I wanted to throw into the ring my various ideas about drinks. The goal of this post is to outline the many drink concepts I have swirling around my head, codify them, discuss possible implementations, and put it all together in a nice package for people to read and discuss. I'm sure the fantastic TFC developers have considered beverages in complete and already have their ideas, but whats the harm in throwing some ideas out there. This is mainly to inspire discussion from the community Drinks are an important part of life for most of us, though there is quite a variety of drinks around the world. There are many categories of drinks, all with their fans and critics; Alcoholic drinks, non-alcoholic drinks referred to as soft drinks by some, brewed beverages such as coffee and tea, et al. I plan to touch on the categories named here, and throw in my two cents as to the possible uses of them, and implementations. _________________________________________________________________________ | A Quick Overview | _______________________________________________________ Currently, Steve has a rather narrow selection of beverages to enjoy at the moment in my opinion. He is limited to water(which has its uses, and is an important part of survival), alcohol(which also has its uses, though as a drink its primarily for relaxation), and Milk(which isn't drinkable at the moment if memory serves). Primarily focusing on water and alcohol, they both serve a purpose and have a function. Without water, you dehydrate, which leads to moving slowly. Good incentive to keep your thirst quenched. Alcohol gives various buffs and debuffs (or outright kills you if you decide to over-indulge) and gives a pleasant swirling effect to your screen. There are a plethora of beverages that the mods can devote their development time on, and everyone has their favorites, but I do not simply want to see beverages added that don't bring anything new. I feel that each beverage should be evaluated on its potential believable benefits rather than just adding drinks for its own sake. The beverages I will be focusing on will be from a handful of drink categories; Soft Drinks: This term is loosely used to reference a specific subset, specifically non carbonated non alcoholic beverages. Brewed: Mainly Coffee and Tea, what most people would think of as a brewed beverage. Alcoholic: some would say we already have enough diversity within this category of beverages, but I have a different approach to try. _________________________________________________________________________ |Soft Drinks | ___________________________________________________________ For most, when you think of Soft drinks, you think of carbonated drinks like soda. Sadly there is no carbonated water in TFC at present, so I use the term loosely to refer to various mixtures involving fruit juices. Some could argue hot springs could be harboring carbonated water of a sort, but that is a different discussion, right now I want to discuss non alcoholic non carbonated beverages. We have fruit, so why do we not have fruit juices you may be asking? In my mind, it's a simple matter of what benefit would be reap from having fruit juices? Thinking upon this, I wondered what believable benefit could be gotten from drinking fruit juices. First thing that popped into my head was nutrition. Having yourself a nice tall glass of OJ? (Orange Juice, not the football player!) Surely I would receive some nutritional benefit similar to eating the orange itself you might wonder. That was my go to solution, until I happened to peruse the forums and found kitty mentioning that the developers were trying to limit the amount of nutritional benefits you can get from food, for good reason. When you juice a fruit, you end up losing a good bit of mass in the conversion, things like fiber, pulp, seeds, etc. It is unlikely that converting 160 oz of fruit to 80 or even 40 oz and keeping the same nutritional content would be balanced, as now eating the fruit is sub-par, why do that when you can chug juice all day. With that in mind, I toyed around with the idea of having fruit juices improve food saturation, slowing the rate at which you become hungry. A possible solution, but it could have strange implications and didn't feel entirely believable or impactful to me. Another idea I thought about was adding potion effects into the mix, things like speed boosts, temporary max health increase, temporary absorption. In the end, I leave these questions for the community to decide, while I continue to wrack my brain for possible solutions to this problem. In any event, Here are some ideas for soft drinks. Lemonade: I cant tell you how many times I have tried to deliver the age old saying about lemons, but every time I was stymied by the lack of lemonade in TFC. Jokes aside, most people wouldn't countenance eating raw lemons, the fruit is mainly utilized mixed into food and drinks to most of us. The simplest route to implement this would be crushing the lemon for its juice, whether it be by hammer, hand, or what have you. lemon juice + sugar + water, and you have lemonade. This method would be barbaric and cruel to the poor lemons though, so I would suggest the implementation of a new item, the Reamer. A simple tool made from wood, fired clay, or knapped stone, it would humanely juice the lemon, and it would be easier on Steve. I can only imagine him coming home from a vicious battle and trying to juice a lemon by hand, it would be almost unbearable getting lemon juice in wounds, scratches, or cuts D;. Various fruit juices: Of the food available to us, I believe the best candidates for juicing are oranges, tomatoes, apples, cranberries, and plums. these all have a good water content that make them suitable for juicing. There are other foods that we juice today, but they are typically pulverized and macerated to obtain their juices, and couldn't be reamed by hand to produce said juices. As for berries, I would recommend they be put into a generic berry juice, either by themselves or mixed, so as not to create a ridiculous pool of dubious juices like strawberry juice. That is all I have to say about soft drinks, these will come up later as basic units for other beverages. _______________________________________________________________ | Brewed Beverages | ____________________________________________________________________ Brewed beverages are another of the popular drinks around the world, tea and coffee having worldwide appeal and mass consumption. This section will involve adding several new mechanics and will be more complex than the previous section. Lets start with tea, shall we? Tea goes back a long time, earliest records show tea being consumed as far back as the tenth century BC in China. But enough history, most of us know tea, and how great it is. to add it to TFC, we are going to need to add new items and mechanics to give it justice. Starting off, we will need to implement a tea bush. Tea bushes are typically grown in tropical or subtropical climates, require at least 50 inches of rainfall a year, and prefer acidic soils. It takes 3 years for a new plant to be ready for harvesting, and in harvesting, only the top 1-2 inches are plucked. It can be harvested every 7-15 days during its growing season. The slower they grow, the better the flavor. Implementation of this would involve creating the tea plant, mimicking the characteristics mentioned, and then harvesting by hand. I feel the best method would be to allow us to right click to harvest every few days to collect tea leaves, while leaving the bush intact. Unfortunately, I do not know if the devs plan to bring that feature back, as it has been removed from tomatoes and other plants. (disclaimer: the following is based on traditional small volume methods, and isn't a perfect step by step process or perfectly accurate representation of actual tea making) Once harvested, depending on the type of tea. For this thread, i'm going to stick to black, oolong, and green tea. Black tea is laid out in the sun to wilt, losing some of its water content, and activating enzymes to help break down the leaf and produce tannins. Next, the leaves are bruised and shredded, breaking open cell walls for the enzymes to oxidize them. After oxidation, they are heated to dry them to a specified water content, thus finishing the tea. Green tea has a slightly different method, where instead of wilting them in the sun, the tea leaves are blasted with heat / steam to stop the wilting process. they are then dried immediately with no oxidation allowed. Oolong is a half step between black and green, wilted, bruised/shredded, but only partially oxidized. In game, I can see the implementation working something similar to this. Using a woven reed mat or a large cloth blanket, sun wilting the leaves, crushing the leaves in a quern, leaving them out to oxidize on that same mat/cloth, and then drying them somewhere warm. For green tea, it would simply be harvested, then dried. Now to move on to coffee. Coffee does not have as long a history as tea, the first credible accounts of coffee being drank in the middle east around the 15th century by monks. There are two major types of coffee in the world, Robusta and Arabica. Arabica is considered the better flavored of the two, as Robusta is bitter, but has a great body(just like my wife! haha! no plz stahp). To keep it short, ill move on to processing. Coffee beans and berries are de-fleshed, and the seeds are left in the sun on screens to ferment, followed by drying on the screens, making Green Coffee. As many of you are aware, there are some variations to this, most notably kopi luwak, which has the coffee berries / seeds being fed to Asian palm civets, who then excrete out the seeds, which are collected and sold for large sums of money. I know dunks aversion to coding excrement, but it would be neat to have that process, only using creepers instead. That will give the coffee some real POW! talk about an EXPLOSION of flavor! (I'll let myself out now). All jokes aside, next comes the roasting. Roasting is a deceptively difficult affair, requiring an experienced roast master to acquire proper coffee flavors, but its simple for translating into TFC. Simply roast green coffee to the desired darkness. After roasting, all that is required is grinding the bean to powder, and then you have your coffee, ready for brewing. I've saved mentioning Implementation ideas for last here, since they will be similar for both tea and coffee. The best way I see it happening is through the introduction of a kettle or pot with which we can bring water to a boil. A pot would have more uses to it, you can find plenty of threads asking for pots to make stews or soups, etc. With that said, it would almost feel like a missed opportunity to not include a tea kettle for one reason, its distinctive whistle. Hearing a recognizable sound in a game, like a tea kettle whistle, gives me a better sense of immersion, and when it's done right it can downright give me thrills of excitement, but i'm weird like that. With a method to boil water, we can produce the end result, tea and coffee. Throw the leaves / powder in the pot / kettle or pour a cup and steep leaves /powder in that. Of course, what is tea and coffee without a nice ceramic (porcelain) cup with floral designs? Another missed opportunity I am sure. ____________________________________________________________________________| Alcohol |___________________________________________________________________ Rather than try to justify more types of alcohol, my suggestions will be more in line with mixed drinks and cocktails. This ties in with my earlier section about fruit juices, as a large portion of mixed drinks are mixed with fruit juices. I don't think i have to bother with coming up with any mixed drink/cocktail ideas, i'm sure the community and/or dev team can think of plenty on their own. The purpose they would serve would be mirrored in what the fruit juices will end up doing. Slight bumps to Nutrition and/or food saturation with your alcohol buffs would be splendid, or whatever else the community comes up with And with that out of the way, I want to talk about an egregious oversight, the lack of wine in TFC. I am here to give out my take on bringing wine to the game. Wine is a drink produced from the fermentation of grapes or other fruits. Wine has an incredible diversity, but for the purposes of this thread, I will keep things simple. Grapes / fruits are harvested from the fields, taken to where they will be fermented and processed. for simplicity, I will only discuss white and red wines, of the non sparkling variety. Red wines are fermented with the skins and pulp of the grapes / fruit, white wine is fermented from fruit juice that is pressed from said grapes/fruits, there is no skin - juice interaction for white wines. the wine is fermented for one to two weeks, allowing wild or packaged yeast to convert the sugars to alcohol. after fermentation, juices are allowed to empty and collect in a holding tank, and the remaining must(grape skins) is pressed, this liquid is taken to a different tank, and kept separate from the free run juice. At the winemakers discretion, these two are blended to achieve the target flavor profile. After this, both wines can be barrel aged, or blended and finished off. With such a simplistic rundown to work off of, the implementation of wine in TFC is rather open ended. Of the things we would need to have a fairly authentic experience would be grapes, a press, and a non flammable drum to ferment in. Amenities include wine bottles, wine glasses, filters, and a decant(er)ing machine(that's a wine joke ). Barrels can serve as storage, aging vessels, vessel for pressing, etc. With the introduction of wine, I will be able to turn my nose up at those rival towns who make an inferior copy of my high class chardonnay and scoff at their efforts! __________________________________________________________________| Concepts |_____________________________________________________________________________ Now that i have discussed those things, I wanted to throw a few concepts out there that I have been pondering for a short while. One of which is a system similar to taste we have now, only applied to beverages. Food and drink share a few desirable flavors, sweet, bitter, and sour, but in my experiences I've never sought out a savory or salty beverage. I would recommend that if a drink specific taste panel be set up, salty and savory would be replaced by body(mouth feel). I suggest this creation to help give drinks a purpose, and to go along with my next suggestion, packaging food and drink together to create a sort of pairing bonus. This pairing bonus would be for matching flavor profiles to your character on the food and in the drink, greatly improving the saturation bonus for your food. Sorry for the wall of text, there is plenty of mistakes in it I am sure, but I hope to create some good discussion points in the community. Regards, Chocmerc
  23. Stone Pillars

    One thing I love about Terrafirmacraft, is the amount of diversity it adds in terms of building blocks. With raw, smooth, brick and cobbled variants for all of the various types of stone, it offers a lot of possibilities. I do wish though, that there was some way of making stone pillars, similar in texture and function to the quartz pillars in vanilla. Not only can they be used for pillars, they can also be used to add unique textures to stony builds and can make floors pretty interesting. I was thinking they could be crafted with six stone bricks in the shape of a door, but anything works.
  24. [Breaks Rule #1]Fishing Bait

    You should be able to use bait such as worms when fishing to increase the chance of catching a big fish or increase the rate at which you catch fish.
  25. On background music

    Ilikethis modbackgroundmusic very muchThis is also the reasonIbrowsetheEnglishwebsite(I'm Chinese and not good at English)To tell the truth, this site is doing a good job.But I was notfound in the abovethemodbackground music.So, how do I get the background music? P.SAll of the above are mechanical translation obtained if that makes you feel uncomfortable and I'm sorry