Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.

Search the Community: Showing results for tags 'suggestion'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Found 416 results

  1. Books

    The book writing in Minecraft was a major factor in many adventure maps. Up until the big latest command block update. In TFC you always start of with the innate ability to create a copper pick etc. There is no learning needed (Wiki help obviously). But my main thing I have noticed is that although yes you progress from Stone to copper etc. there is no way of documenting it in like a journal and there are no left over books lying around to 'teach' your character how to make these tools that is required, if I wasnt aware of the wiki I would have struggled to figure out what was needed however if there were like an abandoned villages or an in-game guide to tell you how to make the items (Or a sort of guru character to show you the path) then that would make it a lot more interactive and would allow you to progress in a realistic/believable fashion because nobody is born knowing how to tie their shoe laces for example. So if you included books then that would be an easy way of saying "Oh this book washed up on shore I wonder what it may include" and that is how you can get recipes etc. Also the ability to keep a little in game diary would be cool and cute
  2. Generate surface rocks near hot springs and fissures as a mix of the three underlying stone types. Both geographic features would then be a little more appreciated and sought-after in exploration. This makes sense as both features [can] represent a subsurface upheaval. -TT
  3. Food Decay to Fertilizer

    I was recently looking at my foodstuffs, which I keep near my farms for convenience, when I noticed that half of it had fallen prey to decay. I then took a look around my farm to replenish what had been lost, only to find my nutrient levels had been depleted. Of course, cycling crops is an easy way to avoid that problem, but why not take it a little further? I propose fertilizer. Now, I know this has been suggested before in the form of manure, but I would like to take a less scatalogical approach to the whole thing. The idea would be that, because there is already a decay system in place, to take sufficiently decayed food and put it into a barrel, then seal it and wait. Inside the barrel, much like alcohol ferments and cheese forms, the rotten food would be composting. Then, after (and this is just an arbitrary amount of time because I don't know what would be a good way to balance it) a week, the composting would be complete, and could be removed from the barrel with a bucket. The compost could then be used on nutrient defficient soil to fertilize it. Additionally, the idea comes to mind that rotten flesh would, hypothetically, make for excellent compost. However, rotten flesh is very easy to obtain, so I would not recommend actually letting rotten flesh be used.
  4. Dog Sled/horse and carriage

    so in game i just lost a whole bunch of seeds to the winter and i was pretty upset about that and i was thinking man i wish their was a way to just move faster or something, now bare with me because this idea literally just poped into my head lol, it might be completely stupid actually lol but for a little bit it seems kind of cool so i thought i would just write it down and see what happens from their and maybe other people can improve on it. Now what im thinking is if you can ride horses or not in TFC only because i have never seen one lol, but i have seen plenty of wolfs, so i thought it be cool to be able to make like a dog sled and like only be able to use it in winter or something, but than to like build onto that idea have like acarriage for horses to and have thecarriage be able to store stuff like a chest or something along those lines. It would be like Oregon trail type stuff lol. Maybe even have like different types ofcarriage like one with a forge in it or something, idk lol just spit balling here. still need to think on the idea a little more but im curiousto see what other people think so let me know peoples XD
  5. TerraFirma+ : Botany & Food

    TERRAFIRMA+ Be sure to Follow this post for updates! Episode 2: Botany and Food Other Episodes Episode 1: Animals & Carts http://terrafirmacraft.com/f/topic/4638-terrafirma-animals-carts/?p=69041Episode 3: Storage & Furniture http://terrafirmacraft.com/f/topic/5107-terrafirma-storage-furniture/ Episode 4: Medicine & Medicine http://terrafirmacraft.com/f/topic/5209-terrafirma-medicine-and-psychology/ Farming/Crops -Crops need to be tended to now, no more plant and forget Crop Domestication: Bioxx said no :/ (A long time ago apparently... oops) -Domestication- *Plants will start as their wild counter-parts *Replanting of seeds from the same crop will eventually result in a domesticated plant *Domesticated plants need to be taken care of more, but yield more food -Cereal Grains- *Rye, Barley, Wheat and Oats all come from the same ancestor *Wild grains are found as thick bushels, identified by the grains that dot their tops *Rye is created by cultivating wild grains in cold, wet environments *Barley is create by cultivating wild grains in cold, dry environments *Wheat is created by cultivating wild grains in warm, wet environments *Oats is created by cultivating wild grains in warn, dry environments -Zea/Maize/Corn- -Corn has 3 main phases now*Zea is a shrub-like grass that is topped with a long grain *Found naturally *After a few plantings, the reeds separate and the grains grow in greater number *Grain gains the multicolor kernels characteristic of Maize *After a long time, 6+ seasons, the maize becomes taller, and the grains less colorful *At this point, it is the corn that we know today -Field Work- *Some blocks will become un-tilled after a harvest, need to be re-tilled before the next planting season *Some blocks will become un-tilled if the temperature goes too low -Weeds/Pests- *Weeds will grow in fields, need to be taken out with a hoe (new mode "weeding") *Pests (Insects) can attack fields in humid and warm climates, insecticide will prevent them. -Insecticide- *Created via new botany system *Mix garlic and pepper powder with water in a barrel *Seal, take insecticide out with bucket, shift click to cover area -Pepper Powder- *Dry red or yellow (not green) peppers on drying rack *Crush in quern or Mortar & Pestle -Rice- *Wild rice grows in marshes and shallow ponds *No longer a generic cereal crop, must be planted under-water or in a rice patty *Rice patty will yield better crops, under-water is less work *Needs to be drained and let to dry before harvest -Rice Patty- *Til land and plant rice crop *Fill with bucket by shift-clicking, one wooden bucket will do a 3x3, a red steel will do all adjacent crops, up to 14x14 *Must be surrounded by a wall and have no un-planted blocks in order to fill *Maximum size of 14x14 (one chunk minus walls) *Rice will consume the water over time, must refill *Drain by breaking wall block, or by draining via a bucket -Jute Plant- -Confirmed for Build 78! *Reed like plant *Planted like Sugar cane, but water can be up to 4 blocks away *Used for burlap/hessian *Needs to be dried on rack before use -Hedges- -Build 78 *Grow as shrubs in the wild *Using shears on the base will drop a hedge sappling *Grows like a fruit tree *Can be squared off using shears on the rough sides, they will regrow over time *Using a new shear mode (Sculpt) you can create Hedge sculptures, but they will become untidy and will need time to keep looking good -Mulberry Tree- *New fruit tree *Also used for silk farming *Trees with silk worms won't produce mulberries -Cocoa Tree- *Fruit tree exclusive to Jungles *Grow Cocoa beans -Cocoa Beans- *Grow on a Cocoa Tree, not Kapok like vanilla ones *Need very high temperatures to grow properly *Harvests Cocoa Pods -Cocoa Processing- -I know that real cocoa processing is far more tedious, this is a simplified/changed version *Use a knife to break open pods *Place cocoa beans on the ground by shift clicking, like a log pile *Beans will dry over a period of time *Dried beans are ground up in a quern or mortar/pestle *Creates cocoa powder -Chocolate- *Mix cocoa powder with milk and sugar to form chocolate Medical Plants -Episode 4 -Aloe Vera- *Desert Plant *Can be grown without any water around it *Used to produce Aloe Gel *Used for physical health -Willow Bark- *Right clicking on a willow tree will scrape off a piece of bark *Boiled in cauldron and extract willow oil *Physical health -Mandrake- *Rare and difficult to cultivate *Found in dense jungles *Dies very easily and requires a high temperature to grow *Used in high tier -Night Shade- *Grown from the same seeds as Potatoes, Tomatoes and Peppers *Requires a knife to be taken to the flowering plants before they grow to be matured *A low medical level can yield poisonous mixtures instead of beneficial ones -Penicillin- *Oranges and other citrus fruits have a chance to grow penicillium molds when above 75% rot *Will have the oz of penicillium noted when it has grown, removed with a knife *Boiled to yield penicillin -Food- -Food spoilage- -Build 78 *A hot climate makes food spoil faster *Temperature decreases underground, so storing food below ground will make it last much longer -Drying Rack- *Shift click with meat fillets, or jute reeds, to place on rack. *Can fit about 20 fillets/reeds/cane per rack, takes about a day *Must be in direct sunlight -Salt- -Build 78 *Can boil sea-water in a pot over a fire pit, or in a cauldron, to get sea-salt *Can crush rock-salt to get salt -Cauldron- *New way to cook different meals *Things cooked in this will be considered "Hot Meals" while the vanilla TFC style would be "Cold Meals" *Boil water for making salt and soups *Shift-click to place over top of a fire-pit to be able to heat -Broth- *Made from bonemeal in boiling cauldron water *Base component for soup -Soups- *Right click a cauldron full of broth *Brings up a GUI similar to the meal one *Makes a soup or stew, depending on the effects (Soup is normal, if it has an effect, its stew) -Milk and Products Chart- *Found this on wikipedia, I thought I'd post it *Challenge to Bioxx and Dunk to code this http://upload.wikimedia.org/wikipedia/commons/a/ad/Milkproducts.svg -Feta Cheese- *Made like normal cheese, but with Goat Milk -Butter- *Place a bucket of milk into the butter churn, it will empty like a barrel *Press the handle a few times, and butter will appear in the GUI slot *One bucket produces 2-3 butter, the churn can hold up to 3 buckets *Lasts 3x longer than milk, and 4x if salt is added when churning -Butter Churn- *Used to create butter from cow and goat milk *Clicking opens a GUI similar to the quern -Pot- *Already in TFC as a resource, but unused. Enable it *Used to cook things in a cauldron that isn't soup *Used to melt wax for candles -Mason Jar- *New storage system *Like a glass vessel, but with more uses *Used a lot in Apiculture, as well as food preservation *Made in a U shape with glass blocks *Perhaps by a new glass blowing system!? -See this post for details: Implementing.. -Jarring Food- *Place food inside mason jar, then right click to fill with water *place in boiling cauldron until hot*, getting it too hot can make it shatter *Will preserve food for years -Jam/Jelly- *Mash fruits with a mortar&pestle *Place mashed fruit in a pot, with water and honey *Place pot on campfire, the raw jam will become setting jam *Remove the pot from the fire at that point, and let it cool *Hold the cooled jam pot and right click, this will open a casting GUI, place a mason jar in the cast slot *This will pour jam into the mason jar -Butchering- -This has been posted a lot, so I'll skip the details -See this post for details: Corpses, Crops... *Yields slab of meat *Knife can cut it down to Steak, Strip of Meat, chunks *Steaks are normal steak/porkchop/mutton *Strips of meat are Fillets, pork can be made into bacon (BACON!), they all can be dried out into jerky *Chunks are for stews *Fish have to be scaled, then cut into fillets -Oven- *Multiblock structure *3x5 with 3 blocks open in the front, center back will be for fuel *Shift click the front 3 blocks with raw dough and it will be placed, up to 3 per block *The dough will cook, and turn into bread in some time, Shift click to pick up -Honey- *Collected from bee Skeps, or wild bee hives with a mason jar *Can be eaten, or used to make mead *Never spoils -Mead- *Place a mason jar full of honey in a barrel *Seal to create mead *Jar can be recovered *Add fruit and re-seal to create different variants of mead -----Post Notes----- Credit to AllenWL for the butchering post Credit to jake_the_odd for the glassblowing post ChangeLog: 1-20-2014: Started Changelog 1-20-2014: Added: Mead, Honey, Corn Progression, Cereal crop progression. 1-19-2014: Started TFC+ Episode 2
  6. So the idea would be there would be different types of sugar in game, or at least the source would be different. It was said that sweat, sour and other tastes are coming in the game so now we will need salt, sugar, lemon, and stuff to change how food tastes. So it might be needed that on different levels of temperature and humidity the source of this sugar cant be sugar canes. 2 other sources are the following: -Maple syrup (either from new tree type: Sugar Maple or from normal min game maple tree) -Sugar carrots (new crop, i don't know how they really call it, but in the EU we use sugar from these) EDIT: Now i know that the sugar carrotts i mentioned are called sugar beet
  7. 'Grafting'/Sapling tool

    This is just an idea I had thought of while playing, and I was wondering if this would be something any of you would consider. Basically it would just be some sort of tool that would increase the chance of obtaining saplings from trees over the chance of getting sticks, or maybe even eliminate getting sticks all together. This tool could possibly be similar to the scythe in that it clears out chunks of leaves at a time rather than just one at a time(or not!), and would possibly by some percent provide you with a higher than average drop rate of saplings, which would increase with the tiers of metal. Now, the thought behind this idea is not to flood your inventory with stacks upon stacks of saplings. That, in my opinion, would be quite overpowered, and frankly would take the fun out of the whole process. It is more to rectify the small problem of sometimes more than not, clearing a tree of its leaves and not receiving a single sapling. (I am aware that certain trees are not supposed to drop saplings for said tree. This item is not intended as a way to receive saplings from these trees) Of course, the item would give a noticeable increase in the drop rate(scaled with metal tiers! I wouldn't expect a copper version to have a large increase of drop rate by any means) Given what I've said here, let me toss out an example of possible parameters for said item: The grafting tool must be crafted from a metalThe rate/percent increase in sapling drop chance would increase depending on metal tier, with maybe some variation within tiers that have multiple tool metals(for example, black bronze would have a slightly better chance than regular bronze, and bismuth bronze would be slightly better than black bronze)The grafting tool would in turn decrease the rate of sticks, proportional to the increased rate at which saplings would dropThe tool could possibly be similar to the scythe in that it would remove multiple leaves at a time, rather than just one blockAnyway, that's my small idea. Thoughts? Questions? Comments about how terrible I am for suggesting this( )?
  8. Salt = Dehyrdation

    I thought that food you preserved with salt should dehydrate you faster when you eat it. After all, salt makes you thirsty in real life.
  9. ---Original suggestion--- original name:TFC (massive) Earlygame changes + sticks and planks update Soooo... In vanilla minecraft you basicly spawn down, punch wood make a pick, in 10 minutes you have a diamond pick and like everything. and Terrafirmacraft is survival mode as it sould have been So you spawn down knapp some knifes, cut grass (magicly turns into yellow straw) and build a shelter. So (again) dont get me wrong i love terrafirma, BUT, i love it because i love its beautyful evironments and because its realistic as it can be without getting boring (THIS is whats so awesome) OK so you might have guessed that the 5th line was irony of its realisticness... BUT you can make that realistic without getting it boring (like the game would get boring if you couldn't carry like 15 tonnes of dirt in your hands, cause then the whole game would be about transporting resources) So ones idea may be like okay so obviously you need to dry that straw, like place it on the ground, fill up to 8 1/8 block with straw, similar with the pit kiln, and wait until it dries, like starting from the top and stuff, and also to keep it realistic you can't 2 full block on top of each other, like dirt, it full fall to the side (also the full blocks would replace the blocks of thatch,or grass and it would be solid, the others with 7 or less would be ghost blocks, but harder to go through them (like +2 level slowness) OK, so yeah... great, now its good because you need to wait until... oh wait what about a shelter or something like that, seems usefull on the first night. This would be the first part of my suggestion, but we need to solve the problems so lets get to it. NOW, straw/grass lying around, well sometimes this should be blown away by the wind depending on how many blocks are next to it (of course during storms more would be blown away, and under rain grass would reset in the drying prosess) So to make a full block not be blown away by the wind, you'll need to tie it together with 3 pieces of string or wool yarn. and what you could do it make the pile stronger (and this would also be the way to make a wall) is add some stick yeah... great but how? well, the answer is easy: stick would be placable, and it would be different color from different trees. and how would it look like? like the blocks/miniblocks that are now called planks. those if placed are 1/64 of a block, but if you craft 4 together, you get a plank block. WHAT?!!!!! so the planks would look like this. 1x1 on the face, 1/8 block wide. These still aren't realistic to get 4 pieces and get a full block, I think, we would need either 6 or 8, depending on how you look at them but with chiseling it needs 8. So either a) we don't change the recipe, so we don't interfere with crafting table crafting or be just wont have plank blocks, just place 8 planks on top of each other so thats it with planks. With sticks? well I was thinking using it so make roofs out of thatch stand, as support beams for straw and grass. SO maybe this would be my suggestion but there IS one other thing. and this would fix the problem with shearing leaves. and the first night shelter problem (if it is a problem) leaves would be ghost blocks. like you can't interact with them. (or only with shears, but you can't get them. or you can but not as blocks but as items to compost it or something) so a tree would spawn with branches (with look like places sticks cause they are) (and RANDOM braches, and not only one per block), and if you brake them you get sticks. you might just build a hideout is on/in a tree (you could make ladders) ---End of Original suggestion--- ---suggestion v2--- Main suggestion: Harvesting tall grass with a knife or a scythe would give you grass (not placable vanilla grass of course) which you can place down like a 1/8 slab, in a similar style to straw placing in a pit kiln. This grass would dry in time and turn yellow but this woudn't affecting building with it. These would be like ghost blocks, so you can go through them unless it reached 1 full block. After you build a block with this straw and want to stack more up on top of it, it (the second block) falls over randomly like dirt would. So in order to build In order to make a wall with that, you'd need to support it with sticks on the side, which would be placable like planks To make a roof, you'd need to support the straw from underneath. If you place 1 more straw/grass on top of them (represented by orange carpets, block of thatch and a clay grass block) That won't work, because it'll fall over So placeblack sticks would look like these planks (not their texture) which is needed to support these blocks, min 2 on all sides of grass, only one for straw. explanation (with pictures )for roofs coming soon Sticks are weak materials, and get break under heavier blocks like dirt, sand, gravel, or any block that can fall exept grass/staw. They can also be breaken by mobs if collided with them, but it would also break under them (or players) making it ideal for traps (covered by grass) Water could also wash it away. Side suggestion #01 ADOBE - Block somewhat similar to current thatch: Maybe we could add a higher tier block which can be used to build huts similar to the ones currently build with thach blocks. Needs 8 straw (dried), 8 clay, 1 dirt or sand and 4 sticks produces 4 blocks of adobe. this block could be used as thatch for building, it wouldn't fall down (or be blown away by the wind if that would be a thing still in the suggestion (i might bring it up as a separate suggestion)) Side suggestion #02 Tree branches: So as I said trees should have branches INSIDE the leaves, and if you destroy all naturaly sticks in a leafblock the leaveblock breaks, otherwise you can't interact with leafblocks maybe only with shears (side-side suggestion) and even then it wouldn't give a block, just something to compost. BALANCING TIP #01 cutting grass with a knife or scythe would give 1-3 grass, with bare hand this would be 0-1. because of higher cost of thatch block. Pros of this suggestion: [*]Making straw huts believable [*]Adding adobe which would serve as thatch does now [*]Believable trees, especially in winter [*]Inspiring players to build treehouses or realistic straw huts on day 1 [*]Adding a storage solution for sticks ---end of suggestion v2---
  10. comers

    So this is a very simple suggestion but i think it is really needed, So you know when your trying to like maybe outline something in planks and theirs that tiny little gap that only needs a little like 4 x 4 bit of block in it, so i was thinking maybe you can take a saw to a plank and make it into a corner to fill that little space. thats my solution of filling the corners now but i think it would be easier for it to just be a block http://youtu.be/nz_fgSitbsQ?t=4m34s
  11. Herbal Remedies/Poisons

    Since there is no Nether in the mod there is no potion making, and I really like potion making. (Mainly for the healing, speed boost, and poisons). Maybe they can add in herbs and flowers that have medicinal and poisonous properties to the world generation. Maybe they can even add in a recipe for a mortar and pestle, which can be crafted with stone (or rocks so we can start earlier) that can help prepare the herbs for brewing, or salve making. Technically there doesn't have to be a brewing stand to make these type of medicines, but I honestly think that it would be a good idea to add in some form of alchemy lab. (they don't have to, it is just an idea) Maybe they can even add in forms of sicknesses to go along with this. (This idea is purely optional) Some Ideas for herbs, flowers, and their properties. (Oddly I know more poisonous plants right off the back than helpful ones) Nightshade: Poison (surprisingly it has medical properties as well) Aloe: Medicinal (Salve) Monkshood/Wolfs bane: Poison (They both are the exact same thing) Hemlock: Poison (technically this is a tree) Mandrake: Poison (supposedly mandrakes also have medical uses) Willow bark: Medicinal (It contains similar properties to aspirin) Arnica: Medicinal (Salve) (Anti inflammatory) Astragalus: Medicinal (Strengthens the immune system) Vernonia amygdalina: Medicinal (treatment for dysentery) Valerian: Medicinal (Helps you sleeps, Maybe even in an "uncomfortable bed") Sweet Violet: Medicinal (Typically for coughs and colds it is made into a syrup, but if made into a tea it can relax your muscles, relive muscle pains, and headaches)
  12. saw mill muti block

    instead of just making a saw to make planks than logs i think it would be cool to do it basically almost exactly like in real life and need a saw mill to shape the logs into well whatever you want, plank, block, ect... i think it would be cool if it was a multi blocks just because i like multi blocks lol plus a normal saw mill is pretty big so having a saw mill in just one space doesn't seem to believable either um again i literally just thought of this so i plan to add onto it in later posts but i just want to make a post so i dont forget it. let me know what u guys think
  13. Water Flow Distance

    Just a random idea I had: what if water would flow different distances depending on what it's on? Over dirt, for example, it might only flow 4 blocks, simulating it 'soaking in'. Raw stone might have the default seven blocks. If smooth stone had a greater flow (10-20 blocks, say), it would allow for aqueducts in the metal age. Non-solid blocks might have a flow of zero, since they have holes/gaps. I wouldn't expect to see anything like this for a while, since it seems likely to be a lot of work for little reward, development-wise, but I don't really know.
  14. Coal into Coke

    Not the kind you drink, but the stuff you get when you burn coal. This could be made from processing coal that you dig up (as opposed to charcoal that you make) by baking the coal in a charcoal pit type manner to produce coal coke. The benefits would be it would burn much hotter in your forge, allowing you to smelt more ores without the huge reduction in heat from adding ores to the crucible, or it could be made as a requirement to make some of the higher level ores because a hotter burning furnace is needed to melt them. Or you could make it a fuel requirement for the blast furnace in place of the charcoal. But mainly, I'd like a material that you could use to burn your forge hotter without having to sit and constantly pump your bellows, at the expense of needing to process it further beyond just digging it out of the ground.
  15. Shears recipe

    The "vanilla" recipe for shears could have been more in the tread with TCF's "mindset". Suggeston to shears recipe: Weld two knife blades together.
  16. This is something that irks me and I would like to see it change. Despite the fact that a crucible can hold dozens of ingots worth of molten metals you can only drop ores and items in nugget by nugget. It does not seem logical to me that you need to carefully place each chunk of ore in one at a time. I think there should be at least 5 slots to add ores and ingots into the crucible for melting. Of course melting 5x the ores should take 5x the fuel (and obviously more time) compared to a single ore but it doesn't feel right that I need to babysit the crucible the way I currently have to. I would prefer a more believable approach where you can place a large amount of metal in the crucible and then go take care of something else (or work the bellows non-stop) while it all heats up all at once (albeit more slowly) Little tweaks like longer melt times for anvils are also realistic but mainly I think the crucible should be able to hold more solid items (kinda like a smeltery in tinker's construct but far less OP) Thoughts?
  17. BODY TEMPERATURE MECHANICS AND IMPLEMENTATION With Pictures v This post is not to suggest Body Temperature. We already know is coming in the next release.Is about how it should be implemented: v New blocks items and devices to help preserve body temperature raise it or lower it. v I did some research on posts that already marginally talk about these ideas and will try to link to then. v world generation : Ø I should call attention to the fact that the equator is not a huge desert. On the contrary the equator is where all the rain forests are located: Amazonia, Congo, Indonesia and so on. Actually the biggest deserts are located on the tropic of cancer and Capricorn as North Africa and Australia. Note the red Line for the equator. Ø One other thing to consider is places like Alaska that are pretty up north but have huge forests and are rich in wildlife. Ø That said I believe we should have some kind of disadvantages for people that want to live too much north or south also some kind of problems for living on the equator like too much rain ( I have a friend from Brazil that use to live on the Amazonia, according to him people use to set appointments as before or after the rain as it would invariably rain every day in early afternoon) or diseases. To be honest is a lot easier to live on hot places then on cold climates. v Some suggestions for early game: Ø Thirst aggravation: § When over 35C the thirst bar would deplete twice as fast, so the player need to drink double the amount of water. Ø Scraped Hide: this low quality leather would be obtained just by scraping a hide with a knife. § Scrape Hide can be used to make a Cape and basic clothing (To keep game balancing you should not be able to make any kind of armor with it. § Scrape Hide can be used to make tents for night time (especially when travelling) there is a tread about that Here § Water bags: Heat will make you more thirst (historically the clay jug was never a portable thing as is very breakable) It should provide enough water for 2 days if no thirst aggravation. Ø Heat Sources: There is a tread about that Here: any source of fire raises ambient temperature around then. § Change Fire Pit to allow it to be fuelled for the night ( on single player if it gets too cold in the night you would wake up before morning, so no sleeping if is too cold.) § Add stone stove and ovens (Again we need a way to fuel then for the night and on more advanced versions (cast iron stove and ovens) 24 hours stocking. Tread about that Here Ø Hats: Anyone living on a hot weather knows how important that is: Maybe as a penalty for living in very hot biome any one without a Hat under sunlight when over 35C (95F) would suffer slowness and have a thirst aggravation. The hat is not needed indoors or when mining. § Straw Hat would be easy to make but not very durable. It eliminates slowness from Heat. § Leather Hat more durable No slowness and only half thirst aggravation. § Leather Hat with cloth inside No slowness and no Thirst aggravation. Ø Clothing and outfits: there is a tread about that Here § An idea would be to have a way to create skins from inside the game ( no idea if is possible or how to make it work.
  18. Wells and watering crops

    Hello. I'm new to this forum and I recently started playing this mod. I liked it very much, but I was not very pleased with how water and crops interact in the actual way.. I don't like how you can only manipulate water with steel buckets only in the late game, forcing you to plant crops two blocks next to a source of water having to make water channels for it to flow so that you can extends crops. I'd like to make a more inland farm with the shape I want where I want. My idea was to let us water crops with the normal bucket by picking up water normally from the original source. I don't know if rain affects, but if it doesn't, it definitely should affect to the crop irrigation. I'll explain my idea a bit more detailed. Imagine you have a crop that is not next to any source of water and the hoe marks it as black. Watering with a bucket so it has water JUST FOR A SPECIFIC IN GAME TIME until it changes back to a dry crop, having to water it again and making it so with one bucket you can water more than one crop block so that it it not very tedious to go one by one, but not being to overpowered system to have easily growing crops. Wells Being able to craft a well and place it anywhere on the ground, providing a finite source of water that recharges up over time. This could be done using Stone of any kind, a wooden bucket and a rope, the pole could be done with copper or if you don't agree, with bronze or even iron, but not further tier metal, since I think wells should be accessible not in the late game like metal buckets. Personally wells would fit better in my opinion with this mod's theme than a blue metal or red metal bucket do. This where my ideas for now. I'm not native english speaker so sorry for my English. Any good and constructive critics about my grammar mistakes and/or my suggestions are welcome. Thanks :-) Edit: I'll be updating this post just with some pictures of how i thought it.
  19. Hunger Tweaks

    I have been playing TFC on and off since B60ish and I have watched some good things come and go. I really like the new nutrition system idea but I've run into some serious issues with the general food and hunger that I feel need to be addressed. In order of relative importance as I see them: 1. Hunger needs a Warning Sound Effect. Grumbling Belly Noises to let the player know in a non-visual way that he's hungry. Taking Damage from hunger is already too late,a simple sound effect that plays at 30% then 20% then 10% would help greatly. 2. Slower Hunger Damage. Taking half your health on the first tick of hunger damage is insane. 3. Slower hunger depletion. Gandhi fasted for three weeks several times, but TFC Steve drops dead 25 hours after his last meal. I have personally fasted for a week without any harm coming to myself. Now thirst can kill you a lot faster than hunger, but still not usually in a single day, unless you are staked out in the desert. 4. Cooking should be applicable to foods other than meat. You can cook carrots too. With vegetables for instance, cooking should improve taste but hasten decay. 5. Since you have chosen to use ounces as your measure of mass, please set the normal consumption rate to 4 ounces per use.Unless there is some really important reason to have a stack of food be 32 uses, eating 1/4 pound at a time seems like a nice easy to handle ratio. Well that about covers my hunger tweaks suggestions. I hope at least the GRUMBELLY NOISES can make it into B79 -Llywylln
  20. Change the perfomance

    Hello guys.. I really like TerraFirmaCraft.. and I would like to record it, and upload to YouTube, cause I have people that watches my channel and wants me to do it, but I have some problems. When I am playing, I have a bit of lag that freezes the screen for a second, and it is really annoying.. MOJANG did a very great update with the snapshot 14w30c, rendering just the area what are you looking at, and I have hundreds of FPS when I play, with MAX settings, everything smooth and nice.. so, can you guys update the TerraFirmaCraft to play without any lag? I have the latest Java for 64 BITS, I play everything at high, I just have the problem with TerraFirmaCraft, and don't know exactly why.. I play with 100 or more FPS, but it lags every 20 - 50 seconds or every minute or two when rendering new area, and never happened to me when I walk to new area, it just happens to TFC. I have 8 GB of RAM and a GTX 570 and I play a lot of games on Ultra or Very High with no problem.. I also tried it with Optifine, and multi-core rendering.. I have then 300 or more FPS, but the lag spikes when entering new area is still annoying that freezes everything 1 second.. and I have the save option to save every 3 minutes, so that is not the problem.. I also tried to play with JVM Arguments:-Xmn1G -Xms3G -Xmx3G ( but it still not helps me to prevent those spikes ) FPS: Settings: Entering new area :
  21. Water Pump the TFC Way edited again

    I have seen a lot of water pumps proposed. One thing they all have in common, is that they all want to change the way water behaves and or add a whole bunch of pipes and valves. Don’t get me wrong pipes are ok but not for early or mid-game. They should not be used until later in the game. My idea of a water pump is a device that can move 1 water source block from 10 blocks dawn. That is as much as a suction pump can do. The pump needs to be at a maximum of 10 blocks higher than the water body. Be it a river or pond. From there you have to use canals to move the water horizontally. Since water will flow for 7 blocks before it needs a slope you can make it 70 blocks farther. To be usable we need to tweak a few things, like been able to fill jugs and buckets from flowing water. Also I have no idea if flowing water irrigates farm blocks. I would like this system to be obtainable by mid game. Like copper age. A water wheel or windmill would provide power for the pump. History: The first suction pump may have been invented by the Egyptian engineer Ctesibius in the 3rd century B.C. Suction pumps were in use during the time of the Romans, and diagrams exist showing an early European pump model from the 15th century. More pictures The Water wheel The mechanics: gears and the pump, in the image a note block The top where the water source is created
  22. Charcoal Texture

    Charcoal Texture: My suggestion is to replace the existing charcoal item texture for something that resembles a charcoal lump and not a briquette. Lump: Briquette Here is a texture
  23. I don't know if the devs have read it, but I'd highly suggest the book "The Knowledge: How To Rebuild Our World From Scratch". It basically outlines how, after a world-shattering apocalypse leaving a small number of survivors, we would be able to "reboot" civilization and jump-start the technology progression tiers without having to relearn and rediscover everything from scratch. It does this by going through history and detailing how certain inventions and discoveries led from one to another, how they work and how to recreate them. A lot of it follows current TFC tech progression, obviously, which is why I was wondering if maybe the devs had read this already. If not, I'd suggest checking it out for a few other ideas on content to add and systems to flesh out for a more interesting and believable progression through tech. :)Discuss!
  24. Tomato fix (fruit not vegetable)

    I was playing TFC and needed some fruit to increase my nutrients, I found some tomatoes and was very happy but just afterwards I noticed that they are classed as vegetables. This is not a major bug or glitch but some time it would be nice to have this fixed because it annoys me slightly and maybe others.
  25. New Tool: Trowel, New Masonry edited

    New Tool: Trowel, New Masonry THE TROWEL The trowel would be a metal tool and needed for most stone work. You need a chisel to create stone bricks but you should need a trowel to create the stone bricks block. We could also use the trowel to create cobble blocks they would need mortar and rocks. The same recipe used today for bricks could be used for cobble. As for cave ins maybe we can make stone turn into rubble. Like piles of rocks, I think that makes more sense than the caveins magically making coble blocks.. So the ruble behaves the same as rocks on the ground . Just giving you 4 rocks instead of one. And the only way to obtain coble blocks would be with mortar and the trowel This new cobble behaving block would not be gravity affected so everybody that wants the look of the cobble for the castle and towers would have it. In a believable way. I don't think is needed but it could also be added as a config option to require a trowel on the hotbar and mortar in the inventory every time you want to place any stone block ( stone, smooth, brick or cobble). THE MASONRY The New Masonry: right click the trowel to open up a new GUI. The GUI will be 8 x 8 to allow the creation of complex structures. Like for example The stone oven, stone Stove and Chimneys described in my post " Cooking Mechanics Overhaul" The main difference between Knapping and Masonry is that you are adding material not subtracting. You should be able t to use rocks or stone bricks depending on what kind of look you want. Off course you need Mortar in your inventory. No need to add Mortar to the Gui (to facilitate on the creation designs)it will just be deducted from your inventory. For the Mortar one way to improve how fast you can make it, would be using the barrel. So you could mix high quantities of mortar at once.