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    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

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

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  1. Hunting and world generation.

    Hi friends. I am very anxious about TFC 2, i do not comment too much in the forum and i don't know how to mod. I will put the ideas i have here. 1 - About world generation. I am a little sad about the world functioning in slands. I have playing Kingdoms and enjoyedm but i don't think it's would be nice in TFC, but put 2 options intead, one with the old world generation and one with the new. Please. 2 - About hunting. I really love to hunt, But i don't enjoy the spawn system of minecraft to some more rare animals like deer for example. Would be nice to create and system that trigger the spawn, a system that work with tracks and after you meet some tracks requirements the animal apawn near as specific object, similar to assassins's creed 3. The tracks must be triggered to spawn, that will use less memories than letting the tracks being created in real time. And you can make use of the plants that animal feed or in case of predators they spawn near an group of cattle that they usually hunt. It would be nice too to create an generation system like this with the prospector pick, simplifiing the ore spawn system so you will have just different soil and rock types but the tracks will guide you to what you are searching in an chain of 5 to 10 tracks steps for example, or even more in rare materials. This would create an feeling of adventure and the inovative landscape that generate new structures while you play would create some signaturelandscape with rare materials or animals while you play the game. I think that is more fun than the isle system. But again, i can't program and i would not make an nice mod like TFC, so excuse me my arrogance with this suggestion. Also. The trigger can work like this. The grass and some bushes with berrys can be used like tracks creator, also some animal footsteps and even trail of bloods were they push the fallen carcass, if you use fallen carcass, you will need to make an provess of field dress and the carcass go in the back backpack slot or in the horse to bigger animals, or you need to camp near to do the field dress... But about the tracks agains. You also will need to create an line layer that create the direction of the tracks and an system that rotate the objects in minecraft and put the facing the direction the animal run, you don't need to use 8 cardial orientation points, you can use 4 instead so it work in minecrart square system. Would be very nice to collect animals and to hunt rare animals and plants, at least for decorations, but later some people can do mods that will compliment that system, so leave some plants and itemslots to them. Them someone can make the magic mod separated from the TFC so all the work won't fall in your back, also. Make an collective item with an old rock with the name of the mod developers so we can pay our respects to you in game. hehehe. Hugs. Thank You for the attention.
  2. Potions, magic beams, redstone,and enchanted weapons, these are some of the things that must to be "terrafirmated". My idea is to add these "magic things" like realistic things. For example potions, formally, potions really exist, but these aren't magical substances (well, the magical prefix is relative by the level of knowledge), potions of the past was actually drugs, obtained by the destillation of specific plants and organic substances. Green fire? Fire that burns underwater? Invisible fire? Exists!, These are (al)chemical mixs. Primitive explosives... steam machines, optical ilusionism... "these can look magical for the poor primitive Steve that lifes inside of the game." Redstone (mercury?), in the other side, should be replaced totally by copper, primitive batteries and vacuum tubes... okay, this can seem too advanced, but aren't really so advanced, these can be created with the technology of a medieval town (?). Potions Drugs (concept): This has been viewed sometimes in the past, but it stills being a need if terrafirmacraft can be fully realistic (well, with a basic realism). The idea is simple: to add machines, destilleries... machines for viticulture and alcohol production. Alcohol is a very common drug, easy to produce, its effects are depressant, sedative, disociative, somnifer and hallucinogen, but little amounts can act like a kind of "minuscle temporalstrenght potion" for the player, since it increases the reaction (although badly)and decreases the dolor sensation. Next there is others drugs as coffee, coca, opium, cannabis, tea, tobaco, each one with negative and positive effects (mostly negative). This branch could be extended to anabolizant steroids (obtained from the concentration of hormons of animals) that would have a very long and progressive strenght/speed/haste/jump increasing and decreasing;and strong nootropics (from special plants) that could to improve the accuracy, speed, night vision, etc. Alternatively, poisons theme can be extended and variations can be created (neurotoxic, cardiotoxic, and citotoxic or wither) each one with different speeds of affection and different lingerings (for example, citotoxic is slow but lingering and very dangerous at big place, while neurotoxical is almost instant but its effect can disappear fastly); from plants and animals. Redstone Electronics/physical mechanisms(concept): Copper andzinc or silver; copper and iron... and some of acid juice. Batteries can be obtained with low technology easily, simply connect different metals to a potato, and you will obtain energy for do work a clock. Steam machines also are easy (technologically speaking) to obtain, and generates lots of mechanical energy that can be transformed into electrical using a iron fragment surrounded by copper spiral (an electrical transformator). So, you can create toothel wheel systems and electrical systems... Do you want light bulbs? Use carbon or graphite bars inside of a vacuum bulb. How to obtain vacuum bulbs? Technologically speaking, these also are easy to make. And speaking about bulbs, you can to create primitive electronic displays using vacuum bulbs... you can to build transistors (better said, tristors), diodes, decators... Analogic computing, that is very similar to redstone computing. Giant machines able to move walls or impulse doors... Primitive tanks... imagine the utilities. Mechanical mechanisms, not related directly to electricity and steam machines, also could be used for build catapults,etc Alchemy: from the fire that burns underwater, passing tothe powder that explodes, until the nitrical acid. You can to mix things forobtain fire that burns underwater and powder that explodes, but mostly important, you can to obtain nitrical, sulfuric, chloridhidric acid, when you has electricity. Can you to obtain a "magic sun torch"for burn zombies with a blinding flash?, create some of magnesium via alchemy. Invisible fire? Wood alcohol. Etc. Magic beams: Build mirrors, parabolic mirrors and the previous light bulbs, and you will able to create since deffensive mechanisms able to burn monsters, until "magical spectres with you shape" that are actually holographic illusionism. Yes these are only concepts and should be extended, and will be extended progressively. But now is the timeof discuss about its viability, and next, if it is viable, maybe be developed more in detail.