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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 'danger'.

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Found 2 results

  1. Survival

    I've been enjoying the intricacy of the original mod and had many friends playing this mod as well, so I'm very curious how the new mod will turn out with it's from-scratch approach. What I've been wondering is- will 2.x will have a new approach on survival itself? From 1.x I felt the challange lied in progress and detail. Survival was only an issue in the first few hours of gameplay.
  2. Challenge vs. Annoyance

    In some of the posts and comments on this forum I've read it hinted or overtly stated repeatedly that TFCraft needs to be more challenging. This seems to me, a legitimate suggestion, in and of itself. However, the proposed ways that that suggestion could or should be accomplished are very often, in my view, more of a list of ways to simply drag out the game or make playing it more annoying. I don't have a quick fix or brilliant plan on how to achieve the challenge level so many of us desire. I'm merely calling attention to the fact that difficulty alone will not necessarily do the trick. While there should be challenge, there should also be accomplishment and victory over challenges. When we first start off we've got no equipment, no food, no shelter, no water, no fire... there's a lot of challenge to be had. But we can gather resources and eventually, with determination, skill, and luck, fix those problems. After we make a shelter, we have one... and we're safe in it. What I'm getting at is that dragging out old challenges or making them impossible to overcome will only make the game more tedious. Some folks seem to desire it to be impossible for you to make your home safe from hostile mobs, or establish some kind of farm where you are thriving and don't have to constantly worry about where you will acquire food. Others seem to think that it ought to take even longer to break through stone, even with a steel pick. Rather than dragging out these old (but essential) challenges, why not add new challenges? Some of this has been done... we didn't have thirst with vanilla minecraft... now we do. Others seem to be in the works, there is temperature change but we don't feel the effect on our Steve's body yet. I'm not sure what direction Bioxx and Dunk want to take TFCraft concerning tech trees but I don't think that simple wind power and water power would be out of line. We have a quern... why not a mill? Yes, I know that BTW did it first... who cares? You know who did it before BTW? Folks for hundreds of years in real life. Dungeons and Dragons had zombies... minecraft has zombies. Some ideas are just good. Why not take another page from Dwarf Fortress and employ lava power? Or use primitive mechanical power to pump water (actually I hear that is also in the works)?What about more mobs of different kinds? Not necessarily ones that will attack you but maybe ones that will try to steal your stuff (goblin thieves) or deeper rock layers with more precious minerals below... and terrible creatures? Anyhow, new challenges... that's what I suggest, rather than making old ones more annoying and insurmountable.