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ATTENTION Forum Database Breach 03/04/2019There 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.
This forum is now READ ONLY! 01/20/2020As 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 'humans'.
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+Tables, Chairs, Bigger beds (4x4), Dying beds. +More flower pots, Hedges, Dyeable ceramic stuff (not molds and other things like gold pan). +Bear tracks in trees when you are 5 chunks within the bear spawn chunks (11×11 chunks). -Bear tracks are scratches on only first 3 trunk blocks of a tree. Bears can eventually leave scraches on logs, though if placed by the Player. -Bears bigger (not stronger). +Monsters spawn only in magic places and there are animals and hostile believable mobs in nature. -Humans are player-like mobs that want to survive, build, trade, get rich, accumulate resources (if a human find a resource and take it you must foind other resource or trying taking it by hook or by crook.), grief, steal, or simply have someone close. -Humans won't be work FOR you but WITH you if they are friendly. -If hostile they will try, depending on the level of hostility and the human himself, to steal, grief or eventually kill you and other humans -Relations between humans, they can be friendly or hostile and can create communities (an human can join or, more rarely, leave a community) and communities can be friendly or hostile among them. -Every human have him personal character, that will change their reactions to events (some of them will flee when attacked and some will fight. -Anyway, Humans are VERY RARE to find, I think I don't have to explain why. +Item physics. -Items more light than water float. -Some stone types, cobblestone types, rock types, gems types, blue steel don't burn in lava. -Stone, cobblestone, rocks, gems, metals, ores, don't burn in fire. -some food decay faster when wet (in the ground or the inventory during rain or 2 blocks underwater). -Light items move when there are wind (rainstorms or on hills). +Damage and effects change depending on the body part hit, for example; -Head: 150% damage 90% chance of stunning III 20% chance passing over armor defense (and then 50% chance of blindness and 20% chance of instat-kill) 2% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Body: 100% damage 50% chance of stunning II 1% chance of bleeding 15% chance passing over armor defense (and then 5% chance of instat-kill) 5% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Arms: 50% damage 1% chance of stunning I 10% chance ofbleeding 15% chance passing over armor defense (and then 25% chance of mining fatigue and 40% chance of weakness) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Legs: 75% damage 5% chance of stunning I 10% chance of bleeding 15% chance passing over armor defense (and then 80% chance of slowness and 2% chance of instat-kill) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Damage is calculated on the weapon's base attack. -Stunning I makes you see blurred for 0.25 seconds, when you take damage. Gives slowness I for 0.25 seconds. -Stunning II makes you see blurred for 1 second and doubled for 0.25 seconds, when you takes at least 250 damage. Gives slowness III for 0.75 seconds. -Stunning III makes you see blurred for 5 seconds, doubled for 3 seconds, and a red outline effect for 10 seconds, when you take at least 500 damage. Gives slowness IIII for 3 seconds, then slowness III for 2 seconds and then slowness I for 1 second. -Bleeding makes you losing 1-10 health points every second for 15-120 seconds. When you begin bleeding the games choses a random width for the injury between 1-10. You will take the same damage per second for all the duration of the effect, and the damage will be based on the width of the injury -Passing over armor defence won't comsume durability of the armor and will ever happens if the target doesn't have armor in that body part. -Piercing armor will give same effects as passing over armor defence, plus 10% damage a reduction of 5% of armor and weapon's durability. Space for more ideas... Excuse for my english, i'm italian. DD