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Found 6 results

  1. Physical Smithing

    My idea is, instead of the current anvil GUI, when you are forging basic, single ingot tools (like the pick, axe, or shovel), the heated ingot is pulled from the heat source with tongs, and placed on top of the anvil, rather than into an inventory. The player would then hit the ingot in various places using the hammer to change the shape of the tool, holding down the attack button for different lengths to change the hit strength. This would replace the red and green options in the current GUI. Information that is normally indicated by hovering with your mouse inside the inventory could be manually accessed by right-clicking the anvil (the only information displayed would be the ingot in a single-space inventory slot in the center and then metal type, shape, temperature, etc. displayed around it; alternatively, the information could be displayed on-screen as long as the player is looking at the anvil/ingot to display the same relevant information.
  2. Endgame guns.

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):Yes Answering "no" to the above question will result in your post being deleted. I would like to hypothesize about an idea concerning one of chemistry / metallurgy greatest inventions, the musket. Now don't get me wrong I am not the person shouting "Guns! Guns 4 Minecraft!!" I am merely formulating a logical path off of current ideas floating around here. It would be something like this: Once your chemistry skills got beyond a certain point then you would be able to create (not just pick up from creepers) gunpowder out of Charcoal, Saltpeter and Sulfur. Then you could forge a steel or iron "barrel" after carving the wood hilt. The recipe would be: 1 barrel, 1 hilt, 1 flint and 1 Mechanisms. Also you could attach a knife to the end to make a bayonet. You can forge lead into the ammunition. The damage would be 500 player hit points or an insta-kill for normal mobs. Now the catch is that, just like in real life, flintlock muskets have terrible accuracy and take 20-40 seconds to load one shot, this will be mirrored with in-game muskets. To reload the musket you would have place the empty musket into the crafting grid, then a gunpowder and finally a lead ball. that would craft a half loaded musket. Then you would take that and hold right click to load it, that would take 20 seconds of holding then it would become a loaded musket once again. whew! Now whatever you think of this idea remember I am open to all forms of praise and criticism, don't be "nice" by holding back, if there is a huge flaw please, do tell.
  3. Magic "anamotronics"

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes Answering "no" to the above question will result in your post being deleted. with the idea of having metallurgy and magic as progression routs, i have an idea to combine them. Similar to golems in vanilla, anamotronics would be a forged bodied magically powered robot. stronger alloys allow for more strength for carrying, lighter would allow faster movement, and durability would determine the health. Magic could determine the attack strength, and AI of these robots. so you could make a iron-man with a pig AI (soul) making it dumbly do the required task, fall of ledges and never really listen. every animal could have its soul harvested to be placed in these shells and the would all have different traits ex: wolves could be used for it's intelligence, loyalty and ruthlessness. these robots would be bound to man and only attack monsters (can't fight in army's) so they would not be OP for pvp. sorry for the bad English, please comment where you see fit
  4. Metallurgy Pioneers

    I'm not sure I'd necessarily want this in TFC, but the idea does interest me and wanted your thoughts on the matter. Years ago some old dudes found some rocks which were a bit orangey, and if they heated them really hot this stuff oozed out and went hard. Thousands of years later another old dude found that mixing this orangey rock stuff with some other grey stuff made another type of orangey stuff which was a bit better, once they bothered to experiment with various ratios.My point is that we know what copper ore is the first time we see it in game, and we know that 90% copper and 10% tin makes bronze, but how does our character know? It would be curious playing Minecraft and digging up some unnamed ore, casting it into a mold and seeing how long it lasts as a tool. Maybe we'd find another ore , and try 70% of unnamed ore 1 and 30% of unnamed ore 2 just for lolz. It might be really soft or brittle, or it might work well. Similarly to how food combinations and taste is randomised on each word seed, these ores would require testing and experimentation before we work out if they're good or not. Colours and names of ores could be randomised for anonymity.This sounds like a terrifying amount of stuff to code, and it also sounds frustrating for the players who just want to make stuff and get on with their lives, so I'm not saying I want this in TFC, but what do you guys think of it?
  5. Metallurgy Mechanics

    Hello once more, fellow TFC users. Now, I am aware that new metallurgy features have been announced in TFC 1. However, I plan to make some additions of my own here that may/may not have been accomplished in previous posts, and some may not be currently possible, so do suggest an alternative or tweak to amend those problems The Current Metallurgy System: TFC 1's current metallurgy system grows stale as you progress with skill accumulating through the different ages up to the blue and red steels. In order to (attempt to) remedy this adversity, I am to be suggesting that a variety of variables, techniques, and the like to be (hopefully) implemented. The New Metallurgy System: Metallurgy Through the Ages: Ancient Metallurgy: Coming Soon... Medieval Metallurgy: Coming Soon... Renaissance Metallurgy: Coming Soon... Industrial Metallurgy: Coming Soon... Modern Metallurgy (Not to be implemented into TFC2, just reference): Coming Soon... -Stone Tools Ores: Before early humans began actual metalworking, ores were sometimes (and very rarely) used as 'chipped' stone tools, which are made of chipped ore. It is also slightly possible to reshape the raw ores, dependant on the hardness of the metal, into usable tools. As you can imagine, the early ways of processing metal ores never significantly affected the early human history. The knapping system should also include ores to knap into stone tools. The only differences are that they are finicky to knap due to the metal the ore contains than using actual stone, and because of that, they aren't ideal for proper tool-procuring in their raw states. Stone: The reason I am putting stone tools into the suggestion is that (I believe) they were the predecessors of metal tools, and that prove to be invaluable to the early humans two million years earlier. Not all stones on the ground can be usable for tool-making. They should have properties such as: -The type of stone. -The durability of the stone. -The size and shape of the stone. -It is isotropic (breaks reliably in any direction the tool-maker desires). Besides the type of stone, if the rock doesn't meet any of the following criteria, it can shatter, cleave into thin plates, breaks too unevenly, or cannot hold an edge. There are some kinds of stones that can prove useful. For instance: -Obsidian: Best used for sharp tools. The right volcano (due to many volcanos having too many bubbles in obisidian or founded in layers too thin for effective use), whether it be active, dormant, or extinct, will provide the right obsidian. -Flint: Closest second to obsidian. They are chemically similar to obsidian. Varieties of flint, including chert, could be useful, as well. -Quartzite: Best used for hammers. The 'best' quartzites have their grains partially fused together. -Greenstone: Generic name for metamorphic rock dark to light green in color, dense, and contains a chemistry of significant amounts of iron and silica. Harder, less pure greenstones are best for power-hitting tools rather than delicate-cutting ones. A new knapping must be implemented to better reflect the properties of stones. Similar to some knapping suggestions, a randomized 3D stone appears as a GUI, which perfectly reflects to the stone that was picked up from the ground. On the top right of the GUI are two slots; the left one will produce the tool after knapping is completed, and the right is for the stone needed to hammer. To knap a tool, hold down the left-mouse button to charge up force to being shaping. Tapping it will just simply bash the stone surface with little to no force. Don't hold it too long - if you do, there is a fair chance the rock will turn into a shovel non-usable stone. Look for areas where you want to pound. The region in which you wish to knap depends on the shape of the rock. To make effective stone-tools, you need the right stone for the right and durable tools. When finishing with the knapping process, you will recieve the desired stone tool. Certain stone tool-heads like shovels, hoes and axes require handles to be usable, whereas sharp stone tool-heads like knifes will do without a form of handles (provided that the user can use it for an action other than throwing). Ores: Copper Copper Minerals: Percentage of Copper in Pure State: -Native Copper -Unknown -Chalcopyrite -34.5% -Chalcocite -79.8% -Covelite -66.5% -Bornite -63.3% -Tetrahedrite -32-45% -Malachite -57.5% -Azurite -55.1% -Cuprite -88.8% -Chrysocolla -37.5% -Tennantite -51.6% Traits: -Corrosion-resistant, though when exposed to air, the surface of the ore oxidizes. -Sometimes rarely found completely unmixed with other metal. -Sometimes founded as nearly-pure nuggets. -Melting Point: 1,083 C. -A relatively common metal in the Earth's crust. I don't have the time to finish this suggestion, so I would like to see your ideas for this post. Have a wonderful day, and see you soon! -Sda209
  6. Bloomery eating Charcoal. [52e]

    I've been having a problem with the Bloomery. I doubt that this is an intended feature, as I'll describe shortly. In previous versions of TFC, Charcoal would remain in the Bloomery after you finish a smelting cycle, so that you can reuse some of the charcoal in the next load of ore. Unfortunately, it seems that the charcoal is mostly disappearing after any ore finishes smelting. Case #1: 1 stack of 16 small Copper ore, 1 stack of 8 medium Copper ore. Put in about 20 pieces of charcoal. When the 8 medium ore finished smelting (it seems to smelt faster than the small pieces), it removed ALL the charcoal so the rest of the ore was stuck in the Bloomery. I had to put in another 20 pieces to get it high enough to finish smelting, a HUGE waste compared to pre-52e. Case #2: 1 stack of 16 small Copper ore. Put in about 10 pieces of charcoal. Had about 60kg of ore, and 40kg of charcoal. When the ore started coming in, I threw in another 15 pieces of charcoal. 90kg of charcoal disappeared when the Copper ore finished smelting. I don't think this is intended, and it certainly isn't desireable. It's not even [REDACTED].