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  1. This is my first topic suggestion, so please bear with me if I am repeating anything that has already been suggested. I found a few posts with parts of the idea in it, but none with the whole idea, so I thought I'd suggest it. I was thinking that it would be very interesting if tide pools were added to terra firma craft. This idea is piggybacking off of the idea of Ocean Tides, as was suggested by Teragen, in which the suggests that the tide would rise and fall on beaches. My idea is that on beaches, little tide pools would generate, which would be one block deep and take up anywhere from one to four blocks of the beach. They would be most common on rocky or gravelly beaches, and would spawn stones on the bottom of some blocks in the pool. I am not sure if it is possible or feasible to add a right click option on stones, but my idea is that you could right click on an underwater rock in a tide pool, and you would have a chance of getting some type of creature. So for example, maybe you would have a 20% chance of getting a crab, 25% a sea star, 5% a lobster, and 50% chance of getting nothing at all. The stones would stay where they were, but would yield only one animal and then would no longer yield any sort of animal until it was refueled. Stones would be refueled when the tide came in and then back out again, which would reset the probability of find anything under each rock. The animals would be easier to harvest than most other types of meat, and so would be an easy way in the early game to keep your protein level up. However, they would yield very little meat, so they do have their disadvantages. Lobsters would give the most hunger points when eaten/and or yield the most meat, crabs slightly less, and sea stars would yield little or no meat and would be there mainly to fill up your inventory and add variety to the world (and maybe could be used as a decorative item or something). Sea star could also just be removed, they are not very important, I just thought they'd add variety. Lobster traps could also serve to make catching lobsters and crabs easier, although I won't go to into depth with that, because it has been suggested multiple times before. Finally, this stone "flipping"/right clicking mechanic could also be used in fresh water or even on land, giving you things like crayfish, snails, insects, etc. Thank you for reading through this long post, and please help make suggestions and criticisms that might improve it, and give your opinions for whether or not you want to add this or anything like it.
  2. Ocean Tides

    In the earliest stages of history, many tribes considered their homelands to be like living beings. Old man mountain might be akin to a grumpy old man, remote and rugged, and likely to grouch at any moment, whereas a lush river delta might be more like a loving mother caring for her children. In short, the land was as dynamic as those that roamed it. To this end, for those that lived along the coast, there was nothing more dynamic than the rise and fall of the tides. A tide could was away the old and bring in the new, it could open route to adventure or seal off an island from the mainland. A tide is the difference between fish schooling over a submerged reef, or the same reef gasping at the sky. But how to get it to work. My idea would be to over-write the top 4-6 layers of ocean blocks with new tidal blocks during world generation. The tidal block would be a two(+) state block where one behaved like air, and the other like normal sea water. The server would keep track of tide height, and loaded chunks could flip the state of tidal blocks at the appropriate layer. At high tide the sea might lap near the top of the beach, while low tide might expose great swathes of usually submerged land. Biggest pain I can think of is when you get into arctic waters where the sea starts to freeze over in winter. Flipping the state on a layer is one thing, but having to sort through and move ice blocks up and down is going to start chewing a few more resources. Potentially though, you can still dodge around that, for example, by dictating that the highest tides are at the equator, and tidal effect dwindles away to nothing by the time you get to an area that freezes. As such, at the equator, tides would range +-3 blocks from the middle of the 6 layers of tidal blocks, while farther north you would have +-2 or +-1 until you got to the no change region, where no tidal blocks would be changing state at all. The whole thing would look a lot smoother if you used partial blocks (same vibe as stacked charcoal) in conjunction with tide height, but that'd probably be more of a performance issue. Any thoughts?
  3. The purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(mostly), light, and sounds Crafting, Carpentry/Wood Working, wood and earthen building materials,and Glass Containers, weight, size,inventory, and transportation Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power Pain, injury,illness, and fatigue Plants,bees, food/water, and Mobs Player skills, stats,professions, and progression Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Temperature mechanics Water management World Generation, weather, and NPCs Miscellaneousstuffthat doesn't fit in the other categories or really low interest
  4. Hej everyone, Looking for a seed with the commonly requested sequoia tree, but on top of that at least 4000 rain, ideally 8000 (I just lovethat bright green),and between 10-16 temperature. I would prefer loads of other kinds of trees besides the sequoia, andmountains, rivers, lakes and preferablyrelatively near the sea. Maybe too much too ask, but hopefully someone here has stumbled upon such a seed. I tried to make it myself, but so far haven't found what I am looking for
  5. Thisdiscussing has been moved to here, and will no longer be updated on this post. Barbaric Survival Map as requested! http://imgur.com/8EFexH9 This post is for members of Barbaric Survival to discussand label parts of the map as they see fit. This means only members of the server should be leaving input in regards to the map onthis post, please and thank you.Pretty much all currentlabelsare place holders, and may be subject to change if a better name is agreed upon. You can suggest a re-naming of a current location or naming an un-named location or region, so long as it'sappropriate and others agree upon the name. Towns or other landmarks are marked with an orange dot, if you want to get your town on the map just let me know where you want it and what you suggest it be called. Town names are not up to debate, and are chosen by town owners. If you happen to live by one of these named locations, or you want to name the location you are in, you have more authority on the matter and ultimately it's up to you and the others that live around there. I will try and update the map with the new names weekly if I can, this is about the fullest size the map will be.Make sure you read other peoples post as something you want to change may have already been suggested. Let me know if there's any mistakes with the map please and thank you, other then that, get to it! Click Image to enlarge. Not sure how this map is going to work on the post, so you might want to have a look at it via this link instead.
  6. Hi, everyone. Please, if some of you has the world with islands separated by 0.3-1k kilometers and at least one with resources to start with (to get 3-5 pickaxes), give me the seed I'd like to start an smp with a colonial system and I like islands. The seed from http://terrafirmacraft.com/f/topic/909-starting-ocean-biodome-pre-37/ is good, but it has a large continent in direct proximity.