Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • 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 'realism'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Found 3 results

  1. Bleeding / Weapon Tweaks

    Self-explanatory. If you are hit with a sharp object, you will "bleed". There will be a trail of "blood-stain" decoration blocks behind you and coming from you, and new particles will drip from the screen looking like red water droplets. You will lose 5 health points every 3 seconds until you put a new item of a bandage on you (right clicking, should be crafted by 2 string or 2 wool, depends) then you will stop bleeding, or you will stop bleeding naturally (2 minutes after last sharp object hit). Bleeding is also caused by arrows. This will only happen with a "Sharp" object, which brings me to another good point. Maces and hammers should have a gray tag under them that says "Blunt" and they don't make an enemy bleed, but do more damage combat wise. Knives and javelins will have a white tag under them called "Sharp". They do a lot of damage combat wise and induce "bleeding" to the mob (Unless it is a skeleton, for obvious reasons). This can also happen to you, if a javelin throwing skeleton or a friend hits you with a sharp object. Anything I missed or you want to add, feel free to say so!
  2. More Realistic Ore Veins

    I think the primary ore veins should have excess material around them, to make it more realistic. For example lets take Native Copper. The vein is usually just like by itself, not with anything around it. But in real life, you have something like this: X=Primary Ore O=Secondary Ore -=Excess Ore Overhead shot: -OOO-OOO- --OOXX-OO O-OXXXO-- -OOXXOO- --OO-O-OO Also, the side shot: OO-OO-OO---O O-XXXXXXXX-OO -OO-OOOO-OOO In this diagram, The X represents the Native Copper. The O represents a secondary copper mineral, such as Bornite, Chalcopyrite, etc.. The - represents the lesser and more rare and excess copper minerals like Ajoite, Antlerite, etc..The farther away from the Native stuff,or the "Good" stuff, it becomes harder to extract the primary element from that mineral, and the farther you get it also occurs in smaller quantities. I hope this is clear enough for you guys to understand!
  3. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Answering "no" to the above question will result in your post being deleted. Yes I touched on this in a previous post but I feel it deserves it's own. Playing TFC, I feel there is little connection between the super natural and it's world. Now personally I am a fan of an all or nothing approach to fantasy, as such the mobs present seem to be more like placeholders for a challenging foe to make TFC extraordinarily difficult over vanilla minecraft. That said I think the presence of these mobs could be greatly improved with a gradient in terms of their combat ability as well as a connection to some kind of overall lore. I realize this would be challenging but hear me out. In my ideal world of gaiety and wonderment, TFC would be home, not to the generic animated corpses and beasts of unusual sizes, but instead populated by horrors of cosmic design. There would be mundane animals, abundant and strong enough to pose a threat but surmountable. Then, at first night, a new threat would make an appearance: Humans. These men are not simple survivors however, no these men have been driven to madness by an unknown force.They are no more difficult to kill than normal men, a serious wound and they will die of shock, but they would be numerous and aggressive. Driven away at first light, the madmen reappear every evening. That is until the night of the first full moon. Dispersed among the madmen would hooded figures bearing ceremonial blades and the ability to strengthen the hoards. Some time after that things would get interesting. Periodically, probably on the night of the occasional full moon, no mobs would spawn, instead a single Cosmic horror of Lovecraftian design with strength enough to sunder the feeble machinations of the Survivor would appear and relentlessly attack until either destroyed or frightened off by the dawn. This is a fantasy of course but the idea of what I am referring to is not so fantastical. A gradient and variety in the mobs to allow for escalating challenge, theming for the existing supernatural mobs, a greater threat from nature to give significance to the supernatural.