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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 'skills'.

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Found 4 results

  1. I played a lot of the mod and one thing that i couldn't never get it right was smithing. After playing for some months on a server i figured it out with an in-game friend, it was only a math problem, we changed the GUI of the anvil, and we discovered the values of each action, after that it got way easier.. yet sometimes we found some problems that were simply impossible to solve, so many steps, that mess could lead to dead ends at any time. I then i tought:"well, guess who has more brain/math power than me? My PC!" At that moment i knew what i had to do. The program is very simple, as it is in its testing version probably there will be bugs and errors, let me know if any of that happens! As i mentioned before i have an special anvil gui that i'll leave the download link below, its not fancy i just have markings on it, but i strongly suggest you add it on your game! GUI:https://imgur.com/PXUWQ7N So, the program works this way: You first gotta align in-game the two pointers as they would be when they get in their final position(As its a random starting place for one of the needles you gotta figure that little part by yourself). Then you read the order of the three last hits on the anvil (I advise to get the ingots back to the forge after that since you will lose some time doing this), after that you just open the .exe and click the position you will select first, the position on the program is just for your information so you can write it down later if you wish, the program actually works by getting the sum of the three inputs and comparing some math expressions (code stuff you don't really want to know). After the three inputs are filled press "OK" and then you will get the supposed right path to your tool, remember.. if the tool has a blank space demand on its three last actions you may have to execute the program-given actions between the last actions. Just to help with the aligning part: Shrink = +16; Upset = +13; Bend = +7; Punch = +2 Draw = -15; Heavy Hit= -9; Medium Hit = -6; Light Hit = -3 Download Link:http://www.mediafire.com/file/77zrs3b3ndc53ky/Luciano%27s%20Metalworking%20Genie.rar
  2. 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
  3. Sulfur and Prospecting

    Hello TerraFirmaCrafters! I was just wondering if anyone knows if sulfur, once obtained, increases the propecting skill of the player. Following that, does anyone notice how hard it is to get it to level up? Leave comments below -iPotato
  4. Ok, so this thread is somewhat of an in-betweener thread. I want to discuss the future a bit, but mainly I'd really just like to hear about what exactly is coming with b77. So let us go that route. So there are a lot of changes coming. Most of us are very excited, myself included, and I know that it has been said that it would mostly come out all at once, rather than small changes along the way... With that, what exactly can we expect in b77? Here's a short-short-version of what we've heard that is coming, but not specifically if its in b77 or 78+ etc... SKILLS Skills will be minor changes to things that you are doing, like slightly better propicking, or more accurate anvil working, etc. Skills will be the new 'death penalty' in a way, because the idea is you build up these skills, and if you die, they reset to zero. MY PERSONAL OPINION: Excellent. I love this idea, I think it is a more suitable death penalty, and a nice reward for those who are smart in their play and avoid death like it is as bad as it should be. However, with this new penalty, the old one needs to change. More on this later! COMBAT OVERHAUL Combat is getting changed to be more dynamic. Possibly different weapon types, different armor types, different damage types, perhaps status effects with a different type of attack (example, a slash attack could have a chance to inflict a 'bleed' lets say, dealing bonus damage over time; a crushing attack could have a chance to inflict a debilitation effect, slowing movement or weakening damage for a period of time; etc). The final decisions on this overhaul have not been specifically released, as they seem to still be largely in discussion on the forums here. MY PERSONAL OPINION: Again, I think this is good. I would not like to see it get too complicated, but something like having 3-4 different damage types (ie, crushing, slashing, piercing, etc) and certain armors that deal better with different types but have their own weaknesses would be a smart, easily balanced approach. BONUS THOUGHT! Here's my thought that I left hanging a moment ago about the existing death penalty! The existing death penalty is losing your levels. "What, that is minecraft's normal death penalty, what are you talking about!?!" is what you might be thinking as you read this. And you are correct. But in TFC, your levels give bonus health, food, and thirst to your maximums. I think this is a decent idea, but with the combat overhaul and the skills overhaul combined, it is no longer necessary. In fact, with future mod compatibility in mind... I think that TFC should revert health and hunger levels to vanilla levels. The change is purely arbitrary, and it served it purpose with the level-up health boosts, but with combat/skills, it is no longer necessary. Please don't flame over this, think about it for awhile and see if you can understand what I mean, and if not, politely disagree. POTTERY OVERHAUL This change is adding a new tier to the beginning of the game, which is involving clay materials for pottery and fired clay for building homes and such. The new pots/jars will hold objects much like a chest, but with less capacity. MY PERSONAL OPINION: This adds some very interesting new gameplay to Terrafirmacraft. Advanced woodworking is something that minecraft begins with, and terrafirmacraft has always in a way followed that start, but pottery is a realistic (please don't kill me for saying realistic, geeez.) beginning that does indeed come before advanced woodworking. This change is very, very interesting, and I am excited for it, mostly for the flavor it will add to the world. METAL OVERHAUL The metal overhaul is based around moving copper to t0, and moving tin/zinc/bismuth to t-nothing, and have them be useful for alloying only, and making them rarer in the process. There are also changes incoming to alloying (good-bye, metallurgy table, and good riddance!) and changes to smelting (bloomery for iron only) among other things. MY PERSONAL OPINION: There's a very good basis for this, which I find to be interesting. This is the part of the update(s) that will likely require a new world. Ore generation will definitely change, and some of our multiblock structures will also be changing... The biggest thing here for me is changing the ore generation heights. The fact that you find all ores at the same predictable heights is pretty lame, and any experienced TFC prospector will easily find ore whenever they want, because they know where it will be. Give ore generation in the world a plus/minus of like 20-30 y height to make things interesting, please!! CONCLUSION There are a ton of things coming to TFC! In addition to all of this, Bioxx has stated that he would like to move TFC in a direction that is more compatible with other mods. I applaud this, very loudly. I love TFC, it is outstanding, but there are other outstanding mods too, and I'd love to see them have an easier time getting along! Leave some feedback, do some discussion, and hopefully Bioxx/Dunk will pop in and tell us which of these things to expect first and maybe even a guestimated timeframe too! Wishful thinking, and its not important. It'll be done when its done, and I am content with that. Lastly, a big THANK YOU! to Bioxx/Dunk for their continued work on this mod, it's a great one, and I hope it continues to be great as it grows!