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Found 5 results

  1. Loot for the Dungeons

    Make some of the loot in the dungeons things that go unremarked in vanilla, but are incredibly precious in Terra Firma. Netherrack, for example. Fire that never goes out? Permanent light and heat, ideal for making jute (or mango!) greenhouses in colder climes. Glowstone blocks, for permanent lights. Enchanted weapons and armor-I have fond memories of the era of sluice yards and the Power II bow I got off a Skeleton. Potions of all kinds. Even Spawn Eggs. Rare, precious, utterly unattainable without braving the Dungeon. Perfect for endgame loot. Also useful could be placing rare or tedious-to-find materials-scan in worldgen for anything that'd spawn only 10k+ blocks away, and put it in Dungeon chests. Thoughts from anyone else?
  2. Mobs, Ages, Cavemen, Heat, & More

    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 looked through a couple of pages in this suggestion list and didn't really find anything like this (plus if I did, this doesn't just copy it, I had completely different thoughts about it) so here is my list of things that I think should be in TFC2 -Cavemen: the mobs in minecraft are dumb to me really, I think they aren't realistic or believable so instead of having zombies, skeletons, creepers, etc; we should have randomly spawned hostile cavemen tribes that come out at night and spawn in abandoned villages *also on this page* and also have friendly cavemen that you can use to have different abilities like hunters, farmers, fishermen, shaman, etc;-Villages: in normal minecraft there's plenty of random things that spawn around but none in TFC like villages or abandoned mineshafts, but I think 1 you should be able to find hostile ones that aggressive cavemen tribes spawn around and friendly ones that you can claim. The way friendly cavemen would work is they spawn in the wild occasionally and if you find one you can trade it something to get him/her into your tribe. I also think you should be able to build houses in it similar to how that very old mod that let you have your own kingdom (I forgot the name, I think that mod was even before Forge came out)-Mobs Spawning: I hated in TFC1 that mobs were unable to respawn and wild wolves would kill them and you had to go miles from your house to find an animal and it was really hard and boring, since you had no way of protecting them in early game. I think you should let them respawn and be common enough to find with ease because in reality they wouldn't be SUPER rare, especially when tribes didn't breed them until thousands of years later... maybe you could have a system so that the game checks the chunks around you for mobs and if 2 of that animal are left then it can spawn more until... a max number? That way it doesn't lag out your game with mobs and it still lets you find them somewhat easily.-Ages & Abilities per age: It seemed in TFC 1 that you had a stone age but after that there was just metal and nothing came after that. I think you should have a system like a classic empire game where in the stone age you can have a tribe with up to 20 people and need like a hut for 4 people and then once you start planting and domesticating animals and get your very first metal tools (neolithic age) you can have basic farms and ways to breed animals but all the animals still look wild (bulls, not cows, bores, not pigs, etc;) and you still have cavemen and stuff but then you can move to the bronze and so forth and your livestock and people evolve (I'm no historian but you would have things where it would look Greek at some point and other cultures and there would be an Iron age and Ice age and so on...) and then you can have cities and tons of people and it grows and grows. Maybe eventually there can be guns and more advanced recipes and better medicine and armor and tools so that it still feels like there's something to do instead of TFC 1: Mine mine mine hammer hammer hammer build build build farm farm farm etc;-Building: in the early game of the original you didn't get to build anything except a whole in the ground and have a hobbit house but I think you should be able to have like stick buildings and evolve your materials as you go like sticks (paleolithic), stone & stick (neolithic), marble (Greek), stone brick (Roman), wooden & stone brick & metal & plaster (medieval)...bla bla bla... eventually modern. Also instead of hand building everything (yes I know that's Minecraft, but it gets old and its pointless) and just being able to look at it but it has no real use, you would have builders in your tribe/town/city/empire that build it and it looks good for you and looks cool and is "used" be the people in your settlement.-Servers: I know that empires sound a little overkill for single player (which it is...) but multiplayer servers (probably an official server considering Flans mod failed at letting users make servers) could have an awesome towny that forms a big empire like WOK modded servers and factions to have a Hurt-World/Arc feel where you have to evolve as fast as possible to kill people. And even cool mini-games and stuff like collecting food challenges and hunger games. I think this would add a whole new aspect to playing this mod so that its more entertaining and more people will use it.-HQM Mod & NEI Mod: Hardcore Questing Mod was made by the people at Feed The Beast that lets you track your progression and goals in-game. I think it would be very good for this because it works like Achievements and you open it to see how far you are and what you need to do next, which would've been great in the first game because you can actually play the game instead of read the wiki, but in this redo I think it is completely necessary to have some way in-game to see what you need to do. Especially if you do my idea of more defined ages, this mod will help because you can't read ahead of what you're at and it lets you put in more story line/detailed information. Also your new version should have compatibility with NEI, because people hate memorizing recipes or looking back and forth at a wiki, it doesn't feel like playing a game anymore. Pretty much every mod-pack made now uses NEI because you can see how to craft items and making a completely new system is a lot of unnecessary work.-Inventory: this is probably the least important, but I think you should remake your inventory and overburdened system. You should disable your inventory except your hot bar and make primitive bark/skin armor (the bark idea was in another article but this will show more reason to have it) that will give you more inventory space. If you do more protective armor and then armor with lots of pockets then the game will add complexity. So if you get bark early in-game then it will protect you a little bit but wearing skins will help more with heat and have more inventory space. The inventory would lock spaces when you start and unlock them when you wear armor. So naked you have only the nine hot bar slots and when you put on clothes/armor you get more and more storage.-Heat: light and heavy armor plus heat will add to the seasons/biomes so when it's winter you need wool or something but in the summer you wear light things (ex: summer you wear bear/buffalo skins but in winter you wear deerskin) which is pretty self explanitory what does what. This will add more to the armor because orriginally you had weight and no one cared really.-Killing: this might be a little graphic and all but if you think about it you don't need blood and you could just do skeletons instead of cut open animals (again that would be graphic, you just need skeletons that disapear after 5 seconds...) but if you had it so when you kill animals it drops a body on the ground (ragdoll type that disapears) and to get items from it you have to skin it by right clicking with a knife (which would drop skins & meat and turn the ragdoll to a skeleton) to get items and to get bones for other recipies you can just right click the skeleton to get bones. Then the bones could be used for tools and things but it doesn't waiste inventory space with stuff you don't want.
  3. Seriously needed changes

    Hi, Are you still working on TFC? If You are, I would like to suggest the following : -disassembling the tool head from the stick, and make it meltable in forge. Recycling of tools. ex. using copper tool head for the bronze alloy. Make ores meltable in forge. - Make the bloomeries bronze dependant, then make the bloomery smeltable for the 32 ingots of bronze it used (forge/crucible) (or full crucible of bronze). -Advanced: Add body temperature, clothes, living next to fire. What you think of those?
  4. How does one go about showing support for suggestions? More than once, I've had an idea, checked the forums, and found that someone else had already suggested it. OK, great. Now what? Especially if it's an older topic, I don't want to necro it just to say "I like this idea". Is there a poll somewhere to vote on ideas? If not, could there be?
  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