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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."


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Everything posted by Konlii

  1. [0.2.4] TFC2 Prerelease

    I've had this problem, too. It seems like something in world generation, or perhaps the sudden appearance of gravity-affected blocks (like all of the sand in the nearby ocean),is chewing up cycles and lagging item drops hardcore so I end up sitting on the beach twiddling my thumbs for a while before things start happening. Dropping my render distance seems to help, though.
  2. Weapons, sheats, and ranged weapons

    I've messed around a bit in 1.12 and I don't know if I'm just not used to it yet, but I'm not sold on the vanilla recipe bookeither. I ended up installing JEIanywayfor recipe lookups. Idolike thejson-based recipes they introduced, though. TheRecipe Manipulatormod exposes that to the user, but I would be surprised if that functionality doesn't find its way into Forge itself somewhere down the line. I would love to see TFC crafting interfaces using json recipes, either way.
  3. Fearsome Critters

    How far from real-world animals is TFC2 going to go? Will it have beasts from mythology, like trolls or unicorns? Beasts from folklore, like jackalopes orDwayyo? Not all mythical creatures would match the flavor of TFC, but some would fit right in. For example, we have here the innocent-looking Drop Bear. It would spawn only on natural log blocks and hang out inleaf blocks when not aggro'd. Obviously, its preferred method of attack is to drop onto the player's head and gnaw their face off. DropBear.MCModel
  4. Encumberance Inventory system

    Since Bioxx's original thread on encumbrance hasn't had any new posts since last year, I'm going to put this suggestion into a new thread specifically aboutwalking away from the idea of assigning items individual weight values and movingback to a tiered weight system. Internally, each tier is worth a number of Encumbrance Points, but instead of showing the user raw numbers they are shown a gauge and/or percentage of their total encumbrance based on what they currently have in their inventory. In my examples, I am going to assume that a player can hold a number of items worth 1152 Encumbrance points before becoming encumbered. This is only my initial stab at this idea, so obviouslyit can be tweaked, tiers can be changed, and items can be rearranged, but I'm thinking something like the following: Tier 1 - Featherweight Examples: feathers, straw Encumbrance Points: 1 (64 unstackable) Max carried: 2 inventory rows (18 stacks of 64) -1152 items (18 unstackable items) Tier 2 - Lightweight Examples: "snack" foods, thatch, leather chest armor (unstackable) Encumbrance Points: 2 (128 unstackable) Max carried: 1inventory row(9 stacks of 64) -576items (9 unstackable items) Tier 3 - Mediumweight Examples: "full meal" foods, wood blocks, empty barrels (unstackable), chain chest armor (unstackable) Encumbrance Points: 6 (192 unstackable) Max carried: 6 stacks of 32- 192 items (6 unstackable items) Tier 4 - Heavyweight Examples: stone blocks, full plate chest armor (unstackable) Encumbrance Points: 12 (384 unstackable) Max carried: 3 stacks of 32 - 96 items (3 unstackable items) Tier 5 - Burdensome Example: anvils (unstackable) Encumbrance Points: 1152 Max carried: 1 item (burdensome and above are always unstackable) Tier 6 - Immobilizing Example: bloomery blocks (unstackable) Encumbrance Points: 2000 Max carried: 0 items - max encumbrance, player is immobilized EDIT: Yes, you read that correctly. In this example, wearing plate chest armor eats up a third of your unencumbered carrying capacity. This is by design, as you shouldn't expect to be able to carry much more than your weapon itself when fully equipped in plate armor. Perhaps there could be a weight-modifying spell you could enchant it with, though...?
  5. Encumberance Inventory system Here's a very interesting video of three guys outfitted as an armored knight, a modern infantryman, and a present-day firefighter each running an obstacle course with and without their full kit. I would say the infantryman is basically light armor plus heavy chest (ballistic vest) and full inventory (rucksack), the firefighter is medium-heavy armor plus partially filled inventory, and the knight is heavy armor with completely empty inventory.
  6. Encumberance Inventory system

    I think if you make that change, barrels should still be useful for long-range transport by loading them onto carts.
  7. Encumberance Inventory system

    Thanks, I kind of just threw that image together off the top of my head. I'm worried that the way I set it up there relies too much on leather, though. I feel like there should be more variety in containers.
  8. Encumberance Inventory system

    Just for fun, I made a mockup of what that might look like. Obviously, there are about a dozen other ways you could go with it.
  9. Encumberance Inventory system

    My original idea (and why my system treats unstackables the way it does) was to combine weight and size into the single element of encumbrance. The way I look at it, stack size is how Minecraft alreadyrepresents the size of the item. Larger items have smaller stack sizes. Of course, there are exceptions like potions (as Darmo pointed out) and any small items that take damage. I am actually cool with a certain amount of illogical container-holding for gameplay purposes as long as there is consistency to it. I'm going to have to disagree with you that the container doesn't care about weight, though. You can stuff a pillowcase full of feathers no problem, but try the same thingwith bowling balls and the pillowcase is going to rip apart at the seams. Get rid of the inventory altogether? Uh... no thanks. That's going to be a hard sell however you try to do it. Personally, I don't foresee minecartseverbeing useful for actual mining unless the resources required for them are dramatically reduced. Or if we can make minecarts/rails out of wood. But that's a different discussion. I can geton board with this. I went with weight tiers instead of pure encumbrance tiers just because I thought it would be more intuitive for players. I'm trying to get my head around your hotbar suggestion. Basically, the entire concept of encumbrance is thrown out the window and instead you are classing items based on what part of the player inventory they can be put into? That has a lot of potential. I only have limited experience modding inventories, but there's noreasoncoding-wise that the player's inventory has to be a single undifferentiated block of items. Internally, I think all Minecraft really cares about is Slot ID and in your GUI configuration you tell the game where each Slot ID exists on screen. So I think it is doable to code it suchthat specific ranges of Slot IDs cannot hold certain items, then you would need to change the inventory GUI texture so that each "section" of slots is visually distinct. Hell, you could evenincreasethe total number of slots available to minimize the number of general purpose slots eliminated due to conversion to specialized slots.
  10. [0.2.4] TFC2 Prerelease

    I made a pull request on github that implements Forge BiomeDictionary biome types. Without that, Forge was setting all the TFC2 biomes to the PLAINS type. The Paths dimension still needs its own biome, though. Like how vanilla has a "hell" biome just for the nether.
  11. Encumberance Inventory system

    The main goal of this system is to add a layer of abstraction between the raw numbers and the player. Unless we are all carrying a triple beam balance around in our pockets, how do we know the precise mass of everything in the world? Secondly, on the dev side, it stops devs from wasting time trying to answer the useless question of "how much does this item weigh?" and gets them to ask the real question of "how much encumbrance does this item give to the player?" since it is split up by Encumbrance Pointsinternally. The main disadvantage I think is simply that it is a new system and is pretty much guaranteed to need some rebalancing and testing before it really starts to work smoothly. Absolutely, carts should be able to carry items that would otherwise immobilize the player and if more weight classes make that function better, I'm all for it. In fact, I'm thinking maybe the jump between Medium and Heavy is a bit much in my example and we might be able to slide another one in between those two or make Heavy less restrictive and add something else higher than that. And yes, the way I'm trying to balance this, a player wearing a full Heavy armor kit should be right at (if not slightly over) their unmodified encumbrance threshold. I am envisioning a significant buffer between the threshold at which encumbrance starts causing penalties and the max encumbrance level at which the player is immobilized. Want to keep your mobility in heavy armor? Get on your mount, of course, or drink a swiftnesspotion (or TFC equivalent spell/charm/rune/blood sacrifice/whatever). Otherwise, you can expect more agile enemies to dance justout of your reach. Also, maybe if you eat your greens and push your max health up you can increase how much you can carry, as was discussed in the other thread. Or we could use this to incentivize the use of pouches, sheathes, and other encumbrance-reducing accoutrements. Also yes, I expect anyone looting a dungeon to bring at least a wheelbarrow along with them. That's only common sense. Plus, Medium probably sounds about right for most loot items, and (though I haven't done the math) I think even if your armor kit brings you right to your encumbrance threshold you should still be able to hold well over 100 (stackable) Medium items before you hit your max encumbrance level.
  12. [0.2.4] TFC2 Prerelease

    The changelog says "Willows are now only allowed to be swamp trees" in 0.2.0, but I've got a deciduous forest full of them. And since willows are natural mob spawners, it is a forest of death. World Seed: [8237175597278424075] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1233, y=64, z=-6904}] EDIT: We also have here the majestic tree-elk, which appears to be building a nest with its mate at the top of one of the willows. World Seed: [8237175597278424075] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1897, y=114, z=-6597}]
  13. Weapons, sheats, and ranged weapons

    Last I heard, real-world weight measurements are probably going to avoided and things are going to be a bit more abstract/relative. I think it might be more useful to simply say that a particular weapon weighs X number of ingots worth of it's base metal, then everything scales automatically depending on what Bioxx sets an ingot to weigh. Edit: This would make intuitive sense for the player, as well, since they would expect a finished item to weigh roughly the same as the materials that went into it.
  14. [0.2.4] TFC2 Prerelease

    On the subject of trees: I still like the "better" leaves (especially since each tree type has its own leaf shape), but having them at exact 45 degree angles means that there is constant z-fighting on corner-adjacent leaf blocks. Also found a spot where two rivers meet, but the new wider river they form is one block higher than they are. World Seed: [2756979600781297601] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1453, y=79, z=-6404}]
  15. With laser beams strapped to their heads? Honestly, you would be better served with a bear in a pit. How do you plan to transport a live shark?
  16. Personally, I quite like the v2 shark, and I think out of all of the sharks you could have picked, theblacktip reef shark is probably one ofthe best ones. Tropical-only, small, "timid and skittish" (non-aggressive),and preferingshallow, inshore waters (not deep ocean).
  17. [0.2.4] TFC2 Prerelease

    Yes, that's what I said. Cotton is definitely a "snack" in vanilla HarvestCraft. The strange part is that TFC2 isn't adding anydecay to it. I was thinking that might have been on purpose and there were plans to remove the edibility of cotton?
  18. [0.2.4] TFC2 Prerelease

    I think this has been mentioned before, but cotton is (for some reason) edible in base HarvestCraft. I notice that TFC2 doesn't add decay values to cotton, so I assume that TFC2 does not expect it to be edible? However, I can still eat it in 0.1.11.
  19. Whitetail Deer

    I don't know if it's the eye to head height ratio or the set to its jaw, but that looks like one angry deer. Maybe also the screenshot angle. It doesn't look so severe at other angles.
  20. Weapons, sheats, and ranged weapons

    Now, I'm not married to the way Tool Belt does it, but you don't make a very convincing argument against it. Your point #1 is that we don't have enough keys on the keyboard to waste one on a hotkey for a sheath menu, but then your point #3 is that a hotkeyed sheath menu isn't necessary because we have so many unused keys on the keyboard? Either way, a Battlegear-style hotkey for a separate hotbar suffers the exact same flaw... though for some reason you listed that as a reason weshoulddo it like Battlegear. Even though we're still only talking about a single key (that I personally would map to an extra mouse button). Your point #2 is simply not true. I've used Battlegear and I always thought the separate hotbar was awkward and cumbersome to use. Tool switching in the Tool Belt mod is lightning fast. Really, it doesn't have to be a radial menu, though I don't have any complaints with one. That being said, I don't know if we've even nailed down what the driving purpose of a sheath would be? Is it simply a way to store weapons so that they don't take up as much inventory space? Or do they provide other benefits like reduced encumbrance values for sheathed weapons (since sheathes are harnessed properly to distribute the weight more evenly rather than just having a big lump of metal in your pack)? I know there was also some discussion earlier on two-handed vs one-handed weapons and how they would interact with sheathes, but I don't think that was ever completely fleshed out, either.
  21. Weapons, sheats, and ranged weapons

    Bringing the discussion back to sheaths for a moment, I really like the way theTool Beltmod works and think the concept would work great for that. You just hold a key down to access a radial menu and quickly swap between tools.
  22. Roe Deer

    If I could color in half a pixel I would. Even though the muzzle is not perfectly proportional, that's the best I can do at this resolution and overall I'm pretty happy with it.
  23. Roe Deer

    A tiny little deer, only 1m tall at the shoulder. Since the model is smaller I left off some details, such as the separate flank blocks and angled hindlegs we have on larger animals like the caribou. deer_roe.MCModel
  24. Roe Deer

    Also added some more black coloring that comes from the nose down to the mouth. deer_roe.MCModel
  25. Paper Making Process

    Yeah, I don't think "paper" existed until around the Iron Age, and was not made of wood, but of cloth fibers like hemp and cotton all the way up until the Industrial Revolution. Clay tablets might be interesting if you inscribe them with mystical symbols and the magic gets "baked" right into them.