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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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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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  1. Smilodon

    That's a good take Stroam. You front legs are backwards and there's some proportions I'd suggest changing, but other than that I like what you did there - would you mind posting the model so we could see the legs in action? Your call if you want to adopt some of that or not Krono. I can go either way.
  2. Smilodon

    Sorry didn't reply earlier. RL stuff. I definitely like the slanted body more. It helps in giving it a hulking appearance. The shoulder blade thing was just a thought. I can kind of imagine how it'd be hard to actually implement, with animation, and have look good. It'd probably be a lot different from the way we've structure most animals so far. I don't think you could just lengthen the upper leg box, that'd be too long and weird, so you'd about have to do it in two pieces probably. It definitely would be challenging and I don't have answers. I'm fine with it being generally structured as we've been doing (which is what you have right now) - I do think the slanted body with larger chest gets the muscular idea across pretty well. The legs and paws still seem a bit oversized to me. I hear what you're saying on muscular and I agree it does enhance that, but to me it also makes it look slow and clumsy, rather than lithe and agile. Maybe if they were a bit long, so they didn't seem as stocky? Here's a screenshot of the mountain lion I did way-back-when in Techne, in the days before MCMC. I structured all my big cats the same. I think your smilidon is actually a bit smaller than my big cat models, which to me jumps out mainly in the face, and the paws. I had three claws per pawn, which required 6-wide boxes. I think yours are 5 with two claws - I think 3 claws would be better. I think another very important thing for predators is to try and avoid the derpy eyes - I actually made my heads 10 wide to accommodate an extra eye pixel and center the pupils. I think it helps them look more focused and aggressive. Even the nose and ears appear to be 1 pixel wider than your smilodon. So, I'd recommend scaling up the head to at least allow for that, and then scaling up the rest to match. And if you want to go even bigger I'm fine with that. These are primary predators of the player, and I think it'd be fine for them to be bigger than 'normal' big cats. I kind of agree with Stroam on the fangs - might be slightly too curved. I don't think separate claws are necessary, but if you want to try it out I'm open to the notion. It could be interesting if the texture changed so they only appear when the smilodon is angry, rather than constantly being out.
  3. For some reason if I try to download that I get a corrupted version. Also have you tried that brick one in a tiled setting? I'd be concerned that the dark bricks may establish too repetitive and obvious of a pattern...
  4. Smilodon

    Hi Krono, great to see ya back! I think Bioxx was ok with taking some 'artistic license' with the smilodon, so don't feel totally constrained on dimensions and such. I forget which picture he gave as an example, but as I recall it had a 'mane'. Maybe similar to the Ark smilodon? Not sure, and it doesn't mean that's how you have to go. But prehistoric animals we have a bit more license I think. And as a large and serious predator, I'm ok with them having more detail. You could add paws for instance. I like what you've got with the head, and I'd be fine with even another section of fang taper if you want. I'm ok with the ear tips as well, though I question if it will look very good once textured. I would suggest making the legs perhaps a bit thinner, at least the front ones, and adding paws. Since big cats' paws are a primary attack item, I think it's worth depicting them (I did that for all the 'regular' big cats). As for "muscular", I think perhaps the best way to do that would be to use a 2-piece body, with thicker chest, and thinner waist. A lot of big cats have what I'd consider a 'muscular' feature of their shoulder blades extending above their backbone a bit, so you can see them move. Might be interesting to try out - though it wouldn't work well if you decided to go with a mane. I'd also be ok with another section or two on the tail. I'd even entertain separate 'cheek tufts' if you wanted. I gave tigers a separate box to represent those. I'd also be interested in seeing just a quick texture with eyes and nose. It's a large enough model I'm not immediately clear how they will be arranged/sized. Maybe also a quick take on the ears to see if that diagonal section will mesh well texture-wise. And remember that since it's prehistoric, we have no real precedent on coloration or pattern. So feel free to try spots, stripes, or whatever. Just in general, unless Bioxx says otherwise, any large prehistoric or fantasy creatures - and especially highly player-aggressive ones - I'm allowing for more detail, and artistic license. I'd still like to stay away from dramatically angled leg structures on mammals (insects are obviously a different matter in that regard) but about anything else, I think we can bump it up a notch.
  5. I was just meaning a 2-step block, just like vanilla stairs (IV in your graphic). It's just always irked me that that even in TFC1, thatch was a solid block, and you couldn't even chisel it, despite that it's most appropriate use was for roofs. I think the 2-step model is fine considering the general blocky nature of the world. I've never been a fan of those mods that put a slanted plane in place of steps. The finer-grained slopes you show would just I think be a lot more polys at not that much benefit. And pattern IV already exists, so should be much less work for you I'd imagine. Here is a good depiction of some standard brick layouts: Of course the limitations of 16x16 graphics means anything diagonal is probably out - though I might give it a shot. Various others don't really lend themselves due to not being square in pattern. And anything 'stacked' is relatively modern. But the basics mentioned above are in there. Soldier coursing is when your orient the bricks vertically, and is typically done above windows (as a lintel), or for steps (sleepers - soldiers laying down). 360×360 - I should say though, that flat brick lintels are a relatively modern thing, as they rely on a steel angle to support the brick. "back in the day" a brick lintel would have used a full or jack arch to give it it's own strength, without steel: Of course it would be impractical to try to do jack arches in minecraft. Brick soldier courses can also be used within a wall to add interest: And then you can do corbeling to add even more interest: IRL corbeling is mostly done with horizontal coursing because the bricks have to extend into the wall as well in order to be tied in with the wall, but within the context of using a 2-step model and not being strictly constrained by physics, I thought soldiers would be more visually impactful. One could actually do a 3-step sleeper corbel model if they wanted, which would be similar to the left graphic above. There's a huge, huge variety of sort of applique brick details one could do if one were ambitious enough. It could get pretty wild, if there were several colors of brick. Do a google search for "polychrome brickwork" and you can see some of the amazing stuff that's done with multi-color brick patterns. The basics are red, black, and sort of off-white/tan. Most of what one finds on the internet can't really be reproduced effectively in minecraft I think, but some could. Brick and half-timbering go really well together, btw
  6. I would suggest roofing blocks be stepped, to make for a finer slope. In addition to the wood and slate roofing you mentioned, I'd suggest thatch, and a few colors of ceramic (red, blue, green). I'd also suggest some alternate brick patterns. Rather than have a separate recipe, maybe a new tool - trowel - is added, and the player simply sets the trowel to the pattern they want, and then right-clicks on a brick block to change it to that pattern. Example patterns might be basket weave, herringbone, and Flemish bond. a stepped soldier course for roof eaves and steps would be amazing. And that's just layout patterns. Bond patterns could be an entire other level. Brickwork could be a mod all by itself, honestly. I could probably help with the graphics, if desired. Regarding your patterns given, I'm interested to see how the half-timbering is implemented - that is, if it's at all automated, or the player has to selected each pattern. You could honestly ditch the horizontal 22.5 degree angled beams. That's almost never used irl.
  7. [0.2.4] TFC2 Prerelease

    Ya, I'd think it might be worth trying to re-use the old TFC1 texture. I am imagining a lot of people will have the same problem. Or at least make it not looks so much like sand.
  8. [0.2.4] TFC2 Prerelease

    In my experience, most average length rivers have about 1 deposit. So it's not very common. It'll spawn around lakes as well I think, but the lake itself seems to delete most of the deposit, so it's hard to spot. Easiest way is just to travel up a river till you hit it. It looks a lot like sand so you have to be watchful. It's not as obvious as in TFC1. But it's bright, and interrupts the gravel river banks. So the darker the stone of your island, the easier it is to spot.
  9. [0.2.4] TFC2 Prerelease

    Scratch that, I realized it was the xp bar. Doh! Been awhile since I played an actual game, rather than just debug testing, I guess.
  10. [0.2.4] TFC2 Prerelease

    Haven't had much time for testing of late, but I noticed in clay crafting, if you don't successfully complete a shape, it still uses up the clay. Didn't know if that was intended since it's not how it worked in TFC1. It's also kind of funny how when you knap stone tools, the resulting tool heads actually get heavier. Game balance though I guess. I like how the encumbrance thing looks so far. I think it'll be good that it stays away from exact numbers. It seems that the bar in the hud, the big long one that I assume is for encumbrance, doesn't work yet?
  11. Mules (and other pack animals) carry barrels

    Is that the actual confirmed plan, long-term?
  12. Current survival strategies

    Ya, I don't think Bioxx has coded that yet. The game is VERY early alpha stages. You can't make a saw or any metal tools yet, never mind the stuff that requires a saw to make it. The stone age isn't complete yet, even. The only way to "solve" the problem is go creative mode.
  13. Better "Building" materials.

    Adobe bricks would be good, as there was a great demand for them for TFC1, given that pretty much every LP I watched used that mod that brought in adobe bricks. The rest of the stone age stuff are a bit 'meh' to me, unless they do in fact get incorporated into a mechanic of resisting mob attack. The plaster and half timber stuff is what I'd be most wanting. In TFC1 I would keep all raw chalk and granite blocks, because they were the best simulation of plaster that could be had in vanilla TFC1. But that was very tedious. It'd be really great to be able to make plaster. Maybe gypsum would be the 'easy-mode' way to get it, with baking lime the 'hard way'.
  14. Slingshot

    Slingshots depend upon elastic material. Basically rubber, and irl were not possible till vulcanized rubber was discovered in the mid-1800s. Slings on the other hand, have existed god-only-knows how long. But have also been suggested before. A lot. Like, many times. A ridiculous amount, honestly, for what would be an early-game weapon, abandoned in the mid-to-late game, or at best kept for hunting.
  15. Encumbrance

    Thanks, it went through a lot of revision so I'm glad it made some sense. I did totally forget to mention one other characteristic that could separate containers, that being speed of opening. So chests and large vessels could open faster, barrels could have a pause, bins a longer pause, and crates could have nails in the texture, and require the player to right click each one with a hammer to open the crate. In that scenario maybe crates could have a lot of slots, since they would not be quick-access. Safes/vault doors would have a code to input, and then either instant, or some additional pause. Also I was going to suggest having bins maybe only show half their inventory, with the rest of the slots light grey for empty or dark grey for occupied. This would kind of represent that they are mass-storage solutions, not great for finding what you put in them fast.