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

    • 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."


  • Content count

  • Joined

  • Last visited

Everything posted by Darmo

  1. Hunger dont deal damage

    As I understand it, this is as intended. You lose nutrition faster when you are starving, the idea being that eventually you end up with so few hitpoints due to nutrient deficiency that you are easy for mobs to kill. But you don't actually die from hunger itself. It used to work that way. I presume they decided it wasn't a 'fun' mechanic.
  2. Hunting and world generation.

    So the bedrock holes can't be fixed? My impression was that Bioxx was aware of them, but simply wasn't going to bother fixing them because the plan was to forbid access to those areas. Transport between boats could be instantaneous, which is the shortest you can get. Personally I'm fine with having indestructible ships or caravans or whatever. I'd trade it for more free-form exploration and especially more varied island design any day. From what I've seen of the island generation thus far, most of these islands are maybe 100-300 blocks apart at their close points. Hardly what I'd call 'vast'. That's a far cry from the endless ocean wastes of TFC1. It's nothing as far as MC boat travel is concerned. My other concern about the current portal situation is that you may end up with the player getting teched up, but possibly not finding the portal yet. And now they're ready to move on to the next island, east or west but can't find it. That could be frustrating if they just want to continue advancing, and not move parallel north-south. These portals are sometimes hidden under trees. If nothing else their structure could stand to be made larger so that they have a good chance of being hidden by trees. Ships on the other hand, being in open water, would always be very visible. The easier mob transport via portal is a good point. Ships would be harder to accomplish that with. In the scope of a 'classic' ship design anyway. If there's grand plans for the paths dimension that's great. But kind of my two main points here are that 1) TFC2 progress is slow, and the portals and paths dimensions seem prone to bugs and just generally seem like another huge code time sink. And 2) the paths dimensions seems to be necessitating some very same-ey island design, and the very rigid nature of ocean travel. The ocean travel thing is already a concern of several people I think. Imo, it wouldn't be the worst thing in the world to cut loose the paths idea for now, leave ocean travel open, work on the more important nuts and bolts stuff, and maybe revisit paths later when the game is more playable. Perhaps after playtesting combat to see if it is a sufficient advancement brake on its own.
  3. Glad ya like it Falcon. I will say, there was a portion of the original thread that I think was lost when the post above yours was merged in, or during the forum switch or something. As I recall it was Kitty or Bioxx explaining that minecraft doesn't provide the capability for a block to drop different drops based on the tool used. They can only say "I'm broken, now I drop this!". So my suggestion in that regard became more problematic. I never responded to that issue, maybe I'll do that now: So I'm not entirely sure how the new model system works exactly, but my impression is it's a bit more flexible than was initially thought in the chiseling discussion. Apparently you can combine models together to a certain degree? Idk. But proceeding off that assumption, a way I thought to get around the block-drop conundrum was to have each specific tool change the 'slice' of meat to a new slice. So there would be a 'meat' slice (default), and a 'bone' slice, and a 'tendon' slice, for example. If the player wants to get a higher bone yield they right click with the bone-getting tool, and chance that slice to a bone slice. Then that slice drops more bones. Perhaps arrange it so each slice can only be changed once (so it requires a little thought), and perhaps also limit the number of bone/tendon slices a given haunch can yield. That seems like it might work around the block-drop limitation? It gets more complicated with more 'dissection-ey' stuff. If a mob drops four haunches, even if you limit each haunch to one 'eye' slice for instance, the player could still theoretically get up to four eyes from one animal. In such case you might have to limit mobs to dropping only two haunches (but you could still get two hearts or livers?). Or you'd have to start making separate parts. Haunches, rib cages, and heads - each limited on what slices they can produce. That starts to kind of require several generic models of these things, or many animal-specific models. Perhaps specialty items are only obtainable at the corpse stage? I would absolutely be down for making those models though. Still a lot of issues at that level of detail, but maybe we'll be lucky to even get the first level of detail. I'm hoping the current hiatus is kind of due to maybe waiting for 1.13 and the big changes with metadata and block ids? Which if past patterns are followed might be in December?
  4. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): YES My butchering suggestions stem from a few things - my general love for more 'in-depth' processes (seeing the charcoal pit mechanic in an LP was a strong driving force for me to try the mod) the lack of incentive to *ever* make any type of knife other than a stone knife, and the general ease of getting food in the mod - which may or may not be a concern of the devs at all, I don't know. I searched the TFC1 suggestion forums and found this post, which seemed relevant and had some dev opinions. But, that was two years ago, and my idea is I think different enough to warrant a separate thread, not to mention some game additions since then. So in general, food is easy to get. Meat is also easy to get in large quantities. You just axe your animal to death --> meat shower. I think the game might benefit both from an aesthetic sense, and a progression sense, from adding detail and progression to buthering, not just in skill, but in the tools used. I think several factors, not just butchering, could play into how much meat is gained. INITIAL DROP ON KILL, AND FIELD DRESSING First, the initial drop. No longer will most mobs drop cuts of meat. They drop a corpse, or a haunch, or something like that. The corpse is optional, depending on how much work the system is decided to need. But the common factor, is bulk. A small corpse - i.e. a pig - can be carried on the back. Larger corpses - bear, cow, deer - cannot. they overburden the player no matter what and certainly do not stack. They are a placeable object, so the player can place them. But they can also just be tossed like an item and left to despawn. If placed, they become a block (two for large). Presumably a generic corpse texture for each size, unless we want to get detailed per animal. butchering skill is no longer gained just by killing. It is gained in the later butchering acts. SMALL ANIMALS - birds & fishes Birds, fishes, and other very small animals are a special case. They probably just remain as they are now. Unless it is desired to make the player pluck the feathers from their corpse. But irl it's far, far easier to pluck a dead bird immediately after you kill it, so it's probably reasonable to leave them as is, EXCEPT that I don't think they should drop bones. There's not a chicken in existence with a bone in it's body that would make a good knife handle, never mind axe handle. OPTION - Texture Skinning If you don't just want the skin to pop off, you can add it to the process. This is done like the current hide scraping mechanic, changing the texture of the block, presuming that's even still a thing in 1.8. This can go pixel by pixel for lots of work (remember, it's 5 or 8 sides of a cube now, not just 1) or just side-by-side for less work (but still lots of durability off knife). The player then hacks at the corpse to dismember it. They get 'haunches' of meat from the corpse (also hide if the optional skinning mechanic is not used). Depending on size of animal, they can get more or less haunches. Skill could also play a factor in this. Haunches are themselves a placeable item, but come in only single block size. They do not stack, and can be carried on the back. Maybe inventory as well if we're going easier. But they do NOT fit in vessels. OPTION - Method of Kill Reduces Meat It would be good if the possible haunches were NBT data perhaps (since they don't stack anyway), and the corpse dropped can have the potential haunch number reduced depending on kill method. A bludgeoning kill has a strong likelihood to reduce the haunch count, as it ruins meat, and ruptures internal organs, which spoils the meat. A slashing attack is better. Piercing attack is best - especially if it could be coded to incentivize javelins and arrows. At this point, the player has completed the field dressing of their kill. If it was a smaller animal they might have carried it back to their hut on their back slot, but if it's large, they had to do this in the field, with the attendant dangers. The player now has haunches. If they're in the stone-age, they have to cook and eat the haunch as is. This reduces the amount of meat. The cooked haunch also still cannot fit in a vessel (provided this is not too complicated to code, as I assume right now food-vessel-fitting is purely based on ounces via ounces determining size?) The haunch also cannot go into a sandwich or salad (again, if not too complicating of the system). These things firmly establish the cooked haunch as a stone-age thing. Without fitting in a vessel they will rot faster, and will take up inventory space with it's 1-stack. Those in addition to reduced meat on cook, and not useable in meals will mean they will only be desirable early on, incentivizing full on butchering when the player has the tech. BUTCHERING ENVIRONMENT Butchering starts with a butcher block. So the player has to have their grid. The butcher block is a single block (crafted via 6 logs in top rows, 3 sticks bottom row. Butcher blocks are back-only carryable. A haunch can only be placed on top of a butcher block. Anywhere else is "too dirty" and it immediately pops off. Once placed, the player then uses their tool to start cutting off cuts of meat. This could be done again, via the texture-picking option, with each side of the cube popping off meat when done, or the haunch will have 8 slices, like a stack of coal or snow. It'd be more fun if the slices were vertical rather than horizontal like charcoal and snow, but if I understand the 1.8 system correctly, that would result in 4x as many blocks required. In any case, the player has to chop off each slice of meat, for which they get their rewards. However, each time you destroy a slice/pick a side, the game checks if there are any dirt, sand, clay, or gravel blocks anywhere in a 5x5 cube centered on the haunch. If so, decay is immediately added to the slice, due to the unclean environment. Additional decay is added if it's raining and the haunch can see the sky. This is to incentivize the player to have a proper room in which to butcher, and basically not butcher in the field. OPTION - Ground Butchering Butchering haunches might possibly be doable on the ground. This would allow stone-age folks to butcher, and in that case maybe haunches aren't edible, to simplify things. You simply place the haunch on a surface and start cutting off the slices. But again, there is the check of the environment for dirty blocks. Additional decay is applied if the haunch is not on a butcher block, and more if the haunch can see the sky and it's raining. This allows stone age people to butcher, but with greatly reduced efficacy. And possibly a lot of stone knife wear, if they have to cut off tons of decay right form the start. BUTCHERING REWARDS So the player can get meat obviously. But how about bones? What about other meat items? I think it would be interesting if there were an Ark-like system, where using different tools gives better chance for different items. So using a knife give more meat, less bones. However using a cleaver nets more bones, less meat. Now that example is not logical - the whole purpose of a cleaver is to chop bone. So if you want SAPs (Stone Age People) to to get less meat, then there's no stone cleaver, only metal. If you want them to be able to butcher meat properly, then either the knife nets the meat, or you make stone tool cleavers. If it were desired to have further products from butchering, more tools could be brought in - a fillet knife for instance. Or accessory requirements - you have to use a knife and have a sharpening steel in the hotbar (not sure if the block breaking mechanic recognizes that sort of thing though, which is where texture-picking might have an advantage). Tool tier could also affect the gains. more meat/bones/whatever from higher tier tools, or maybe more exotic gains have a base-line of a certain tier to gain. This is to incentivize someone to actually make a metal knife. More exotic gains could be things like fat, tendon, intestine, or bladders - fairly obvious possibilities I think. SAPs should have a very hard time getting special items I think, or at least certain ones. Additionally (not to sound to much like Ark) there could be certain pieces - choice meat, prime meat, liver, tongue - that can be used to tame specific wild animals (which animal takes which item could be randomized per seed) they could also of course be eaten. These items could again tie into skill, tool type, and tool tier. SUMMARY So summary of process in general: - Kill mob, which drops corpse item. Back carryable for small animals, large corpse overburdens, even on back. - Place corpse on ground. Process corpse for skin and haunches, likely in the field. - Take haunch to butchering block in clean room, choose tool for desired product, break 'slices' for product. I believe the overall result of this system would be not only an engaging and believable butchering system, but making meat have a bit more of a 'tech tree' associated with it, and generally take more time to get. Also people would actually make metal knives hopefully. I think it could make the system interesting, without being grindy, and it involves no GUI at all. It would definitely give something more for the farmer/animal husbandry person to do, as it would not be nearly as easy to get the meat as it is now. And yet meat is still accessible to SAPs for survival purposes (birds drop meat using the current mechanic anyway). I've thrown out a lot of variables though, for instance quantity of meat could be affected by: - player skill - tool type - tool material And then the following three options, which do not affect meat amount produced, but add decay, affecting the net gain. - Butcher block or not - Environment clean or not - Exposed to rain That's a lot of variables and it would take some balancing. Maybe some affect quantity of meat less, and are more about getting the extra stuff. There may be technical issues - especially with regards to whether block breaking can require accessories in the hotbar, and if texture-picking is even going to be available in 1.8. In any case, thanks very much for reading another of my long posts, and please comment!
  5. Hunting and world generation.

    Not sure why you phrased it with a 'but'. I don't really like the portal system either. So I think we're in agreement, though maybe for different reasons. The portal system as I understand it was basically brought in as a hard enforcer of island progression - the player had to defeat an island boss to get a key(s?) to activate the portals. The boss being presumably very hard to beat without tiering up your weapons and armor. But I think this could probably be tolerably enforced simply by having the armor-and-weapon-using mobs of successive islands equipped with better gear. It's true that minecraft mobs are dumb, and a player could probably kill high-tier mobs while under-geared, if they really put in the effort and want to do it. But it'll be more difficult - my alternate weapons and armor suggestion would specifically help address the issue. In my original suggestion there, a weapon 1 tier below the armor would do 25% of it's damage. So even if the player is dancing around the mobs, they're using 4x the durability of their weapon just based on number of hits, nevermind if gear takes more damage opposing higher tier metals. The really abusive part of minecraft is missiles, which mobs are usually ill equipped to handle. But if taking on higher tier armor with inferior missiles, the player is going to be spending TONS of resources and time making all those arrows (metal arrow heads would NEED to be a thing in this system). Combined with forbidding block placement before an area is conquered, I just really think the game can be balanced to mostly enforce/strongly encourage the metal tier progression without the hard enforcement of portals and boat forbiddance. The boat issue can be strongly discourage simply by strong ocean mobs hanging around the sector borders, or deep ocean chunks, I think. I don't think it would be worth the player risking getting killed at sea and losing their gear, vs simply following the intended tiering pattern and being safer. Or, as you say, have the option of purchasing passage on a ship. The cost being perhaps 4-5x the metal amount required for a full kit of gear. So the player can gear up and boat themselves at X cost, or pay for passage at 5X cost. Maybe they can even build boat with hulls plated in the metal of the island tier, and that metal makes the boat immune to the specific mobs that are meant to prevent boating across sectors easily. The nice thing about ship transport, it seems to me that it could simply be out in the ocean (but inside the border mob ring - player boats to shore in a normal little boat) and so not near as touchy about how and where it appears. And no paths dimensions (well, at first maybe) so that avoids fiddling with that for awhile. Just seems to me like it'd save some effort on Bioxx's part, and give players more flexibility, if they want a free-ocean-and-boating world.
  6. TFC Addon 1.7.10 - Idea

    The devs have ceased development of TFC1, as they are developing TFC2. They don't even do minor bug fixes anymore for TFC1. I'm not one of them, but I can tell you that the answer to your questions is almost certainly no. Especially the 'financial' question, considering TFC of both versions are free.
  7. Hunting and world generation.

    As I understand it, one of the major benefits of the island system is that it allows the use of discreet climatic zones, rather than a temperature gradient system. The temperature gradient system was the thing that created the hard line of acacia forests near the equator. I really like having climatic zones, because it allows a lot of interesting variation from island to island - even east-west - that wasn't possible in TFC1. So ya, I think the island system is worth it. The islands are usually pretty big, so it's not like it feels confining. My only wish is to ditch the portal system, since it seems to have necessitated the islands all being rather same-ey in order to accommodate portal placement. I really enjoyed the islands of earlier versions, where there were large internal lakes and such. That doesn't seem to occur anymore.
  8. [0.79] Stacking support beams to maximize ore mining

    Eh, nothing special about my technique in general. I basically clear-mine level by level, leaving a 2-thick floor between. I cherry pick the ores from this floor, and replace them with cobblestone to leave a smooth supported ceiling on the 'bottom' of the floor, and a smooth walking surface on the 'top' of the floor. In between I mine alternating blocks to maximize raw stone gain (and naturally reduces pick usage a bit, since raw blocks pop off without the pick). Easy to navigate, no dangerous drops, no jumping. I like to keep it simple. I'm not generally that concerned about time, and pick durability doesn't really concern me much, unless I'm at the very, very start, with my first copper or bronze pick - but then, I enjoy smithing and usually have 2-3 spare pick heads in a vessel on me at all times. I just take it one 5x5 bay at a time, and stop going in a given direction when I get less than X ores per bay. X varying depending on the ore in question and the richness, and how into mining I am at the time. After I 'finish' a level, I wall off around the ladder shaft, and leave a door, so that when the level goes dark I don't have to worry about mobs jumping me on my way up/down.
  9. [0.79] Stacking support beams to maximize ore mining

    Interesting method. I'm always curious to see how others mine as well. You definitely fall on the organized side of things. After you've got your framework set up, do you just sort of 'swiss cheese' mine the ores, or do you mine in organized levels? It seems like you're setting up for swiss cheese, but your screenshots look like you've got some level organization going on.
  10. Ok, I've made a few basic tiles: They are basket weave 1 and 2, dark bond left, dark bond right, herring, and soldier. I think they're pretty versatile, as seen in the below image. The soldiers as half slabs make good window sills and lintels, or on a stair block, good stairs or corbels. Herringbone and basket are mostly paving patterns, but you can sometimes find herringbone patterns in old structures, as infill. IRL it's normally diagonal with relation to the framing, simply because it looks better that way. The one on the right also has some basket weave. Basket weave and Herringbone irl are not structurally strong, so they're ok infilling around structure like this, but you wouldn't have built an entire wall out of these patterns, back in the day. Here are I used only the left and right dark bond patterns to make 3 different larger wall patterns: Due to our small tile size and even brick layout per tile, we'd probably be limited mostly to left and right diagonals, and then horizontal stripes, at least within standard running bond pattern. Which is a lot of tiles to make anyway, even for just a couple bond colors. Other bond patterns would bring other possibilities.
  11. Smilodon

    I like that a lot. I feel like he looks a lot more agile now. I did notice the neck is clipping through the ears a bit, and maybe the head being default level or down a bit, rather than 10d up, might look better, in terms of default positioning. I think the rear legs might look a bit better if the middle piece were more centered under the haunch. Also the tail will need to be modified to address z-fighting. Other than that I think it's looking good - powerful and dangerous!
  12. [0.2.4] TFC2 Prerelease

    I think it's supposed to be logs, not sticks? Been awhile since i made one.... They do seem fairly rare. I seem to mostly find soggy ones but that's probably because I hang around rivers and lakes a lot. The others do exist. It's not really possible to survive right now, so don't sweat it. It'd probably be more feasible if animals didn't 1-shot you. It'd be really nice if there were more 'foraging' options available right now. It could be awhile before we can hunt animals, as I'd imagine Bioxx still needs to finish animal behavior, then finish the combat code, possibly hunting mechanics, then implement different meats (maybe....butchering?) etc, etc. There's still a lot of basic game building blocks out there yet to be done I think, before we really get the 'fun' stuff.
  13. Smilodon

    Ok, so now in the context of your most recent post. It's good, I still think the leg section above the paws could be thinner front to back. At the same time, a texture might change my mind. If he looks shaggy enough maybe the thick legs read as fur. But my instinct is thinner. I do like the back legs Stroam did, so I'd suggest going that route. The front legs I'm ok with. Like I mentioned preceding this post, columnar front legs are a good option I think. I would however try to keep the shoulder box so that only the top corner sticks out of the chest, and not any of the other 3 corners. I still think the paws look too fat. I'm having a little trouble reading the head-neck-jaw area from those pics, a model would help. Jaw might be a little long. I think cheek puffs could be great, and they could fill in some of that area behind the jaw so you could shorten the jaw. This is an area where we can take artistic license vs conventional portrayals. I don' know if transparent cheeks would be the best route, this guy is a lot bigger than an ocelot - might be too insubstantial. Might want to make it a solid block, with some slant to it, so that it doesn't read as too massive, maybe. There's a lot of options there. But make sure he doesn't have the derpy eyes.
  14. Smilodon

    OK, so I wrote up all of the following and was just about to post it right before you posted your most recent post. So read all this without the context of your latest post. I'll start a separate reply for that. My main problem with the more 'real' legs is that they very likely are not going to be animated to move properly. They'll just rotate where they join the body. So you end up with a leg that looks all primed and ready to move, but it's just a solid wooden piece, and to me that's disappointing. It also doesn't match well with the 'norm' in minecraft, of peg legs. But for monsters, I'm trying to be more open to more detail. Especially large ones. What Stroam did there, is only 1 more box than the legs the 'normal' big cats have, and without the paw it's the same number as most of our current ungulates. It's really just got the one angled piece in the middle, which is the same as elk and moose. So the rear legs especially are really pretty close to our current norm. The front legs have the extra shoulder box, but in this context that was kind of a 'special feature'. The front legs are bending the opposite of the way they do irl though, which is jarring. I'm much more comfortable with those back legs than the front, basically. But, in both the front and rear what I like is that the haunch boxes are square with the body, and the paw and lower leg are square with the ground. The mid-legs bridge the gap from the slanted body to the flat ground. I feel like it's not as jarring as when the body is orthogonal to the ground, and there's a bunch of leg sections all at different angles, orthogonal to neither the ground nor the body. The unfortunate thing is the front legs, the haunch by being square to the body is setting up the wrong bending mechanic. I opened the model to play around with the front legs a bit, and I think the only way to make them work is either have them be a straight column, or have the haunch bend backwards, in which case the rest should probably be a column. It breaks the orthogonal haunch relationship to the body, but as long as the rest is orthogonal, I think it could work. All that said, I like what you did originally Krono (just maybe leg proportions a bit different). I like that it matches better with the 'normal animals' we've already got. And prehistoric animals are kind of a bridge between 'normal' animals, and monsters. At the same time, I'm trying to be open for monsters to be more complex. And so as a bridge creature, again, I'm also willing to entertain more complex legs. If you would like to do the more complex legs, I'd say go for it. Just try to limit them to one non-orthogonal piece. And I should say, just to be clear for future monsters, I'll probably never be ok with things like using boxes just to try to make a slant between two other boxes. But more boxes for more discreet structure or detail, I think is worth looking at. I do kind of like the shoulder feature, so if I were suggesting, I'd probably say go for the shoulders. In terms of paws, regular big cat paws appear more square than long, I think, and more flat than tall. And ya, my understanding is that vanilla wolves, when their eyes turn red, that's a different texture. And sheep shearing also just swaps textures. The sheared version still has the wool box, it's just got no texture so it's invisible. Same principle. You could even have two jaws, one closed for 'normal mode' and one open for angry. Just one or the other will be invisible at any given time. My concern with claws is whether they'd look better as a simple vertical plane, or a fractional box. I'm guessing fractional box, so that they're visible from the front.
  15. Ore prosessing

    Might also be an opportunity to introduce some simple sand casting. Pig iron was normally done in sand beds. But that was industrial scale, of course.
  16. 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.
  17. 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.
  18. 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...
  19. 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.
  20. 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
  21. 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.
  22. [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.
  23. [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.
  24. [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.
  25. [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?