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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 Darmo

  1. Roe Deer

    Oh weird, I was thinking that little spot half way up the back legs was just because it was a preliminary texture, but I see they actually have that apparently. So just some minor texture suggestions, it seems like if you look up close at photos of Roe Deer faces, the nose is typically flanked by white spots on the bottom right and left. So I'd suggest making those pixels white(ish). And then, I feel like overall it's rather smooth. I wonder if it could do with a bit more noise? It wouldn't be much; taken as a whole they do appear fairly smooth. Just a thought. And then, the lower jaw, as it is, it 'diverges' from the upper snout, getting further away as it moves outward. I think some slight adjustments to the angle and position would give it a slight narrowing taper, and I think it makes it more 'deer-like'. It's funny, the diverging jaw to me actually makes it look more 'masculine', so it'd be funny if the male had the diverging jaw, and the female the tapering, but that's not really worth having two separate models. I just thought it was interesting how such a small detail can change perceptions like that. Or at least mine anyway.
  2. Roe Deer

    Too me the angled back legs without haunches above looks weird. Irl that angled piece of leg starts below the body. I'd go with the original orientation, personally.
  3. Roe Deer

    Looks good. I'd suggest maybe shortening the leg top sections upward 2 or 3 pixels, and lengthening the lower sections to match. Also the 'antler base' needs to be transparent in the fawn version i think.
  4. Paper Making Process

    My understanding is that using straight up wood is a rather modern, industrial process. So maybe wood processing isn't achievable till iron/steel tech level?
  5. Paper Making Process

    That's fine, but I'm sure Bioxx can just remove it, if he hasn't already. Or rather, make it's spawn conditions impossible to achieve. An infinite paper tree certainly doesn't add anything to gameplay, I'd say.
  6. Paper Making Process

    And don't forget vellum! I'm hoping books (and paper in general) are eventually an important thing - and with magic, I'd assume they would be. I think it'd be great to have several avenues to get paper (and other finished products for that matter) in which there's basically an easy way, and then a couple harder ways. For paper, the easy mode could be papyrus plants (or reeds, I guess, if the desire is to still use that resource that is already there) found only in sub-tropical and tropical swamps. Production could be as simple as soaking in a barrel, getting a pile of pulp for each plant, and forming them to paper via a 2x2 pattern resulting in 4 pieces of paper. A more true-to-life process involving presses would be great, but reed/papyrus should still be 'easy mode', obtainable in the stone age. Medium might involve regular cattails. you'd soak the cattails in a container, then grind it in a quern (making this metal age only). The yield would be low, maybe 1 in 4 ground cattails actually produces useable pulp. Then, when you combine the pulp in a 2x2, you get 1 or 2 paper, rather than 4 as with papyrus (or if wanting to use only 1 pulp item id, then maybe the quern yield is even lower; 6 or 8 to 1). The thing is cattails, while not renewable (presumably) would be vastly more common. So that would need to be accounted for. Maybe add a drying and pressing step, just to compensate for the great abundance of cattails. And the other alternate could be vellum. It could basically be an extension of the leather making process, involving perhaps 3 more rounds of soaking in limewater, scraping, and soaking in water, with the texture getting lighter each time until it is eventually an off-white for the final product. So if you don't have papyrus, and don't want to denude you waterways of scenic cattails, then you go the vellum route - more use for leather! As given it's a stone age method, but could be modified to be metal age if desired. I think it'd be fine stone age though, since it uses animals.
  7. [0.2.1] TFC2 Prerelease

    I don't know how complicated it would be, but it might also be useful if someone could create a mod that simply added a tutorial book to the player's inventory when they spawn? It could briefly explain the new/different features. Which at this point I think basically amounts to firepits and pit kilns. Maybe even a section that briefly explains the general idea behind TFC2 (island hopping progression, island limited metal tiers). I know zilch about modding but if someone provided me a template for such a thing, I might be able to muddle through, and then keep it updated as TFC2 progresses...
  8. Metal Tiers

    It still remains to be seen if Bioxx still likes the idea of the tier vs tier weapon and armor system (and if it's practical code-wise), but if so that system could provide some pretty steep differences. I do like the idea of item wear affecting things. In my example tier-vs-tier numbers I used 25% jumps between tier differences, so I could see where relative weapon/armor durability could alter that another 10% or something. So normally equal tiers is 50% damage, but if the armor is 100%, and the weapon 60%, that's a 40% difference, so maybe a further 4%-ish penalty to weapon damage. On the other hand if the armor were more damaged than the weapon by 50%, it might be a 5% bonus to weapon damage. Or the penalties/bonuses could be even more, and even overwhelm tier differences. So normally a weapon 2 tiers higher might do 100% damage against armor, but maybe if the weapon is 90% damaged and the armor only 10% damage, the 80% difference x (.5% x percent difference) = 40% damage reduction. Which would nearly put it down to as if the weapon were the same tier as the armor. I would be fine with being able to repair armor with appropriate material, depending on how it's crafted. Here I touched on a system that brings more pieces into the equation. So you might not craft your armor as a single piece, but as several pieces, and those pieces could be combined with smithing, or combined in the crafting grid. In that scenario there would exist generic armor plates, chain mail pieces, and leather plates. It might be that you could carry those pieces and use them to field-repair your armor. But there could be limits. Each piece of armor can only be repaired 5 times. If there's different kinds of armor, each could require a certain type of piece. Leather leather plates, chain chain sections, and plate armor, armor plates naturally. If we only have one metal armor progression (like in TFC1 - basically plate armor) then maybe different parts can only be applied so many times. Leather once, chain twice, and plate twice. Each application improves the durability 10%. After that it's an assemblage of patches and you can't repair that piece anymore. That would allow some flexibility in the field. You could even differentiate field repaired vs anvil repaired. So you're in the middle of a dungeon and need a repair, you just put the armor in the grid with the repair piece, and combine, you get one bonus. But if you do the repair at an anvil, you get double the repair amount. So 5/10 if you only want best case scenario to be 50% at anvil, 25% in the field, or 10/20, if you want the player to be able to 100% repair the armor if they use an anvil, but only 50% in the field. now the player has to choose between help now, but overall reduction in the maximum working life of the armor, or risk waiting to repair back at base to stretch their 'armor dollar' the furthest. Or, hope that the dungeon they're raiding has a blacksmith room. I think it could be a fun addition to the game, that sets up a couple choices for the player; field repair vs risk waiting for anvil repair, carry spare leather, chain, and plate for field repair, or save the inventory space. Armor pieces like these could also be loot in fortresses and dungeons (or even rotten/rusty versions that only repair half of normal). For that matter, smithing quality could give a small bonus to the repair amounts for a given piece, so another hook for smithing skill.
  9. Metal Tiers

    I support this. I was never enamored with the procedural thing, for reasons outlined previously. I do think it'd be worthwhile though, to still have some 'fantasy level' metals. Mithril and Adamantium are, I think, pretty universal to those who are into fantasy, and meteoric iron is pretty well known to older school D&D folks I think. Orichalcum is a bit obscure perhaps, but it's historical. It allows for a few different methods too. Meteoric could be randomly scattered on the surface in small quantities in boulder-like clumps (except in island with the 'crater' feature, there might be extra-large clumps!). Mithril could be buried down deep at 'diamond level'. Orichalcum could generate only under large bodies of water, or even just the ocean, hence being only really obtainable via a lot of branch mining under the ocean, or use of water breath/moving magic. And adamantium might also be buried at 'diamond level', but also only appear near lava or hot springs or other thermally active 'biomes'. Any or all could be extra-tough, strongly encouraging the player to use alternate mining methods such as gunpowder or magic, and extra heavy necessitating minecart action. They could either be metals in and of themselves, or addons that enhance physical properties and/or enchantments power/max level of steel. And each could require their own processes and recipes either way. I think fantasy metals would be great to add value to some of the oddly non-valuable metals of TFC1. Gold and platinum for instance. And since these metals would be replacing black/red/blue steel, silver and garnierite will need new 'homes'. Basically a few fantasy metals would allow there to be use for the useless, and continued use for low-tier metals like zinc, bismuth, and cassiterite. And they don't even all have to be actual ingredients of the new fantasy metals. Some could be use to make quenching baths (that might be a good use for lead and the bronze additives). They'd get used up in the process of making, but not be an actual part of the final result. Some could be post-process. Powdered and sintered to the surface, for instance. I think having new processes for these metals, that aren't beholden to real-life processes (and so avoiding people coming in and nit-picking over how a process isn't 'realistic') is a great opportunity for fun, and use of mechanical power. It might be interesting if the metals affected the magic that can be added to the tool/weapon. So steel can only accept low tier magics, mithril next, orichalcum higher yet, and adamantine accepting the highest tier enchantments. Or they might just each have their own properties. mithril enhances cold and illusion magic, orichalcum electric and summoning, and adamantine fire and transmutation. Meteoric iron can be added in small quantities (5-10%?) to other metals to enhance damage and durability, but if made into it's own metal (90% MI) it can enhance magic with changes speed and weight. Maybe even all four could have admixture properties, and then primary properties. So addmixtures of mithril reduce item weight, meteoric iron movements speed (armor) or swing speed (weapon), orichalcum durability, and adamantium damage in weapons and durability in armor. There could be three 'tiers' of magic accepting weapons and armor. Steel would be the lowest tier(s), steel with fantasy admixtures one or two tiers higher, and the pure fantasy metals the highest. There's just so many options for ways to handle it all! In summary, I think it's a good idea to ditch the procedural thing, but I still think it'd be good to add a defined amount of fantasy metals, to keep metallurgy important. At least the historical/established fantasy ones, since people are familiar with them. But even totally new ones if use can be devised for them.
  10. I'm sorry for making this topic... but graphite.

    Ya, I've seen graphite spawned in mountainsides before. That might have been a couple versions ago, but I doubt it has changed in that time.
  11. I'm sorry for making this topic... but graphite.

    There's only really two methods - run around looking at exposed host rock, or blanket pro-picking. Don't do exploratory mining tunnels, that's a waste of time. You need to be able to cover lots of ground fast, and mining is not that. Graphite is not as common as other ores, but at least it spawns in four host rocks (god help you when you start looking for garnierite - I hope you're taking notes on where the gabbro is). You may have to cover a very large area to find it exposed in a rock face, and be very observant. Obviously this will work better in hilly and/or treeless areas - I would not bother going for observation in heavily forested areas if the dominant trees have low foliage (like willows). You may need to cover a thousand block square area looking for it exposed. I'm not sure where you heard this 115-128 being the best level. I've never heard that, and its definitely not worth mining at this level for some minor bonus. It's all about covering ground. If that doesn't turn anything up, then you need to blanket propick. You need to be VERY systematic about it. Don't just do it every 100 blocks or something. Since the propick radius is 12, it's best to take a reading every 30 blocks or so, though you'd probably be ok at 50, as veins are very wide (this is just rough, don't bother counting it out). Make yourself a bunch of propick heads and go camping. Pick a sector, travel east-west or north-south in scan lines, propicking every 30-ish blocks, and with your scan lines 30-ish blocks apart. Or whatever you have the stomach for. You will find it eventually. It's more efficient if you can combine blanket propicking with observation, but there's probably a higher chance you'll do one or the other less well, because one method you're looking up and around, and the other you're looking at the bottom left of the screen.
  12. Ideas for Random Terrain Adjustments

    I agree with Mort, I also look for unique terrain features to build on/around. And to clarify from my earlier post, in the small scale, I don't think every formation needs to be some bizarre sculpture or arch. Just really huge lumpy boulders would do a lot I think. anywhere from 3 to 10 meters tall or so. Might be cool if they could sometimes have a pocket or two of soil, on which trees could grow. The existing rubble fields below cliffs are a great start, but I'd like to see more variety of sizes, and for them to occur in other-than-cliff areas. I'd think the 'peak' of the island would be a good candidate. Fields of small (but taller-than-player) boulders could be suspenseful as you'd never know what monster may be just on the other side. Such areas might be harder to bow spam in. If there were a hex flag such as 'boulder field' that denoted these areas, mobs could be made to specially spawn there, I'd think.
  13. Swamps Suggestion

    So a thing that's always bugged me a little is that swamps in minecraft and tfc aren't really terribly different from plains or other grassy areas. In fact, in TFC1 I find swamps to be the ideal settlement location, as they often have large bodies of freshwater, with lots of flat land around. The TFC2 swamps seem to have a lot of 'noisy' little islands, and tall grass, and presumably cattails and lily pads in the future. Which I like in that it provides a markedly different look that is clearly not just a pond. But I think they could be better. I think it would be better if swamps were a forboding place, that was not necessarily an automatically attractive settlement area. I realize it's very early alpha and there's possibly things planned but not implemented, but given that we are in the world-gen stage, I wanted to get some ideas out now. BOG TILES QUICKSAND VOID STATES SWAMP CROPS CRAFTABLES SUMMARY So hope I've painted a good picture. Movement slowing bog tiles and deadly quicksand, in combination with not being able to grow normal crops in bogs would, I think, make swamps a place that is more of a place you visit for special materials, less a place you settle. It would differentiate them more from plains and other normal dirt-covered areas. There would of course be special mobs and non-crop plants, maybe fish. But I wanted to get these basic 'world-gen' portions put out here while TFC2 is still in early stages. I think it would be worthwhile, and bring more variety to the world. I am of course volunteering to create all models and textures, if the devs want.
  14. [0.2.1] TFC2 Prerelease

    Making a clay item takes only 1 clay. While the clay blocks seem to yield quite a lot. Wasn't sure if this was the plan or not. Would really love to be able to have torches.
  15. Ideas for Random Terrain Adjustments

    In terms of large-scale features, I would like to see Badlands on some desert islands, having lots of strange small-scale rock formations. These would be stone, jutting up from the surrounding sand. With maybe some sandless blowouts in areas. Even an area that has just a huge amount of mostly above-ground boulders - like the boulders from TFC1 that dotted the landscape - would be neat. Formations that have a 'cap' stone might have that cap stone be a stone type actually different from the prevailing island stone, perhaps. (just let me know if I'm using too many pictures) Then, at the larger scale, you can have entire regions of spires. Bryce canyon in Utah has a dense amount of 'spire-like' formations. I think the existing spires were on the right track, but they're too pencil-thin, and too scattered, and the bulges are sometimes a bit odd. Zhangjiaje Park in China is an example of a spire formation area with lush vegetation, rather than desolate. I think that perhaps if spires took an entire hex, and went very high, tapering some as they rose, that might work better. There can also be other large-scale stone formations, perhaps forming ridges some spires as part of them. Don't forget to add natural archest through them sometimes. Similarly, ocean arches, where steep cliffs enter the ocean. I'd like to see more areas where the ocean just meets steep cliffs. And once in awhile in these types of area, there could be arches or large spires rising from the ocean. Even just large bouldery mounds out in the ocean would help. It's very plain out there. If you make something like the Iron Isles castle Pyke appear, people will build on it. On cliff faces where a river runs over in a large waterfall, undercut the cliff face at the bottom, and make another lake there, making a waterfall grotto. Make there be a chance for caves to proceed from this grotto, and maybe the water extends back several cave hexes. That's probably enough pictures. I agree with earlier posters in that I'd like to see a more craggy and mountainous center of the island. It may be that the player just can't perceive the mountainous nature of the island as a whole, because they can't see enough of it at one time. But perception counts for a lot, so I think more craggy terrain that shows up within a player's field of view would help - this is of course, on islands that are intended to be mountainous. I've never really been able to perceive very well the various peaks (peaks, sharp peaks, even sharper peaks). Right now it seems like islands max out at around 160 elevation. Am I mistaken or is there still another 90-ish elevation available above that? I want to see some above treeline areas with maybe alpine meadows, and surmounted by bare rock, scrub bushes, and rare animals/plants/minerals. Oh, and what about hot springs? Just not implemented yet? Also, occasionally desert islands that are truly barren, no rivers, just a handful of oasis. On an island like this, there would actually be a reason for a coded well structure! I think it would be great if once the player proceeds east/west far enough, fantasy-type landscapes can start to show up. Entire islands composed of nothing but craggy pillars jutting from the ocean (and fallen pillars as well). Islands with enormous cliff faces, and huge eroded caverns filled with ocean, that you can sail into one side of the island, and out the other. Floating islands. Volcanic islands (that is, if none exist already - I haven't found any).
  16. Climbing

    I'm with Stroam, in addressing it other ways, since this is only really an issue on the spawn island I'd say. Maybe the spawn island is just never allowed to have the 'cliffs' feature, or whatever it is that makes those really high beach cliffs. Require that hexes within a certain radius of spawn have no more than 'x' elevation difference from on to another? There could even be an 'easy mode' start where the player starts with 'ship wreckage' nearby, that includes a chest with some ladders and other basic stuff. I guess I kind of see climbing as 'cheaty', but that's me.
  17. Time

    I like the idea as a town thing on multiplayer servers. It would definitely set towns apart. Single player, not so interesting for me.
  18. Weapons, sheats, and ranged weapons

    Ya, I'd say short spear should go. It's just too similar to the spear as it stands.
  19. Hello, Im new

    Right now there's really only one version - the 79.28 version under the 'download' link at the top of the page. Which is for use with 1.7.10 vanilla MC. The new version of Terrafirmacraft - TFC2 - is still in very early alpha and has almost no gameplay yet. The changes that Mojang made to vanilla minecraft in 1.8 required a total re-write of the mod. This is why the only 'full featured' version of TFC is only available for 1.7.10. Bioxx has been keeping the new version - TFC2 - up to date with the latest vanilla versions, so there is no TFC of any sort available for 1.8 to 1.10. Your only choices are 1.7.10 (the original TFC, or TFC1), or 1.11.2 (TFC2). Now as for what mods for TFC1 might be best, that's another thing entirely.
  20. [0.2.1] TFC2 Prerelease

    Still have that errant stepped palm tree appearing one in awhile. Also palm trunk destruction particles have the no-texture purple-black look. In the desert, I found an incident of a cactus spawning on top of tackweed. Had an incident of two rivers merging and forming a higher level intersection: Also, that screenshot of the higher merge, that's a temperate climate island at tropical Y. Is there really some part of the world that has a temperate climate, but lies on the equator, irl? It seems a was to have temperate way down there. Seems disappointing - I mean, if you're at the equator, you're probably looking for tropical or at least sub-tropical climate. And finally, a couple more river portals. One is bridging the river entirely. It happens more than one might expect, it seems! As an aside, I wonder if it might be a good idea to give portal structures more height? I'm not sure if the goal is to make them hard to find or not, but I've seen a couple that were so hidden by trees, I never would have seen them if not for the biome map. It seems like it might frustrate players who are just ready to move to the next island, if they can't find a portal.
  21. Weapons, sheats, and ranged weapons

    I applaud the simplification. I don't think weight is likely to factor very heavily into the equation, given all the stuff a player must carry. I think the carry limit will likely be rather high. So the 2kg separating spear (both single handed) and short spear, probably will favor the spear in almost all cases, given its superior reach and damage. I'd get rid of one of them probably. I'd take warhammer over mace any day for 500 more grams and .2s slower. Maul at +3 damage vs Great mace, cons .4s slower an d+4 kg, seems worth to me. But I could be wrong I think your maces and hammers are pretty redundant - morning star excepted of course, being 1 of only 3 single handed melee piercing weapons (or 1 of 2, if one of the spears gets removed). That is, *serious* weapons. Yes, I'm looking at *you* dagger/knife. I do wonder though, what's going to be the graphical difference between a mace and morning star? A few spikes? I don't think any chain-using weapons are going to be a good idea, given minecraft's limited rendering ability. What if instead of morning start you did a rapier? Or ditch short spear, and make regular spear 2-handed? Just a thought.
  22. [0.2.1] TFC2 Prerelease

    Finally took a trip down to the tropics! Found a very suspect palm. Might want to nix that blueprint from palms! I love the feel of the tropics though. The Kapoks are so different from other trees, and then the palms of course, love em! Makes me want palm frond thatching. Later found a portal that spawned in a river hex. It's pretty ok in this case, but I wonder if portals maybe shouldn't spawn in river hexes, or if portals come first, maybe rivers should be prevented from flowing through portal hexes? It's not a huge deal though. They are magic after all! And finally, I was wondering if the way cliffs generate with pockets of soil is intentional? It seems weird to me. I love the exterior look, with uneven stone parapets, but if you remove the dirt you have these weird little ditches, that could actually make convenient early days hiding spots, but just seem odd. I feel like it'd be better if these cliff face dirt/sand blocks could be limited to 1 block deep. The 'parapet' is definitely necessary to keep sand in place - although it would be interesting seeing the sand drifts that develop at the base of cliffs if deserts didn't have the parapet. They'd just be stark wind-blown stone cliffs, which wouldn't be bad for a desert.
  23. [0.2.1] TFC2 Prerelease

    I've been trying to decipher what the biome map means, and not having a lot of success. I thought maybe they were moisture related, but couldn't see any hard correlation between the F3 moisture data and the hexes, except maybe very broadly. If they are terrain related, and the grey are supposed to be 'mountains', they're very subtle mountains. If I had one big complaint about the world gen thus far, it's that there's not really any dramatic peaks or rock formations. Nice cliffs and gorges sometimes, but the central areas of the maps are not a lot discernible from the periphery for the most part, imho. Was wondering if we could get a clue as to what some of the biome hexes are, or represent in general. Here's the key I have so far: The "desert insland" and "desert coast" also appear on temperate maps, I mainly put the "desert" designation to show they are the primary two hexes that desert maps are composed of.
  24. World Generation and Player Freedom

    Just for reference back to previous discussion, see the "Regional Difficulty" thread from 2015. I can say that with regard to hexes, I remember Bioxx saying something about this having a lot to do with rivers. Basically in order for rivers to path correctly they need to generate from the centers of whatever shape. otherwise severe height differences between shapes cause problems. So, you can have rivers travel at 90 degree angles, or 60 degree angles. 60degree is obviously better. I'm not sure what else might factor into the decision.
  25. [0.2.1] TFC2 Prerelease

    Ya, Bioxx has already said that the water not falling thing is more a problem with vanilla water mechanics and is low priority. You can force it to update by just replacing a piece of water with a torch or something. So really it's fixable by the player, in areas where it's important to them. I agree the desert valleys are pretty nice. It looks like those two streams in your picture did their falling water pretty well. I too kind of hope there's be some sand noise introduced around the edges of the green hexes. Not a huge deal though. What bugs me more is that the trees that show up in desert valley hexes sometimes seem very at odds with the desert. You picture in particular captures it for me - I'm not aware of anywhere that conifers like that grow near sandy desert environs. They're usually more stunted I think. If not already the case, I'd suggest restricting desert island trees to the smallest size category, if nothing else. Now if there is ever a 'badlands' island type (or sub-area of desert islands) that would go better with more trees I think @MiaMia I actually love the grass on stone. It's a bit like moss. I think it tends to blend things better, so it's not always stark differences.