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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."

Darmo

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Everything posted by Darmo

  1. [0.2.1] TFC2 Prerelease

    So having generated several biome maps, I discovered that the island layouts are exactly the same east-west. All internal swamps and lakes are also exactly the same. Portal locations differ (the red hexes are just the hex you're in when you generate the map), and rivers and heights are different, though for all I know the heights may have to do with the islands having different terrain features. It also generated the spawn island biome map to look like desert, when it in fact was not desert. World seed is -3064229721071771081. The middle series of islands in this map has the largest swamp I've seen yet, btw. Has several trees scattered out in the swamp, which I think is good and should perhaps happen more. Also, when rivers enter swamps, there's some rough voids that go on. I know water issues aren't a high priority, but just thought this might have more to do with the swamp generation, than with water behavior itself.
  2. [0.2.1] TFC2 Prerelease

    That map you posted Bioxx, I see on the southwest there appears to be a tributary system with 6 sources?! I'm wondering if it's 7 blocks wide at the end. I would love to have that seed, to check that out. I've never seen more than three steams feed together I think. Do the hexes track the steam size? So in theory, if water wheels were a thing, could one require they be built in a 'level 3' or greater stream hex in order to work? Level being the number of sources contributing? Or one big lake-to-ocean river, which from what I've seen would be level 7 in size? That way a player couldn't just build them on any old water source...
  3. [0.2.1] TFC2 Prerelease

    I'm going to guess yellow is gates (note there are four), and red is maybe a dungeon?
  4. Fearsome Critters

    I'm familiar with the origin story of the creeper model. It's funny to me he didn't want to 'throw away' a model that - at least with proper modeling program - would take about 5 minutes to make. I'm just saying they make no sense at all. The best I could rationalize them would be as a necromancer cobbling together corpses with explosives inside. Though somehow we never do find Zakuro. I do think it'd be fun to have entire islands controlled by necromancers and their minions. As for the goblin sappers, that's not my idea of course. Makes more sense than creepers though, to me. Goblins and orcs are so ubiquitous in fantasy it's hard for me to imagine them not ending up in TFC2 in one form or another. As I understand it, from way back when, the idea is that there will be dungeons or strongholds that control different parts of the islands, and you have to defeat the 'boss' in them to unlock the ability to place or destroy blocks in that area. So ya, enemy camps are pretty much already planned as I understand it. It would definitely be interesting if they could respawn in a more minor form though, even after the main stronghold is destroyed.
  5. Fearsome Critters

    That's legacy stuff from vanilla minecraft. Granted, possibly the most successful, most poorly planned game ever, so I mean, who needs a theme right? But my own hope is that as TFC2 matures, those things will be much more limited, to logical scenarios. Though creepers are pretty hard to logic, imo. Suicidal powder-keg carrying goblins?
  6. Fearsome Critters

    For me on the other hand - coming from my Dungeons and Dragons background - trolls are lanky terrifying regenerating beasts that you can only kill with fire or acid, and have no special relationship with stone or sunlight. I didn't mean to say that referencing an existing ouvre is bad - it's actually a good game strategy, because your audience can immediately have familiarity (Orcs are evil pig-nosed humans. Dragons breath fire and hoard gold. Dwarves speak with a Scottish accent) which from a roleplaying and immersion standpoint allows them to more easily 'slot in' to the world. I was just pointing out it doesn't have to be that way, and moreover there are many ouvres to choose from. One way the devs could go is just say 'hey modelers, show us what you got'. And we'd each go with our personal favored stuff, and it could end up rather chaotic and incoherent. Another way, they could give a setting to pull from. Tolkien, D&D, Discworld, Classical Greek, etc. Should give a more coherent experience, though some settings would have an inherently limiting selection. Or there could be an idea. 'Guys, we're picturing a war between humans, fey, and devils. Go to work'. That sort of would allow us to cross several ouvres, but still work toward a coherent theme. I guess I'd prefer to see some kind of coherence, if not a theme/story, rather than just whatever enters our heads. But we'll see.
  7. [0.2.1] TFC2 Prerelease

    I'd guess it's due to the new sand physics. If you hadn't noticed, sand now falls if it has *any* potential lower adjacent spot. It's no longer supported by two or even three adjacent blocks. All it takes is a block update. So there's a chance that there was sand in those spots, with reeds on top, and there was a empty trench adjacent, and the whole row of sand fell into it. Maybe.
  8. [0.2.1] TFC2 Prerelease

    I think Konlii reported the same crash earlier. It seems to be a problem with the new tree types. Probably best to not try to go to the tropics until Bioxx resolves it.
  9. [0.2.1] TFC2 Prerelease

    Found an interesting elevation mis-match going on at an inland desert lake. The 1-block change was pretty extensive. The 2-block difference was much more limited in scope. At the time I took those screencaps I hadn't yet noticed the journeymap coords were obscured by the island features list. But if you go to that seed, and go I think 1 island west, that's the island. You can use island coords from there. An interesting feature of these inland lakes is that, near as I can tell, they always have a large river exiting to the ocean. I love the level of river detail, where two rivers combining makes the subsequent river wider. It seems like every time a tributary gets added, another block in width is added to the successive river sections. I think the lake-to-ocean rivers are 8 blocks wide. I love that thoughtfulness of the world gen! Now I just wish we could have swamp estuaries at the mouths of rivers. @TonyLiberatto The next level of detail would be if there could occasionally be a pool of water below the stalagtites (instead of stalagmite)!
  10. Fearsome Critters

    Tolkienesque trolls maybe (or wherever Tolkien got it from). There's nothing that says TFC2's version of fantasy has to conform to a certain pre-existing fantasy ouvre. I think Konlii's version of a drop bear may have been a bit tongue-in-cheek.
  11. [0.2.1] TFC2 Prerelease

    I see what you mean chunk. It seems pretty obvious that's a dungeon. And amazing at that! I love the room variety! It's interesting too, the strip of grass along the waters edge in that area. I flew over much of the rest of the island and did not see that, though I did see little river valleys with a river, and all the hexes the river flowed through were grass. Amazing! Personally I think it's great to have a start seed like this once in awhile. Some people really love hard starts. I noticed in this desert seed that occasionally there was andesite sand mixed in with the prevailing chert. I thought it must be a glitch with the falling sand mechanic, but you can see in the one picture there is a dead bush growing on top of the andesite sand, so it must not have fallen there right? The last picture is a large area with a cave underneath that caused a massive sand cave-in. It had by far the most andesite sand I'd seen, which is why I thought it might have to do with the falling mechanics. Also in the temple structure I noticed this graphical glitch with a stair block Regarding the chisels mechanic, I've come to peace with it maybe not making it in. I'm actually glad that stairs will be a proper block, because it always bothered me a bit in TFC1 that on servers with dynmap, chiseled blocks were invisible, so that the finely chiseled roofs didn't show up on the map. It made town look really messy on the map for the most part, because you just saw their walls and chest and junk sitting around.
  12. [0.2.1] TFC2 Prerelease

    Each island region does have it's own seed, which is separate from the world seed itself. The region seed is what you're seeing in the creative mode screen, I think.
  13. [0.2.1] TFC2 Prerelease

    Those are a geographical feature called 'spires' (if you play in creative, you'll see a list of 'island features' at the top right). Near as I can tell they're supposed to be a natural formation. They could probably use some work to look a bit more natural though. As for food, I think it's reasonable to assume that in this early alpha stage, the food balance is not what it will be in the end. Bioxx has said in tweets you'll be better off in creative for now. I actually welcome the scarcity of gardens. I'm hoping it means there will be a more foraging-focused playstyle in the beginning, while one builds up a stock of seeds to settle down with. Hunting and gathering type stuff. For me, one of the most interesting aspects is what I *haven't* seen yet, and that is even a speck of surface (or cave, for that matter) lava. I'm hoping this bodes well for there being a rare volcano feature. Issues-wise, I noticed that ash trees at least, seem to have a lot of floating leaf blocks. I wonder if their schematics need examined? Also, the last two worlds I've played, I headed north (since apparently the tropics are bugged, from what Konlii posted). And both times I again ran into the thing where the next island north of my starting temperate island, was also temperate. Following area again two screen shots showing me first on one side of the region boundary, then to the north. Still showing "temperate" under island parameters. Also of note is that the island (it was very large, but I think separate from the main island) was within 20 blocks of the region boundary, and you can see the steep change in underwater topography. I mention this in case the generation parameters need tuning to keep players away from the boundary. I don't know what measures are planned to keep them away, but right now it'd be very easy to see from shore there, and even reach, unless the forbidance mechanic is to actually physically wall them off, or have a big wave wash them backwards whenever they get close, or something. The above three screenshots were all in the seed chunk posted, btw (the first one he posted from the region, not the corrected world one). Also, bears have a REALLY high leg swing. Could perhaps use some adjusting downward a tad?
  14. [0.2.1] TFC2 Prerelease

    I gave a link in that other thread you started with the same question, but thought I'd also put it here, for anyone else here with the same questions. This link takes you to an early 2016 post I made, that summarized some of the very early posts in mid-2015, wherein Bioxx clued us in to his plans, including all this island and portal stuff. We were given the info in bits and pieces in several different threads, usually following an OP of a completely different topic. If you want to skim it, just do a browser search for "Bioxx", and it'll help you find his posts in some of the more extensive threads.
  15. Islands? Basic systems here?

    Here a link to a post where I give several links to some of the early days (mid-2015) discussions about TFC2. We were kind of given the information on the island plan in bits here and there in separate threads. You'll probably have to visit several threads to get the complete original picture.
  16. Swamps Suggestion

    I feel like that may be a bit far-reaching, if any and every bog tile had such a possibility just for walking on it. But if there's swarms of insects that the player can see, avoid, or take repellent measures against, that's something the player can understand and react to, and I think would go over better.
  17. [0.2.1] TFC2 Prerelease

    I also noticed that in caves, sometimes large areas of natural stone collapse, with no molestation or block updating actions on my part. Apparently this is where the cobble and gravel I've been seeing are coming from. Does this mean that the collapse code is currently in game? And intended to stay? It seems to help clear out perhaps 'odd' floating stuff in caves, but not all.
  18. [0.2.1] TFC2 Prerelease

    To update my previous post, I did another world (1.4) and correctly went from temperate to sub-tropical. Don't know if that was fixed in update, or if it only happens occasionally or something. The flying around takes awhile, and does cause crashes at times, so it takes awhile to test. Found some small swamps too, though nothing as big as the twitter pic way back when.
  19. Mobs for TFC2

    We're kind of at a pause in mob modeling right now, as Bioxx has a large back-log of mobs already that we've made, but are not implemented. He's just not at the point where mobs are the priority yet. I'm pretty sure he has implemented several new mobs from the early days, when it was just me and Alpha and Phineas. But I think most of the stuff in the public forum probably hasn't been inserted yet. So some patience will be required. We've focused on ground-based mammals and birds pretty much exclusively, because Bioxx can just copy the animations easily from vanilla mobs. Anything that flies, or has weird motion (like a snake) is going to be way down the list due to the animation issues. All that said, 5 of the animals you mentioned are already made and modeled, 2 or 3 of which I think *might* be inserted in the game already. I haven't actually seen any of the new mobs yet (though I've seen one vanilla mob that was not in TFC1!). Most of the rest you mentioned are already on 'the list'.
  20. [0.2.1] TFC2 Prerelease

    So I headed to Z=0 to see the tropics, and apparently z0 is actually the north edge of the tropical zone, not the middle. But what struck me was that I had two temperate islands in a row (this is all according to the creative info in screenies) and then went directly to tropical. See following two screen shots, one of which is just north of z0, and one is just south. I'd sort of expected z0 to be in the middle of the tropical island, but I guess that part doesn't make a huge difference. More about the skipping a climate. Unless of course the info is just incorrect. The trees seemed temperate-plausible, but I'm not sure what the parameters are. For those wondering, ore veins are indeed in the game. I've found both Bismuth (of course), and garnierite! The bismuth is the greyish stuff in the small tunnel. The garnierite the bit of green at the bottom of the large cave shot. Apparently this time the thing with ore texture being overlaid over native stone isn't a thing? Or it's just not implemented yet? And I have to say, the larger caves are gorgeous! I love the addition of cobble and gravel to mix up the feel (or maybe those are just artifacts of generating near the surface), and the abundance of stalags. Mobs everywhere. Huge dangerous areas not easily blocked off. There's also normal size tunnels too. But the large caves are the great part, and they can go on for quite awhile at large size too! Also there appears to be some kind of combination grass-on-top-of-stone commonly found at cave mouths and in valleys. I love this detail, it makes for a good transition from the grassy lands above, to the stark caves below. (these screenshots are from 0.1.0, so they still have some dirt-hanging stalagtites) I never did see the "even sharper mountains" on the one island, but I did find a valley, and it was magnificent, with a nice big lake at the mouth. Too big to really get a good screenshot of though. The sometimes straight cliff faces kind of bugged me a bit, but they're growing on me. Beaches do often have very pronounced circular cuts, but I think it's only really noticeable from up high. I'd really love it if someone could post a screenshot/seed with a swamp near spawn.
  21. [0.2.1] TFC2 Prerelease

    Oh, that's a vanilla biome indicator. Gotcha. For reference for a suggestion I'm considering, can the hex biome data be used in things outside generation? For instance when placing plants, or checking plant growth? Or is it non-accessible after generation is done?
  22. [0.2.1] TFC2 Prerelease

    I thought biomes in TFC1 (and kind of expected in TFC2) dictated terrain type? Hills are hilly, mountains more so, plains are flatt-ish? I thought swamp biome meant there should be probably a lake(s)? and a lot of flat terrain around, at about sea level. The part that surprised me wasn't the soggy garden (for all I know they just generate wherever and that's the plan) as that I was up at 100y in a swamp biome. But I guess if biomes don't even influence terrain now, then nothing to see here...but I could have sworn the hex maps you posted long ago had different terrain or biomes or something?
  23. [0.2.1] TFC2 Prerelease

    After a few very brief 1-day playthroughs in survival, I noticed that I can start knapping with only one rock. But then when I start removing pieces the texture disappears (grey pattern area remains though), and I can't actually get an output. But would probably be best if I cannot start knapping with just one rock. I also couldn't figure out how to make firestarter. Love the streams with gravel banks! I can't be sure but I found some food in the vicinity of another garden, by a stream. I don't know if the water destroyed a garden and left the food, or what, but it appeared that a couple other gardens had been destroyed by the environment somehow. The food was sitting on the gravel bank by a stream, so maybe it generated a garden on gravel which then wasn't a valid base and it despawned? At one point I found a soggy garden on a hill at elevation 100, and noticed that according to f3 I was in a swamp biome. Not sure if that's desired? I didn't really try to investigate just how large the swamp biome was, to see if any part at all of it looked more swampy. The hill was rather large, and one side was beach and what appeared to be ocean. So there was nothing obviously swampy looking in the immediate area where I found the garden. No cattails yet, it seems? Or maybe I just didn't find any freshwater lakes... I too found some minor water issues. One where two flowing blocks were not flowing over and down, and another where one block of water appeared different. I didn't have waila installed and only later realized f3 gives info about what you're looking at, so I'm not sure if it was a random vanilla block, or what. I also noticed grass is generating on the rock floor of ravines, and cave openings. Not sure if that's intentional? What little I've seen of caves are awesome, btw! Though I did just notice after posting that screenshot, the top left stalagtite appears to be hanging from dirt? I did notice at some ravine lips, there were stone blocks neighbored only by dirt, where it was starting to 'curve back over'. Kind of minor I guess. Can hardly wait till tonight to do some creative fly-throughs!!!
  24. Giant Centipede

    That's nice. Pincers are a nice add! I even like the color scheme better. Final word isn't really up to me though, as I'm not the one animating it. My fear is that it may look too wooden; I'm assuming it's not really possible to animate it bending in a dynamic way (that is, responding to turns and corners). I imagine it can be animated to undulate like a snake, but I don't think that's really how they move. Bioxx will have to weigh in on it.
  25. Giant Centipede

    Aaaand I just noticed I totally missed the part where you planned on scaling it down. My bad. 5 meters is still pretty large though. Did you try building the model at the intended scale? I realize your leg tips are probably what governed the size choice - they are indeed pleasingly spindly in relation to the body - but my experience has been that making double size textures is kind of pain, if you want to modify it afterward...