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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. Exploration

    The github repository.
  2. Exploration

    Just fyi, it is known that TFC2 is currently at 1.10.2. It seems likely it will be kept at whatever the current version of vanilla minecraft is, unless vanilla goes off the rails into C territory maybe. As for the set pieces, there's going to be dungeons and fortresses at the very least, from what we've seen so far. Biomes will definitely have more variety of animals, at the very least.
  3. What the Heck is Redstone Ore?

    I'm with Tony on this. I'd prefer to see mechanical power play a primary role. I'd hold back a bit on electricity, and have it just do certain things like lights and revivifying frankenstein monsters. I'd be less keen on people using electricity to power their doors and grist mills. I'm a steampunk fan though.
  4. Looking for a tfc 0.79.28 seec

    As Sequoia says, around -7k and below is a safe bet for most all crops to be immortal. I wouldn't go all the way to z0 though. You've got basically two options there - an acacia forest, or a dry grassland. Both kind of boring. You could get 'lucky' and find a desert or kapok forest, maybe. But your berry bushes will never produce fruit because it's too hot. Some fruit trees also will not fruit. You'll also become thirsty quicker, which is annoying when mining. Also you'll only find chickens and pigs around z0. I think cows stop showing up around z4k, and sheep farther away yet. z0 just isn't that great.
  5. One layer of dirt?

    Very normal as far as I know. I don't think it's based on biome. I love single-layer areas, because it's far easier to propick effectively, vs the areas that have like 10 blocks of dirt and gravel, putting the stone just barely in range of propick.
  6. More Flora

    Agreed. I don't know how plants affect the graphic overhead, but I've seen some pretty plant-heavy play-throughs in single player at least, and forests and jungles especially would benefit from new plants. I would think that if MCMC could have a few model pre-sets, for 1, 2, and 3-high plant sprites, and all the user has to do is load their texture they've made, that would make it pretty easy for people to make plant textures.
  7. Lynx

    I noticed that the cheek planes (FluffR and FluffL) are way oversize now. Without a texture loaded it looks like a frilled lizard. Might as well reduce them for the new size. Also, there's a TailAfrican Box. If the plan is to make a separate model for the african lynx, that box should go as well.
  8. Boats/Rafts

    Surely boating between islands could be controlled simply by having extra-powerful ocean mobs in the borders between islands? Death at sea is the worst, because all your items go to the bottom of the ocean. People can play risk-taker easily enough on land as they're likely to be able to outmaneuver the mobs and get their stuff back, but not so on the open ocean. The question would kind of be how close could two islands theoretically be? Is there a X-block border around each 4k-ish square sector that land cannot generate in? I guess I kind of agree with Tony that if the mob challenge is designed right, maybe the boating between islands doesn't need to be strictly controlled. It could perhaps be safer, avoiding monsters. But might not necessarily have to be the only way? Maybe the player can make their own boat for free and risk death by monster, pay a sea captain for safe passage at some expense, or make a portal, at reduce or free cost? So there could be several tiers of solution to crossing from island to island?
  9. Lynx

    Yep, same as vanilla cats. It goes from derpy to kind of cute with the inset pupils. If you don't mind redoing the skins Krono, I think this one will be more in scale.
  10. [Solved] Fruit trees and /time set day

    I've found that about 7k blocks from the equator is the boundary between snow and no snow (at sea level) so yes, at -5k you'll never see snow. Also your crops will never die.
  11. Lynx

    Hmm, dunno, still derpy, just the other way. Could I get a model and texture to examine? I can't help thinking the inward eyes, with a 1-pixel long snout, might help. Vanilla cats have that same basic format (5x4 face, 2 wide eyes with pupil inward, 3x2 snout) and I think the short nose makes it so rather than looking like they're staring at the end of their nose, they're looking beyond the nose. May also help to square it up a bit more.
  12. Lynx

    Definitely much more in scale, I appreciate the effort of making a resized model. But they eyes...he's got the derpy eyes. That's not great for a predator, imo. Though a lynx is kind of a small predator - not even sure if he'd be programmed to be aggressive toward a player. I'm looking at pictures of vanilla ocelot and despite having the same eye configuration, he doesn't look as derpy. I wonder if that is in part because his snout is shorter. Lynxes do have very short snouts. Right now the smaller lynx just looks like he's staring at the end of his nose. Can we try a couple things? Maybe a version with nose as-is, but with just single black pixel eyes at the outside edges? And then separately, a version with the eyes as they are, but the snout shorter, and perhaps squared up with the face?
  13. Common Stingray

    Stingrays come in a pretty large range of sizes. Depending on how crazy we wanted to get, I'd imagine this model could support a variety of skins, and be scaled appropriately. It's true that some are rounder in shape, while others have more of a 'point' to the wings. I'm sure we could get by with one model for them all though.
  14. Common Stingray

    I'd suggest the bard be as thick as it is wide (.5 in this case). Other than that I like it.
  15. Common Stingray

    I like it. I'm not sure the barb is necessary, but if so, I'd say use the decimal dimensions to give it some y thickness. It's kind of hard to see from the side otherwise. I think you'd also be fine putting another box on the end of each wing, give a bit more taper to them. This is of course beyond the scope of what we're supposed to be doing now, so it may be awhile before this makes it in.
  16. Human npcs and climate based cultures

    If I'm hiring npcs to help me around my place, I don't want them teleporting away. I want them working! The problems of lag occurs - as I understand it - when a server has lots of players on, and each player has dozens of npcs (counting farm animals - they all use processor power) within range of them, all doing pathfinding, using processor power. Probably not an issue in single player. But In larger servers I guess it can be a problem. It would probably not be a problem if, via order or server setting, the npcs could be made to not walk around, in cases where they don't need to. But that's the thing, what would these 'other ideas' be? In current TFC the player already knows everything just by reading the wiki. They don't need anyone else to tell them things. So how would an idea exchange be portrayed/enforced? There's no mechanics in TFC1, nor have I seen one proposed for TFC2, that would simulate such a thing. It might be more feasible if certain recipes were randomized. I have myself suggested a certain degree of randomization in alchemy and magic. If those made it into the game I could see perhaps the player learning formulas from npcs. I think randomization of anvil recipes would not be a popular thing. Overall I'm just not seeing this notion bringing a lot to the game, within the known framework.
  17. Human npcs and climate based cultures

    I think npcs would be a great addition for the game, to help the player with certain mundane tasks. It seems like TFC2 is going to be more action-oriented, and so I see no problem with allowing the player to hire npcs to help with chores, as the player will probably still have to handle most or all of the combat. As long as the player has to actually has to pay the npcs a monthly(?) wage, and they vanish if not paid. The problem is, mobs that move around add lag. And npcs would be that. So there would probably need to be provisions for SMP environments to limit the numbers of npcs around. As for cultures, if you mean different skins for different climates, great. Beyond that and how their towns are built, I'm not sure how 'culture' would be depicted, and don't see how blending of cultures would work or be useful. That part could use some elaboration.
  18. Questions About The Model Creator

    You can do both. You can manually enter the numbers, and you can also click on a number field and drag the mouse up or down to raise or lower the number. If you meant actually drag the shape borders in the modeling window, no, it doesn't have that. Also the click and drag only changes it by whole numbers, not decimals. There's a few other minor quirks, but it's still the best option out there that I've seen. I would suggest contacting me before getting too far into a model. We have done quite a lot of animals already - including several that were pre-development-forum, so you won't find them there. If you contact me and let me know what you're thinking of doing, I can tell you if any of it has been done.
  19. Questions About The Model Creator

    Hi RandomASCII. I'm overseeing the modeling efforts for TFC2. I'm not a dev - I can't code - but I can do models and textures. After Dunk left I volunteered to help make models for TFC2, and now I'm spearheading this modeling stuff so Bioxx and Kitty can focus on what they do best - coding. Bioxx gave me the authority to handle vetting of new volunteers, and direct the artistic effort - several other excellent modelers have joined since then. But it *is* an application process, not just any submission is accepted. You should pm me and I'll fill you in on the requirements. If you haven't already, you should read the MCMC tutorial, and texturing tutorial, in this MCMC forum. You will also want to read the TFC2 modeling guidelines post.
  20. Scrap Metal

    That true Chunk, silver garnierite, and graphite can be rare commodities. But I think they're intended to be that way, and the notion of recycling them would kind of defeat that mechanic a bit. Unless crucibles and fire bricks wear out in TFC2 (not a bad idea actually) graphite wouldn't even apply, since it's not a tool metal - the things you make with it don't wear out. Silver and garnierite, the thing about them is in their final forms - black steel and up - they're alloys (well, in TFC1 anyway). So the scraps would be mostly composed of much more common metals. Of the 200 unit of metal needed to produce 1 ingot of black steel, around 2.5 are silver, and 15-25 (avg 20) are nickel. a 50% return would net 1.25 units of silver, which is insignificant, and around 10 of nickel. Again, not that much. Colored metals aren't much better - of the 350 units required for each ingot, around 38 are nickel, and 4-10 are silver. So again, returns are probably very low, depending on how the recycling works. It's all complicated by the 'disappearing' weld-on ingots in black and colored steels. I'm kind of hoping that's not a thing in TFC2, personally. All that said, an average size vein of silver or nickel, even if poor, is probably going to supply the player all they probably will need. There are cases where you get unlucky and the vein is extremely diffuse, or is right at a boundary and most of it got cut off by another layer. But those are rare cases, in my experience. In the vast majority of cases, I think you find one vein, and you're set as far as reaching top tech. If you're a good miner that is. Also, if you find the metal on a surface layer, you'll find more (unless you found just a tiny corner of the layer, and most of it is under ocean). Even mid-layer is going to show in a few spots. Now if one wants to have 1000 blue steel lamps, or an army of red-steel clad armor dummies, ala the terra-cotta army, well, that's another story. But recycling won't help in that case anyway.
  21. Scrap Metal

    I'm curious how you draw that conclusion. There's been nothing said about making procedural metals limited, iirc. As for a config, it's not just that easy. If you're going to allow scrap metal you have to make graphics for the scrap, you have to use item ids - TONS of item ids, and code it all. And for what? In TFC1 there is WAY more metal than you'll ever use. It's everywhere if you're willing to look. We don't know exactly how TFC2 is going to go in terms of quantities, but personally everything I've seen so far suggests there will still be tons, and nothing I've seen suggests there will be limited supplies. I mean, the game is called Minecraft. Is it unreasonable to expect the player to do some mining?
  22. Less tech development

    I don't think that should be taken to mean that TFC2 will be definitively different. I think the guideline is, don't *assume* that anything from TFC1 will be the same in TFC2. That doesn't mean it won't be the same, either. But don't assume it will. As I've said before, what minecraft does well is huge sandbox worlds, and building. It's not designed to be an adventure game. The graphics are very poor, specifically to allow massive amounts of world, and the rearrangement thereof - at least that's how I understand it. Personally I think it would be a bad idea to try to make TFC2 be a pure adventure game. There's tons of other games out there that fill that role far better. You've got games like Ark that are trying to do both roles, but their building game is still interior to minecraft, imho.
  23. Scrap Metal

    Anvils don't increase your skills significantly. Maybe welding double ingots increases general smithing? I don't know. The amount of anvil double ingots you'd make across the tech tree, I'd say it's insignificant compared to the amount of welding for bloomeries, blast furnaces, and yes, armor. Armor on the other hand, has a skill specifically for it, and it's combat gear. It's true that in TFC1 armor beyond bronze, and certainly steel, is kind of a bit superfluous outside of a pvp context. But from what we've seen of TFC2 so far, armor and weapons will play very, very central roles, even in solo gameplay. I think the no-melting decision is justified. I certainly wouldn't call it arbitrary. They saw an avenue for abuse and they addressed it.
  24. Scrap Metal

    I'm pretty sure they don't allow tools and armor to be remelted because then you could just re-melt and re-make the items over and over to pump up your skill. This would be especially attractive with armor, since it requires so much metal. Now if the loss started at 50% of the metal gone for an unused armor piece, and went up from there, that would make it much less attractive to abuse.
  25. Mattock

    It would only have that feeling for people who have no idea what's going on Chunk. The fact of the matter would be that, unless there were other penalties, it would be a hands-down better tool and there'd be no reason to ever make the normal tools. I'd argue it's not great game design to add tools that will defacto replace other tools entirely. My point is that mattocks would need to have real disadvantages (or their own unique uses) if they're to be a balanced addition to the game, rather than a poorly thought out 'for the looks' addition. I'm laying out some ideas for possible disadvantages - so far durability, hunger, weight, and destroy speed. To me, durability is very clear-cut. It's math, and it doesn't change. Hunger and weight are kind of situational and inconsistent imo. In some cases they might be a noticeable disadvantage, in others they might not be felt because they player may have plenty of food, or may not be carrying much, and so not care about a few extra lbs. Destroy speed would be consistent, as long as it's noticeable. But again, I question if it's code-possible, and I question if anyone would use mattocks if their destroy speed was slower.