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."

Darmo

Contributor
  • Content count

    639
  • Joined

  • Last visited

Everything posted by Darmo

  1. 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.
  2. [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.
  3. 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.
  4. 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?
  5. 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.
  6. Common Stingray

    I'd suggest the bard be as thick as it is wide (.5 in this case). Other than that I like it.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Mattock

    That's interesting you guys would easily forgo the inventory slot for *any* reduced durability. The problem is, why would anyone ever make a 'normal' tool if they could have a dual-use one with the same durability? It won't 'feel' like less durability imo. To use my own habits, I always carry on me a saw and an axe, and most of the time also a pick and chisel. When exploring I also carry a propick. What I do NOT carry often is a shovel. Because the uses for shovels when exploring are very minor, and I just make a stone one when needed. So for me having a combo axe-shovel would be a great bonus, and if there's no durability penalty for an axe mattock I'd never make a normal axe. I'd always, always make a axmattock. Similarly, a pickmattock would be great for mines interspersed with gravel. Why would I ever make a normal pick if I could have both at no penalty? Why would anyone ever make a normal axe or pick if there's no durability penalty to the mattock versions? There'd have to be other disadvantages. What other disadvantage could there be aside from reduced durability? For hunger and thirst drain to be a penalty, they would have to be ramped up considerably while using a mattock I think, because food and water are not that problematic currently. And is that even code possible I wonder? If we're getting a weight limit system, there'd normally also a big weight advantage to two tools vs 3. So the mattock might need to weigh like, twice a normal tool at least. If reduced speed vs specialized tools were possible, that could be a thing. but personally I'd never use mattocks if they had reduced speed. There's just not a lot of great options As far as adzes go, it'd use fewer item ids to just make a single adze tool. But the uses for such a tool are so limited, that probably wouldn't be worthwhile, unless new adze-requiring tasks are invented. If one wants to bring adze type tasks into the game, maybe it's just better to use the hoe, since a hoe is basically an adze anyway. I think the problem is there's a difficulty in balancing mattocks between being obviously way better than normal tools, vs having too many disadvantages. Shovels just aren't that useful outside of mass terraforming or charcoal making, both of which I think are mostly done around a player's base, so it's easy to just hang a shovel on the wall nearby. In most other cases it'll be better to just make a disposable stone shovel as needed. Without it's own specific task, a mattock is always going to be fighting the other tools for supremacy. If some sort of root-bound soil block were added to the game, that'd be a very legit use for a mattock, and is irl what they're best for. Such blocks would not allow tilling, and when broken would yield a normal dirt block. It could make forests less attractive for settlement, due to increased clearance work required. But probably not worth the item ids it'd require to do such a thing.
  19. Mattock

    Interesting idea. I think it'd be good to explore the mechanics a bit more. I don't think we know that there will be any such thing as exhaustion in TFC2, so what other tradeoffs could there be? And how do these fit in the tech tree? You talk about using features normally behind tech gates, but shovel, hoe, and axe are already stone-age. Pick is the only one that is normally behind a gate. It seems to me like it should stay there, unless surface nuggets are no longer a thing. All bets are off then, I guess. I think these tools would be unbalanced if available via knapping - stones are unlimited. So maybe they would only be made of metal, and would take two ingots? The resulting tool could have less durability (compared to if you used 2 separate ingots to make 2 separate tools). So you're trading durability for having a dual-use tool that only takes 1 inventory spot. Also, can you even have an intermediate tool? I think a tool is either a block destroyer for a given type of block, or it's not? A mattock should be useless for sand and gravel, I'd say. But they're quick blocks to break anyway, even with a stone shovel, so that's not a huge disadvantage.
  20. Moa

    Looks good. I'd suggest angling the belly box as high as possible while still covering the bottom corner of the rump - about -7 degrees or so - so that as little of the belly as possible is visible between the hanging tail feathers.
  21. Ores of the Ocean

    Oh, I wasn't arguing for scuba gear. That's obviously way too modern. Was just pointing out one very time-appropriate option, and another that, if one is ok with steam power - as many are including me - could perhaps also be ok.
  22. Moa

    Ah, hadn't noticed that transparent patch. Clever! Ah, that explains it. I was assuming the top section was the parent, and wasn't seeing any decimals. All good then. Well, I'm letting the slanted rump stay, and also the neck with more sections than I'd allow on a smaller animal - both due to the large size of this one. The leg pieces won't be missed at all I think. They're just part of a slippery slope. The belly, part of the problem I have is the corner that hangs down under his rump feathers. The size means there's a good chance this will be seen a fair amount, in addition to the normal death animation, and personally I think it's odd having that corner, and the tail feathers hanging around it. But, examining it again, I see that with the belly gone, the rump box corner is still going to hang down too much to cover with a simple plane, given the height of the transparent feather area. In light of that, and assuming Konlii is right that in actual minecraft, the reverse side of the feathers will render, let's just hope that obscures the belly corner enough. So belly can stay, but still need to remove those leg pieces, unless Bioxx likes them as-is. I'll admit that this decimal box sizes thing allow more finesse of slanted boxes than was previously possible, and smoother transitions. But for now I'm sticking with the minimal slopes guideline unless Bioxx instructs otherwise. As for the animation, I was just musing an issue with larger-than-player mobs. The animation is purely up to Bioxx and what is actually doable in 1.9. You're free to suggest of course, but I have no say in it.
  23. Moa

    I'd say the size difference is not a big deal. Bioxx should be able to scale it down if necessary. I like it overall. My own opinion, is that for these long extinct animals, we should feel free to take some liberties with coloration at the very least. I wouldn't be opposed to a larger beak for more menace, though their feet would be their main weapon. Some sort of feather crest that raises when they're angry might be interesting. Just some thoughts. As for technical criticisms: - the body and tailfeathers boxes overlap a bit, with z fighting. One needs to be made slightly smaller. Somehow the top leg boxes seem to be avoiding z-fighting the body, even though they're co-planar near as I can tell. I'd suggest moving them either inward or outward at least .5 pixels just to be safe. -The slanted R1b box on each leg isn't necessary, nor the Belly box. You'll need a plane under the ragged tail to conceal the lower portion of the Rump box. - The L4 and R4 claws are pretty puny compared to the other 3 claws, I'd suggest either making them 2x2 so they're more substantial, or just nixing them. I realize they're probably supposed to represent spurs, but minecraft just does such a bad job of spurs, due to the flat ends. They just look like anemic toes to me. Those things aside, I like it. The texture is very detailed. Hopefully we can somehow have an attack animation eventually. It doesn't lend itself as well to the imagination as mobs that have their jaws at about player height.
  24. Ores of the Ocean

    Diving bells have been around a very long time. Apparently Aristotle described one in the fourth century BC. The classic porthole diving helmet was apparently invented in the early 1800s. Which is about the same time that the first steam locomotive was invented. So if one is ok with steam power in TFC, one should be ok with porthole diving helmets, really.
  25. Musk Ox

    Definitely better. I think it would benefit from a more consistent color strategy with regards to the stringy bits. In the following image, I've circled a couple areas. The green circle is where you have a couple longer strands being light, and the 'shorter' area between, which does not descend as far, is darker. This helps it recede, making the longer stringier parts appear to be in the foreground, and emphasizing that you're trying to portray long strands of matted hair, rather than a uniform area of short fur or hide. The red circled area has the opposite occurring though; a darker strand surrounded by shorter, lighter areas. I think it's not as good an effect. I think having the longer strands be lighter, and thus in the foreground, is better, and it would be good if this there were a consistent order to this for all the strands, with the longer being lighter, and the shorter darker. I think this would strengthen the impression of matted strands of fur.