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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
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Bioxx

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Everything posted by Bioxx

  1. [0.2.4] TFC2 Prerelease

    This thread will be the temporary location for TFC2 releases for the time being. At some point we'll create a proper download page, as well as a tfc2 wiki domain. TFC2 is in VERY EARLY ALPHA, there are many issues and a lot of missing content. TFC2 requires Pam's Harvestcraft:https://mods.curse.com/mc-mods/minecraft/221857-pams-harvestcraft Not using Pam's Harvestcraft means that you'll most likely starve to death as TFC2 does not implement any food items of its own. https://drive.google.com/open?id=0B39mDZWrwjROSEY3c0lCUzc1a2M Changelog Please keep issues related to the Prerelease in this thread If you happen to find a worldgen issue that I may need to investigate for myself, please use the command "/dbg report" in game at the location. It will copy some relevant information to your systems clipboard which you can then paste into your post.
  2. Download not working for mcmc

    Fixed, sorry about that.
  3. MCModelCreator(MCMC)

    I'll post here when I've updated MCMC from now on. Edit: I've made a pinned thread for that now. With this first post, I've pushed a new version with some of the requested lighting changes. Shadow casting isoff by default now and the material applied to the model in the editor now has 0 smoothness which should help with some of the lighting reflection that was occurring.
  4. TFC2 Prerelease

    Head on over to the TFC2 forum sectionto get the TFC2 0.1.0 prerelease if you're interested.
  5. Tree Schematic Contributions

    As some of you know, I recently put out a call for help in designing trees for TFC2. This thread will be for asking questions about the process and submitting any designs that you've made. This thread is not for general tree related questions. Please make a new thread for that. I'll try to go through and explain the details of what needs to be done here so that anyone who is thinking of contributing will know what I'm looking for. The tree types that are in TFC2 have changed a bit. You can refer to this google doc to see the types of trees in TFC2 and any notes that I may have made on specific tree types.Trees can be built in either 1.7 or 1.8 using vanilla wood and leaf blocks. When the schematics are loaded by TFC2, they are processed and converted to use the appropriate TFC2 wood and leaf blocks. Please refrain from using any other block types in your trees.Trees come in 3 generic sizes. Note that these sizes do not specify a minimum or maximum size in MC blocks as each tree is different. Example ImageSmall5-10 blocks tall including leaves *Note this is a rough estimate as some trees may have more specific requirementsThese are used in dry sparse areas or under larger trees when there is not enough growth room for larger trees.Normal10-20blocks tall including leaves*Note this is a rough estimate as some trees may have more specific requirementsLarge20-40 blocks tall including leaves*Note this is a rough estimate as some trees may have more specific requirementsTree types that have a generally similar shape can/will use the same schematics to reduce the amount of work required. ex: Oak and MapleTrees should not be constructed with logs at 45 degree anglesExample ImageWhen trees are placed, they do a scan to make sure that there is enough room. The size of the scan is +-1 or +-2 based upon the tree size. Most trees should not exceed a 1x1 or 2x2 trunk width.For more natural looking leaves, try to not make them symmetrical on the tree. Randomly add and remove leaf blocks around branches to give the leaves a more 'broken' look. Example ImageLeaves should be no more than 4 blocks away from any log so that they won't despawn on their own. I try to keep all of my leaves within 3 blocks so that I can add random leaf blocks to the tree when it is looking very bland.Please label all of your trees with a sign that displays the tree Type and the Size so that I'll know what I'm looking at.If you are interested in submitting tree variations, you can design the trees in a vanilla flat world and upload the world save for me to take a look at. Below are a few tree examples: Umbrella Acacia Large: 1 Pine Large:1 Maple/Oak Large:1 White Cedar Normal:1 Sequoia Normal: Start | Finish For reference here is my Tree Catalog World Save as of 8/17/2015. This should give you a good idea of what I'm looking for.
  6. Ok so since I'm just pondering this at the moment, I've decided to make a suggestion post to hear thoughts on this subject. The suggestion below is purely speculation and may or may not happen. Specifically I'm talking about adding some sort of weight to items as an alternative to the clunky size/weight system from TFC1. Here are some thoughts in no particular order. Will use a reference based weight system instead of anything real world based so that we can avoid those arguments. The unit of measurement would be based on Raw Granite Stone blocks and be called, simply, Stone. So one granite block is equal to 1 stone. Lighter stones such as Shale might be 0.8 stone per unit. Other lighter items such as a ceramic jug might only be 0.1 stone. Player has some number as the default carry capacity. Lets use 256 as our max capacity just for discussions sake. Being able to carry obscene amounts of really heavy objects like stone won't be possible and will require other transportation methods such as the hand cart that I've already added or minecarts. Overburdening yourself should be possible but will cause a linear movement speed reduction. Any questions/suggestions/observations are welcome.
  7. Food + Taste + Hunger

    First of all, I know that there is a thread for taste already here in the suggestions forum but I'll be closing it so that I can have a more directed conversation here, outside of the conversations that have already taken place there.I'm going to discuss the core food mechanics first and then we'll discuss taste. Food: As it stands in TFC1 each type of food is represented by a food group. The players nutrition levels are adjusted by eating food from this food group and their maximum life total is dependent entirely upon their nutrition level. Right now, I plan to leave that specific mechanic alone as I think most players understand it and are in favor of how it works. Since TFC2 will be a bit more action oriented, I've decided to add a new mechanic to meals in order to make them more appealing to spend the time to make. When a player eats a meal, not only will hunger be filled, but the player will gain an amount of postponed health regen to go along with it. This means that if the player takes damage from some source, after leaving combat, they will be able to regen their health at a significantly increased rate at the expense of this saved up regen. Eating meals that the player prefers will give you more of this postponed regen. Now to the topic of food decay. I am actively looking for the best way to change the decay mechanic entirely. While the TFC1 mechanic worked as intended, we can all agree that the amount of micromanaging that it caused was no fun at all. I have been toying with the idea of a system similar to how Ark does decay which is a simple time based system. For instance, a strawberry may decay in 5 minutes real time, whereas an egg may take 2 hours real time. Implementing this in as simple a way as possible would be the key here as I'd rather not spend weeks trying to get this right like I did in TFC1. The final result of this change would mean that there is no compounding decay and no reason to micromanage your food supplies. This also means that the system of food weight would also be tossed since it is also a very heavy and unwieldy system to have to tiptoe around when making new content. All food would exist in stacks just like in vanilla which would make things far simpler on the backend as well as making tfc more approachable by newer players. Taste: One of the things that I want to do is find a way to simplify the taste experience so that there is less confusion as to just how it works. To this day there are far too many players that have played hundreds of hours and still don't know some of the simpler concepts. This is my fault for presenting it in such a poor way. As a result, I am considering tossing most of the taste system as it stands today and instead using a preferred food system. This would be similar to taste in that it would be different in every new world. A player would need to try a particular type of food at least once in order to see if they like it or not. Having your preferred food prepared in a certain way could also open the door for more distinct preferences per player. This would of course not negate the fact that you need to keep your nutrition levels up by eating things that you may not prefer. I have seen people ask for a well fed buff which boosts your abilities in some way. While I can't at this time comment on how that would take shape precisely, I can see it as a definite addition. Feel free to discuss and provide your own thoughts on the matter. And please for the love of god, if you plan to type out a very large response, format it in a way which we can easily read it.
  8. Magic!

    Thats actually an idea that I've tossed around a bit.
  9. A small question

    It's always possible that I might add other foods beyond pams, but for now using pams has saved me weeks of coding.
  10. [0.2.4] TFC2 Prerelease

    With all of the weird errors that you've been getting Stroam, is there something wrong with your installation perhaps? The crash message in both points to " java.lang.NoSuchMethodError: net.minecraft.nbt.NBTTagCompound.func_74776_a(Ljava/lang/String;F)V " That is fully vanilla code. It's always possible that I've done something but that's kindof off the wall.
  11. [0.2.4] TFC2 Prerelease

    Highly unlikely.
  12. [0.2.4] TFC2 Prerelease

    I'll need to fix that for the next version.
  13. [0.2.4] TFC2 Prerelease

    Its literally vanilla clay lol. Can't use the old texture anyways because that was an overlay texture and I'm not going that route with textures anymore. Too much of a pain to get that working in 1.8+ than its worth.
  14. [0.2.4] TFC2 Prerelease

    Its not really supposed to have those entities but I haven't been bothered to stop vanilla from spawning all of that stuff yet.
  15. [0.2.4] TFC2 Prerelease

    @MiaMia Yeah thanks I have that fixed for next patch.
  16. [0.2.4] TFC2 Prerelease

    I just can't seem to confirm most of the issues listed here. AllI can tell you is I am building against Forge13.20.0.2228 and Harvestcraft 1.11.2g
  17. A small question

    This. More will be done in time to TFC-ify Harvestcraft
  18. Things to Know

    1. It needs to be reiterated again that TFC2 is a 100% rewrite and re-conception of TerraFirmaCraft. 2. Please do not come in here suggesting things based upon what was or wasn't in TFC1. 3. Please spend time making your suggestion worth reading. If you take your time, it shows.
  19. [0.2.4] TFC2 Prerelease

    Well unfortunately, since the some of the code has changed, that seed is no longer a valid location to find a portal in my dev environment. However I do remember finding that stacking portals bug in the past. Afaik it only happens when the chunks get saved to disk but the game crashes before the islandmap gets saved. This is because the map tracks which hexes have been populated with trees, portals, etc. To combat this, I added some code to scan the hex for a pre-existing portal before placing one. As far as theinfinite loop with passing through portals, I'll keep trying to track that down.
  20. [0.2.4] TFC2 Prerelease

    Yes that's how the portals are supposed to work. Asfar as getting stuck, if you can recreate that world and fly back and give me a "/dbg report" from the portal that you entered I can check it out.
  21. [0.2.4] TFC2 Prerelease

    how long is a long time? herds will linger for 24 hours (in game time) if they are in a need zone before venturing to a new location.
  22. Encumberance Inventory system

    VERY well thought out I must say. This IS a topic that I've been giving more thought to again recently. Some very good ideas in there Darmo.
  23. [0.2.4] TFC2 Prerelease

    Ahh the majestic tree elk. Thanks I'll look at these. no clue why willows are still spawning.
  24. [0.2.4] TFC2 Prerelease

    There are two things that affect cavegen. The rocktype does affect cave sizes to some extent (soft rock leads to bigger caves) and the new Double Caves and Triple Caves features. These effectively provide a 2x and 3x multiplier to how many caves can be on an island.