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Bioxx

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Everything posted by Bioxx

  1. [0.2.4] TFC2 Prerelease

    look at the island seed shown in creative mode. If its seed 0 then its using the default island map. The best way to make sure this doesnt(shouldn't) happen is to only teleport one island at a time and allow the game some time to generate all the neighboring islands. What happens is when you first arrive on an island, the game will queue all neighboring islandmaps to be generated. At which point a new Thread is opened and it is created Asynchonously. You can go into your TFCOptions.cfg file and change to maxThreadsForIslandGen to a number higher than 1 to allow for multithreading to speed up this process. and create more than 1 island at a time.
  2. [0.2.4] TFC2 Prerelease

    Gorges, Mineral Rich, Triple Caves. If you're teleporting around, chances are that your client didnt generate a map for that island so you're getting wrong information. relog that world and you should see the features that I listed.
  3. [0.2.4] TFC2 Prerelease

    I'll assume you were not on the starter island when you switched to survival?Any unconquered islands automatically place you in Adventure Mode when you visit them in survival mode. The new world workedbecause the starter island is considered conquered.
  4. [0.2.4] TFC2 Prerelease

    I totally misread your original post. Yeah so TFC2 makes every item that uses the vanilla ItemFood class into an IFood item which allows it to have decay etc. Cotton clearly doesn't extend this so there's no decay. I guess I'll have to do something about that in the future.
  5. [0.2.4] TFC2 Prerelease

    Check this in vanilla harvestcraft? I dont add the "snack" etc tooltip information.
  6. [0.2.4] TFC2 Prerelease

    Items not stacking on pickup is not intended. I need to keep working on that inventory code and I've known as such. One of the least interesting projects for me to work on so I only go to it now and then. That said, you shouldn't feel shortchanged if they stack. Only one item in a stack decays at a time so in reality you WANT them to stack. Not stacking food is actually a waste since you now have 2 items decaying at once. As far as crops are concerned. as long as they mostly work right now then I'm not too concerned about those issues. I've got a decent amount of work ahead of me to turn them into tfc2 crops but thats a future project. @Stroam thx for the report, that's weird. Might be creepers only,I've pushed zombies through just fine. I'll take a look.
  7. Make knapping a bit more... interesting

    No matter how you shake it, at the end of the day the player going to be clicking some buttons in a gui. Making the rock into weird shapes(this crossed my mind multiple times) or making you click a bunch more times to simulate knapping is not really compelling gameplay. In fact it would get old VERY quickly. My time is far better spent trying to make the game better outside of a crafting grid, rather than reworking something that works in a good enough fashion.
  8. [0.2.4] TFC2 Prerelease

    Your seed there is the default 0 which means your client never generated an islandmap for itself. The features listed in that case are simply incorrect for the mountain. On theserver half of your game it haschosen to generate what i suspect to be a subtropical island. Try doing a "/dbg report" for us from that location. Relogging from that world may also fix what you're seeing.
  9. Roe Deer

    Agreed
  10. Giant Centipede

    Unless there is some decent system added for complex animations, there's just no way that I'd get around to even trying this.
  11. Roe Deer

    Differenttextures for male and female is no problem on my end. Looks good so far.
  12. [0.2.4] TFC2 Prerelease

    I've made some significant changes to collapse code for the next version.
  13. [0.2.4] TFC2 Prerelease

    Press O to turn off JEI, that is not a tfc2 issue.
  14. [0.2.4] TFC2 Prerelease

    No they certainly arent, I'll take a look at that thanks.
  15. [0.2.4] TFC2 Prerelease

    Were you building your house on sand or gravel by chance? Try building a support column down to rock so you aren't sitting on soft ground.
  16. Metal Tiers

    I guess its about time we start discussing this topic. Specifically I'd like to discuss the potential procedural nature of metals in TFC2. Let me take this time to go ahead and reiterate that we're planning to use a scaling difficulty system to allow players to have a continual challenge as they play the game. As we were discussing exactly how this would work, we came upon the need to address exactly how the players power level would continue to rise once he/she reaches the pinnacle of the standard TFC metal types. At first I had it in my mind that once you reach the colored steels, magic would take over and would be needed to push the players power level. This however felt like a disservice to metallurgists if we cut them off here. There is still a space for magic alongside this system, but it won't be the only progression mechanic What we've come up with is the basics of a system that, while not completely fleshed out, offers players something new to continually push for as the progress and adds the power ramp that we need. I'm going to put the details as a list of things in no particular order. Once the player reaches a certain tier (probably Steel), they'll unlock the ability to start experimenting in making their own alloysOnce you've progressed far enough to unlock all of the standard ores and minerals, which should be reached by Tier 4(we count from 0), there will be a need for new types of ores and minerals for the player to find in order to keep pushing further East or West.Each island will generate 2 or 3 procedural ores/minerals which will can be used in experimentation with other ores/minerals/metals to try and develop stronger alloys.Each base material will have properties that affect how they act/react in the presence of other materials. This should allow for the metallurgist to discover what to do with the materials as they gain knowledge.Ores will be named using a procedural naming system. Example: Polymibnub OreMaterials will have some sort of classification system so we can say Class A materials cause Class N materialsto weaken when making an alloy. But Class J materials nullify any conflicts caused by Class N materials. This could result in an alloy that has much greater durability than if only A and N materials were used.Ore block/item coloring will be procedural but consistent. There should not be a need for Tile Entity based Ores like we had in TFC1 if done correctly.Both ore and exact alloys will be completely procedural after Steel. This means that it will be based to some extent upon the world seed just like meals in TFC1.Newly discovered Alloys can be named by the person that discovered it. Admins would of course have a way to police these names. I'm fully aware that using substances that aren't real will be divisive to some members of the community who consider themselves purists and only want things from RL in TFC. For you, the push to Steel will probably be mostly similar to TFC1 as it is today. You're not forced to push further if you're not into that kind of thing. For others however who want something to continue to strive for, I feel that a system like this is the only answer other than to have a few new static metal tiers as we've always had with a defined end point. Feel free to share your ideas and we'll have a discussion on everything presented here.
  17. [0.2.4] TFC2 Prerelease

    Kitty has been pretty busy irl of late, but I'm just waiting on her to get the tfc2 wiki subdomain running and then we can start filling out the information. Right now, things are so fluid anyways with regards to how mechanics work that I dont really want to set anything into stone anyways which is why this release is being handled the way it is.
  18. Metal Tiers

    After letting this topic simmer for a very long time, I think I'm ready to say that I'm formally ditching the idea of procedural metals. Beyond just how much of a pain it would be to implement, my plan now is to allow magic to be the force that augments progression past the steel islands. That said, your ideas are still very valid in some altered fashion Stroam.
  19. [0.2.4] TFC2 Prerelease

    Naa not possible to be related in that fashion. Pam's generators are not supposed to be able to generate any gardens at all. I wrote a custom generator for it which I will have to go back and work on. That said, Pams generator is still generating things when I told it not to, so I'll have to take a look.
  20. [0.2.4] TFC2 Prerelease

    Found and fixed for next version thanks.
  21. [0.2.4] TFC2 Prerelease

    It's not the issue of chopping down the tree, that part is handled by the axe, its the gameplay repercussions from allowing vanilla logs which don't obey the same rules as tfc logs.
  22. [0.2.4] TFC2 Prerelease

    Version 0.1.10 released. I have no idea why it started working for you(that sounds like some other weird/beneficial bug) but I was able to reproduce this consistently on my end. Could've sworn I had it working and tested properly. This issue was severe enough in my eyes(even tho it was smp only) to make me put a new version out just for it.
  23. [0.2.4] TFC2 Prerelease

    *Sigh* It's a drawback to reporting correct vanilla biome information that we keep having vanilla stuff spawning. Thanks, I'll trace this one down as well.
  24. [0.2.4] TFC2 Prerelease

    Updated to 0.1.9 I've added a link to a changelog to the initial post. We are now caching islandmaps locally. Hopefully I wrote this well and there are no issues.
  25. Companion Mods

    I don't yet know if I'm going to change how we get crops from harvestcraft. For now the gardens are an effective solution while I work on the far more important aspects of tfc2.