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Bioxx

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Everything posted by Bioxx

  1. [0.2.4] TFC2 Prerelease

    Somewhere in the port from 1.10 to 1.11 the mob spawning took a wrong turn and they are now very rare. It's on my list of things to get to.
  2. [0.2.4] TFC2 Prerelease

    Dunno I'm not seeing the mass entities issue. Were you able to tell what type of entities were in the world? I know I've seen that bug happen in vanilla before where there were hundreds of mobs suddenly, but it could be a number of things really.
  3. [0.2.4] TFC2 Prerelease

    Can you please supply me with the world seed?
  4. [0.2.4] TFC2 Prerelease

    I'll assume that was using 0.1.4, that should be fixed in 0.1.5
  5. [0.2.4] TFC2 Prerelease

    No idea why that file disappeared, it should be working again. The file is just completely gone from my dropbox o.O
  6. [0.2.4] TFC2 Prerelease

    Yes indeed. Maybe when we get more art for type of vegetation, we can change it up a bit, but for now the effect is intended. Didn't hang for me but was certainly much slower to load than expected. The culprit is probably trees. I probably will not be adding any TFC specific foods. There are a number of things that I may end up doing to change pams stuff around but I've got no intention of diving down the food rabbit hole again.
  7. [0.2.4] TFC2 Prerelease

    I know that the island issue is fixed in 0.1.5 and I think the swamp issue is as well. Will be publishing this update in a few.
  8. [0.2.4] TFC2 Prerelease

    @Darmo indeed the hexes know everything about themselves, including if they have a river and how big this river is. There is a maximum limit to river size because we don't want them to be bigger than the hex itself, but they can become quite wide. So yes in answer to your question, that would work perfectly. You'd just query the nearest hex and check its properties. That, I might add, is something that isn't really possible in vanilla worldgen because it has comparatively little data about itself or its surroundings.
  9. [0.2.4] TFC2 Prerelease

    It would appear so. Bit of an issue with hexes that generate at the exactsame elevation. luckily it shouldn't happens very often so I won't bother spending time on that.
  10. [0.2.4] TFC2 Prerelease

    After a few days of heavy coding, I mostly took the weekend off but I'm back into fixing stuff now before I close out the night. I want to say that I really appreciate the response from everyone so far. I know that there are still a TON of broken things but the ability to get feedback and have you guys focus me in on issues to work on and mechanics to improve has truly been invaluable for getting my butt into gear. I'll keep working hard. The next update will have some pretty sweeping changes to island shapes. As has been pointed out a few times, we have a real problem with orphan islands creating bad spawn locations. In addition, portals can potentially spawn on those islands making them virtually impossible to access. As a result, I'm imposing a min and max circle to islands. This ends up making the islands more round which unfortunately makes them slightly less natural looking when viewed from space, but it DOES solve 95% of the orphan islands issues. HERE is an example.What I did to fix them up a bit was to make the size of the circles fluctuate based on some 1 dimensional noise and the angle from the center of the map. This makes the island edges more jaggy and causes more bays and peninsulas to form. Overall I think it still looks quite good. If you would like to generate your own images like this use the following command "/pi biome <filename>" and a png will output to your minecraft directory. Note: In the next patch, this will require that you be in creative mode. I've also cleared up some Portal bugsand will have a number of other misc bugs fixed (hopefully more than I create). A note on stalactites, I think they'll look better once I add some variation to their size perhaps. I'd also like to point out that SubTropical and SubPolar climate zones may be replaced by Temperate.This is not a bug if you go north or south from the spawn island and come across another temperate island.
  11. [0.2.4] TFC2 Prerelease

    Yeah ChunkHunter, your seed gave me a new/different portal issue that I had to fix,which IS fixed for the next version. Anything animal related is just using some crappily copy/pasted code between them. Anything animal related needs a ton of work. As for theland being too near the map's edge, that's something that I continue to work on.
  12. [0.2.4] TFC2 Prerelease

    Thanks for the reports guys, I'll start looking into these. Most of your food related bugs are due to them spawning without decay values on them which instantly destroys the items. @Natsuarashi do you have a world seed for that?
  13. [0.2.4] TFC2 Prerelease

    I haven't implemented the code that will prevent you from swimming to other islands yet. This happens when harvesting from pam's gardens? Thanks for the coordinates guys! And yes I do mean for you to give me the coords of the portal entrance. In the future, the Paths dimension will be a lot more complex than it looks atm so don't judge it too harshly yet
  14. [0.2.4] TFC2 Prerelease

    if you are on 0.1.4 and portals are not working, please give me a seed and the coordinates of the portal that you originally entered so that I can debug, thanks. Yes, collapse code is in game and functions as intended afaik. Most of those bugs are minor or at least temporarily intentional. I haven't been seeing the infinite firepit bug that you describe. Also, I'll have to take a look at the duplication bugs again. I thought I'd fixed that already.
  15. [0.2.4] TFC2 Prerelease

    Being teleported to 0,0,0 when exiting some portals should be fixed with 0.1.4
  16. [0.2.4] TFC2 Prerelease

    Testing MP honestly completely slipped my mind. This crash and others havebeen rectified for 0.1.3 which will be out in the next few hours.
  17. [0.2.4] TFC2 Prerelease

    I'm doing the release just here on the forums so that the potential pool of bug reporters is fairly small. It's way easier for me to track this thread than to deal with it on github. So far its fine, but if I need to change things up, I will. If you're in aocean hex its saltwater, otherwise its freshwater. Pam's gardens do generate, I've just disabled the harvestcraft generators and use my own. Ore spawns but there is no surface indicator at this time. That's a subject that I haven't figured out how I want to handle just yet. Do you have the world seed for the world where you keep dying when going through portals? I thought I had those working properly at this point.
  18. [0.2.4] TFC2 Prerelease

    Thanks for the report. You're being forced into Adventure mode because for some reason, this starter island isn't unlocking properly. All Tier 0 islands should be unlocked by default but this seed is behaving strangely. I'll look into it.
  19. [0.2.4] TFC2 Prerelease

    Making it do 0 damage seems like it would be even more confusing than just taking away the ability at all. Bears will be auto aggro in the future so its not really an issue about aggroing. It's something that I'm going to leave in place and we'll see. Should give more incentive to use a knife or axe to defend yourself. Although many of the entities use tfc1 levels of health atm (1000+) so they might be nearly unkillable.
  20. [0.2.4] TFC2 Prerelease

    You need to use the firestarter, hold down right mouse button where you tossed the items, it'll eventually light. Those rocks are only found in hexes with a nearby cliff (greater than 10 block height difference with nearby hex). The really tall rock pillars are called spires, and its just a random terrain feature that can appear on islands. I need to add more features with time and they'll be a lot less common(I'm seeing a lot of people mention them so they must be generating a bit too often)
  21. [0.2.4] TFC2 Prerelease

    Firestarter recipe is now fixed. Suppose I should also inform that making a firepit has changed since tfc1. You now need to throw down 4 rocks, 4 sticks, and at least 1 log(these will autodeposit in the firepit). Note that the firepit doesnt have much use on its own right now unless you cheat in some tools from pams to turn it into a cooking device. R-click on the firepit with a saucepan/skillet/cookingpot to upgrade it. Many of pams more complex foods have not yet been integrated with tfc2 decay but they DO function as food.
  22. [0.2.4] TFC2 Prerelease

    Thought I fixed it in v0.1.1. I'll put a new version out in a little bit. I'm not making big announcements when I update for the time being so just keep an eye on the version in the thread title.
  23. [0.2.4] TFC2 Prerelease

    Pam's will be required moving forward, however it is my intention to handle all setup stuff myself so that the players only need to acquire the mod themselves. With TFC2 I am taking a much different approach and trying to not create extra burdens upon myself when it really isn't needed. Post MC1.8 development is hard enough as is, may as well let other mods carry the load where appropriate. Ofc, as you may have noticedpams food decays in true TFC style, so there is little functional difference between using her mod, and me having implemented all of the items myself. It's just a massive time saver. As far as agenda, It's my intention to make sure that the stone age stuff is completely playable before moving on. That should include pottery and some other basics. Getting the entities that we already have added to be completely functional is also a high priority. Keep the feedback and questions coming guys, your interest keeps me interested and motivated.
  24. [0.2.4] TFC2 Prerelease

    I assume you mean when transitioning from one island map to another every 4k blocks. If so, that isn't really an issue since the player is never meant to reach those locations. Since the map is mad of hexagons, there are inevitably small locations with no actual hex covering them on the edges of the square map. As long as the water is there in the ocean and its not air, I'm fine with that for now.
  25. [0.2.4] TFC2 Prerelease

    Hexes store all relevant information about themselves, so it's usable any time. Due to the way I designed the island system, nothing is lost at generation, it is all saved in a map file to your HDD.