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Bioxx

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Everything posted by Bioxx

  1. [0.2.4] TFC2 Prerelease

    Hexes may have their own biome information which is simply based off of the hexes internal data. It is used for some bits of generation, but not used extensively. But it is not the same as the vanilla biome indicator that you see with F3.
  2. [0.2.4] TFC2 Prerelease

    That is definitely not supposed to happen. I've noticed a few other island shape issues that I'm going to have to take a look at. It is supposed to find your spawn location by locating a hex in the middle of the map and constantly searching downhill until it finds beach. If you're ending up on an island, then I'm guessing it started in the wrong place or something. Not really sure, I'll look into it. As far as the trees. I haven't directly noticed any log duplication myself but we'll see. I was having a few other issues with knapping when I found that knapping bug myself and it must've gotten lost in the confusion. Thanks. The F3 biome indication *should* mean absolutely nothing in TFC2. That said, maybe Pam's is doing a double generation and I forgot to disable it. I'll add that to my list. I have no idea why that water block looked different, unless it's a biome colormultiplier thing. As for the water blocks not flowing, that is a vanilla issue of the blocks simply not updating. I've been fighting that since I first started work on streams. So far I haven't found an elegant solution. If you guys find anything cool or weird in terrain generation, take a screenshot and share it.
  3. [0.2.4] TFC2 Prerelease

    Feedback in all forms is exactly what I need, keep it coming. The tree thing is just because I haven't really attempted to change pams fruit trees yet. Will get to that at some point.
  4. [0.2.4] TFC2 Prerelease

    ohh thanks thats an easy fix. related to some code that lets me create knapping recipes by knapping a shape in the window. Edit: did you turn debug mode on?
  5. [0.2.4] TFC2 Prerelease

    I'd prefer to keep all the reports in this thread for the time being. Not a big fan of github issues. But if you have a crash or whatever, definitely let me know at least.
  6. [0.2.4] TFC2 Prerelease

    Pams take over all of the heavy lifting with food, however through the power of ASM, they work with TFC features.
  7. Trains

    For something like this, I would integrate Railcraft support, justas I have done with Harvestcraft. This will probably happen whenneeded as I have always loved railcraft. And, just like harvestcraft, I will use ASM to tweak railcraft to function nicely with TFC2. But that is something for down the road a ways once I have more base content in TFC2
  8. Release Date? Soon?

    Don't get too hyped. Like I said, there is very little gameplay to be had at this point. I'm just trying to get some basic stone tier things setup before release. Other than giving me some very valuable feedback, there won't be a whole lot to do other than explore until I get more features in. TFC2is in aVERY Alpha state currently.
  9. Dimensions?

    Yes there are some things that I have in the back of my mind.
  10. A TFC2 API? Will it exist?

    Yes there is some level of API available, but as usual, if it's a mod designed for tfc2, it'll probably be easier to just build against the full mod. That said, if it's meant to be standalone and you need something added to the api when the time comes, just let us know.
  11. Release Date? Soon?

    Ok so right now, Idon't want to release anything until I have the firepit completed along with a raw implementation of the temperature code. Ideally I could have this done in 1 or two days if I wasn't busy with other stuff. I think that these are the only features that really feel that I need in place before I'm willing to push something. Animal AIis virtually nonexistant atm so there isn't much threat in the world besides vanilla baddies spawning(i'll do something special with them later). But with some basic cooking and knapping in place, there's at least some basic gameplay elements. We aren't too far off from a release butI don't like to give release dates on stuff because I'm notorious for missing my own internal targets.
  12. Posts like these are always a nice motivator. I'mglad you enjoy it.
  13. Release Date? Soon?

    Sorry guys, I've been pretty bad about working on TFC2 for a while. I really should update you guys more on things when that happens. Edit: I might do a release with what we have right now, which isn't very compelling and missing a LOT of content just to see if I can get myself back into things. Let me know what you guys think and I'll think about it.
  14. Seasonal and Latitudal Changes in Day Length

    I'm not entirely sure how feasible this is from a coding standpoint since all islands exist in the same dimension, but its a very interesting suggestion.
  15. Boats/Rafts

    I am not talking from a gameplay aspect. Coding that stuff is a bit strange.
  16. Boats/Rafts

    Honestly, I'm still not comfortable with using lots of dimensions. The whole system seems rather strange to use to me.
  17. Lynx

    Looking good.
  18. Common Stingray

    Simple creature that I never even thought of. I like it.
  19. Moa

    Interesting
  20. Immersive deserts

    Actually kotoro thats why I went with the hex system, I dont care about the blocks until I'm building the world, there are a ton fewer hexes and you can do all of the calculations on a hex by hex basis instead of block by block. That said, No I don't have the rain shadow effect being taken into account. The hexes are all perfectly aware of their which hex is downslope to them, so if someone wanted to mod that in, it would actually be super easy. But its not really on my radar.
  21. 3d models for doors fence and log_fence

    This actually helps a TON. Thanks! Looking at the files, its actually possible to do the blockstates and models in a slightly easier way now since forge lets you define submodels, but just like how I never redid the complicated grass blocks, now that its done, screw it!
  22. Musk Ox

    Agreed with Darmo on all accounts.
  23. Caribou Application by KronoNomikon

    Overall I do like the model, but I agree with Konlii, the jump in size is too jarring. In the case of antlers, we can make an exception and just use boxes. I'll add Krono.
  24. Animal AI / Behaviour

    Some good suggestions. I'll be thinking about stuff of that nature.
  25. Animal Spawning Mechanics

    Good news, as far as the macro spawning this is sort of how it already works! Each animal has a habitable climate zone. Each island selects several species (iirc its small random number) The animal spawner then queues X number of each creature to spawn on the island in groups of Y to Z where X, Y, and Z are arbitrarily controlled numbers based upon our own balancing choices. When animals are killed, they subtact from the population pool for that animal type. As long as the population pool is not emptied, the spawner will queue up more of that animal to spawn in an appropriate hex. When the island ticks, it will replenish the population pool over time. Killing or in any way altering(taming or moving an animal via portal) will cause it to leave the population pool for that island. I'm still making up my mind about extinction or not. We'll leave it in for now and see how it plays out.