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    • 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."


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Everything posted by Bioxx

  1. [0.1.11] 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.
  2. [0.1.11] 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: 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. 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.
  3. TFC2 Prerelease

    Head on over to the TFC2 forum sectionto get the TFC2 0.1.0 prerelease if you're interested.
  4. Roe Deer

  5. 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.
  6. Roe Deer

    Differenttextures for male and female is no problem on my end. Looks good so far.
  7. [0.1.11] TFC2 Prerelease

    I've made some significant changes to collapse code for the next version.
  8. [0.1.11] TFC2 Prerelease

    Press O to turn off JEI, that is not a tfc2 issue.
  9. [0.1.11] TFC2 Prerelease

    No they certainly arent, I'll take a look at that thanks.
  10. [0.1.11] 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.
  11. 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.
  12. [0.1.11] 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.
  13. 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.
  14. [0.1.11] 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.
  15. [0.1.11] TFC2 Prerelease

    Found and fixed for next version thanks.
  16. [0.1.11] 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.
  17. [0.1.11] 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.
  18. [0.1.11] 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.
  19. [0.1.11] 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.
  20. 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.
  21. [0.1.11] TFC2 Prerelease

    Thanks, I'll sort that out.
  22. [0.1.11] TFC2 Prerelease

    Could've sworn that the jug was working properly at one point :/ Anyways its fixed now, thanks. As for gameRules, I rarely if ever support those. If support is added its because I need it for testing or Kitty comes behind me and adds that kind of stuff. Just not worth my time.
  23. [0.1.11] TFC2 Prerelease

    Updated to 0.1.8 Firepits now require 4 straw in addition to the previously needed resources. Notable new feature is the addition of pitkilns and pottery. They work a bit differently now than they used to. After you find some clay(for now always near freshwater) right click with them in your hand to open the ui and craft your clay object. Next, right click on the ground in a 2 deep pit with the clay item to place it down(only 1 item can fit in a block) then right click with straw 4 times. Use a firstarter until you see flames begin to rise from the straw. Now quickly add a log on top of the straw, and then a piece of dirt/gravel/sand on top of that. If you did everything correctly and fast enough, you should see smoke rising from the top of the pile. After 8 in-game hours you can dig up the pottery. This process also creates a small amount of charcoal now which must be shoveled from the block before you can retrieve your item.
  24. Fearsome Critters

    You guys are on the right track.
  25. Climbing

    All things considered, the island IS a mountain. That said, as far as smaller scale steep ascents, yeah I could add an island feature for something like that. Edit: This should be discussed in another thread but I am interested in hear ideas for other types of island features. Features in this sense is a type of terrain adjustment that is randomly chosen to appear on an island.