Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • 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."


  • Content count

  • Joined

  • Last visited

Everything posted by Bioxx

  1. Posts like these are always a nice motivator. I'mglad you enjoy it.
  2. 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.
  3. 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.
  4. 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.
  5. Encumberance

    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.
  6. 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.
  7. Boats/Rafts

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

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

    Looking good.
  10. Common Stingray

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

  13. 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.
  14. 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!
  15. Musk Ox

    Agreed with Darmo on all accounts.
  16. 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.
  17. Animal Behavior

    Some good suggestions. I'll be thinking about stuff of that nature.
  18. 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.
  19. Immersive deserts

    Yes sea distance as well as elevation affects the local moisture level. Hexes that are very low elevation will end up having vegetation even on a desert island just due to them being the lowest elevation and that's where water eventually goes.
  20. Believable

    Before I get down to the subject of this post I want to say that I love the passion that TFC creates. I've seen so many people from all different walks of life joining our community and sharing their knowledge and love for TFC, that it's truly been epic. We have so many die hard fans that it has truly been an awesome experience to be at the helm of this community for going on 3 years now. To think that the very first reply I received on the TFC MC forums thread was someone saying "This might be going places" and then to end up where we are today still gets me excited. So even though we are still 2 months away from the official 3 year mark, I want to say thank you to everyone who's been along for the ride. Now down to business. It's been a while since I've done a post on something other than strictly update news, but I decided it would be a good idea for me to update the definition of 'believable' for everyone. I've seen a few threads come and go that challenge a particular feature as not being believable because 'insert reason here'. Most of the time, these arguments are made because the user has extensive knowledge of said topic and cares deeply about us getting it 'right'. defines 'believable' as: "To have confidence in the truth, the existence, or the reliability of something, although without absolute proof that one is right in doing so." I like this definition, but I do not feel beholden to it. I find that narrowing down what is and isn't believable is too complex of a matter to definitively say for each and every person. We all come from different places in the world, filled with our own life experiences and holding to many different ideologies. As a result, what makes sense for each of us is slightly different. So how do I decide if something is believable? First of all, I tend to read quite a bit about the topic. Obviously some things receive more research than others but I try my best to get a good handle on the subject. More often than not, my initial plans for a feature are crazy in depth. Then I have to take a step back and decide how to best translate this into a game. Everything in the universe is incredibly complex, no matter what the subject is, that you have to decide what to cut. Sometimes I don't cut enough detail and the feature is overburdened with needless invisible complexities (the old system for heating/cooling which used math that approximated specific heat), or has little detail at first but needs more details to make the entire thing feel complete (Food taste). At the end of the day I have to ask myself if the player could take the knowledge that they've gained from playing with this feature and apply it in some small way to the real world and be successful. If the answer is mostly yes, then it passes my meter. I always want players to be able to learn something when they are playing TFC. Education in gaming is incredibly important to me. However, there are times when believability and accuracy is sacrificed because we are dealing with a game and with players that will exploit anything if given the opportunity. It's human nature. Thatch is a perfect example of this. I am fully aware that a thatch roof is very solid and could easily hold a mans weight. However, for so many reasons, allowing players to walk on thatch is just terrible in a game such as TFC. Another example would be tomatoes being classified as a vegetable even though they are technically a fruit. If TFC were attempting to be textbook accurate, this would be a grievous mistake. But we aren't, and tomatoes are vegetables for two specific reasons. First of all, if you've noticed, there are no fruits in the standard crop system. This is by design. I prefer the idea of fruits being seasonal and out of the players control. This encourages an interesting aspect of exploration to make sure that you have fruits all year long. Secondly, the average person doesn't think about the tomato as a fruit. Do you believe that most people really think about the fact that they are pouring fruit sauce on their spaghetti? An important subject that I should address here is the aspect of fantasy elements and how they mix with TFC as a whole. Fantasy is perfectly fine. I've never wanted TFC to be based completely in reality. As awesome as real life can actually be sometimes, fantasy aspects provide convenient ways to make a game better. I love having Skeletons and Zombies in Minecraft, I've just always wanted Minecraft to be grounded, which I feel TFC achieves. Obviously we have more work to do for everything to mesh well but its coming along. The last thing I will say before I end this article is directed at those who know a whole lot about a particular subject in real life and find that TFC isn't accurate when it should be. Before you spend the time to type up a long post and get into a heated discussion, I ask that you first try to put yourselves in the shoes of someone who doesn't have your extensive knowledge. Then ask yourself if the basic idea is sound. If it is, then we've achieved believable. Remember, TFC is not a simulator, its a game that encourages people to want to learn new things without the boring drudgery of school and textbooks. Ok I'm done typing now. I started this at like 4am so forgive me if my thoughts don't translate into text well. It makes sense to me so hopefully it will to all of you as well.
  21. Smithing bonus based on player skill

    That would probablybe rather confusing honestly.
  22. Dromedary Camel *FINAL*

    That is correct Konlii, I can perform the color dying myself which means that we only need a greyscale texture for the base and a greyscale texture for the overlay. A color multiplier can be used to alter this on the fly without the need for tons of art. As far as the download, I totally forgot to upload the file to dropbox after I zipped it. The problem has been rectified.
  23. Dromedary Camel *FINAL*

    For the final version of the Camel saddle, it would be a good idea to use a double mesh for the blanket. One for the base color, and one for an overlay color. Additionally in MCMC, I've added support for decimal places in box sizes so you can use up to 2 decimal places if needed to reduce some z-fighting.
  24. Porcupine

    It looks like I enforced them to be integers(may be a requirement in mc i can't remember), you're correct.
  25. Porcupine

    Performing a global scale would probably be doable in MCMC, but in this case, I would probably recommend using a larger texture to allow for smaller pixels per quill. Then just use2x2 pixels for each individual pixel for the rest of the porcupine. Or alternatively just make the quills thinner, they do not HAVE to be 1 pixel wide.