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Stroam

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Everything posted by Stroam

  1. Ideas for Random Terrain Adjustments

    Good thing Bioxx both likes terrain generationand is masterful at it because that level of detail I've only seen in hand crafted maps. I noticed that people seem to prefermore rocky deserts than sandy deserts. Like vanilla mesa desert than vanilla sand desert. If there were sand dunes would this change your mind? If I'm wrong and you do prefer fairly flat sand deserts leave a post letting us know so.
  2. World Generation Settings

    I was wondering if it would be possible to have a setting to change the length of a day by a factor. So two would make the day and night twice as long, three would be three times as long, etc. I understand a lot of things are hard coded, like monsters don't depend on day light but spawn between a range of ticks. But adjusting for that and light amount would be nice.
  3. Ideas for Random Terrain Adjustments

    The vibe I'm getting from the links and these first few posts is people want a lot of height variation or at least the illusion of height variation and small biomes. So spires, arches, peaks, large variety of plants with varying heights, deserts littered with boulders, dense forest with fallen logs, etc. So like the map of Skyrim or Dragon Age Inquisitionwhere you find something every 30 seconds of travel be it a lake, bridge, hut, rock formation, meadow, cave, etc.
  4. Swamps Suggestion

    I really like the void state idea. Removing a block and having a type of water would be awesome. I also think that vary tall grasses in swamps, between 3 and 5 blocks high would be pretty neat.
  5. Ideas for Random Terrain Adjustments

    If you can post a link evidence contrary to what I have posted, then I'll update it.
  6. Ideas for Random Terrain Adjustments

    My first suggestion is since we aren't suppose to go past a certain point into the ocean, and I just watched Moana not too long ago in which the main character is warned not to go past the barrier reef, that a barrier reef makes the edge of the swimmable area.
  7. Climbing

    Done. Also if you could post some clarification in that thread such as generation pertaining to what all that includes such asshrubs, structures, and specific biomes that'd be helpful.
  8. Climbing

    It'd be easier to just give everyone who starts out a two minute spider climb buff, spawn with some ladders, or some climbable plant that grows oncliffs.
  9. Weapons, sheats, and ranged weapons

    After a certain point, as far as the game is concerned, your variation in weapons comes down some basic weapon types with variation in skins. Then once you start playing that variation is cut down more as most people find a subset of weapons that are simplymore effective. So creating every weapon under the sun is a waste.If your system was in place I'd have a sling, and long bow, sword, a basic axe, and shield. Ranged is greater than melee if you can keep out of melee range which isn't hard to do since you can instantly place blocks.I have two ranged and two melee in case they are resistant to any particular damage type. I also have a shield which is used just to protect me till I can find or build cover. The axe would be mylast option because it's going to do the worse and is mainly brought along to cut down trees. Everything else isn't much use except in specific andplanned cases. If I were designing TFC 2 I'd make just theaxe, sword, knife, javelin, bow, sling, armor, and shield. Then I'd post a quick guide explaining my code and let mod developers add in the rest.
  10. Fearsome Critters

    Great examples. They highlight what I'm going for. Any mob can be frustrating when you don't know the tricks for killing or avoiding them. The goblinoids that behave as I have described would be best countered withsome cover and food. If you went into some tree cover you can use their spread to your advantage. Since mobs won't learn unlike players, you always have an advantage you can exploit over and over. Plus it's minecraft. Mobs get tripped up on the things that seemtrivialto us like pathing and line of sight.If you are thetype of person who is a fan of brute force, like many hack n slash games,this maynot be your cup of tea but slapping on some mods that give you speed, flying, powerful ranged attacks, defenses from everything, and you can trivialize any combat. One mob that I thought was pretty great istheLacedon from lycanites mobs. This mob is really easy to kill in the right circumstances but had traits and abilities that made it scary. These traits are, the noise it makes is distinctive and fitting, It lives in water that is deep enough to drown in andwhen it hits you in the water you get s a sinking debuff, it's rare enough you aren't always expecting it, it swims faster than you(without assistance of boat or gear), found typically in groups of3 at a time, if it chases you onto land it'll switch to a short range spray from it's mouth. It's weakness were,not a lot of health, if it stay on land too long it starts to take damage, and no range in water. So you could defeat them with a bow, iron sword or better, a way to breath under water, hiding on land and then chasing it when it starts to take damage. If rats/mice in TFC 2 occasionally stole food from unprotected storage containers or unpicked ripe crops that'd be funny.
  11. [0.2.4] TFC2 Prerelease

    Forge biome dictionary would help with modding, but as long as their is some sort API that allows you pull the biome information of each hex from you could use it. It just means it'd be customized specifically forTFC 2.
  12. [0.2.4] TFC2 Prerelease

    TFC2 mobs don't spawn yet to my knowledge.
  13. [0.2.4] TFC2 Prerelease

    Well thanks for trying. I'm sure it'll get added to the list.
  14. [0.2.4] TFC2 Prerelease

    Try using NEI instead of JEI.
  15. [0.2.4] TFC2 Prerelease

    Was the villager naturally spawned or did you spawn it?
  16. expanded tech tree and new mechanics

    I believe it has already been indicated that mechanical power might come later in the development process in the form of an integrated mod. Maybe one someone creates or professor flaxbeards's wonderful steam power, or cogs of the machine. That is far in the future but the topic has already been discussedhereandhere. If you'd like to add to the discussion I suggest posting in those threads.
  17. Weapons, sheats, and ranged weapons

    As long as you can't rapid fire.
  18. Fearsome Critters

    I have just skimmed the talk but I saw references to creatures taken out of a combat based fantasies. There's nothing wrong with that and Darmo is correct in that it is instantly recognizable. I want to challenge you to be a bit more creative though. What makes a creature dangerous? Creepers are dangerous because they are silent and you don't always see it coming. Skeletons are dangerous because they have range. Zombies are dangerous because of their numbers. The point I'm trying to make is far too often I see creatures in games that are just health pools that deal straight damage to your health. It's effective but variety is the spice of life. Imagine for a second you are wondering through TFC 1 with all of it's rocks on the ground and then all of a sudden you take half a heart of damage, are slowed, nauseated, and poisoned and the nearby rock sprouts legs and retreats to a safe distance away. At that point you notice it's colored slightly different.You manage to survive the poison at half a heart and so you go after it. Your copper sword does little damage vs it's shell and it's close enough to finish you off. Dangerous not because it can hit hard but because you didn't see it coming and chased after it. Again imagine a goblin type creature that when it sees you, shoots a blow dart that hits you for 1 heart and makes you character get very hungry. That goblinoid then retreats a short distance away and a second one is alerted and does the same thing from a different angle. Sure you could probably get to the first one and kill it but then you'd be starved, slowed, and likely to die before you get to the second one. Theyare dangerous because they lower your hunger, are rangedand use that to their advantage, and spread out around you so it's difficult to take them all out at once. Think of a cave. It's narrow and dark. A creature that attacks you in a cave may take advantage of this by snuffing out your light, leaving traps,blocking escape, or filling up the small area with poisonous gas when it dies. A creature with flight might live on cliff sides or high up in trees and attack by pushing you around to try and make you fall off. The creature might not even target you. A worm creature might be living in a pigand after x amount of time kill the pigcreating two or three more that then go to infect the nearest pigs. Doesn't hurt you directly but still make living more difficult by killing your food supply.If you look at the mimic or rust monster from DnDthey aren't that strong, it's the unique abilities and how theyuses them that makes themdangerous. I would like creatures in TFC 2 to all be dangerous but for different reasons and require different tactics. I'd even be willing to code the behaviors. As to how each of these creatures look. I'd leave that up to the artists. I think how they look, their size, and animations should help people recognize what they do, where they can be found, help the creatures with their task,and be rememberable.
  19. Minecraft Multiplayer Scoreboards

    Level is a good stat you cantrack. It keeps track of xp gained,increases health, and the longer you can go without drinking. What it doesn't indicate is how long you've been alive. It looks like stat.timeSinceDeath wasn't added till 1.8 but the bukkit program PlayTime is for 1.7 and keeps track of the stat.
  20. Weapons, sheats, and ranged weapons

    In that theorized world everything loses durability over time and cost is a factor mainly of how quickly your weapon reduces to the same damage as hitting something with a stick. And it's fairly arbitrary, not mattering muchin asingle battle and would only matter if you couldn't repair/carry a spare or just disliked having tomaintain a weapon. I said blunt trauma basically boils down to force trauma, which anything that mas significant mass would do which is whya two handed sword has blunt.It only unnecessarily complicates things if you don't add any damage types. As soon as you add a damage type to the ones already in minecraft then it's all up for debate on a different thread. Dagger and knife is the same thing in my mind. You wouldn't use it unless youhad no other weapon like when starting out. As far as I know two handed weapons isn't really a thing and would boil down to a two handed weapon going in one hand and emptying and disabling the offhand slot. For simplicity I'd personally just not have them as an option. I also agree with Darmo on the quiver. Energy use just drives home how encumbersome of these weapons are. It's what separates a mace from a hammer and makes fighting multiple enemies actually difficult. If you never tire than one melee enemy is the same as an army of them. If you tie it in with a percentage based debuff on attack speed then max energy becomes really important. Tie that to player level along with health then level really matters. That will make you rethink taking on that boss or spending xp to enchant something. Plus you can use it forlimiting how long/far you can swim, dive, run, cut down trees, and other laborious activities. Have xp gained by recovering energy and it allows you to level by doing stuff other than killing mobs. Then a logger could wave a sword around as long as a soldier and the only reason hedoes less damage is due to skill. Splitting this concept off into it's own idea at some point.
  21. Weapons, sheats, and ranged weapons

    The things the combat update added was attack speed and a second hand. Range already existed. Three other things that help differentiate active combat is endurance,damage types, and durability. One thing outside of combat is cost.I believe that mix damages isn't too difficult to balance as long as the damage is split. So a dagger would have both pierce and slash at a ratio of 2pierce to 1 slash so if it did 6 damage it would break down to 4 pierce and 2 slash. relative seconds 50 max + 2/s health 100 relative Range speed energy per use damage hands type cost bow & arrow 100 2 10 25 2 pierce cheap javelin 10 2 15 75 1 pierce cheap sword 1 0.4 5 50 1 slash average mace 0.8 1 10 50 1 blunt below average axe 0.8 1 10 50 1 slash + blunt average dagger 0.25 0.4 1 10 1 pierce + slash cheap hammer 0.8 1 15 50 1 blunt below average cross bow 100 5 12 100 2 pierce above average two hand sword 1.5 1.2 25 100 2 slash + blunt expensive two hand blunt 1.5 1.5 25 100 2 blunt above average spear 2 0.5 10 50 2 pierce cheap This is just how I would do it in this theoretical situation. Armor would be mixed but essentially most armor is designed for high pierce resistance since it's the most common, medium slash because it's the most deadly, and low blunt because even with padding and plate it'll make you ring like a bell even if it stops your bones from breaking. As you can see, you never fight with a dagger unless you have to. Dual wield weapons wasn't used because you can't actually attackquickerThe only advantage is one weapon to attack and the other to defend with and shields defend better. Two hand weaponsdoserve a purpose if you are fighting only one enemy with less range than you, is not wearing armor,and you can hit them on the first or second try. Ya, they were that bad. Cost is tricky because any automation can trivialize any cost. Which is why your pizza is $10 dollars instead of the hundreds it would take to collect, grow, and process all the ingredients by scratch yourself. This does not count for armor or the energy it takes to move around in said armor. It would need retooled with tiered weapons and skills. Blunt damage is force trauma damage which is why it's on the heavier weapons.
  22. Release Date? Soon?

    I'm not so keen on it being release right now. What you are going to get right now is some interesting looking islands, and some of the basics for growing things. Yes some of the islands are pretty but it's pretty much like playing cast away. Since they are islands I wouldn't mind some tropical storms. I digress, at least if there was a bare bones release version, maybe it could create a focus for discussion so people don't go on talking about trains on small islands. There's a joke on kawaii that there's three highways. H1, H2, and H2O. Also I think there are too many warm weather savanna animals, and that the animals are too big for the islands. Sure there were elephants found on an island IRL but they were tiny. They need more birds, rodents, and canidae. And none of theses...
  23. Smithing takes all the fun out of this mod

    GUI-less FTW! I have never said it before but the less GUI in minecraft the better IMO.
  24. I have never worked on a single coding project for over a yearwithout some compensation. Even if Terrafirmacraft 2, Island conquest never comes out, the contributions you've made thus far really show that this is a labor of love. I hope that it will never be anything different for you.
  25. TerraFirmaCraft Pocket Edition (TerraFirmaPocket)

    The entire project is ambitious. It will be interesting how far you will take it. I have my doubts on mobile devices handling some of the features.