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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 Stroam

  1. Questions Regarding the New Block Physics Demo

    The focus has moved from the physics to world generation, and deciding what and where certain things go. To that end it just comes down to a lot of decisions of what is feasible, what works together, and the feel of the game that Bioxx wants to create.
  2. TFC2 Desert Expansion

    This is a great suggestion for TFC 1 but with TFC 2 being island based. I have not seen an island big enough that this would be necessary. If reeds weren't on the coast line of some islands then I could see adesalination method being a thing. Course this assumes custom liquid rendering gets working else we'll just have vanilla water.
  3. Nomadisim vs Settlement

    The terrain generation is already pretty good. I can confirm that the islands are indeed different with varying height and size. Maybe a little too many tunnels and ravines at least for my taste. Some Islands are rather boring, while others have nice valleys and water falls. Rivers that actually flow downhill. The islands have different trees and I will assume later different animals. Right now I don't think there's enough animals for the different environments but that's just me. The tops of the palm trees look pretty neat. Being unfinished and a continuing part of Bioxx's creative process I'm sure it will change a few times before the final product. I am really digging the hexes for the most part. The only parts I would change on the hexes is the ocean bottom generation and some smoothing on the land. Bioxx has already said he will not be doing the smoothing but has invited people to code it themselves if they want it. I'm sure it'll happen later when it's more stable. TyronX has put a lot of time into making realistic terrain generation but Bioxx has also put a lot thought into balancing terrain load speed with believable terrain. Hence the hexes, size of the hexes, and size of the islands.
  4. Magic!

    Here's an idea that compiles a lot of ideas together, some take inspiration from the multitude of wonderful magic mods already out there as well as other ideas on this thread. The theme is magic is common, and there are many types and uses, there are always trade offs, and there are no restrictions on character use. Types of magic include Artificer, Naturalist, Illusionist, and Alchemist. Anyone can do any combination of the various magics. Each one offers a completely different functional system and progression system. Because of that people will tend to gravitate toward different ones depending on their needs. I do not expect Bioxx to incorporate any of these as each on it's own would be a major undertaking. Mostly it's a fun exercise in ideas Artificer - Animators of Stone This isderived from power concentrated in earthen materials. Each chunk has a chance of being the node of one or more ley lines. Depending on how many ley lines are crossing at that point depends on the strength of that chunk. If one were to dig down in these chunks they would find crystals of varying quality and size. The size effects how much power it can store, and the quality effects the rate of discharge. As you use the power of these crystals they will eventually deplete and become inert. They can be recharged again by spending time in a node chunk. These chunks have a buffer size(well depth), rate it refills(flow rate), rate it empties(tap strength). When several crystals are refilling, it will attempt to refill all of the crystals that need refilled at natural tap strength. When it is unable to refill all crystals due to amount tapped being higher than flow rate it will prioritize based on attuningand first come. Crystals once dug up from ley nodes can be refined. The refining shapes the crystals and imbues it with properties. Each refinement and time spent on refining of a crystals makes it smaller and hold less power. One such refinement is attuning. By learning the natural resonance of the ley node, one can shape the crystal to match making the node prioritize that crystal when it is being tapped. The longer you spend on the refinement the higher priority the crystal will have. Crystals can only be attuned to one node at a time.Another refinement is dissonance and consonance. This allows one to adjust the rate in which the crystal is refilled. You can either increase or decrease the rate based on how long you spend on the refinement. This can in the most extreme circumstances make a crystal not recharge at all or recharge at twice the normal tap strength. The slang words for these two extremes are one time use and double tapped. Crystals can also be cut to remove flaws in the crystal to make a smaller but higher quality gem. These gems do not like water and will be less effective based on how wet the environment is. Once you have your crystals refined they can then power runes. Multiple crystals can be used to power a series of runes but each rune socket must be sized appropriately for the crystal size.Runes can be inscribed on stone or metal. Depending on what runes or combinations of runes you use depends on the effect. The higher quality the gem the stronger the effect and the large the gem the longer it can go without recharging. The runes can be simple or complex with shorter ones on blades doing things like auto sharpening your blade after each swing or complex series written on stone that prevents zombies from passing.Runes are learned by a minigame at a rune research tableand learning them from others. On the rune research table you place a block of stone, a chisel, and a mineral and play the minigame.It is essentially a 16x16 grid of picross that if you make a mistake you have to start all over with a new block of stone and mineral. Each mineral is a different puzzle and when completed you'll have a stone inscribed with that particular rune. For complex rune combinations you have to place, activate and test. Runes can eventually be made in mass by using a rune stamper. It is a complex machine that requires a metal stamp of the rune, blocks of stone, and the mineral needed. What you gain in automation you lose in resources. Every block has a chance(server configurable) block gets cracked consuming the block and mineral. Naturalist - Blessings of Nature When one wants help accomplishing a task an option is to turn to the spirits. Spirits are not the easiest or safest thing to talk to. So to get closer to the spirits one needs to go where spirits hang out. Spirits hate a love hate relationship with life so you want to go somewhere with a lot of life for the highest chance of success. Next you usually want to bribe the spirits but just throwing offering on the ground is about as effective as a message in a bottle tossed out to sea. To improve the chance of success one needs to build a temple and/or an altar. When build such, remember that spirits have a harder time moving through in organic vs organic materials and that iron seems to cause them pain. Once built, you can be pretty sure that your offering gets to the spirits. But not all spirits are helpful or can do all things, nor do they know what you want. Things that help improve that you get a helpful spirit is learning their names, what they can do, and what they like (A lot like real people in a way). To do this one has to go out and meet them...the parallels to life are uncanny. So to meet the spirits one must prepare, or not, depending on how risky you want to be. Things that help you meet the spirits include heat in the form of fire or steam, incense, music, and a psychedelic to free ones mind from their physical form. Once you are in the spirit world you need to be careful because it can be very dangerous. There are some spirits that will attack and kill you and some that will attempt to steal your body. There are various ways to decrease your risk. Evil spirits tend to be territorial and can be detected in the physical world by ritual candles. By walking around the world with one of these candles, if it were to go out there could be an evil spirit nearby. It could also be the wind so it helps to check multiple times. So build your ritual spot away from places like that unless you are trying to meet the evil spirit. This will help you from running into the evil spirit in the spirit world. Next is have these candles around your body when you are in the spirit world. If you do this people in the physical world can see when an evil spirit is trying to get at your body and recall your spirit to your body. This can be accomplished by pouring water onto the body long enough for their spirit to return but is painful and not a nice way to be brought back. Another way is to have a chicken nearby. The chicken helps hide your body while your soul is away. It isn't 100% effective though. Another way is entombing the body in an iron container but the person's spirit is also stuck. You could wait for the spirit of the person to leave, then entomb the body and wait till his spirit gets back. You will know when you either hear knocking or if you have a spiritual bells they will ring. Of course there is no way of knowing if it is the person or another spirit. More advanced practitioners can construct wards in the spirit world to provide protection for their body. Various tools that can help you in the spirit world include a long narrow table made of flexible wood that can act as a mount in the spirit world. Some charms have spell like abilities in the spirit world. Protective spirits that often take on the form of wolves. Last but no least a friend that can protect over the bodies in the spirit world while the other goes off to contact the spirits. Once you have met a spirit their form will forever be imprinted upon your memory allowing you to make statues of them when you get back. The spirits, once you gain their trust will tell you what they can do, what they like, and how to send them a message. For instance one may be able to effect plants and tells you if you sacrifice a sheep they will make plants in the area grow quicker. Some of the greater spirits require sacrifices are very hard to find materials but have been known to grant weapons and armor greater than any steel.To summon the spirit in the overworld you may need to make a statue of them, place gifts upon an altar made of a specific wood, use specificincense and have a certain amount of life essences in the area. Remember to keep anything with iron away as spirits don't like iron. Note of warning. The more you interact with the spirits the better known you become in the spirit world which attracts more spirits which sometimes results in some of those spirits manifesting, buffing your enemies, causing havoc on your crops and animals, and If a Evil spirit gets summoned you may want some sort of protection unless you are asking them to curse something. This mostly includes drawing protection circles with salt or iron dust and the use of charms. Charms have also been used for protecting crops and live stock. Make sure that you trust who is giving you the charms because they have different levels of effectiveness and have to be renewed every so often. Naturalist are also great healers and spend a lot of time learning about various herbs and learning what combinations can yield such effects such as increased regeneration, increased health and endurance, curing animals,and curing nausea. Illusionist - Manifestation of the mind Some call this true or high magic. It is one of the most difficult types of magic to master. It allows one to use spells to make things real. It requires a lot of effort, constant effort, and practice to be any good. It all starts with making a focus. Each Illusionist must make their own focus because your focus holds no meaning for anyone else. This is usually a smoothed rock held in the off hand at first and modified later. The second thing needed is a scroll held in the main hand. The focus helps you concentrate and the scroll you remember how to do something. You will need to write on the scroll what it is you are trying to do. At first you'll have to keep it short to make it easier to concentrate on and as you practice you will be able to concentrate on more complex tasks. Concentrating too hard can hurt you. So on your scroll you need to write what it is your are trying to accomplish. This is done with a scribing table, ink well, memory inks, a nib, and an empty scroll. You will then write what you are trying to accomplish using various symbols. Just as your focus won't work for anyone else, neither will your scrolls because they won't hold the same meaning.Once you are done inscribing your scroll you can now use it to cast spells assuming you were clear in your meaning. The most simplest spell that most start with is direction. By concentrating you'll be able to tell if you are looking north. More complex spells make giant ice walls, lance enemies with earthen spikes, and flood an area with lights. Of course any manifestation of the mind takes concentration to make and maintain. If concentration is broken the manifestations will cease to exist.An illusionists beliefs can be so strong that those around them believe it to giving them extra strength or speed. Again it takes a long time and a lot of practice to get good at being an illusionist. After each concentration effort it takes awhile for the mind to rest before it can concentrate again. Focusing of on say lighting things on fire doesn't help you construct an ice wall, so each area must be practiced. This becomes easier as you get better and are able to concentrate on complex spells with multiple parts. A lot of Illusionist also find that making various foci for different tasks help them reduce the amount of concentration needed.If you decide to stop practicing for a length of time your skills will starts to decrease. If you were a master Illusionist while you may always be a good Illusionist no matter how out of practice you are, you definitely will not be as good as you once were without practicing again. Alchemist - Reconfiguration of the World Known as World Shapers, these builders use their talents to construct, deconstruct, and relocate blocks in the world. This requires specialized tools and no small degree of energy. The first step is making a rod. Rods are used to to conduct power so the better conductor the rod is the less power it will take to reconfigure something. Most will probably start with copper. Once you have shaped your rod you need toconstructyourstorage device. Take graphite or coal and combine with a diamond. The first reconfiguration you don't need any power for. Left click on long and then you'll see a box highlighted. Moving the box around you'll see it makes the outline of a rectangle with the log and the box being the two corners. Now left click again making sure there's 4 air per log. Right click andoptions will come up with decompose, imprint, and generate. Select decompose and you'll see the logs get sucked into your storage device. It didn't take any power to deconstruct because the combination of the air and log generated the energy needed to break it down. More complex things take more energy to break down, and if something is too complex it won't be broken down. You then can add power to thestorage device by cooking it. The device loses energyat a constant rate so make sure you use it's energy quickly. Cook the storage device until it has plenty of energy. Then go to another log and left click it twice. Rick click and select imprint and name the imprint. Then left click the air with your rod twice. Now with the charged storage device in your off hand rick click and select generate and then select the imprint you made. The log will manifest as the log you imprinted in the position you just selected assuming there is enough power in the storage device. You'll notice the more variety and amount of things you absorb into your storage device the slower it loses energy. At an Alchemist bench you can view all the elements in your storage device, remove imprints, upgrade your rod, and construct more advanced tools you'll need. In order to unlock such tools you will need to deconstruct increasingly complex objects so to figure out how they work as well as have enough elements and energy in your storage device to construct it. The devices can do things such as give you different options for collecting energy and even teleportation devices. Note of caution, test teleportation device on unimportant objects and animals first so you can fine tune the devices.
  5. Mod suggestion: Barrel saddle

    Of course it could. How that is coded is the horse checks what type of horse it is and allows you then to add the chest. The issue you have is vanilla horses and TFC horses are not coded for TFC barrels. Now you could modify the TFC code but that practice is considered less favorable and to avoid if possible because it can cause compatibility issues. The convention is to make your own version so as to not cause compatibility issues. This is one of the reasons so many mods have their own versions of the workbench and furnace. This is the reasoning behind my previous post. Now to be fair you can copy almost all of the TFC Horse code, change some names, modify a couple methods and you are almost there. You just need someone motivated enough to put the effort in. Here's code relating to your question. TFC Horses TFC Back Slot
  6. Random request

    The longer you make it take to break blocks the longer it take to mine and build. With the addition of magic of TFC 2 maybe you'll get additional protection abilities but that's a discussion for the magic thread.
  7. Mod suggestion: Barrel saddle

    Just about anything is possible with the right knowledge and drive. You'd need to make an animal, then add back slots, then made sure it could spawn. Maybe create an item called barrel saddle that when right clicked on a horse, consumes the item, despawns the horse and spawns in your animal.
  8. Magic!

    By having the ability to combine the two and having the resources in similar locations you seem to want people to do both at the same time. Be both a master metal and crystal smith. I don't see how this makes them opposing. You use metal for obtaining resources, attacking, and defending. For them to be equal, magic must also be able to do the same without need of metal. Is that what you intend for magic? How is this going to vary enough from metal smithing that it is more than switching the graphics from ores to crystals, from forges and anvils to solar heaters and crystal shaping benches? If Mages are worthless at night when all the mobs come out, do you intend it to not be used for combat at all or for pvp primarily? Golems require AI. Bioxx has already stated he wants to stay away from AI, so I would be surprised if he was willing to make golems.
  9. Clothing

    so I noticed that thereis potentially folding other mods into the mix. Here's one that relates to temperature calledtough as nailswhich does a pretty good job on the heating/cooling mechanics.
  10. Growing Trees mod port (?)

    Just do a search on oak and then whenever it pops up you'll have to add in the tfc trees. So under the file trees you'll have to see how those parameters affect tree tree growth. If a class doesn't mention a tree type then it's generic and used for all trees. For the most part you'll be adding to the code not modifying so don't unless you have to. Somepotential exceptions is where biome, humidity, and temp comes into play. The tree is based on ticks so if you don't want to afk for an hour during teststhen you'll need a way to increase the tick rate for the tree. Lots of options there. If you tie it into TFC temp and humidity thenI suggest get 4 test worlds. Each one for a different season. Don't use the growth speed to test because the mod maker said increasing that changes the look of the tree.
  11. Growing Trees mod port (?)

    Maybe when TFC 2 comes out. Though by my estimates that's over a year out, probably two if it continues at it's current development rate. Could also potentially never come as who knows what the state of minecraft will be at that time. The funny part is the longer it took the developers to develop the more mods were made and the bigger the community grew. Now that big corporations are involved and updating more, the less time mods have to develop and the more quiet the community seems. At least that's the impression I get from TFC, minecraft, FTB, and Forge forums.
  12. Growing Trees mod port (?)

    OMG! The commenting! It's human readable, organized, and easy to follow! No method I've seen is longer than my screen. Most methods do only one thing. This code is so sexy. I rarely see code this sexy even in industry! Who is this person? Where did they learn to code? What else have they done? I just want to look at more of their code. It's fine art.
  13. Growing Trees mod port (?)

    As posted by the author. It does use update ticks but it seems like they at least thought about performance. I would love to see their leaf algorithmand branch logic not so much to scrutinize, but because I love that sort of stuff.
  14. Growing Trees mod port (?)

    That is a neat mod. For it to work for TFC though it would need a version for each tfc tree. Also I am going to assume each change of the tree is based on ticks. You would need to convert that to time based or else you'd go out mining and then come back to see your crops grew but the tree did not.Also need to change the drops. May also get some funky behavior with TFC axe but would have to test to find out. If it's tick based I assume. like the orchard trees in tfc when they are still growing, that too many of them in an area will cause lag.
  15. Water collection using a well. Be aware though that wells are for gathering water, not for watering crops. Making that water available to crops what you need is a cistern. Since TFC farmland specifically searches for freshWater and saltWater, What I would do is make a multiblock with two layers. The bottom layerwould be 3x3 stone or smooth stone blocks surrounding acistern blockand top layerwould be another 3x3 stone or smooth stone blocks that is hallow in the middle. Once constructed I'd allow it to be filled by draining water from barrels placed on top of the 8 topblocks. This allows it to be filled more rapidly and if you leave the barrels there it'll effectively get filled up by rain.When it has water in it the airblock get filled with freshWater and the cistern empties at a configurable rate. Since freshWater is not a source block it can't be picked up but still counts toward hydrating farmland. So a cistern block would be made by putting smooth stone in a crafting grid with a bucket and would take on the look of thesmooth stone it was made from.
  16. Getting straw in extreme latitudes

    Don't you still get straw from grains?
  17. A serious issue

    We have a large problem on our hands. You can see it no matter where you go. In the woods, mountains, plains, costs, and seas. It proposes a serious danger to every animal, man, and child. You'll be trying to go to the shore, or cut, maybe traveling on your horse and then all off a sudden it's like someone took the rug right out from under you and you fall. This isn't like you tripped and scraped your knee. No, sir. This is a fall that when you finally land you are either dead or almost dead. Once your head stops spinning and the stars stop moving you can slowly pull yourself up from and stare at the hole, or ravine you are now standing at the bottom of. You look around and of course there's no ladder. If you don't have a pick there's no way you are digging yourself back up, and if you don't have anything to build with you are pretty much stuck down there. Chances are if you don't have the first two things you probably don't have torches to light up the darkness further along. Sure you can call for help and hope someone comes to rescue you. Hopefully they don't meet the same fate trying to find you. These gouges in the earth are unsightly and a menace to society. They are a problem that must be dealt with immediately and without delay. Sure we could just build bridges or fill them in but what if the come back or appear somewhere else. Ohhhh no we can't have that so we must take care of the source of these scars in the landscape. The Giant Worms! I know shocking, most of you have probably never seen one of these worms with giant maws and rows upon rows of teeth. There are stories of them being soooo big they can swallow an entire horse and it's rider. And now they plague our Islands of Terrafirmacraft two. Yes, I am just as shocked and outraged as you are. We must stand vigilantly against this threat to our island nations. We must gather our weapons, picks, and torches and hunt the beast where it nests. We will go down their tunnels and kill every last one we come across. ONLY THEN....... only then will we have to fear no more for us and our flocks safety. We can go to the beach and log in the forest without fear of what may be below us. So join with me brethren! Lets us stand firm and rid our island nations of these beasts!
  18. Magic!

    I think a lower tier magical method would to be just periodically sick up wards around the pen with a hidden expiration date instead of headbands. Lots of cultures did that and a priest/shaman would have to come by every so often to re-ward the area to protected it against this and that.
  19. Animal husbandry

    If it's communal, then the non-magic solution is to have someone watch and take care of them while you are away.
  20. Make flux and salt ores, rather than stones

    I agree with the two different ways things. It does make you feel lucky. Where do you get baking from? Is that an actual step in processing borax?
  21. Animal husbandry

    I say the safe floor is not effective at doing what you want it to do. Nothingstops the neighbor from raising the same type of animal while you are goneand then your animals dying off because he still has above the safe floor. As far as performance goes, I don't think it'd scale well, but am currently unable to provide any proof, so that doesn't mean much. If you are looking for a way to protect animals while away for long periods of time you needs something else other than a safe floor. The only way to do that and prevent people from having unnecessary herds is imposing a death penalty and having an option for people to turn their animals into items or blocks. Heh, imagines a field full of stone cow statues and trying to go cow tipping.
  22. Make flux and salt ores, rather than stones

    Like how many steps are you talking? Crafting together a bucket of fresh water and sand orputting borax in a quern and grinding it up? Or are we talking washing sand in fresh water, then putting it in a pot of sulfuric acid for x amount of time consuming Y amount of acid then tossing it in a hot pot of oil made from animal fat or vegetable oil and skimming it off the top, then washing it a second time in distilled water sort of thing?
  23. Magic!

    First of all it's a colorful depiction, not necessarily an accurate one. If itwas 1 tin ingot, any chipped gem, any sapling, a bone, and sacrificing one of the same animal I think everyone would use it if making the carves stones waseasier than transporting the animal. What the offerings are is something to work out during testing by whom ever codes it.
  24. Questions Regarding the New Block Physics Demo

    I am just thinking out loud here. This is a search tree problem. so H being horizontal supports and V being vertical supports. One could breadth first search to find all H that have a V and throw them into a list. As long as you don't have an empty list you could consider the first block supported. Then at that point during the next random tick one could then perform the same action with all the blocks in the list but then lets say you have a pyramid going from the world height to bedrock. You'll have tons of checks which only a high end graphics card can handle very well. So instead of following all blocks in the list lets just pick one at random and repeat the process which is very computationally friendly. If we never get rid of a list that means we have horizontal support distance times max height blocks stored at worse which isn't horrible.I think that you only need to keep track of the last list which would be 2(2H+1)^2at worse case which is quite small. That pattern continues till we hit bedrock. That takes care of placing blocks but you need a slightly different formula for subtracting blocks. For subtracting blocks you need to take the immediate H neighbors stick them in aqueue and Vneighbors in anotherqueue.From there starting with the H neighbors queue repeat the steps from the first paragraph. If they end up with an empty list then do the same as you did with the first block in this paragraph and add the neighbors to the two queues making sure the same block doesn't get added to the H queue twice, then have that block fall. Eventually you'll go through the H neighbors which will be (2H+1)^2 at max. Because no two blocks can have the same block above them and you checked for duplicates in the H queue, you are guaranteed each block in the V queue is unique andat the same level. Starting with the 1st V in the V queue you repeat the same steps with the first layer but with two new queues. This time you need check to see if any of the new H neighbors are in the old V queue or the new H queue and remove them from the queues before adding the H neighbors to the new H queue. Using this method each layer below falls before the layer above gets calculated. Which means you'll have at most (2VH+1)^2queue'd which can become quite massive but unless people are collapsing upside down pyramids it'll never be that bad. Now this does provide for some very silly things such as an infinite half arch. To solve that you need weights on H distance and V distance using straightest path to bedrock. It gets more complicated when you consider blocks having different weights and is more detail than 90% of the people playing are going to appreciate. The calculations in the first paragraph don't need to go down to bedrock, they could stop at the first gravity defying block.