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Diego il Catanico Jr

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About Diego il Catanico Jr

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  • Birthday 06/06/2001

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  • Gender Male
  • Interests I'm not english. I'm trying to be understood.

    Remember that sometimes my ideas are not well-elaborated, cause when I think of them, I have to rapidly write them, or I will probabily forget them.
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  1. Counting Thread

    225
  2. World Gen

    Honestly, thats not the problem. There are around 100 blocks or more above sea level, wich is enought to put some decent mountains in it. The problem is in the generatorthatputs most of the terrain near sea level and the only mountains are almost at the maximum height, with a lot of ugly overhangs at the sides.
  3. World Gen

    For me the only thing needed is: less overhangs (no cave-ins)and more variety in mountain shapes
  4. I'm busy these days, i dont think i will do that for a while, if you want you can try.
  5. [TFC2 0.2.4] Unlimited Chisel Works TFC2

    i feel bad for you that TFC2 has stopped development, thought your efforts could be good for TFC 1.12+ as i think it will have the same problems TFC2 had with the chiesel
  6. Shield Concept Art and Discussion

    Well that was the point when i designed them, i think it's intentional... Well i didn't remember this but, actually i got it lucklyright: to me the blue steel looks appropriate for blocking piercing (a large, well defined surface)while the second alternative ofred steel looks perfect to block slashing.
  7. More dangerous and complex animal behaviours

    First, mosters should spawn only deep underground andin specific conditions/places. The main feature would be a more dangerous andmore complex animal AI: All animals should be scared when hurt. Wild animals should get scared when the player suddently appears near them (like, they didnt see you uintil you popped 16meters from them). Wild animals should get scared when the player runs or jumps. Wild animals move or run awayand get at least 32 blocks away from fire and 8 blocks from torches when held. Domesticated animals should get closer, but notmore than 4 blocks from a fire. Scared animals should try tu run away from the player and they could run over the player when it is the only way to escape. This would deal damage based on size of the animal. Animals with horns or hoofs would deal more damage. Cave ins could make animals run awaytoo, maybe from far away. Most animals should be capable of running faster than the player. Any aggressive animal should run away when below 25% health. Specific animal features: Wolves: Usually move in packs and will attack when hungry. Will attack if scared if not alone. Any wolf will counter attack if hurt. Lone wolves can be familiarized by leaving meat on the ground near you. A tamedwolf could attack you if not fed for a long time. Only their puppies will become actual tamed dogs. Speed should be slightly higher than player's. Bears: Will attack a lone player if scared. 2 players could get close (less than 1 meter)and have a 50% chance of scaring away the bear. 3 would always scare the bear away. If you get attacked by a bear you would have 2 options: counter attack, if you think you have good enought weapons, or shift and watch the ground and hope for the bear to think youre not a danger anymore (75%chance?). Running speed should be higher than that of the player. Boars, wild pigs: Females aggresive when piglets are around but will not chase you far away. Run speed same of the player or more. Deers: Get scared twice the distance away as for other animals. Run away much fartherat maybe twice the speed of the player? Sheeps and cows: Move in herds. If one member is scared, all the herd will get scared. Males could attack when scared. Move faster than the player. Chickens: If one chicken is scared, all nearby chickenswil be scared. Run as fast as the player. Dont move in groups but tend to stay close(16 meters?)to the rooster, maybe? Pheasants: Should be able to flyplease stop slaughtering pheasants. Horses: Same as sheeps and cows but peaceful (thought don't get ran over by one of them). (Scared is a status effect) Then, If the devs want to, we could have some more basic animals: Bisons (alternative for cows and ships), lions (replacing bears and wolves in the predator niche), gazzelles (replacing sheeps), gnus (replacing cows) and of corse goats (to provide some milk everywhere). Fishes (we already have the bass for the lakes and sawmps, lets add salmons for the rivers, cods for the ocean). This would work well with Dunkleosteus' TFC+ fishing.Sharks could make the deep sea a bit more dangerouswithout making the coasts dangerous. I think this work would be totally worth the efforth. It doesnt even look really THAT complex to me... Of course after 1.0, but maybe working with this in mind before could make the workeasier for the devs after. Tell me what you think. EDIT If you still think dangerous animals are too dangerous by running faster than you, they could be made more rare and spawn only in a given territory. This territory would be primarly a zone you should avoid in early game, and will be recognizable by, for example,scratches on bark signaling the presence of a bear in the territory. Or maybe wolves howling during night. Things like that. I think this could improve a lot the early survival experience. Predators should be more a thing to be feared and avoided than a thing you should actually fight. And you wouldn't have all these out of place mobs in the surface.
  8. TFC1 1.12+ port

    Oh thanks that's just what Ineed
  9. TFC1 1.12+ port

    How is development going?
  10. Shield Concept Art and Discussion

    Wait I have done more accurate designs. I'm not that good with metal textures so you can use these any way you want. Now, black is metaloverlayand white is wood (or banner). Red is invisible overlay. Wood: Exterior Interior (Yes it is identical) Copper: Exterior Interior Bronze: Exterior Interior Bismuth Bronze: Exterior Interior Black Bronze: Exterior Interior Wrought Iron: Exterior Interior (We already have it thanks to @eagleyes005) Steel: Exterior Interior (Identical too) Black Steel: Exterior Interior Blue Steel: Exterior Interior Red Steel 1: Exterior Interior Still sure red Red Steel 2: Exterior Interior not about steel P.S.
  11. Shield Concept Art and Discussion

    We could have 2 textures for every shield, one for the interior and one for the exterior... the model would be generated by the interiorand the front of the shield will have another texture, or viceversa. By the way, eagle i like your textures but i dont think we need stripes of metal everywhere, an umbo should be enough for most shieds Here is how the overlay textures would actually look:(they will be 16x32 for this shield of course). I was thinking... we could stillput banners in the front face of the shield, covering the wood. Of course the umbo and other metal parts would cover the banner but a lot of decoration options would still be there.
  12. Shield Concept Art and Discussion

    Yes. Maybe without the vertical metal stripe in the interiorit would be better. Not sure. I was thinking.. Couldn't we render all the models from the textures like almost minecraft item does and then add the handle or the leather strips, instead of making a separate model for every shield? This would be much easier. We will have flat shields, for it isn't a problem. This way we could also make 2 versions for every shield, one with the handle, one with the leather strips. The first would be faster to draw, the second will reduce knockback more than the first.
  13. Shield Concept Art and Discussion

    of course yes, they're here for that
  14. Shield Concept Art and Discussion

    I made (front) shapes for all shield tiers, not textured or modeled yet. I designed the shields, i didn't really like 16x16shields that were being designed here (thought, good textures were being made, sorry).I think shieldsshould be bigger than 16x16, like vanilla. Wooden:16x32 Copper:16x16 Bronze:20x20 Bismuth bronze:16x32 Black bronze:16x32 Wrought iron:16x32 Steel:16x32 Black steel:16x32 Blue steel:16x32 Red steel 1:20x32 Red steel 2:24x20 Unsure about the red steel. What do you think is better?Are they too fantasy?In any way red steel is designed to go to the left hand so it will have to be mirrored if the player is left handed. EDIT: Ok this thing is more complicated than I expected. Anyway i want to clarify that these are now not meant as textures or models but just as design ideas. just the shape of the shield.
  15. Different stone types have different hardnesses

    I posted a link to this suggestion before in another topic, but i decided to make a separate suggestion to see better what people think. This is how i would do it. 1 is the relative actual hardness of stones in TFC: Chalk, Rock Salt, Schist: 0.5 Limestone, Shale, Conglomerate, Chert: 0.75 Claystone, Marble, Phyllite, Slate: 1.0 Dolomite, Gneiss, Rhyolite: 1.25 Quartzite, Dacite: 1.5 Gabbro, Andesite: 1.75 Basalt: 2.0 Granite: 2.25 Diorite:2.5 These multipliers should work for blast resistance of the blocks and for their tool's durabilty, too. We could have different textures for every stone type for tools, or simply a tooltip that indicates what's the tool made of. I think all this would make gameplay ever more interesting, I did experiment this with customzed Iberia mod and it is really good. EDIT: i don't know what the heck happened with the fromatting please help