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Diego il Catanico Jr

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Everything posted by Diego il Catanico Jr

  1. Crafting Time

    There are other threats that talk about this... read them.
  2. It's possible to download MCMC?

    Yes, I knew that you have already done some models, but since I didn't know what models, I decided to do everything pops in my mind. Wowever, tell me what mobs do you want and I'll model them. Make a list of the animals you don't have yet.
  3. It's possible to download MCMC?

    Excuse me if you said that and I don't understood, I'm not english.
  4. It's possible to download MCMC?

    Ok thanks, just done it, tell me if something went wrong. https://www.dropbox.com/s/bg8jmvzl1seop9p/FoxModel.MCModel?dl=0 https://www.dropbox.com/s/qwfuwio22xloq49/UglyThing.MCModel?dl=0 https://www.dropbox.com/s/2vall5tgrqicd3l/Ant.MCModel?dl=0 And the beaver https://www.dropbox.com/s/nvn3ofvkuvc4cun/Beaver.MCModel?dl=0
  5. It's possible to download MCMC?

    Two Tiny mobs https://www.dropbox.com/home?preview=UglyThing.MCModel https://www.dropbox.com/home?preview=Ant.MCModel
  6. I'm not english.

    I'm trying to be understood.

  7. It's possible to download MCMC?

    https://www.dropbox.com/home?preview=FoxModel.MCModel Does it work? This is the Fox, I don't know how texture boxes work, then it is a little messed up .
  8. It's possible to download MCMC?

    Ehm.. Excuse me I'm not english... But what's a PM? Edit: I just understood: Private Message , sorry...
  9. It's possible to download MCMC?

    And If I want to help, where can I send models to Bioxx & co?
  10. It's possible to download MCMC?

    Ok, Thanks
  11. Tree Growth

    Why permanently? ... Is possible to make that the tree tries to grow after a certain time (7 days sapling-small, 7 days small-normal and 14 days normal-large) and if it cannot it will ee-check the next day (only one check per day
  12. Tree Growth

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted. I have read the discussion about trees and i have some suggestions: When a sapling grows, it grows into the small version of the tree and then, if there is enough space and a good level of moisture it grows into the medium version and finally, if there is enough space and a perfect moisture level it grows into the large version. Also, when you try to plant a tree in a not-appropriate climate it has only 25% possibility of growing into the small version of the tree and don't grow more. And when the climate too much different the tree won't grow. Excuse me for my english, i'm from Italy.
  13. My Ideas

    +Tables, Chairs, Bigger beds (4x4), Dying beds. +More flower pots, Hedges, Dyeable ceramic stuff (not molds and other things like gold pan). +Bear tracks in trees when you are 5 chunks within the bear spawn chunks (11×11 chunks). -Bear tracks are scratches on only first 3 trunk blocks of a tree. Bears can eventually leave scraches on logs, though if placed by the Player. -Bears bigger (not stronger). +Monsters spawn only in magic places and there are animals and hostile believable mobs in nature. -Humans are player-like mobs that want to survive, build, trade, get rich, accumulate resources (if a human find a resource and take it you must foind other resource or trying taking it by hook or by crook.), grief, steal, or simply have someone close. -Humans won't be work FOR you but WITH you if they are friendly. -If hostile they will try, depending on the level of hostility and the human himself, to steal, grief or eventually kill you and other humans -Relations between humans, they can be friendly or hostile and can create communities (an human can join or, more rarely, leave a community) and communities can be friendly or hostile among them. -Every human have him personal character, that will change their reactions to events (some of them will flee when attacked and some will fight. -Anyway, Humans are VERY RARE to find, I think I don't have to explain why. +Item physics. -Items more light than water float. -Some stone types, cobblestone types, rock types, gems types, blue steel don't burn in lava. -Stone, cobblestone, rocks, gems, metals, ores, don't burn in fire. -some food decay faster when wet (in the ground or the inventory during rain or 2 blocks underwater). -Light items move when there are wind (rainstorms or on hills). +Damage and effects change depending on the body part hit, for example; -Head: 150% damage 90% chance of stunning III 20% chance passing over armor defense (and then 50% chance of blindness and 20% chance of instat-kill) 2% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Body: 100% damage 50% chance of stunning II 1% chance of bleeding 15% chance passing over armor defense (and then 5% chance of instat-kill) 5% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Arms: 50% damage 1% chance of stunning I 10% chance ofbleeding 15% chance passing over armor defense (and then 25% chance of mining fatigue and 40% chance of weakness) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Legs: 75% damage 5% chance of stunning I 10% chance of bleeding 15% chance passing over armor defense (and then 80% chance of slowness and 2% chance of instat-kill) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Damage is calculated on the weapon's base attack. -Stunning I makes you see blurred for 0.25 seconds, when you take damage. Gives slowness I for 0.25 seconds. -Stunning II makes you see blurred for 1 second and doubled for 0.25 seconds, when you takes at least 250 damage. Gives slowness III for 0.75 seconds. -Stunning III makes you see blurred for 5 seconds, doubled for 3 seconds, and a red outline effect for 10 seconds, when you take at least 500 damage. Gives slowness IIII for 3 seconds, then slowness III for 2 seconds and then slowness I for 1 second. -Bleeding makes you losing 1-10 health points every second for 15-120 seconds. When you begin bleeding the games choses a random width for the injury between 1-10. You will take the same damage per second for all the duration of the effect, and the damage will be based on the width of the injury -Passing over armor defence won't comsume durability of the armor and will ever happens if the target doesn't have armor in that body part. -Piercing armor will give same effects as passing over armor defence, plus 10% damage a reduction of 5% of armor and weapon's durability. Space for more ideas... Excuse for my english, i'm italian. DD
  14. Mob Destroying Blocks

    I love the idea of mobs griefing but, for who dont want to change island, home, make that difficulty slowly increases with time in the entire world. Please, think on this. But i think is better if there are barbarians or cavemans. I will make a post about other hummans
  15. Tree Growth

    Explain me why it will be very heavy, please i will think on it.
  16. Tree Growth

    ------------------------------------I have a new idea; please think on it. My idea it's that leaves aren't blocks: Leaves are spherical-like areas, that have size based on the tree type,that appears ONLY LIKE A VISUAL EFFECT around TREE BLOCKS (That are like logs but have leaves around and compose some parts of the tree trunk) and give you slowness when you passes through them. Furthermore what a tree will be a tree able to grow when it have at least 1 TREE BLOCK and has at least 75% original logs (normal logs and "tree blocks") Yes, I know, it sounds VERY HARD TO CODE but i think that will be fantastic if works. Excuse Bioxx
  17. Alternate Weapon & Armor Damage System

    I LOVE yor idea Darmo. ))))))
  18. Mobs, Ages, Cavemen, Heat, & More

    i think is better if cavemans (better, humans) behave like a medium-tfc-player and they have super-variable behavior and reaction to external factors
  19. Tree Growth

    I don't know how it works... but i think it isn't hard to code... There are only 4 stages: saplig, s m a l l, MEDIUM, L A R G E
  20. Boats and Ships

    No please gems are rewarding to be found, i love founding gems, they're can be used for trading... I will love if gems can be foundin minerals like Kimberlite.
  21. New Ore Veins

    And three sightly different textures for poor normal and rich
  22. Martial skills and you, Being a Soldier/Mercenary

    I think TFC need what said by ratch and Jee-Host{gm}
  23. Animal AI / Behaviour

    Yes, I think that animals in Minecraft are stupid... We need more immersion in the Stone Age. The most important thing for a caveman was gathering food.