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Posts posted by Diego il Catanico Jr
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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 generator that puts 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.
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For me the only thing needed is: less overhangs (no cave-ins) and more variety in mountain shapes
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On 29/8/2018 at 5:18 PM, vladthemad said:Heck, I'd use these if you made the cobble, brick, and smooth versions of them. I'd stuff them in my custom resource pack for 1.7.10, even if they didn't end up in the redo to 1.12.
I'm busy these days, i dont think i will do that for a while, if you want you can try.
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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
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28 minutes ago, Pyr0mrcow said:My one complaint is that the Blue Steel design looks a slightly more carrot-like amalgamation of the regular Steel and Black Steel designs, while Red Steel looks amazing and unique.
Well that was the point when i designed them, i think it's intentional...
29 minutes ago, Pyr0mrcow said:The original Red Steel armor specializes in blocking slashing damage, and both of the current Red Steel shapes look good for catching/moving a blade slash.
Blue Steel is meant to block Pirecing damage.Well i didn't remember this but, actually i got it luckly right: to me the blue steel looks appropriate for blocking piercing (a large, well defined surface) while the second alternative of red steel looks perfect to block slashing.
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First, mosters should spawn only deep underground and in specific conditions/places.
The main feature would be a more dangerous and more 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 16 meters from them).
- Wild animals should get scared when the player runs or jumps.
- Wild animals move or run away and get at least 32 blocks away from fire and 8 blocks from torches when held. Domesticated animals should get closer, but not more 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 away too, 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 tamed wolf 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 farther at 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 chickens wil 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 fly please 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 dangerous without 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 work easier 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.
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Oh thanks that's just what I need
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How is development going?
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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 metal overlay and 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.
SpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerSpoilerActually i just discovered the spoiler instrument ur mom giey
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On 8/6/2018 at 6:17 PM, Diego il Catanico Jr said: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?
We could have 2 textures for every shield, one for the interior and one for the exterior... the model would be generated by the interior and 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 still put 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.
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2 hours ago, eagleyes005 said:This could work...
Yes. Maybe without the vertical metal stripe in the interior it 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.
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17 minutes ago, eagleyes005 said:We should keep textures multiples of 16x to make models creation easier.
17 minutes ago, eagleyes005 said:Ho, yes. I liked this shapes of shields. Can i work whit some of these?
of course yes, they're here for that
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I made (front) shapes for all shield tiers, not textured or modeled yet.I designed the shields, i didn't really like 16x16 shields that were being designed here (thought, good textures were being made, sorry). I think shields should 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.
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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
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Limestone, Shale, Conglomerate, Chert: 0.75
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Claystone, Marble, Phyllite, Slate: 1.0
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Dolomite, Gneiss, Rhyolite: 1.25
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Quartzite, Dacite: 1.5
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Gabbro, Andesite: 1.75
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Basalt: 2.0
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Granite: 2.25
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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 help0 -
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10 hours ago, Bunsan said:Just be aware implementing anything like this will be a little later.
I know, but telling before is better. And some suggestions if accepted before the mod is complete could be easier to implement rather than if the mod is already complete.
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I have been testing textures:
-Andesite has been modified and can now be rotated/reflected in any way;
-Basalt can be rotated/reflected in any way;
-Chalk can be rotated/reflected in any way;
-Chert can be rotated/reflected in any way;
-Claystone can be rotated/reflected in any way;
-Conglomerate has been modified and looks good rotated/reflected in any way;
-Dacite can be rotated/reflected in any way;
-Diorite Has been modified and can be rotated/reflected any way;
-Gabbro has been modified and can't anyway be rotated 90 or 270 degrees as it looks bad;
-Gneiss must not be rotated 90 or 270 degrees as it looks bad;
-Granite has been redone and can be rotated/reflected in any way;
-Limestone must not be rotated 90 or 270 degrees;
-Marble has been modified and can now be rotated/reflected in any way;
-Quartzite can be rotated/reflected in any way;
-Rhyolite can be rotated/reflected in any way;
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6 hours ago, MiaMia said:On most servers, "dry" areas are mostly unpopulated, because everybody prefers to build their starter base close to a clay source and most people never end up moving.
I don't see how this is a problem... You should expect lìfinding less people in dry climates and deserts.
Anyway, I don't think we need this. Sure sometimes clay is hard to find, but life is sometimes unfair, too.
Thought some things should be tweaked and changed in the world generation, i think i will make a suggestion sooner or later.
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Well honestly i wasn't expecting that... But im not sure, we should test the rotation for all stones and with bigger grids. I think im'g going to edit them a little (that ugly 2x2 square on the diorite!!!).
Anyway
56 minutes ago, eagleyes005 said:like the diorite one, it look like vanilla ice cream haha, sorry
LOL here in Italy we call that ice cream Stracciatella... However, the diorite textures is one of these that i like most, i think it's subjective with the diorite if you like it or not.
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1 hour ago, eagleyes005 said:The latest versions of minecraft add roation textures, this could solve the grid like partern.
I know, but it is really complicated to make textures that don't look bad by doing that. With vanilla stone it's easy because it only uses 3 shades of gray. Thought you could try doing that, if you think you can.
I will be doing cobblestone, bricks and other textures if the devs say that they agree on changing at least some textures: Andesite, Basalt, Chalk, Chert, Claystone, Comglomerate, Dacite, Diorite, Gabbro, Gneiss, Limestone.
Also i think some of these textures look more vanilla than most TFC stones. If devs don't agree I think i will be doing just a texture pack.
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Uhm i realize now that giving textures the way i did it's a bit complicated, as you have to rename them when downloading, is it a problem for you?
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For what I understand, in vanilla the damage depends almost linearly on the cooldown: so if you manage to hit the enemy with a weapon that has 4 seconds cooldown 2 times in 4 seconds or 1 time in 4 seconds the total damage nearly is the same.
So WTH is the point of all cooldown mechanics??? Annoying players?
When they first implemented cooldown the eqution was not linear but exponential. I think that was a way better solution, as it would really give a reason to wait for the cooldown to end.
The equation should be then d*(t/c)^2 with d being the weapon damage, t the time passed, c the weapon cooldown time.
This way a sword that deals 200 damage and has 1.25 seconds of cooldown will deal:
8 damage if used every 0.25 seconds, wich in 5 seconds will deal a total of 160
32 damage if used every 0.50 seconds, wich in 5 seconds will deal a total of 320
72 damage if used every 0.75 seconds, wich in 5 seconds will deal a total of 480
128 damage if used every 1.00 seconds, wich in 5 seconds will deal a total of 640
200 damage if used every 1.25 seconds, wich in 5 seconds will deal a total of 800
Also, you shouldn't be able to use the weapon until it is at 50% cooldown (to avoind spamming to keep away the enemy or similar behaviours)
Another suggestion, the swing speed should also depend on the material of the weapon and on the skill of the smith. A broze mace is way heavier than a steel or wooden one and a skilled smith would make more balanced swords.
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On 18/5/2018 at 2:23 AM, Bunsan said:Pixel Art Needed:
- Fruit tree bark textures. I'd like to have unique bark textures for various fruit trees.
Do you like these?
Banana
Cherry
Green Apple
Lemon
Olive
Orange
Peach
Plum
Red Apple
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I have made this suggestion on TFC+ forum, it would work here too:
https://www.reddit.com/r/tfcplus/comments/8e34qf/hi_dunk_i_have_a_few_suggestions_heres_three_of/
Time ago I made some new/modified versions of TFC stones. Some were kept unchanged, some were slightly modified and some were totally re-made. I have tried to make them grid-like pattern-free.
Andesite
Basalt
Chalk
Chert
Claystone
Conglomerate
Dacite
Diorite
Gabbro
Gneiss
Granite (Not sure if I like it, but still gives me more the idea of granite (don't judge me for using vanilla granite))
Limestone
Marble
Quartzite
Rhyolite
If you liked the idea to replace these textures, I could make all the other variants, dirt, sand and gravel included... thought im not really expert in texturing and the result could be horrible. i will be trying at least.
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On 11/11/2017 at 9:35 AM, Little Whispers said:It's usually just who ever can click the fastest, and now with the newer updates, It's still who can click the fastest while timing the attack charge bar.
If one good hit of sword was enought to kill someone, like irl, this wouldn't be a problem.
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