Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • 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."

Search the Community: Showing results for tags 'food pyramid'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Found 1 result

  1. Animal Spawning Mechanics

    It seems pretty likely at this point that TFC2 will feature lots of animals. And, to do justice to this, I feel like there should be a better system in place than the Vanilla system of spawning animals once and that being all you get. Basic Principle: With this in mind, I propose that there should be an island-based system for spawning wild animals. Essentially, when an island generates it would generate a list of species that can spawn on that island, based on climate zones, and probably some randomization. Then, based on the numbers of hexes meeting certain requirements (altitude, tree cover etc.) it would determine how many of each species of herbivore it could support. Then, based on that, it would look at a food web to see how many of each species of predator the prey population could support. This should probably be made to favor a larger number of predators than would be realistic, because otherwise we would never see any predators. The island would then generate with the correct number of animals spread across it, with some bias for various locations based on the type of animal (i.e. bears could be more likely to spawn near rivers and fish from them (which would be really cool)). Then, if the count of the animals becomes unbalanced, due to the player hunting, or predators killing prey animals the population could regenerate through random spawns. (Alternatively, animals could start to reproduce when the balance was messed up, but because of the limitations of chunks loading and unloading, and the likelihood of animals being separated from mates, this probably wouldn't work.) This system would ensure that an island will never be over hunted, and that you will never be able to completely clear an area of bears etc. For Example: Disclaimer: All numbers and animals used in this are examples, and wouldn't be used in a final plan, as the animals may/may not be included and may/may not actually spawn temperately Step 1: An island generates with a temperate climate, and flat terrain. The list of animals that can spawn on such islands includes bears, deer, sheep, cows, boars, bison, goats, cougars,wolves, squirrels, rats and raccoons. Step 2: A randomizer determines that only sheep, bison, goats, cougars, wolves, squirrels and raccoons can spawn on the island, making sure to choose at least one large predator, and a few large herbivores and decoration animals. Step 3: The island has 307 land hexes. Each bison needs 20 hexes, while sheep and goats only need 8 hexes a piece. Each type of animal is allocated 102 land hexes. As such, the island can support 12 sheep, 12 goats and 5 bison. Step 4: Each wolf needs 4 prey animals, and each cougar needs 10 prey animals. The island can support a total of 27 prey animals. Thus, there are 13 prey animals available for each, meaning the island can support 1 cougar and 3 wolves. Step 5: The animals spawn in the island with the world generation, with reasonable spacing between the groups. Squirrels and Raccoons spawn and despawn similarly to most hostile mobs in vanilla, and could be kept from despawning by players by some method like the nametag. Now that the island has generated, say that the player hunts down and kills a bison. Now that there are only 4 bison, a 5th bison will be able to spawn. Because animals generally spawn in herds, the game could either spawn it with a herd, impregnate a bison at random, or wait until more are killed and form a new herd. If a cougar or wolf kills a sheep or goat, the process would be much the same. Now, say that the player successfully domesticates two sheep, and begins to breed them. Soon, the player ends up with 7 captive sheep, bringing the island's total population up to 10 sheep. Now when the wild sheep are killed off, they do not respawn in the wild and eventually only the domesticated sheep are left, but there are now 20 sheep, far more than the island would normally support. At this point, I am not sure what should happen, but there are a few options. - A: Nothing would happen aside from no more sheep spawns. - B: As the number of sheep reaches the island limit, they begin to use up the hexes allocated to the bison and goats, causing them to stop spawning. - C: As the population of sheep increases, the island becomes able to support more cougars. So what I am asking with this, is should the actions of the player influence the balance of the environment? I am personally all for that idea, because it is always cool when actions like that mess with the environment, but it would mean the population capacity for each type of animal would have to be dynamic, rather than being calculated once when the island was generated. Anyway, I have typed now for long enough, and would like to know what you guys think and hear some other ideas. EDIT: Also, I meant to put this under suggestions. let me see if I can move it or not…