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Balthizarlucien

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Everything posted by Balthizarlucien

  1. Mill and Tavern

    Well soodlenoodle I am happy to see that you have quite the skill in building feel free to bring that skill to the Ursine Nation
  2. TFC++ Modpack

    I have actually been making some major revisions to this pack and plan on posting an updated config as well as changing some of the mods listed. The earthquakes were one reason for this as they always happened around me and far to often. Enviro mine was the culprit.
  3. The few times this happened to me it was due to lag on my end so I suspect the same is true for you a well
  4. It is an exceptionally light mod and uses an api called liteloader which is also tiny and easy on the processor.Speaking of the minimap, I am compiling one at the moment using that mod so we can all take advantage of what's around us
  5. [79.17] Whispering Willows

    I use voxelmap for a minimap as it is nice and light on the processor but you need lite loader installed to use it.
  6. [79.17] Whispering Willows

    Whispering Willows Seed: -7280377208745535969 Description A gentle rolling landscape greets you as you spawn into this seed. The forest that is spread across the hills is sparse enough to allow for beautifully cast rays of sunshine to dance across the many scattered lakes and ponds that dot this landscape. Each rich with nature's bounty. In the mild climate, you will have wonderfully productive summers and winters that are comfortably survivable. The forest itself is teeming with flora and fauna which will delight you at every turn. Visit Whispering willows for the scenery, stay for a lifetime! Surface Rock Conglomerate Major Tree Species Birch Aspen Willow Surface Ores Malachite Platinum Spawn Coordinates -52 x -8400 Points of Interest This seed is graced with beautiful beaches to the north, mountains to the south and a large freshwater lake to the east of the spawn point. There are many hidden gems in the form of ravines dotted across the landscape.
  7. Realistic Survival House Build

    The roof will definitely be tricky and I am not really sure how I will approach it. I am excited at the prospect of the shingling a bit more than the framing though. As for a guide, I can try but I won't promise how good it will turn out lol.
  8. 1) I am BalthizarLucien, an active member of this forum and an exceptionally passionate Terrafirmacraft player. 2) I originally hail from Maine but currently reside in the state of Colorado which sits within the mountain timezone. 3) Not currently but I am willing to download teamspeak as I am familiar with it and have used in extensively during my world of warcraft phase 4) this would take 15 pieces of Rich grade ore and an extra blank ingot mold to catch the remaining 25 units of metal. 5) I have been playing terrafirmacraft for several months but I have extensive coding experience with which I have dug into the source of TFC with. It has allowed me a deeper understanding of the mod as well as knowledge I could use to construct my suggestion posts that I have been making recently. 6) I too love to watch youtube heavily but I currently do not record any Minecraft videos. 7) I have been playing TFC alone for some time and I have found the lack of interaction disheartening. I understand the developers are against NPC’s but I personally do enjoy sharing the things I build with those around me. I am quite excited to get the opportunity to participate within a community who will be active as well as mature. I work quite hard on my builds and have always dreaded online play for that reason. I have a profile of the same name on a website called Minecraft-Schematics.com which I have posted quite a few builds on but have recently been dormant with as it takes vanilla builds and I have been playing this mod for a while. If you would like to see what I am capable of constructing, feel free to take a peek there. I look forward to joining the Ursine Nation and helping to expand the frontier a bit further north!
  9. Realistic Survival House Build

    This is not plank blocks chisels down. This is done entirely by hand with lumber pieces. I will be posting another of these when I finally get to that point again on the new world I had to build over again because the world had become corrupted and I lost all of it.
  10. Whispers #1

    Fifty annoyed dashiers slowly picked 9002 selkies from clean, new lobster cages.
  11. Realistic Survival House Build

    I haven't noticed any real lag to them except occasionally they refuse to render at startup.
  12. Improving TFC Terrain Generation

    Your concept is very ambitious. In order to have a plate tectonics system function properly there is no question you would need one hell of a beefy computer and a few hours of your time to waste whilst your map generates. You are right though, in such a system the terrain would be amazing.Let me explain why I think this would be exceptionally difficult to implement:To properly model plate tectonics you cannot just say "x is a plate and so is y. Where they collide you will get mountains" because honestly that would look terrible. Modeling plate tectonics has to consider a large number of variables:-Thermal convection currents from the planetary core to the surface.-Density of crust for any encroaching plates-Subduction melting rate-hydration of crust which contacts mantle- speed of each plate as well as direction- plate thickness-stone types formed based on specific conditions within volcanic regionsThis list is significantly longer but I am sure you get the point. It is going to generate absolutely stunning maps but it will take forever to generate initially and forget about including live updated tectonics because that along would crash the game because you are going to be well past the comfort point of the Java virtual machine. I agree that this type of terrain is doable as well. I could write the full terrain generator with all factors accounted for and the code cleaned and compacted in about 2-3 months by myself but it would be a behemoth project.One very important fact I learned whilst in college earning my bachelors degree fits this scenario perfectly: you do not need to make it really work. You just need to make the user think it works.In other words, trick the player into believing that your ai is very smart when in fact you used some very basic coding to make it act like it's smart.
  13. Improving TFC Terrain Generation

    According to nasa's study on LONG TERM survivability of humans under depreciated oxygen levels a human can live at 10,000 feet indefinitely. This was the figure I used so I know it is a bit off from the graph but I was assuming that it would be best to avoid trying to include acclimatization factors into the game as that would be a whole other ball of wax...I did take some assumptive liberty with these numbers for the simple fact of avoiding complicated code integration. You are right though in assuming humans are able to survive higher and lower altitudes than what I listed. I probably could simply find the highest constantly inhabited point on earth and use that as a reference too.The original point of the post though was less about the size of the land and rather about how to improve the overall process of generating it.So to deal with the height issue, the highest inhabited location on earth is 5100 meters above sea level which is 319 chunks.
  14. Improving TFC Terrain Generation

    This was a conversion error, yes sorry I will edit the post accordingly.
  15. Improving TFC Terrain Generation

    If we were using truly cubic chunks height and depth would be as "infinite" as the rest of the world. Minecraft's current physical limit on its terrain generation is a world that is +-30,000,000 blocks in both the x and y (z?) axis. This means that it would be feasible to have the same division starting at ocean level and extending the equivelent distance up and down. The nice thing is that we do not have to. We can make a few assumptions regarding a decent world size to limit to by again using the information of earth.To present this I will do some conversions for you :)Humans have physical limits of survival as the infographic shown on http://m.livescience.com/34128-limits-human-survival.htmlTo summarize our limits in terms of height and depth is fairly easy.The crust heats by one degree Fahrenheit per 70 feet of depth. Assuming we are not talking about situations that would kill us in 10 minutes we can dig to a maximum depth of 733 blocks deep before we will begin suffering from the onset of heat stroke. We can climb without supplemental oxygen to to a maximum altitude of about 658 blocks. Knowing this we can set our limits slightly above and below these limits to values divisible to increments of 16 for the cubic chunk design.World size for cubic chunksMaximum depth: 736 blocks deep ( 46 cubic chunks)Maximum height: 3072blocks high (192 cubic chunks) (edited due to calculation error... durr lol)This means the world will generate in super chunks that are 200 x 200 x 238 chunks per super chunk. This would still generate exceptionally fast with my system and result in a world in which steve can survive at the edges of.
  16. Improving TFC Terrain Generation

    I reviewed the source and unfortunately it doesn't appear to work at all like my plan does. It still uses 3d perlin Classic noise and has no erosion filters at all. What it has is a series of what appear to be multi block structures for terrain features like sand dunes. It is nice someone has taken the effort of trying to populate the terrain realistically but it is still stuck in the pre 2001 era of generation
  17. Improving TFC Terrain Generation

    I am glad you enjoyed it in answer to your question, it would take exactly the same amount of time to generate the height data and apply the erosion. It might be better using this method than trying to use the normal 3d methods currently implemented because again the only place land would be where it belongs, on the ground lol
  18. Improving TFC Terrain Generation

    Yes this is definitely doable but it really isn't a good idea having a finite world unless you somehow setup a realistically sized planet like map and loop it at that scale. If you did this sort of thing on a smaller scale you would run out of certain resources, have no way to encounter those animals and plants which don't spawn in your biome etc. If you are going to loop a map at planet size you might as well just not even bother looping it at all.
  19. Improving TFC Terrain Generation

    Finite worlds aren't really what will fix it, nor are they specifically a limiting factor to the type of finite water model you are describing. As both Bioxx and I said, preprocessed segments akin to a "super chunk" would allow for what you are talking about but Bioxx made a good point regarding the way Minecraft in particular handles processing.In order to achieve what I personally would like to see and I'm sure Bioxx would like to see as well, the algorithms needed to run it really should be moved to the GPU instead of further taxing the already taxed CPU but Bioxx is also very correct in saying that this is outside of the scope of this mod.To achieve real progress with terrain gen and environmental modeling would essentially require a massive rewrite of most of this part of the Minecraft source and that just ain't happening lol. Although Minecraft in general needs a massive rewrite anyway lol it's code makes me shutter and gives me nightmares whenever I think about it!
  20. Improving TFC Terrain Generation

    I figured that TFC1 was essentially done with large changes. It is good to hear that you have gotten a functional system working for TFC2 though. As for the hydraulic algorithm, not a problem at all Bioxx, I'm glad it was of interestSo from one programmer to another, are you using Simplex noise as your noise engine in TFC2 or did you settle on a different noise engine? The sad part about terrain handling in general when it comes to the sandbox genre is the fact that a majority of titles do in fact still rely on perlin noise and a vast majority also try to run from live load concepts which I think is worse than the use of perlin noise because perlin can be dealt with quite easily if you don't have to worry about live loading lol.Preprocessing sections and using cubic chunks are both far superior to the way Minecraft handles terrain right now but we work with what we've got ehh? Lol.Bioxx, I just had an idea if you wanted to consider it for climate modeling in TFC2.... You could rework that hydraulic erosion code and use it to model world temperature and precipitation a bit easier Instead of having it erode the physical blocks you could have it "erode" the precipitation and temperature values and "deposit" them naturally in areas which would see the weather carry warm air and rain with it. I have said this before but I will say it again... I am more than happy to act as a second (or third or fourth lol) set of eyes for code debugging or anything else you need. Just let me know
  21. Cthulhu magic would definitely be a nice fit thematically is some ways but I think that putting a fully articulated pagan religious belief system into a mod would be a relaxing, empowering and refreshing change from those things which distort ancient practices.Don't get me wrong, I am all for calling to the great old ones but it would be a theme shift from historical to dark horror occultism. And that would be fine for entertainment purposes as you said.
  22. [79.17] Mediterranean Mountains

    I am putting them here specifically for people to use lol. feel free as I gathered these whilst seed busting last week. I have about 10 more I need to do still as well.
  23. Realistic Survival House Build

    the world file got corrupted today I will be posting the new build as soon as I start it.
  24. Dynamic Tree Growth

    TFC Dynamic Tree Generation I wanted to make a suggestion regarding how trees are generated in TFC. Right now the diversity in shape that the trees have is really good but you still occasionally get trees that spawn weird. When you are generating a world and spawning in pre-made trees you are always going to get things like trees that spawn to close to cliff sides or trees that spawn in spots that would normally be to shady for them etc. There is little room for improvement to this type of tree generation which is why I will leave well enough alone in regards to these types of trees. Growing trees that come from spawned in saplings on the other hand do not need to be as ridged. Within the TFC world we have examples of trees which are mildly dynamic. Fruit trees grow in stages by slowly adding a branch here or a trunk there based on some determining function. So what are the components which make up a tree? I am sure we can all agree on the following list: Leaves Branches Limbs Trunk Roots But these are not what make up a tree in Minecraft. Here is a list for the standard Minecraft tree: Leaves Trunk Seems a bit too simplistic doesn't it? How about a fruit tree in terrafirmacraft? This is in fact the tree I am saying is a better model, right? Well here is its list: Leaves Branches Trunk Just one extra block and we already have a major improvement on the vanilla tree because it shows some basic level of structure. But none of these trees have a foundation nor are any of them dynamic in any way. With fruit trees the lack of variation is even more pronounced than it in in the vanilla tree because every fruit tree is precisely the same shape and every tree is also the same diameter. How can this be improved? Will increasing complexity mean that we will be increasing processor lag too?cause that's not cool man! Don't worry because honestly the answers have been hidden within even Minecraft's core code since they introduced blocks that connect dynamically like fences for example. I actually am also not the first person to notice this because I read this forum post [ http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/84568-improving-trees-and-player-behaviour-around-trees] a while back but heard nothing further about any development being done. The post had solid ideas for tree growth as well as seasonal changes etc but there was a few things of importance missing so let me layout my idea using the current TFC environment and block statistics to demonstrate my concept for you. What information does a block in Minecraft store apart from its position? Quite a lot actually. It can store its type, light level, hydration and with TFC it also can represent three distinct nutrient levels. All of these factors can directly impact how the tree chooses where to grow. Each category can also hold a specific value from 0 to 16 as well. Trees need food from the soil (nutrient type based on tree type), water (hydration value based on type), and most importantly light regardless of type. A tree should have each type of block I listed initially and they should be placed correctly to make the tree look right as well. Every block in Minecraft has 6 sides which means there are 5 potential connection points from which a new block can spawn but we can simplify this by adding specific limiters to every part of the tree or tree block type. We can also reduce the potential for strange generation by restricting the origin point block by type and ensure we do not end up with a trunk block floating amongst the branches. Lastly, to ensure each type of tree looks like it is supposed to there should be a type modifier present for each decision made by the growing tree. Now to the nitty gritty. How does all of the above correlate to create a dynamic tree? I will explain by walking you through the growth of a tree. Let's say it is the quintessential oak we all know and love from vanilla. Let me introduce bill the oak tree. Bill, like most of his family loves to grow tall and spread his limbs wide to gather as much sunlight as possible. Bills family is also known for having broad strong trunks in their old age as well as massive but shallow root systems that cover beyond their leafy crowns like fingers hungry for nutrients but right now bill is but a tiny sapling. [translation: horizontal growth received a slight modifier over vertical growth, both are preferred over downward and the height limit and limb length in perfect conditions is preset to a fixed block count of 43 blocks tall and 22 blocks from the trunk to the end of the branch] The first job of a sapling is to expend their energy growing a deep taproot looking for ground water. Bill's taproot can range anywhere from 8 - 12 meters deep unless rock is found first but rock is ok because rock layers usually collect the water bill is looking for anyway. You see, bill is a very thirsty sapling and without his water he will die. This taproot is like Bill's underground trunk. It varies in size just as the trunk above ground does but doesn't care about the light level at all. Once bill has found either rock or significantly moist soil he begins to stretch his branches. [translation: depending on the tree species the moisture level requirement will vary slightly but the roots will behave the same as the branches above. They will weight the nutrient level and moisture level of each neighboring block to determine which block will be converted from fine roots (underground equivalent to leaves) to simple roots from simple roots to medium and from medium to large following the same growth formula as the branches above except using hydration and nutrients to drive growth rather than light.] As Bill grows and adds more leaves he begins to lean away from the shade of the other trees so he can get to the precious sunlight. He does form a bald spot on one side because Bill isn't going to waste time trying to keep those leaves alive when they do so little for him. [translation: at every growth tick the tree measures the light levels of the faces of the leaf blocks to find the highest light value available. If that light level is above the threshold of growth then the original leaf block converts to a branch and spawns leaves on four of the five sides leaving out the bottom. If a branch block has a neighboring leaf block convert to a branch it subsequently converts itself to a limb block. If the limb ends up with a limb branching off it will convert to a trunk segment. If a trunk block has another trunk sprout off of it then the trunk shifts from a 1x1 to a 2x2 and so on down the line depending on its species and their max girth.] Now that bill is old enough he can start producing acorns. These seeds will be the next generation of his family but they are also food for many of the wild animals that call Bill home. Even though bill grew slightly askew and bald on one side he looks amazing and he is especially proud of his leaves as he drifts off to sleep for the winter. [translation: each tree produces seeds in some way and each has their own germination rate as well as potential for food. The oak drops acorns which are delicious roasted whole or roasted then ground into flour. The leaves of any tree should continue to change color but should be able to phase between two textures minimum; leaf buds and fill leaves. The leaf bud block would be almost completely transparent where as the full leaves would be a thick canopy.] I hope you could make sense of what I am talking about with the story of Bill. Each tree in nature is unique and special but the majesty of a forest is sometimes lost within Minecraft because of sameness.
  25. Standalone TFC?

    Minecraft already has built in code to handle the render distance etc. As I stated in my post someone has already achieved this in earlier versions of Minecraft with some impressive results.