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Balthizarlucien

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Everything posted by Balthizarlucien

  1. Soups.

    soups and stews were amongst some of the first types of prepared foods in human history. using a clay vessel one could easily make a soup, porridge or stew that could be consumed to improve both hydration as well as nutrition. personally though if it were to be included I would have to also include a simple vegetable request (peas) as well because it not only is amongst one of the oldest soups but happens also to be my favorite type of porridge as well! Peas porridge hot! Peas porridge cold! Peas porridge in the pot nine days old! Some like it hot! Some like it cold! Some like it in the pot nine days old! This very old rhyme exists because porridge was actually kept in a large vessel over a fire and food was simply added to it over time. What the nine days refers to is those who like what became of the porridge after having been continuously heated, hydrated, new veggies added, more meat of possibly different types etc and to be Honest I actually enjoy Peas Porridge in the pot nine days old. Oh great... now I am hungry. Good thing I saved the hambone mmmmmm.
  2. Dynamic Tree Growth

    Well it appears as though emris is working on exactly this very thing! Very cool thank you for letting me know kitty Emris, if any of this post turns out to be useful then I am glad, keep up the awesome work!
  3. Bad Spawn Points

    I was seed busting from a work computer running windows 7 I will see if I get the same crash here at home. If I do I will definitely give you the crash log. I will also send the crash log from my work machine when I get back there Friday just in case.
  4. Domestication Through Mendelian Inheritance

    I was aware of pheasants in TFC but I'm also aware they cannot be bred. I think that it would be neat to be able to breed all of the animals on my list. It would allow for a very diverse and climatically themed farms. And every animal on my list has been bred in captivity and a big number of them are even commercially farmed as well.Thank you for letting me know that TFC is open source as that was something I did not know. I will probably spend several hours pouring over the code now so I can get intimately familiar with the inner workings of it. If I find any bugs or logic errors I will be happy to pm you about it
  5. Domestication through Mendelian Inheritance The concept of Mendelian Inheritance is in fact a rather simple one, as it is actually commonly taught to most US students (I cannot speak for other countries as I do not live there, sorry) in roughly 7th grade. For those who do not know I will sum up the concept for you. Starting in 1856, a man by the name of Gregor Mendel began conducting experiments on his pea plant garden these experiments ran until 1863. During this time he discovered and recorded some remarkable things which apply to every order of animal and plant but for the sake of this post I will be discussing the base concept as it applies to animals. Every animal has a set of characteristics unique to that individual alone. Shared traits are the result of a single mutation becoming a desired or useful trait in the species which allows it to survive and reproduce. This is the theory of evolution by Charles Darwin. Mendel took this a bit farther by showing we can actively change organisms by artificially selecting a breeding partner which carries traits which we wish to have in our final animal, plant or otherwise. Mendel created the concept of recessive and dominant traits and worked out how these could be applied to breeding with a simple chart. You first need to know what will be dominant and what will be recessive before making the mate selection if you are going to get the outcome you are looking for but; the chart below shows an example of this with human eye color. In this example I need to tell you that blue eyes as well as green eyes are recessive genes and brown eyes are a dominant gene for the chart to make sense. On the side is the genes of the father and across the top is the mother: Brown Blue Blue Brown Blue Green Brown Green As you can clearly see there is a 50% chance of the offspring having Brown eyes, 25% chance of the offspring having blue eyes and a 25% chance of the offsprings having green eyes. This is of course simplified way beyond a reasonable level but you will note that there is no chance that the offspring of this pairing will produce hazel eyes or some other color as it is not represented here. What I propose is a set of traits for the breeding of wild ancestors of livestock so that you are able to create breeds which are unique to your world and fit the outcome you are hoping for. These categories would have of course normal variation but within each category is recessive and dominant traits that, much like the eye color above, could be used to determine the way your individual livestock offspring turns out. This is how humans have been domesticating plants and animals for thousands of years and how we continue to do so even today. As for mod development, I understand that this can be a bit challenging to code, as I am also a professional programmer, however it is well within the realm of possible as it relies on simple programming practices such as switch case statements and basic genetic algorithms. I will try to steer clear (no pun intended lol) of talking about AI as I do not know if Minecraft actually uses the Finite State Machine model as I suspect it does so I will simply describe the animal’s appropriate behavior and leave the rest to Dunk The traits I believe would be most useful are listed here: [*]Size [*]Color [*]Horn/ Tusk/ Antler/ Spur Size [*]Temperament [*]Number of Offspring and or Fertility Rate [*]Natural resistance to hot or cold climates [*]Strength [*]Intelligence [*]Perception [*]Volume of Production Each of these traits can be sub divided into recessive and dominant genes and because my Menagerie listed below are all real animals much of it already has been. Those which refer to purely game statistics of course would need to be determined to fit the proper desired game mechanics as wild animals should still breed amongst themselves but I will describe each trait below for you as I am sure some sound a bit vague. Size This one is fairly straight forward. Size typically is a trait in the wild which leads to either dwarfed or giant versions of animals and which allows humans to breed chihuahua dogs that fit into a tiny purse. Of course what part is dominant and what part is recessive in the wild is mostly based on living conditions. Island Dwarfism is the result of a limited amount of space, food and water. The megafauna of the late pleistocene was due to an over abundance of grass like foods. If you are looking for smaller animals then breed smaller mates but in the wild bigger is typically always better. Color This one plays into another feature further down the list but is very important when you think about it. Animal colorations all mean something. A white tailed deer is a soft brown so that it can blend into its forest surroundings without worrying about predators being able to pick the deer out but; they also have a striking white tail. This is a warning to the rest of the deer that there is danger and that the herd must flee. So, color could be a warning or camouflage depending on what it is used for. Essentially every mammal is also susceptible to albinism so if dunk sees fit he may add that in but remember that this would most definitely be a highly recessive gene. Horn/ Tusk/ Antler/ Spur Size Size is again important. If you wanted a boar as a guard animal (they are very dangerous animals for those who may not know) then you may wish to breed males with larger tusks so they can do more damage. For those of you who are tired of taking damage from a freshly domesticated Junglefowl may be looking to breed that annoying spur right off the rooster’s foot. Again is it entirely up to what you want. Now I know that spurs will not be able to be clearly rendered dunk, but you could simply vary the damage it does so that if someone wanted a flock of attack chickens they could breed them that way lol > Temperament This one is very important and we actually have a study to go from that took place in Russia where they eventually bred a tame fox species. [http://en.wikipedia.org/wiki/Domesticated_silver_fox] Temperament determines how aggressive or docile a species is. In the wild aggressive behavior can be a huge benefit, especially to solitary animals but on a farm, it can be highly dangerous. You can breed out aggressive tendencies by simply removing more aggressive animals out of the breeding pool and onto your dinner plate Eventually you will have yourself a docile, friendly version of the animal which will not attack you every time you walk by. Number of offspring and or fertility rate I have played and watched enough terrafirmacraft to think that I may want a pig that does not cause a pig-splosion every time she gives birth… and having a few extra cows would be nice. With this trait you can breed towards a high chance of producing less or more offspring simply by continuing to breed a line that produces at the rate you wish. In the wild having more babies is beneficial to more aggressive animals but for herds of grazers, having less is better as it permits the herd to protect their young better. Natural resistance to cold or heat This one would be a fun feature to play around with because you could breed shaggy cows or hairless dogs! It really depends on what you are looking for. This gene would be climate specific in the wild and would control fat and hair production so if you are planning on breeding larder pigs then you are going to want to get them from colder areas but if you would rather produce mutton and milk as opposed to producing wool then you would need to find yourself some warmer climate sheep. Strength Right now there is no way for you to hook up a cart to an animal or to use an animal to pull a plow but you can use donkeys to carry things for you. If you wanted to add carts and plows dunk I am sure lots of people would be behind you but otherwise this gene may be useless by itself. Strength is self explanatory and could be used to improve an animal’s carrying capacity. Intelligence I know I promised not to talk about AI but it is a bit hard to avoid. The reason this one is so important is because “smart” farm animals are typically harder to contain but are excellent students when trying to teach them how to perform certain actions such as riding or truffle hunting. This would be something that would allow you to fine tune your animals a bit easier for the jobs they are to do and would come into real play when dealing with any of the animals you would like for pets. Perception This is a gene that would be exceptionally useful in the wild. It has three main components: Sight, Hearing and Smell. This is how we took a wolf and created the bloodhound from it. If you are planning on hunting truffles then you will want to take your docile pig line and breed the ones who have the higher success rates when finding truffles in the ground with their snout. If you want a falcon to be your hunting partner then you will need to breed those which are good hunters (they rely on sight). These features are the ones we typically breed our pets for but could apply to a bunch of different breeds and can be effected indirectly by things like longer hair length. Volume of Production This one is one which I actually saw a mod for a long time ago. This is the set of genes which determines output of meat, wool, milk etc from your animals. By using this gene correctly you can increase your yields or create varied sources for certain products like milk. I am sure that many people know about cow and goats milk but were you aware that sheep are also used for milk production? If you said yes then the chances are relatively high you are not from the United States as sheep milk is exceptionally rare here. But wouldn't it be cool to have a dual purpose animal on your farm that gave you two renewable products? I sure think it would be. As for player GUI implementation, I was not thinking that very much would be necessary. simply a skill that can increase with different interactions with animals such as feeding, breeding etc. This would be similar to the existent system for seeds which have them displaying a specific nutrient when your agricultural skill is high enough, you could tooltip the gene data of the animal at a certain husbandry level. This would of course be difficult to exploit but would give people a way to see where their animals are within the genes and breed accordingly. My Plan is to list 10 prey animals (Livestock) and 10 predatory animals (mostly for pets and population balance) I am slowly working on populating these two lists as I think that these animals would truly round out the natural world as well as the Animal Husbandry aspects of Terrafirmacraft. Hopefully you all both understood my ramblings and enjoy the idea enough to comment but Thank you for at least reading this. Prey animals Species name Aurochs Male Height 160 - 180 cm Weight 700-1500 kg Distinct feature Large pronounced horns which curve toward the front Color black-brown with a small light eel stripe Product Beef, Work Animal (plowing, pulling etc), Leather Female Height 135-150 cm Weight 500-1000 kg Distinct feature udder (barely visible), reduced horn size but still pronounced Color reddish brown Product Milk, Beef, Leather Fertility 40-60% chance # of Offspring typically 1, twins 1 in 7 births Gestation 270 days Eyesight bad depth perception (will stop at shadows to check for hole) normal color perception (better at seeing short wavelength i.e. green, blue) good movement acuity and 300 deg vision Hearing 23-35,000 hz frequencies Smell Excellent, can detect orders from up to five miles away (obviously needs some scaling lol) Social behavior Unisexual Herds. Males fight for mating rights during spring, occasionally leading to death or injury. The Aurochs are grazers that feeds on bushes and tree branches during winter. Temperament Neutral but highly aggressive if threatened Species name Bezoar Ibex Male Height 80-120 cm Weight 85-100 kg Distinct feature Large Scimitar shaped horns on top of the head as long as 144 cm also has a pronounced beard Color grayish to brown coat often with redish tint and dark brown or black stripes on the face, anterior leg surfaces and along the spine. Product Meat, Horns (could be used as tool material or a weapon) Leather, Pack Animal Female Height 50 - 80 cm Weight 25 - 35 kg Distinct feature Teats for milking, Less pronounced horns and little to no beard Color grayish to brown coat often with redish tint and dark brown or black stripes on the face, anterior leg surfaces and along the spine. Product Meat, Milk, Leather, Pack Animal Fertility 75%-80% # of Offspring 1-3 normally Gestation 147-180 days Eyesight Excellent depth perception (can easily jump 6 feet across a gap in a mountain and land on a tiny flat spot) Excellent Color Perception (can distinguish all colors and have exceptional night vision) Excellent movement acuity and 340 deg vision Hearing 78 - 37,000 hz Smell Excellent sense of smell (helps with feeding to prevent eating poisonous plants etc) Social behavior Unisex Herds, rutting similar to Aurochs. Temperament Neutral (Will flee if they sense danger and will only fight if cornered) Species name Eurasian Wild Boar Male Height 110 - 125 cm Weight 300–350 kg Distinct feature Large Tusks, Mane that runs along their back, thick subcutaneous tissue comprised mainly of dense fat that acts as armor against mating challenges, predators etc. Color Highly Varied, white to black through the red and brown ranges Product Meat, Hunting Companion (truffles or big game) Leather, Mount?(they are big enough…) Female Height 80-90 cm Weight 80-100 kg Distinct feature no visible tusks, much smaller than males, no mane Color Highly Varied, white to black through the red and brown ranges Product Meat, Hunting Companion (truffles or big game) Leather Fertility 80-85% # of Offspring 5-6 piglets and litters up to twice a year Gestation 108 to 120 days Eyesight terrible. cannot distinguish human figures at ranges of 15 meters Hearing 42-40,500hz Smell Excellent sense of smell. can detect truffles below 1 meter of dirt. will dig up dirt to reach food as well. Social behavior males are independent but females live in very closely related herds between 20-100 individuals Temperament Aggressive
  6. Domestication Through Mendelian Inheritance

    ~public float size_mod; //How large the animal is This equates to the same Size modifier I was talking about. It appears that the way size is handled is really good but I believe that you could modify this to allow for significantly larger variations within a single species. With the inclusion of a genetic algorithm you could enable dynamic size modification to the base size according to survival rates which would allow for the wild population to adapt according to terrain, food, water and other environmental factors but you may need to include a basic (but appropriate) dietary tracking to each animal class so you can use a nutrition variable to adjust the animals health as well as fertility and size. ~public float strength_mod; //how strong the animal is This is basically the same as well! I would like to see this stat influence things like carrying capacity and cart pulling (to give a reason for roads but also because it would be nice to have some way to transport the equivalent of a large chest worth of goods) but I understand if that would tweak mechanics in the wrong direction. ~public float aggression_mod = 1; //How aggressive / obstinate the animal is This is very close to the stat I was talking about called temperament and acts roughly the same as well. domestication is domestication no matter the name ~public float obedience_mod = 1; //How well the animal responds to commands. This could equate to intelligence but I again do not know if Minecraft uses a Finite State Machine model to control AI. If it does, you could incorporate some useful and trainable traits like pigs which root through dirt for food. If you added this and things like truffles I could have a truffle hunting pig lol. You should also include some AI which are either only very specifically useful or generally useless to enable a visible range of intelligence. For example, you could add a basic AI script which has a rare trigger like (if block.snow == true) the animal will flee. This would essentially force a migration south and cause the animals to vacate a given area. ~public float colour_mod = 1; //what the animal looks like this is a no duh stat. I might make one expansion here though dunk. You could make this influence more than just the visual appearance of the animal. Incorporate the color into the mob detection AI for each animal so that if an animal is born with a color that is not able to be easily seen by a predator it would influence the local population. That is of course just a thought. It would however allow players to create camouflage by picking the correct color clothing or armor to wear which would be really cool. Heck, you could also allow for the animal to pick from a random range within the spectrum and use the skin transition technique as well to allow for a broader range of coloration and patterning. Implementation would be very simple because you could use the way trees change color to shift the animal's color just ensure you use greyscale skins for the animals at that point. Of course again I am talking about a genetic algorithm to incorporate inheritance here but I am sure you knew that. ~public float climate_mod = 1; //climate adaptability I am glad to see that you have included this. Climate adaptability could yield some very interesting effects if you added them correctly you could, for example, increase wild sheep wool drops from a modifier associated with this. The same goes for lard from pigs etc. You could also scale the model size for the body segment, leg segment etc to display the "extra bulk" the animal is carrying. You could even implement the same transition of texture I mentioned before to display a coat length phasing from exceptionally short haired to extremely (almost borderline crazy) long hair. This could then be used to display not only coat adaptations but also things like the difference between a winter coat and a summer coat. That would be a very nice touch which would most likely take very little actual code as the transition code has already been written for food public float hard_mod = 1; //hardiness This call I am not sure of. What is its intent? Is Hardiness its resistance to damage or is it a resistance to an environmental effect or even possibly an increase in the animal's hit points? I would love some clarification on it as I am sure a bit of thought was included with its use but with so little code to reference I can only infer. The calls which you could add to this would be the following: public float horn_mod = 1; /* This would accurately represent the extra damage done from animals which have horns, tusks, spurs or the like as these are intended by nature to be used as weapons. */ to include the horn_mod to the damage I would use a simple if-else statement like this: if(horns == true) { int var2 = (int)(TFC_MobData.WolfDamage * getStrength() * getAggression() * horn_mod() * (getSize()/2 + 0.5F)); } else { int var2 = (int)(TFC_MobData.WolfDamage * getStrength() * getAggression() * (getSize()/2 + 0.5F)); } Senses As I am unsure how the Minecraft Client handles mob detection I cannot write an example for you to understand my thought process but I can give you a mod to reference that handle similar functions... Zombie Awareness – This mod contains hearing, smell and normal sight. I am sure it is a simple block detection method it uses to reference but that is a guess. Volume of Production This would be a bit more difficult to control but I think it would make or break a breeding and animal husbandry system as it is the primary reason we breed livestock in the first place. There are products that animals produce that could simply be varied for output. Wool is a good example. When shearing a wild sheep from a warm climate you should only get a small amount of wool. When shearing the same sheep living in a cold climate it should drop more wool. This trait could easily be bred for by the same means as any other inheritable. You should determine what the maximum feasible output could be (I can look into sheep breeds and tell you if you want) and then simply create another sliding scale. Output of product could even be applied to offspring. You would simply create the function for the output of a product and then feed in separate adjustable variables [one for each possible product] to generate said output be it milk or calves. These are simply my own suggestions regarding the traits in each animal and with the addition of the other two it would really round out animal husbandry and make breeding a very customizable. Overall Dunk, the animals you have made are all very well written and are decent representations of their realistic selves. I am simply interested in helping Improve them so that they are able to be more variable in the wild and allow for players to be able to feel a strong sense of accomplishment in creating their own breed of livestock just as they do when they Finally craft that first piece of armor or build the epic house of their survival dreams. The breeding segment of TFC feels a bit weaker in implementation as compared to the rest of agriculture and some of these simple changes would really boost it to the same level. If you would like me too I will continue to collect the research needed to fulfill these traits for the rest of the animal lineup I mentioned as well as reference images for whomever built those impeccable models. If I was better at modeling I would offer to do that as well but I am by no means an artist. were there any animals I named that you do not approve of Dunk? ​[re-postedfor reference] Prey Predator Aurochs Timber Wolf Bezoar Ibex (goat) Fox WIld Boar Mountain Lion Mouflon (sheep ancestor) Owl White Tailed Deer Falcon American Bison Snake Red JungleFowl (chicken) Crocodile Mallard Duck Wild Cat (typically known in Great Britain and its also endangered... ) Przewalski Horse Bear American Wild Turkey Badger Eastern Cotton Tail Pheasant
  7. Bad Spawn Points

    I have been seed busting all day and have only found these two seeds Kitty. One was not a bad spawn point but it actually crashed my game. Bad Seeds 2411486809862782029 triggers game crash 6894595891353453974 treetop spawn (non fatal I lost about 1/4 health. I figured that spawning on a tree should be the same cause all the time) -7584882269630403906 Top of a tree next to a ravine -1255341030899943590 Top of a tree, fall damage 226 I have cycled through roughly 125 generated worlds thus far and still haven't found a seed that kills me yet. I am gathering a nice collection of seeds for the seed forum though, so that is nice I will be composing each seed as their own post as soon as I get bored with seed busting lol Just thought I would add that the current terrain generation methods seem very rock solid minus the occasional floating islands which I'm sure are super hard to get rid of anyway. Feel free to send me other debugging or generation type tasks if you want, I am happy to act as a live beta tester for you if you want testing or simulation done.
  8. Realistic Survival House Build

    I think I fixed them now... sorry. I posted them to a third party site yesterday and I must have grabbed the wrong link when I put them here
  9. Standalone TFC?

    I know I would buy it myself. You could develop it in unity3d and have ultimate finite control over every aspect instead of needing to force a nightmarishly poorly coded game to do your bidding. If Bioxx does decide to try this I have a suggestion for him: think about cubic chunks Bioxx. It will reduce the amount of active blocks significantly and will make creating realistically scaled environments so much easier... Heck if it isn't super difficult to do (I have seen it done in early minecraft..) try out cubic chunks in the current TFC incarnation
  10. Realistic Survival House Build

    I finished a corner of the exterior sheathing... what do you guys think? do you love it or hate it?
  11. Realistic Survival House Build

    First floor walls are framed out! it took much longer than the basement because of the hordes of zombies I was also fighting while building lol. Now to sheath the exterior and setup the ceiling
  12. Domestication Through Mendelian Inheritance

    I would definitely like to be able to help dunk with the mobs for TFC and provide an example of my suggested code but I don't know if I have the time to do so I have a three year old, a full time job, I am the writer of a comic which will be released early to mid summer 2015 ANNNNND I am looking for a job as a programmer since I am freshly out of college and have yet to find a job in my field. I am planning on creating a mod for TFC which will add traditional pagan rituals and sympathetic magic etc to the game whenever I get a spare moment lol. I will see if I can write something up for at least one prey and predator pair though.... any preferences?
  13. [TFC 0.79.23+] Streams - Real Flowing Rivers

    Delvr, thank you for creating this as it truly brings my modpack to life! Nothing beats walking through a forest and finding a river spawned and waiting. I have found quite a few gems of rivers with nice extensive watersheds as a matter of fact! Very rarely the river spawns in a strange way like doubling back onitself to tightly to make sense but rivers like that are exceptionally rare anyway.
  14. Bad Spawn Points

    Well kitty I will get to seed busting to see if I can get you a few then! I will disable all the other mods too just in case they are influencing anything. Who knows, maybe I will find a real gem of a seed!
  15. Progression

    This looks awesome! I may be trying this out to help adjust my own WIP modpack so everything flows together better...
  16. Domestication Through Mendelian Inheritance

    When I started my tiny side project to program the best possible terrain generator I made a similar decision minus one important detail... Infinite worlds are highly desired so it still needs to be procedural. The way I decided to solve this was to generate "islands" in their entirely one at a time. The user would use the very same seed system and all coding for the terrain would be essentially the same but the user would specify the "island" size based on categorical presets like desert island or continent etc. as well as the intended climate type again from a catagory list so if you wanted arctic or equatorial you got it the game would then generate the terrain all up front based on the seed and place rivers, biomes etc where they should actually be on such an island if they were to be there. The best part of that system was the fact that it used simplex noise, brownian filtering and four categorical erosion filters that made the terrain really come to life. With all that work done up front you could easily jump in and play and experience virtually no processor lag while exploring.But this has almost nothing to do with animals or their breeding so let's try to get back on topic The way I would solve the population control problem would be to first tweak the ratios to suit game play. Then I would pull from the time control that Tfc has already built in to manage the appropriate population adjustments. I personally would first try out the predator /prey interaction through a few dozen shell worlds with excelerated times and tweak the hunger/ ratios/ aggression/ strength etc until it was allowing for a self maintaining population balance within the test environment. From there I would allow a few dozen simulations process through about a decade of TFC time with logging enabled for population count.With data in hand at that point I would just allow the game to take the elapsed time and adjust the population per chunk based on the average shifts discovered through testing. This would replicate the illusion of an active population without wasting processor or memory resources. But that is just how I would handle it myself. I'm sure there are probably some ways to shortcut the process and still make it reasonably believable.
  17. [TFC 0.79.17] Anvil Calculator

    Kitty, You have made a valiant effort to thwart this exploitive piece of software and I applaud you for that. May I suggest an additional seed source to pull from? Use a seed generated from the theoretical max flop count on the computer running the minecraft virtual machine as well as a precise bit count of active memory at initial render time and then pass it through a 256 bit RSA encryption to spit out the actual seed used to create the secure item id's. It would be a virtually instant calculation at the generation point of the world and would be impossible to duplicate as the system will never be in the same physical state again Try to work around that one tetrified
  18. Bad Spawn Points

    Would spawning underwater count even if you can surface? I have gotten a few where I was a long way from any land before and relatively near the ocean floor...
  19. Overpowerd planks ?

    And builds like my realistic survival house would lead to sudden baldness and eye gouging! Lol
  20. TFC++ Modpack

    We are actually now only waiting on an update on the streams mod from what I can tell so when that is done we will be good to go for TFC++ 79.17 I have been watching like a hawk since the Tfc update for these tfc specific mod updates to come through. I will add a note to the top of the post to make sure no one else has this problem. Sorry about the confusion. I also have been working on the configs and will be uploading that soon as well.
  21. Nobody likes Space Whales

    Ok, fine... We will attack them but what do we do about their ship? They almost boiled are oceans away before just because they were looking for their humpbacked friends here on earth. I am still frightened at the potential backlash here!
  22. Domestication Through Mendelian Inheritance

    I will definitely look into the taste system so I have a better idea how it works. It seems strange though that you have all of the taste categories (although I am not sure if Umami is included..) but that those meats taste the same.... is the taste system explained in the wiki? as far as breeding in the wild if you simply provide each animal the ability to break specific blocks and obtain food from them and allow them to breed based on some sort of population limiter as mentioned above. I know that Herdcraft allows animals to breed in the wild and that seems not to be very resource intensive as far as I can tell so you may be able to model your wild breeding from that.
  23. Domestication Through Mendelian Inheritance

    I see. You do need to think about this fact though, you already have put a huge effort into the taste system and mutton tastes hugely different than goat, as does duck from chicken etc. and if you are encouraging the "catch em all" mentality than look at the source.... what are they up to like 750? lol. I know that we should not have anywhere near that many animals in game but 10 prey and 10 predators would be fun and still relatively simple I would imagine especially if the game uses some variation of a Finite State Machine for its AI processes because AI functions would be reusable. to explain what I mean i will just post my animal list here: note (I was hoping all of these animals could be bred and domesticated) Prey Predator Aurochs Timber Wolf Bezoar Ibex (goat) Fox WIld Boar Mountain Lion Mouflon (sheep ancestor) Owl White Tailed Deer Falcon American Bison Snake Red JungleFowl (chicken) Crocodile Mallard Duck Wild Cat (typically known in Great Britain and its also endangered... ) Przewalski Horse Bear American Wild Turkey Badger Eastern Cotton Tail Pheasant the nice thing about this list is the way these animals interact. all of these prey are eaten readily by one or more predators. This builds in your population control and creates the element of danger in wandering the forest. variations based on climate would add a nice touch but I was not going to try and be heavy handing in my suggestion in that regard. I hope that at least some of this Idea sparks something for you guys in the dev team.
  24. Domestication Through Mendelian Inheritance

    I think that will definitely help but one of the other things which causes a bit of the immersion breaking is the lack of aggression on behalf of the animals. true wild boars are terrifyingly dangerous to encounter and can easily kill a single human which is why boar hunters have the saying "pick the best tree before you shoot" because if you miss you wont have the extra millisecond to decide where to flee. also, I was hoping for a broader selection of animal types which were representative of important agricultural animals which influenced human development such as goats which are as popular if not more so than sheep but lack representation in the game. but it is good to hear that dunk is planning to do something about the appearance issue though
  25. Realistic Survival House Build

    Those are raspberries and blackberries. I usually spent a few in game weeks just following the coastline and weaving inland if I run out of that looking for seeds so I tend to gather a very wide variety of seeds, bushes and fruit tree saplings as well as plenty of each specimen. It's not the easiest way to play but I tend to manage eek through my first winter in a spot the really suits me. I have strict requirements for a homestead site including elevated water source, decent flat ground near by and a northern z coords as I do love seasons and the challenge.Oh btw the other light green ones are gooseberries and I found several patches of those in my pre Stone Age nomadic period.