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Konlii

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Posts posted by Konlii


  1. Yeah, I don't think "paper" existed until around the Iron Age, and was not made of wood, but of cloth fibers like hemp and cotton all the way up until the Industrial Revolution.

    Clay tablets might be interesting if you inscribe them with mystical symbols and the magic gets "baked" right into them.

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  2. Like this?  With the shorter top leg sections, I was able to angle the hindlegs after all.  Is it easier for Bioxx to use the same texture for male and female and just not render the antlers, or to have separate textures with the antlers cut out of the female one?

    deer_roe_preview_3.png

    deer_roe.MCModel

    deer_roe.png

    deer_roe_fawn.png

    deer_roe_doe.png

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  3. A tiny little deer, only 1m tall at the shoulder.  Since the model is smaller I left off some details, such as the separate flank blocks and angled hindlegs we have on larger animals like the caribou.

    deer_roe_preview_1.pngdeer_roe_preview_2.png

    deer_roe.MCModel

    deer_roe.png

    deer_roe_kid.png

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  4. 1 hour ago, TonyLiberatto said:

    I do not believe any player would wear the low tier armor for longer than the time required to get something better.

    That's where my idea comes in.  It makes armor modular.

    So let's say you make some leather chest armor and wear it while you're collecting enough copper and such to be able to create a Tier I anvil and some metal plates.  Instead of just throwing away your leather armor at this point, you drop it into the armorer's workbench, move the leather chest piece over to the secondary armor slot and put your new copper chest plating into the primary armor slot.  Then once you have enough materials for a second piece of copper chest plating you can pull your (probably very damaged by this point) leather chest piece out and discard only that one piece.  Conceptually, you are strapping metal plates over the top of your existing leather armor, then eventually moving to full plate armor.

    The tricky part on the coding side is figuring out the best way to aggregate the durability of the complete armor when each piece has its own individual durability.  I don't know if you would be able to get away with only calculating it at crafting time or if you would have to keep track of it all the time, modify each constituent item whenever the armor takes damage, and have the armor "break" when any one item reaches 0 durability?

    2

  5. 3 hours ago, Darmo said:

    I don't know how complicated it would be, but it might also be useful if someone could create a mod that simply added a tutorial book to the player's inventory when they spawn?  It could briefly explain the new/different features.  Which at this point I think basically amounts to firepits and pit kilns.  Maybe even a section that briefly explains the general idea behind TFC2 (island hopping progression, island limited metal tiers).  I know zilch about modding but if someone provided me a template for such a thing, I might be able to muddle through, and then keep it updated as TFC2 progresses...

    There are already a few mods that do this.  The Guidebook mod does this and nothing else.

    0

  6. 3 hours ago, Darmo said:

    I would be fine with being able to repair armor with appropriate material, depending on how it's crafted.    Here I touched on a system that brings more pieces into the equation.  So you might not craft your armor as a single piece, but as several pieces, and those pieces could be combined with smithing, or combined in the crafting grid.  In that scenario there would exist generic armor plates, chain mail pieces, and leather plates.  It might be that you could carry those pieces and use them to field-repair your armor.  But there could be limits.   Each piece of armor can only be repaired 5 times.  If there's different kinds of armor, each could require a certain type of piece.  Leather leather plates, chain chain sections, and plate armor, armor plates naturally.   If we only have one metal armor progression (like in TFC1 - basically plate armor) then maybe different parts can only be applied so many times.  Leather once, chain twice, and plate twice.  Each application improves the durability 10%.  After that it's an assemblage of patches and you can't repair that piece anymore.  That would allow some flexibility in the field.  You could even differentiate field repaired vs anvil repaired.  So you're in the middle of a dungeon and need a repair, you just put the armor in the grid with the repair piece, and combine, you get one bonus.  But if you do the repair at an anvil, you get double the repair amount.  So 5/10 if you only want best case scenario to be 50% at anvil, 25% in the field, or 10/20, if you want the player to be able to 100% repair the armor if they use an anvil, but only 50% in the field.  now the player has to choose between help now, but overall reduction in the maximum working life of the armor, or risk waiting to repair back at base to stretch their 'armor dollar' the furthest.  Or, hope that the dungeon they're raiding has a blacksmith room.

    Here's a slightly different spin on your idea, though I haven't figured out how to tie field repair into it yet:

    Armor is constructed at a special workbench out of its constituent parts, which are themselves made through anvil smithing/leatherworking/loom weaving/whatever.  This workbench has a central slot for the primary armor type, a slot for secondary armor type, a slot for padding, and a slot for joining material.  The primary armor slot determines the type of finished armor, damage reduction, and movement penalties.  The secondary armor slot adds to damage reduction and movement penalties.  The padding slot only accepts cloth and leather, and reduces movement penalties.  The joining slot only accepts cloth, leather, and chainmail, and adds to damage reduction.  The only slots that are required are the primary armor slot and joining material.  All slots add to durability.

    All of that adds together to make the finished armor and placing that back into the armorer's workbench repopulates the crafting interface with the individual pieces that you can swap out to regain durability.

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  7. 1 hour ago, Stroam said:

    You have stuff in your mod folder other than TFC2 and Pam's harvestcraft. It isn't a issue with this mod.

    How are you so sure?  The only other mod I see in that is JourneyMap, which I would totally expect to see people run alongside TFC2.  The biggest problem with that crash report they posted is that there's no actual crash report in it.

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  8. What is the reason behind reporting vanilla biomes instead of registering TFC2 biomes themselves into the Forge BiomeDictionary?  You're just making extra work for yourself to fix vanilla gen weirdness.

     

    TFC2 biome is SHRUBLAND and temperature is TEMPERATE throughout, but vanilla biome reporting has Taiga and Cold Taiga hexes interspersed among each other.  Only the Cold Taiga hexes have snow.

    World Seed: [7378426310517664126] | IslandMap: [0,-3] | PlayerPos: [BlockPos{x=2033, y=66, z=-8812}]

    Spoiler

    2017-04-24_22.14.32.png

    2017-04-24_22.08.08.png

     

     

    The new dungeon entrance is cool, but not quite right.

    World Seed: [7378426310517664126] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1688, y=99, z=-6738}]

    Spoiler

    2017-04-24_22.44.24.png

     

     

    Portals and gorges don't play well together.

    World Seed: [7378426310517664126] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1881, y=93, z=-5269}]

    Spoiler

    2017-04-24_22.48.34.png

     

     

    Not sure what the water in this marsh is doing.

    World Seed: [7378426310517664126] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=1808, y=71, z=-5020}]

    Spoiler

    2017-04-24_22.50.10.png

     

    0

  9. 15 hours ago, Rangendio said:

    Looks cool going to give it a shot.

    Small request maybe make it so you can get a swarm in a jar and make it a throw weapon?. I mean for those of us whom like pvp, throwing a few bee bombs into someones base can clear them out.

    Hitting an entity/breaking a block with the Bee in a Bottle in your hand already has a chance to break the bottle, but I hadn't thought of actually throwing it.

    0

  10. Except normally you don't go around stuffing queen bees into your pockets and continuing through your day like normal.

     

    EDIT:

    Since you've never used it, I should specify that the way HarvestCraft does bees is weird.  When you find a beehive in the world the only thing you can do with it is crack it open and take the queen out.  Then you build an apiary and put the queen in.  The apiary produces honeycomb, wax, and a bee grub you can use to make a new queen.  That's it.  It is super strange that destroying a beehive and stealing the queen doesn't have any consequences whatsoever.  That's why I made this addon.

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  11. What is this?  An addon for TFC2 already?!  Well, technically it's an addon for Pam's HarvestCraft, but I only ever use HarvestCraft with TFC2, so there you go.

     

    Overview

    This mod adds angry bees to Pam's HarvestCraft, as well as a beekeeping suit complete with gloves.

    Breaking beehives will release a swarm of angry bees on anyone nearby.  Equipping every piece of the beekeeping suit will protect you from their stings.  Leather boots and hardened leather boots will also work with the beekeeping suit, but if you even take off a single glove you are exposing yourself to the wrath of the bees.

    Opening any container that holds a queen bee also has a chance of releasing a small swarm of angry bees.  Thankfully, you can safely store a queen bee by keeping it in a glass bottle.

    The only way to get rid of a swarm of angry bees is to jump in the nearest lake.  Otherwise, you will have to wait until they lose interest in you.

     

    Crafting

    A bee in a bottle can be crafted simply by putting a queen bee and an empty glass bottle together.

    Beekeeping gloves are crafted from leather and woven cotton.

    All other pieces of the beekeeping suit are crafted from wool in the standard armor shapes with the addition of woven cotton.

    Spoiler

    Beepeeking Hat Recipe

    Beekeeping Tunic Recipe

    Beekeeping Leggings Recipe

    Beekeeping Boots Recipe

    Mainhanded Beekeeping Glove Recipe

    Offhanded Beekeeping Glove Recipe

    Bee in a Bottle Recipe

    Queen Bee Recipe

     

    angrybees.cfg

    Spoiler

    # Configuration file

    general {
    # List of entities that are immune to bee stings, one per line
    # [default: [minecraft:polar_bear], [tfc2:bear]]
    S:entityBlacklist <
    minecraft:polar_bear
    tfc2:bear
    >

    # Chance of being stung while swarmed by angry bees
    # [none, low, medium, high, africanized]
    # [default: medium]
    S:stingChance=medium

    # The duration of an angry bee swarm (in number of ticks)
    # [range: 1 ~ 2147483647, default: 800]
    I:swarmDuration=800

    # The distance an angry bee swarm will travel to attack an entity
    # [range: 0 ~ 15, default: 6]
    I:swarmRadius=6
    }

     

    Download

    Source

     

    636284077285950956.png

    1

  12. 3 hours ago, hindmost said:

    18) How about placing a "sea sound effect" blocks in the sea somewhere? Because the silence is not the sound of seas. Again, easy, buttload of atm.

    23) Sounds of wind (and, maybe, birds) in the forest will be good.

    I don't know if Bioxx has any plans to add ambient sounds, but I do know that since he made hexes start reporting their vanilla biome equivalent, the Dynamic Surroundings mod works perfectly for doing exactly what you want here.

    1

  13. 1 hour ago, Mathias Ademar said:

    I would personally love the C&B compat if for nothing else than the availability to do detailed builds  (which i am dead awful at. Lol) though i can understand not wanting to dig into extra work at this junction if its not nessicary. Same reason i havent suggested compat for any tech mods as of yet. Keep up the awesome work bioxx, but take breaks. Burnout is a bitch

    I've messed around some with Chisels & Bits in the pre-alpha, and most TFC2 blocks seem compatible already.  Just a couple of things like grass blocks wouldn't let me chisel them.

    1

  14. tfc2:portal returns null in getPickBlock

     

    This causes an error in HWYLA and outright crashes The One Probe.

     

    Edit:

    Trying to pick the block crashes Minecraft itself. I don't think this method is supposed to ever return null.

     

    Edit Edit:

    Digging into the code for the vanilla portal, Minecraft doesn't use getPickBlock at all in the BlockPortal and just uses the method it inherits from Block.  Since Item.getItemFromBlock gets null from BlockPortal it returns Items.AIR to Block.getItem.

     

    So shouldn't it work as expected if you don't touch getPickBlock at all in TFC's BlockPortal?

    0

  15. Found a portal and jumped through.  Exit portal was green so I hopped in, but it just sat there on the "Loading terrain" screen.  Restarting Minecraft put me on the next island.  All of this was in creative mode.

    0

  16. Oh yeah, this is the kind of update I like to see!  Proper biome reporting.  And whatever you did to worldgen seems like it also sped up chunk loading, so teleporting/creative flying is now much snappier.

     

    Was river width always proportional to lake size or is that new?  Either way, it's a nice feature!  One strange thing about rivers/lakes I found is this smaller river coming from a different lake suddenly stopping about 16 blocks before it hit the big lake.  Is that to stop ouroboros rivers from feeding back to their own source?

    Spoiler

    2017-04-14_11.11.12.png

     

    0