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Konlii

Contributor
  • Content count

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Posts posted by Konlii


  1. 1 minute ago, Bioxx said:

    world seed and coords please? I can't seem to find this ocurring anywhere

    It seems to be a problem with sand that has had gravity applied to it and is not consistent.  I recreated the world a few times and there is much less andesite sand when I teleport to the coordinates rather than fly there.

     

    7524796983050150144

    1680 120 -5412

    0

  2. 50 minutes ago, Bioxx said:

    The Biome map is a moisture+elevation map with some temperature assumptions built in as well. That's where white comes in, its just high elevation so its assumed to be cold even if it isn't. The "biome" aspect of it isn't terribly useful. That's something I could probably address and it would help me on the code side. Anyways its all based off of the original island generator that the TFC2 code is based on.

    Are you talking about having the hexes report proper biome or Forge BiomeDictionary information?  I hope so, because that would add compatibility for any third-party mods that do different things in different biomes.

    0

  3. These cave systems are enormous!  I followed one all the way from the surface down to bedrock and it kept going!

    Spoiler

    Don't know why my shaders thought a shaft of sunlight should be down here, but I managed to screenshot it shining on a zombie villager before it fixed itself.

    2017-04-12_18.13.07.png2017-04-12_18.14.00.png2017-04-12_18.14.22.png

    I would love to see a special mob that only spawns on bedrock to reward/punish you for ever going that deep.

    1

  4. On 4/11/2017 at 1:53 PM, Bioxx said:

     

    On 4/11/2017 at 0:49 PM, MrBlack said:

    I believe that is a feature, when weeds and such grow on a hard surface they will clump together to form a sort of dirt/waste clump. I think that is what Bioxx is going for.

    Yes indeed. Maybe when we get more art for type of vegetation, we can change it up a bit, but for now the effect is intended.

     

    Something like this, maybe?

    Spoiler

    2017-04-12_14.17.49.png

     

    Also, I was able to download 0.1.5 before the link broke, but I don't know if I'm allowed to pass that around?

    double_plant_scrub_bottom.png

    double_plant_scrub_top.png

    scrub.png

    1

  5. 35 minutes ago, Popsicle said:

    I understand your hesitation, reference the food rabbit hole.  But we really really really liked your fruit trees in TFC!  Its a shame Pam didn't do more than just hang fruit from oak and spruce trees.  Assuming you talked to her about how long she'll be supporting her mod, did you get a feel for whether or not she might be willing to adopt your fruit trees from TFC?  Would that it would even be possible? 

    Can't TFC2 use the same fruit tree models from TFC1 and drop HarvestCraft fruit from them?

    0

  6. Since we're throwing around opinions of what TFC2 is shaping up to be, I'll put in my 2 cents.  And while you do have a couple of good points I am largely going to disagree with the main thrust of your post.

     

    First of all, I'm starting to really dig the hex-based world generation.  It was weird at first simply because it was different, but that feeling passed once I got used to it.  Remember, what we have now is a pre-alpha release so the game still has a lot of rough edges and Bioxx will no doubt be able to add some noise into the hexes to make their edges blur together more seamlessly.  Can you imagine how terrible vanilla Minecraft would look if every (square) chunk was distinctly visible?  Same deal with the hexes.  But to be honest, in my last look at the 0.1.5 prerelease I couldn't even see that they were hexes in the area I was exploring.  I had a moment of confusion (where'd the hexes go?) and opened up my minimap to double check.  From that bird's eye view they were obvious, but from the ground not so much.

     

    It's too early to complain about the lack of configuration.  Making suggestions for how to move forward, yes.  Saying "Hey, you did it X way in TFC1 and I didn't like it, I have an idea that you can do it Y way in TFC2" sure.  But complaining that a feature is underutilized simply because it isn't implemented yet, no.

     

    I think the new knapping is an improvement.  I like the recipe overlay, which I'm sure will come in very handy precisely because the interface has more tiles and will allow for more complicated knapping recipes (please make sure there's a simple way to add new recipes, devs!  Maybe something text-based where you just throw a file into a "tfc-recipes" config folder to add new recipes?).  I will agree that the smaller tiles make it a lot more finicky than the old way.  But guess what?  I changed my actual technique for knapping the stone and now I hardly ever misclick and waste stones.  That for me has always been the true beauty of TFC.  It is so much more than just "click button, receive item."

     

    As for playstyle?  That is such a totally personal question that the devs will never be able to satisfy everyone, so they ultimately just have to pick a direction and run with it.  There was a ton of stuff in TFC1 that I never did and don't ever plan to.  Honestly, I don't know that I've ever advanced beyond the iron age.  Nothing past iron really grabbed my attention and I was much more likely to just start a new world instead.  The taste mechanic/sandwiches/salads and all that nonsense?  A lot of people really love the taste stuff and can't get enough of it, but for me it is the worst part of the game and I never ever pay attention to it.  But that's okay, because I didn't have to.

    1

  7. Leaf decay in 0.1.5 is not 100% perfect, but it is leaps and bounds better than it was before.

     

    I am having a problem where I created a world, it loaded up, but then I just hang in the air with no terrain.  Just the sun and moon forever orbiting me.  I can open my inventory and look around, but cannot actually do anything and commands don't seem to work, either.  Then when I try to exit the game Java crashes.  Not Minecraft, but Java itself, so no Minecraft crash reports.

     

    I recreated the world using the same seed and it happened again.

    Seed: 7797571651033916966

     

    EDIT:

    This particular configuration of spruce seems to have a problem with leftover log blocks after chopping.

    Spoiler

    Before chopping:

    2017-04-11_21.58.59.png

     

    After chopping:

    2017-04-11_22.00.31.png

     

    0

  8. 17 minutes ago, MiaMia said:

    Okay, this one is kinda fun :D

    I wanted to build a house out of hickory logs facing their top/bottom side inside the house. I built ceiling out of some other wood, one level higher and started filling it with hickory facing down. But when I try to place next hickory block in a corner with existing ones, more often than not it will fall down ... as a few sticks. I even managed to catch it ;)

    I think that might just be how the block physics are supposed to work for wood?  At least for now.

    Gonna point you to this post if you haven't already seen it.

    0

  9. On the subject of HarvestCraft:

    It's a well-written mod with lots of variety, but to put it bluntly I think the whole "garden" mechanic kind of sucks.

     

    Are there plans to TFC-ify the HarvestCraft crops?  By that I mean have them naturally spawn already growing in the world in the correct season/climate for each crop?

    1

  10. 3 minutes ago, MiaMia said:

    I can agree about green grass texture on top of a stone block, maybe some texture pack makers might even make it really mossy. But not actual standing grass blades - those have no place on stone imho. What would they grow on?

    They grow like this:

    Spoiler

    grass_on_stones_0008_01_preview.jpg

     

    17 minutes ago, Darmo said:

    What bugs me more is that the trees  that show up in desert valley hexes sometimes seem very at odds with the desert.  You picture in particular captures it for me - I'm not aware of anywhere that conifers like that grow near sandy desert environs.  They're usually more stunted I think.  If not already the case, I'd suggest restricting desert island trees to the smallest size category, if nothing else.

    I haven't said anything about deserts since they're so clearly not finished, but yeah if there are conifers in a sandy area like that I think juniper trees are really the only ones that make sense.

    0

  11. Making this thread here so that we don't fill up the pre-release thread with stuff that doesn't directly concern pre-release testing.

     

    Since Bioxx has decided not to reinvent the wheel, it seems that some of the things that were once core to TFC are going to be handled by companion mods instead.  The biggest example we have in pre-alpha right now is the use of Pam's HarvestCraft for crops.

    Some of these (like HarvestCraft) are probably going to end up on some kind of official list from the devs and have special compatibility written directly into TFC2.  Others (like Chisels and Bits) will provide functionality that Bioxx has decided explicitly to not include in TFC2 and I assume will end up on some kind of unofficial list that floats around this forum.  This thread is a fledgling attempt to start building those lists.

     

    So far in the pre-alpha, these are the ones I am running and would consider companion mods to TFC2:

    CraftTweaker/MineTweaker RecipeMaker (though there's not enough content to actually need any cross-mod recipes yet)

    Pam's HarvestCraft (obviously)

    Simulated Nights (simulates the passage of time when sleeping through the night by ticking entities and/or randomly ticking blocks proportional to the amount of time skipped)

    Tomb Many Graves 2 using my personal "antique" resource pack (I don't like losing everything when I die, but death waypoints and keepInventory are too cheaty)

    0

  12. On 4/6/2017 at 6:23 PM, Bioxx said:

    Making it do 0 damage seems like it would be even more confusing than just taking away the ability at all. Bears will be auto aggro in the future so its not really an issue about aggroing. It's something that I'm going to leave in place and we'll see. Should give more incentive to use a knife or axe to defend yourself. Although many of the entities use tfc1 levels of health atm (1000+) so they might be nearly unkillable.

    Thinking about it, removing the ability to punch entities with an empty main hand does offer some interesting possibilities.  Such as separate special actions when left and right clicking an entity when both hands are empty.  Or perhaps a special action when holding certain items in the offhand and nothing in the main hand.  Maybe you need to have an empty main hand and hold left click to grab entities (like sheep) before you are allowed to perform the item action in your offhand (like shearing the sheep).  Following the sheep idea, have all animals lead-able, but only tame animals grabbable?

    This decision has potential.

    0

  13. 2 hours ago, Darmo said:

    I guess I'd prefer to see some kind of coherence, if not a theme/story, rather than just whatever enters our heads.  But we'll see.

    That's a fair point and probably the smart way to go, but where is the theme in having zombies, bow-wielding animated skeletons, and mutant green explodey-pigs?

    0

  14. 1 hour ago, Darmo said:

    I'd guess it's due to the new sand physics.  If you hadn't noticed, sand now falls if it has *any* potential lower adjacent spot.  It's no longer supported by two or even three adjacent blocks.  All it takes is a block update.   So there's a chance that there was sand in those spots, with reeds on top, and there was a empty trench adjacent, and the whole row of sand fell into it.  Maybe.

    Yeah, when I start a new world I just stand motionless on the beach for a minute to wait for all of the sand in the nearby ocean to settle down.  Otherwise there is a massive amount of lag in dropping and picking up items.

    If I go down into the water after, I can pick up tons of sand that popped out into item form during the landslide.

    0

  15. Well, I blame Discworld for teaching me that trolls match their local stone types, but really it makes sense. If they are traditional trolls that turn to stone during the day, wouldn't they look out of place otherwise?

     

    As for the drop bear, I know it's a little silly, but I was trying to get a discussion on how fantastical is too fantastical for TFC2.  If drop bears go too far, what about jackalopes?  What about the Dwayyo?

    1

  16. 4 hours ago, ChunkHunter said:

    The structure I mentioned was made of bricks and *did* lead to an underground maze of passageways, populated by "denizens of the deep places" :) 

    I 'll find the co-ords and post them if I can create the world in the newest version 

    Edit: Co-ords of structure are 1560,84,-7146

    Wow, this place has a lot of potential.  It's an interesting experience to walk those corridors with Hardcore Darkness installed, Optifine's dynamic lights enabled, and nothing but a torch in my hand to push back the darkness.

    I also really like that the bricks match the local stone type.

     

    Speaking of torches, though:

    If I right click a loose stone with a torch in my offhand it places the torch at the same time that the rock pops out.  If I right click a loose stone with a torch in my main hand the torch disappears from my inventory, but it's really still there because I can hit Q to drop it and weirdness happens if I try to put something else in that slot while it is still "there."  All of this was with a TFC2 torch_on.

     

    Edit:

    Trying to drink water with a torch in the offhand places the torch.  Drinking with something non-place-able, like a knife, in the offhand works fine.  I guess that is the way it's supposed to work, but it still surprised me a bit.

    0

  17. 46 minutes ago, Sugar_Fox said:

    Is it ok taht stalactites and stalabmites tend to generate exactly on top of each other?
    Wouldn't exactly call it a major bug, but I do believe it is a bug or miscalculations of some sort anyway.

      Reveal hidden contents

    uqxNMuamXj0.jpg

     

    I like it, especially when they touch to make a single column from floor to ceiling.  Though maybe if they didn't always generate on top of each other that would add a little variety?

     

    4 hours ago, Darmo said:

    Also, the last two worlds I've played, I headed north (since apparently the tropics are bugged, from what Konlii posted).  And both times I again ran into the thing where the next island north of my starting temperate island, was also temperate.  Following area again two screen shots showing me first on one side of the region boundary, then to the north.  Still showing "temperate" under island parameters.

    I headed north and found a "polar" island.  I was disappointed to find no snow on the ground, so I waited around until it started snowing (toggledownfall really needs to get implemented for TFC weather).  Unfortunately, the snow didn't stick, so I guess that's not implemented yet.  And speaking of precipitation, I've also noticed that endermen don't take damage in rain.

     

    But to get to the point, continuing north I got nothing but "temperate" "no land" islands after that polar one.

    1

  18. Since food is super rare, I have taken to wading out into the ocean and bashing squid with a rock.  But for some reason every time I pick up some raw calamari after it drops I lose one.  If I only pick up one, it pops up briefly in my inventory then disappears.  If I pick up two at once, I see 2 pop up briefly in my inventory then one disappears.  Not really sure what's going on here.

    0

  19. So far, I haven't had any problems running Optifine and Tomb Many Graves 2 works perfectly with TFC2.

    On the other hand, I have noticed that the armor slots are all over the place.  The offhand slot seems to share space with the feet slot, which is actually where the head slot should be because they are all reversed.  Equipping armor through the GUI doesn't render it on my player, but right clicking with armor in my hand does.  Except when I do it with a helmet, it actually shows up in the chest slot, which shows the image for the leg slot...

    Spoiler

    2017-04-07_18.00.04 - Copy.png2017-04-07_18.00.15 - Copy.png

     

    0

  20. I was teleporting myself around to check out the different islands and as soon as I got to a tropical one, the game crashed.  Crash report below.

    Spoiler

    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
      LoadingPlugin (HardcoreDarkness-MC1.11.2-1.9.jar)
      TFCASMLoadingPlugin ([1.11.2]TFC2-0.1.4.jar)
      DLFMLCorePlugin (DynamicLights-1.11.2.jar)
    Contact their authors BEFORE contacting forge

    // Hi. I'm Minecraft, and I'm a crashaholic.

    Time: 4/7/17 4:27 PM
    Description: Exception while ticking a block

    java.lang.IllegalArgumentException: Cannot get property PropertyEnum{name=wood, clazz=class com.bioxx.tfc2.api.types.WoodType, values=[Rosewood, Blackwood, Palm]} as it does not exist in BlockStateContainer{block=tfc2:log_naturalpalm, properties=[wood]}
        at net.minecraft.block.state.BlockStateContainer$StateImplementation.func_177229_b(BlockStateContainer.java:201)
        at com.bioxx.tfc2.blocks.BlockLeaves.func_180650_b(BlockLeaves.java:109)
        at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:745)
        at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:217)
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624)
        at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
        at java.lang.Thread.run(Thread.java:745)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Thread: Server thread
    Stacktrace:
        at net.minecraft.block.state.BlockStateContainer$StateImplementation.func_177229_b(BlockStateContainer.java:201)
        at com.bioxx.tfc2.blocks.BlockLeaves.func_180650_b(BlockLeaves.java:109)

    -- Block being ticked --
    Details:
        Block: tfc2:leaves2[fancy=true,wood=palm]
        Block location: World: (1034,73,705), Chunk: (at 10,4,1 in 64,44; contains blocks 1024,0,704 to 1039,255,719), Region: (2,1; contains chunks 64,32 to 95,63, blocks 1024,0,512 to 1535,255,1023)
    Stacktrace:
        at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:745)
        at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:217)

    -- Affected level --
    Details:
        Level name: New World 17
        All players: 1 total; [EntityPlayerMP['Konlii'/335, l='New World 17', x=1041.21, y=183.37, z=718.10]]
        Chunk stats: ServerChunkCache: 367 Drop: 0
        Level seed: 82196581136066150
        Level generator: ID 00 - default, ver 1. Features enabled: true
        Level generator options: 
        Level spawn location: World: (1099,64,-7275), Chunk: (at 11,4,5 in 68,-455; contains blocks 1088,0,-7280 to 1103,255,-7265), Region: (2,-15; contains chunks 64,-480 to 95,-449, blocks 1024,0,-7680 to 1535,255,-7169)
        Level time: 46561 game time, 46561 day time
        Level dimension: 0
        Level storage version: 0x04ABD - Anvil
        Level weather: Rain time: 48000 (now: false), thunder time: 153287 (now: false)
        Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
    Stacktrace:
        at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
        at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624)
        at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
        at java.lang.Thread.run(Thread.java:745)

    -- System Details --
    Details:
        Minecraft Version: 1.11.2
        Operating System: Windows 7 (amd64) version 6.1
        Java Version: 1.8.0_25, Oracle Corporation
        Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
        Memory: 1123221600 bytes (1071 MB) / 3965296640 bytes (3781 MB) up to 4281597952 bytes (4083 MB)
        JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
        IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
        FML: MCP 9.38 Powered by Forge 13.20.0.2228 23 mods loaded, 23 mods active
        States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
        UCHIJAAAA    minecraft{1.11.2} [Minecraft] (minecraft.jar) 
        UCHIJAAAA    mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) 
        UCHIJAAAA    FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2228.jar) 
        UCHIJAAAA    forge{13.20.0.2228} [Minecraft Forge] (forge-1.11.2-13.20.0.2228.jar) 
        UCHIJAAAA    tfc2_coremod{0.0.1} [TFC2[coremod]] (minecraft.jar) 
        UCHIJAAAA    mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.jar) 
        UCHIJAAAA    harvestcraft{1.11.2g} [Pam's HarvestCraft] (Pam's HarvestCraft 1.11.2g.jar) 
        UCHIJAAAA    tfc2{0.0.1} [TerraFirmaCraft 2] ([1.11.2]TFC2-0.1.4.jar) 
        UCHIJAAAA    dynamiclights{1.4.6} [Dynamic Lights] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_onfire{1.0.7} [Dynamic Lights on burning] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_creepers{1.0.6} [Dynamic Lights on Creepers] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_dropitems{1.1.0} [Dynamic Lights on ItemEntities] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_entityclasses{1.0.1} [Dynamic Lights on specified Entities] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_mobequipment{1.1.0} [Dynamic Lights on Mob Equipment] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_flamearrows{1.0.1} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_floodlights{1.0.3} [Dynamic Lights Flood Light] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_otherplayers{1.0.9} [Dynamic Lights Other Player Light] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    dynamiclights_theplayer{1.1.3} [Dynamic Lights Player Light] (DynamicLights-1.11.2.jar) 
        UCHIJAAAA    fbp{2.1.1} [Fancy Block Particles] (FancyBlockParticles-1.11.2-2.1.1.jar) 
        UCHIJAAAA    hardcoredarkness{1.9} [Hardcore Darkness] (HardcoreDarkness-MC1.11.2-1.9.jar) 
        UCHIJAAAA    waila{1.8.12} [Waila] (Hwyla-1.8.12-B25_1.11.jar) 
        UCHIJAAAA    journeymap{1.11.2-5.4.6} [JourneyMap] (journeymap-1.11.2-5.4.6.jar) 
        UCHIJAAAA    wailaharvestability{1.1.9} [Waila Harvestability] (WailaHarvestability-mc1.11-1.1.9.jar) 
        Loaded coremods (and transformers): 
    LoadingPlugin (HardcoreDarkness-MC1.11.2-1.9.jar)
      lumien.hardcoredarkness.asm.ClassTransformer
    TFCASMLoadingPlugin ([1.11.2]TFC2-0.1.4.jar)
      com.bioxx.tfc2.asm.transform.ModuleEntityRenderer
      com.bioxx.tfc2.asm.transform.ModuleWorldGen
      com.bioxx.tfc2.asm.transform.ModuleFood
    DLFMLCorePlugin (DynamicLights-1.11.2.jar)
      atomicstryker.dynamiclights.common.DLTransformer
        GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
        Profiler Position: N/A (disabled)
        Player Count: 1 / 8; [EntityPlayerMP['Konlii'/335, l='New World 17', x=1041.21, y=183.37, z=718.10]]
        Type: Integrated Server (map_client.txt)
        Is Modded: Definitely; Client brand changed to 'fml,forge'

     

    0

  21. How far from real-world animals is TFC2 going to go?  Will it have beasts from mythology, like trolls or unicorns?  Beasts from folklore, like jackalopes or Dwayyo?  Not all mythical creatures would match the flavor of TFC, but some would fit right in.

     

    For example, we have here the innocent-looking Drop Bear.  It would spawn only on natural log blocks and hang out in leaf blocks when not aggro'd.  Obviously, its preferred method of attack is to drop onto the player's head and gnaw their face off.

    dropbear_1.png

    DropBear.MCModel

    dropbear.png

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  22. The player will learn that walking into a swamp during warm weather results in unavoidable mosquito bites, just like in real life.

    Also, lingering potions do create an area of effect cloud (insect swarm) that, once spawned, the player can see and avoid if they are paying attention.

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