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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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Konlii

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Posts posted by Konlii


  1. I know there was a lot of discussion on similar ideas for TFC1, but I couldn't find where it had been brought up directly for TFC2.

    I was replying to the immersive deserts suggestion and got to thinking: exactly how would you be able to not only survive, but thrive in a desert since fresh water doesn't just lie lazily about in the sand?  Finding an oasis would be cool, but I don't think that's something you could expect to just happen across.  So why can't you do just like in real life?  Dig a well!

    And I realized that this was a bigger question than just desert survival, which is: Will TFC2 have a water table?

    Off the top of my head, I see a few ways this could work.

    1. Pockets of water could generate within the stone layer.  That way any well you randomly dig will not be guaranteed to be any good, but maybe a dowsing rod could help you find a good location for a well using similar mechanics to the TFC1 pro pick.  Dowsing could be tied into whatever magic system gets put into TFC2, or it could be every time you use it, it eats away some of your XP and perhaps requires some minimum XP to use in order to keep people from being able to find the perfect spot for a well on the first day?
    2. A certain Y-level could simply be chosen as the water table.  Digging below that level without pumps or something would cause air blocks to be replaced with water blocks.
    3. There is no physical water at all at the water table, but there is a well multiblock structure that must have an empty shaft that goes to a certain depth in order to fill wooden buckets with fresh water.
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  2. How are biomes actually going to work in TFC2? Since they are doing away with the unwieldy and difficult to code biome temperature mechanics of TFC1, my understanding is that each island will be a single temperature "zone" that makes sense for its general latitude.

    Does that mean that each island is a single biome, or that each island will have multiple biomes that share a common temperature range?

    Either way, the thought of an entire huge desert-based island actually sounds pretty cool if deserts are made more "immersive" as you suggest.

    I can imagine some players would relish the challenge of trying to set up their base in the middle of it.

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  3. 1 hour ago, PlatinumAltaria said:

    Not gonna lie, those women seem pretty overburdened.

    lol

    Anyway, if playability and believability are at odds I think you should err on the side of playability. 1 stone block taking up your entire encumberance is taking things too far, but depending on how well carts (or sledges at tier-0?) are implemented it may work that you can carry maybe a single full stack of stone blocks at a time on your person without hitting your weight limit.

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  4. 3 hours ago, PlatinumAltaria said:

    I just took the name of the real-world weights, the main point was the ratio. Though if you only use one unit you're going to run into "10000 wt." at some point, for super-heavy materials like gold a stack of ingots would be unbearable.

    Keep in mind these are completely arbitrary weights and Bioxx can set an arbitrary upper and lower limit for anything.  I really really hope no one is proposing we use a realistic weight for gold ingots and the like.  A standard gold bar weighs 27.5 pounds and TFC ingots look to be at least double the height of one of those.  A gold double sheet would just be stupidly heavy.

    Also, weightless items should not be dismissed out of hand.  Obviously these women have their entire inventory filled up with sticks.

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  5. I kind of like Bioxx's "let's not use real world weights" plan. So what if instead of using stone and all that we just use the word "weight" and use "wt." for short. 

    So a single piece of straw might weigh 1wt. and everything else is just weighted relative to that.

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  6. 3 hours ago, Terex said:

    The standard gameplay, to me, is what bores me with 'vanilla' Minecraft since i've been there and done that so many times over. Newcomers should be happy though.

    Right, we have all seen some really cool mods that do things that the Minecraft devs probably didn't even think were possible to build out of their game. One team, no matter how well funded, can never compete with the entire rest of the world in terms of imagination. It's almost not even a fair contest.

    So people have, completely in their spare time, added so much depth into mods like TFC. Somebody even made a No Cubes mod for a game made entirely out of cubes.

    I'm with you, new vanilla features are the least exciting part of the game. I don't even play a new version of Minecraft until there's a forge build and a few solid mods out for it. Like I'm seriously going to keep a wiki page open while I play just to look up all the random recipes? Completely breaks the immersion. If I don't have a recipe mod I'd rather not even play.

    That's why I personally would love to see Mojang open up the Minecraft source code and officially partner with Forge. If I could make one decision for the game, that would be it.

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  7. 29 minutes ago, yeahminecraft16 said:

    Stellarite maybe? sounds a bit more fantasy than "star metal"

    lol just call it Astroplantaellium to troll people (jk)

    I vote for fulmenium. Or fulminite. Or even just "thunderbolt iron."

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  8. This is a mod I put together about a year ago and never released.  It adds TFC-style lumber and sheets, but with more than just wood.  Needless to say, I would never have been able to figure out how to do that if I hadn't seen how TFC does it, so big credit to Bioxx!

    Hold right click on a sheet with a prybar to pull it out of a block without destroying the rest of the sheets.  Prybar also works like a silk-touch pickaxe on vanilla blocks.  The Crafting sheet has a fully functional crafting interface.  Also, the first thing you put down in a block determines if that block is metal/wood/glass.  So if you put down one iron sheet first then five glass sheets, the entire thing is considered a "metal" block and breaks faster with a pickaxe.

    I'm not sure if I actually want to release this mod officially, mostly because I don't have a lot of interest in developing it any more right now.  But I put it out here for you guys since I think it's too cool to let disappear!  I also think it would be awesome if some of these features made it into TFC...

     

    Download

    Source

    2016-05-21_13.14.46.png

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  9. One of my favorite things in vanilla 1.9 is that you can make the texture of a tool change based on it's durability.  So you can literally watch your pickaxe wear down to a useless nub as you power through a ton of stone.

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  10. Remember, leather armor can be dyed and the part that gets dyed comes from a single pair of textures, while the part that stays undyed comes from a single pair of separate textures.

    So what I am imagining is: a single "camel" texture, a "camel_blanket" texture that is the underlayer, and a "camel_blanket_overlay" texture that is the overlayer.  I haven't yet dug into the vanilla code to see exactly how the leather armor works, but I know for a fact that the underlayer textures are colorless so that the dyeing can be done in the code.  Multiple overlayer patterns can be made (_overlay0, _overlay1, etc.) and applied at random similar to how you get random horse textures, if that's something Bioxx wants to do.

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  11. I think with blocks, culling depends on which render pass you tell Minecraft to use?  I'm not sure if you can change the render pass for entities.

    I think MCMC is the same version.  It doesn't have the new export format, either.

    @Bioxx: Regarding a "double mesh" texture, you mean like how leather armor has a "_overlay" texture?

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  12. I am planning on showing a total of 4 chests (2 to a side).  The first attempt is with open baskets.  Since MCMC culls the internal box faces (and Minecraft doesn't), I had to throw it into the actual game to see the full effect.  Final texture will also have some more shading around the rim of the baskets.

    *side note* Since Minecraft does not cull internal box faces, be aware that any 0 width box with textures on both sides will have z-fighting with itself.

    camel_preview17.pngcamel_preview18.png

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  13. 34 minutes ago, kickinit233 said:

    Not quite true, it is generally pasteurized heating it will kill off any wild yeast.

    Okay, sure if you boil the stuff and store it in a hermetically sealed container it will keep for a while.  Until the very first time you pop the cork, take a swig, and infect the entire thing with lactobacillus from your dirty, dirty mouth.

    *EDIT* I actually would be interested in seeing a fleshed out alcohol system with separate processes for mashing, brewing, fermenting, and distilling. But the end product would need to be much more useful than it was in TFC1, or it won't be worth the effort.

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  14. Man, I've posted a lot of pictures on this thread.  But here's another one anyway.

    By popular demand, I have lengthened the head by one pixel.  Also (obviously) created a blanket to build the saddle and chests (baskets?) on top of.

    camel_preview16.png

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  15. 3 hours ago, kickinit233 said:

    True you could also just keep the juice if you don't want to ferment it, although it would have to be heated to prevent it from doing so.

    Only if we have a source of potassium sorbate or something.  The only reason fruit juice doesn't ferment on the grocery store shelf is because of modern preservation techniques.

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  16. I tried Darmo's "natural" texture overlay method and the texture pretty much completed itself.  I'll be using that technique again, for sure.  Next step will be to make chest/saddle versions.

    (Note, I smoothed out the difference between front and back body sections after I took these screenshots)

    *EDIT* I assume that it is going to stay pretty close to how ModelHorse works in Vanilla?  If so, I will probably make a blanket NOBOX, a saddle NOBOX, and a chest NOBOX for ease of enabling/disabling in the render method.

    camel_preview14.pngcamel_preview15.png

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  17. 9 minutes ago, Therighthon said:

    The curve with the back legs is unnecessary, and while I see where you are coming from with it, it would make it look weird when it walked. Otherwise, I like it.

    I held off on adding the slant to the back legs as long as I could, but I think it looks weirder straight.

    Looking at pictures of feral Australian camels (the only wild dromedaries in the entire world), there is definitely a scraggle at the end of the tail.  But you may be right, it might not be worth it's own box.

    Double-checked, that is the correct model and texture.

    camel_preview12.pngcamel_preview13.png

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  18. Many changes.

    Squeezed the body in at the rear and made the back legs more natural.

    Making the bottom hump layer just a couple pixels longer front-to-back was all it needed for the whole thing to flow into the body.

    Giraffe-face didn't work at all, so I went back to a single box for the snout.

    Made my temporary texture less boring.

    camel_preview9.pngcamel_preview10.pngcamel_preview11.png

    Camel.MCModel

    camel.png

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  19. 1 minute ago, Kittychanley said:

    Could you double check that when you follow the link, it doesn't add anything weird to the end of it like a redirect? I've tried multiple browsers, none of which I'm logged in on, and I can view the page just fine without any permission errors. The permission error code you provided suggested it might be something like a weird redirect being added to the page, or a typo in the URL if you copied it instead of clicked it.

    Interesting... just figured out that I only get the error when I am logged in.  If I log out and try it, I can get to the page fine.

    Even just clicking on the "Home" navigation button at the top of the forum page gives me the error if I am logged in.

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  20. Yeah, real life camels are weird-looking, which is why I decided to throw the model out here on the forum early and get some other opinions.

    As for looking at camels from other Minecraft mods, I've been trying to avoid doing that.  I just did a google image search on it, and all the ones I see other people have made are either too flat or look even more detached than mine does.

    I have a couple of ideas I want to try, though.  I'll give those a shot and post some more previews of what I think works.

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