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Darmo

Contributor
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Everything posted by Darmo

  1. MCModelCreator(MCMC)

    So uh, it says I don't have permission to access that MCMC download page. Maybe another thing to add to contributor profile?
  2. Tameable, 'milkable' giant spiders.

    All part of the difficulty! If we're being honest, taming normal animals isn't hard at all. It's just time consuming. Just run up with food, click, repeat in 24 hours. But having to use live mobs to feed an aggressive climbing mob, which can't be permanently tamed? THAT deserves a reward!
  3. Racoon *FINAL*

    To me that looks too small Alpha. Maybe the google images I'm looking at are all fat city-racoons (I tried to ignore the more obese ones), but their heads are mostly kind of small compared to their bodies. What you've got there, the cheeks are actually much wider than the body itself. I don't think I saw a single rl photo with that kind of proportion. I mean I hear what Bioxx was saying, but I think your version may be a bit overboard. I was going to try making the body shallow by 1 pixel, and see how that looked...
  4. Giraffe *FINAL*

    Looking at pictures, their ears really do come out almost fully from behind the skull it appears to me. Goofy animals. But I'm fine with that change. I definitely think the texture is looking better with the gradients. Might suggest making the nostrils a bit darker, in line with the ear middle. Eye definitely looks less judgy that way. But it's up to Bioxx if TFC2 giraffes will be evil or no
  5. Posting attachments

    Ya, it was an oversight when the 'contributor' group was set up, and I was put in it. There's only a few people in that group I think, so most people were fine.
  6. Posting attachments

    Maybe I'm blind, but I do not see any way to add new attachments on these forums. Pictures, or other files. I see an insert media dropdown at the lower right, with options for existing attachments and one for image urls. I can't figure out how to add new attachments. Any tips?
  7. TFC2 Enchanting

    Not trying to discourage discussion PwnLord, but just fyi there is already a thread concerning magic. Might want to check it out to see some of the ideas that were presented there.
  8. Tameable, 'milkable' giant spiders.

    It could be that spiders can never be permanently tamed. They'll always lose familiarity over time. That way they would need constant attention, to keep being productive. As for the taming, irl spiders in my experience (from my youth) are not interested in dead insects. They are not (for the most part) scavengers. I think it would be great if the taming of them required the player to bring them live animals to feed on. I suppose that'd require that only tamed animals work for taming a spider, and it only works if a player is within a certain distance. This way a spider does not gain familiarity just by the player happening to be close when the spider finds wild untamed prey. Though depending on how uh, grim TFC2 is planned to be, it would be interesting if the player could also capture enemy humanoids, make them a prisoner with manacles or something, and feed them to the spider!
  9. Tameable, 'milkable' giant spiders.

    I kind of like this idea, but I think it should be even harder yet somehow. But that would require there be an actual benefit to the silk, beyond beds and clothing. Maybe spider silk armor or something. Maybe silk for mere clothes can be from silkworms. Also if spiders have a poison effect in TFC2, the farmed spiders could actually be 'milked' for venom, to produce antivenom (poison resistance potion).
  10. Rat Model and Texture *FINAL*

    Yep, I see the upload and edit options now. I'll do a post or two in the morning.
  11. Rat Model and Texture *FINAL*

    I'd guess that once we have the model approved Bioxx, Alpha can probably do some alternate skins; grey, brown, white maybe. If he's up for it of course.
  12. Posting attachments

    chrome is the same no-go for me. I've also noticed I seem to have no link for editing my posts. Am I also alone on this as well I wonder?
  13. Posting attachments

    Huh, I don't have the lower left blurb about files. And drag-and-dropping does not seem to do anything. Either in Mozilla where I have Noscript, or in IE where I don't. I wonder if it's an account setting problem...
  14. Loot for the Dungeons

    Ya, but it kind of makes no sense calling it 'netherrack' if there's no Nether. But in the sense of some item with a similar mechanic, but perhaps named something else, sure, why not.
  15. Loot for the Dungeons

    I'd be a bit surprised if Netherrack is in the cards, unless the nether is going to actually be a thing in TFC2. I'm sure there'll be plenty of awesome loot though. Most people would probably be pretty happy with garnierite and silver. Not in ingot form though, since ingots don't go in chests. Unless the game could put ingots in chests, but the player cannot. It'd be kind of cool if there was a 'safe' or 'lockbox' container that could hold ingots. Made from iron or steel sheets. With a lock or combination for the player to defeat.
  16. Tips on moving cows

    Well, the bad news is that they're not updating TFC anymore, just doing bug fixes. And technically the occasional huge ocean, like the on you've found, isn't a bug. The good news is that they are working on TFC2 right now. TFC2 will be arranged a little different, with regularly spaced islands, each in a region about 4096 blocks square. There can be regions with no island, but overall my impression at least is that the 20k+ empty oceans will be probably virtually non-existent in TFC2. More bad news, TFC2 is not playable yet. I'd suggest checking out the TFC2 forum to watch the progress. I made a post there that summarizes some of what I considered the most important past posts that lay out the direction of TFC2.
  17. Future of Building in tfc2

    It might be a good idea to include some sort of config or other option for the player to guarantee that their starting island or one of the north-south neighboring ones is a copper bearing type, for the newbs at least? Acacia forests can be really, really daunting, so even though there are nine islands at tier 0, depending on how the tropical and sub-tropical islands generate, you may, in a rare case, be forcing the player to scour the 3-4 islands north of the equator, find that - bad luck - none have copper, and now they have to brave a big acacia jungle with leather and stone axe? Maybe the Acacia doesn't cover the entire island, but for a newb it can be enough of a chore going 4k blocks, never mind maybe 8k north (assuming temperate spawn), no copper, 8k back south to spawn, then further south. Rare but worst case might be 40k of travel (8k north, 32k back south) to find the south pole is the only copper tier0 island. Never mind the polar islands might be a bit tough depending on the season. Just saying, might want to consider newbs there. And then people who don't want to have to spend months and months in tier0-ville could also use that setting as well. Granted, the odds of only one of 9 islands having copper, out of 16 stone types, probably half of which spawn copper, is exceedingly slim. But newbs be newbs, and the chances of 3 islands out of 16 stones types not having copper is higher.
  18. Future of Building in tfc2

    Lots of deja-vu going on in this thread. Wanted to post some links so that maybe some people can catch up on how this has all been discussed in the past.: - Elemental Damage thread, 17 August 2015 - Bioxx first reveals the plans for progressive island hopping. Re-reading it I see that the region sizes are 4096x4096, so I guess a 4k island is possible, given how close those screenshots above get to the region border! He also reveals that progression will be pretty strictly limited, in terms of the player not being able to 'settle' on an island till it has been pacified. - Clothing thread 18 August 2015 - Bioxx first mentions that islands will be one rock type, though not that it will be just 64 deep and have only one layer. Doesn't elicit much comment in that thread - I personally assumed at that time that sea level would still be 150-ish. - Regional Difficulty Thread, 27 August 2015 -Bioxx reveals more about the progression of difficulty east-west, and regional forts. At bottom of first page I express reservations about the nature of this island progression and limited resource design forcing the player to pull up stakes and move their base a lot. It is revealed that 'not being able to settle' an island till pacified means strict prohibition of block breaking and placing. Climatic regions are revealed. But mostly people argue about how forbidding block placing and breaking affects combat. - Boats and Ships Thread, 5th September 2015 - The notion of teleporting between islands is revealed, and discussed at length. Bioxx states that NPCs & their settlements are an open topic for TFC2. Kitty first states that chisels and planks will not be a thing in TFC2. - Future of Chisels and Planks thread, 17 September 2015 - I hope for an elaboration on what kitty meant in her statement in the boats thread. It is revealed in the end that chisels and planks may be possible in TFC2, maybe, but are not a priority. - Encumbrance Thread, 13 Nov 2015 - Bioxx initiates discussion over the notion of encumbrance, wherein the notion of making building materials have weight, to incentivize use of minecarts is mooted. So that is kind of a summary of some of the important topics regarding world-gen, and the nature of where TFC2 is headed. I realize some people are probably new and haven't seen those threads, but some have seen them, and shouldn't be surprised. I included the chisels and planks thread because it was at that point that it became clear to me that maybe TFC2 will be less about building than TFC1, and more action oriented. And the encumbrance thread reinforced the notion to me. There's several factors that are or have the potential of making building less free-wheeling that it is in TFC1: - regional forbidding of block-placing and destroying till fortresses are conquered - Metals progression requiring island hopping, possibly requiring a lot of base moving - possible absence of planks and chisels - encumbrance possibly making transportation of building materials somewhat labor intensive - this however can probably easily be changed by those who don't like it, by simply making stone and wood weightless again via some simple changes. I'm guessing this will be the very first mod out for TFC2. - The fact that one island will have one stone type - and limited tree types - making importation of different stones and woods a bit more onerous, exacerbated by the encumbrance factor. Some of these things could be alleviated if there were npc merchants dealing in stone and wood. But the fact still remains, that at least to me it has been apparent for some time that TFC2 will probably not be the building paradise of TFC1. The signs have been there for awhile now. That said, I am working right now in my limited capacity to help the devs make TFC2 the best game it can be. And I am pretty confident that once TFC2 reaches it's full features, nobody is going to still be playing TFC1.
  19. Future of Building in tfc2

    Not to split hairs Kitty, but isn't it the *regions* that are 4k square? So the island will never be fully 4k across, since there's always going to be some ocean border right? And in some cases there may be no island at all? So the island sizes can vary from none to maybe a small archipelago, all the way up to some upper limit, depending on the minimum ocean border? so maybe 3800, 3900 max diameter, something like that? But maybe of more interest, is it sort of a weighted process? So like, will *most* islands be pretty large, and only the rare few regions be ocean or very small islands? Is the process weighted toward providing very large islands most of the time?
  20. Future of Building in tfc2

    I know in the past it was suggested that rock salt basically be a deposit within a rock biome, as clay is now. Which is a good idea since salt is currently either something you have 0 of, or something you have endless amounts of. It'd be good if it were a somewhat limited resource. I think it'll definitely be interesting to see what stones got dropped to go from 21 to 16. There's visually redundant ones like chalk and granite, or marble and rock salt. And then there's the ones that have few good minerals, like diorite, phyllite, and slate. Or the ones that are extremely mineral redundant with other stones, like most of the sedimentary stones. That's not an entirely clear way of using 'per'. Regardless, it's true that transporting the stone was definitely not a huge deal in TFC1. But again, changes planned for TFC2 sound like they're basically targeted at making stone and other building materials non-trivial to transport. So I wouldn't be so dismissive of the chore of transporting stone purely for building. Players will of course be able to change it however they like for single player. Multiplayer will be another matter.
  21. Future of Building in tfc2

    Actually from what Bioxx has said in the past, that's not the case. In this post, under the Metal Tiers thread, Bioxx said: " Islands do not have multiple stone types...Sea level was placed back down at 64 to allow for more movement of the terrain. There are plans to address this lack of layers in another way that I havent really started on nor talked about yet but is pretty easy to guess at. " The upshot would appear to be - at least at the time of that posting back in November - that each island is just one stone layer 64 blocks deep, and all the same throughout the island. Which brings issues in terms of limited ores and building materials. I have a guess/hope at what the 'other way' to address it is though. As for Biomes, ya, from what Bioxx has posted in the past, it's safe to say that island will have a variety of biomes. I'm hoping trees, crops, and animals will have limitations and hindrances as to where they can grow though. So no growing palm trees at sub-arctic latitudes, hopefully.
  22. Boats and Ships

    If gems in TFC2 generate as they currently do, they'd be way too random for activating teleporters in specific directions, possibly even activating them at all. If gems were to generate in actual blocks, as kimberlite does currently, it might be a bit more doable but only if they generated irrespective of stone type - the islands (last we'd heard) will be entirely one stone type, and I believe only 1 stone layer deep. If gems generate in specific stones, then you'd only have access to certain gems on any one island (trade and loot aside). But gems are the last of the problem as far as useless items - there's tons of possibility for magic components there. The useless ores cause a lot more questions from newbs based on what I've seen on the large server I play on. They simply make the mod feel incomplete. As for being a placeholder, if another mod wants them, it can just add them, ya? The only function they serve currently is to hinder efforts to find legitimate ores in the same area. Which is sort of a valid function - increasing difficulty, but I in my opinion is outweighed by the 'incomplete' feeling it generates.
  23. Tree Growth

    I have a hard time imagining this working with multi-block trees. what happens when a young tree is touching other trees nearby? How does the game know what to remove and what to leave? You already see what happens when trees are touching and you chop them down. I think your best hope would be for a stage after sapling, where the tree was like a 2-block tall plant. Similar to tall grass or reeds. That's a different kind of entity from full grown trees, and so I imagine could be discreetly replaced. I could be wrong though. TFC2 and whatnot.
  24. Alternate Weapon & Armor Damage System

    I think TFC in general doesn't play nice with most other mods. Personally I'm fine with that. TFC is far superior to most other mods, imho.
  25. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes I thought I'd make a suggestion for a possible alternate way of dealing with weapon and armor damage, in view of the fact that TFC2 will have procedural metals that may go on for awhile. Right now in TFC1, these things are handled simply by weapon damage going up each tier, and armor resistance being (1000/(1000+X))*damage being dealt, with X being the reduction value of the armor. This results in weapons swiftly being able to 1-shot many unarmored mobs. It also leads to sort of inconsistent armor progression, where your maximum gains average across all damage types are at leather, wrought iron, and especially black steel, and your minimum gains at the other metals. The incentives to upgrade in certain areas are not very high, though other factors can play a role. THE BASIC IDEA What if instead of being about absolute numbers, the system was about relative tier of weapon vs armor? So in this scenario, maybe weapon tier does not affect the absolute damage and defense numbers. Those are affected by other things, and then the difference between armor and weapon tier provides the final reduction. So say you have a bronze sword, and you attack an armored foe. They have leather armor, no prob. If weapon tier exceeds armor tier by 2 levels, full damage. If they have copper armor, maybe 75%. Or 66% or something. If they have equal tier of armor, 50%. If their armor tier is higher by 1, maybe 20%, and if 2+ greater, 0 damage (or maybe 10 or so if you want to always have at least some damage). So your important levels are: Weapon Tier 2 or more levels above armor = 100% damage Weapon Tier1 level above armor = 75%? damage Weapon Tier = armor tier = 50% damage Weapon Tier 1 level below armor = 25%? Weapon Tier 2 levels or more below armor = 0% (10%?) The numbers are of course malleable and you could even make a greater spread of effective tiers, but this makes each tier upgrade of armor and weapon have a consistent improvement. It seems like this might fit better with the procedural intent of TFC2, and the notion of compelling the player to improve their weapons and armor between islands. Because as things currently stand, going from copper to bronze armor only nets you a bit less than a 5% improvement in damage reduction, which is not significant. If fact you have to go all the way to steel tier to get a 50% damage reduction. This vs tier system makes damage reduction much steeper. I think that a vital part of this tier vs tier system, is the missile weapons. Because I do feel that currently missile weapons are rather OP. Now this may change some in 1.9. I'm not sure if mobs can effectively use shields or not. But that aside, I'd say that missile weapons NEED to be tiered. No more of this flint covers all arrows forever thing. The player needs to craft tiered arrow heads imo. And in fact I'd go so far as to more drastically reduce the arrow damage compared to melee, when faced with equal or greater tiers of armor. There could be an introduction of bodkin arrows vs broadhead. Bodkin arrows effectively acting 1 tier greater than their base metal, but at reduced damage vs a broadhead. I'd also suggest to have arrows break if they miss a mob and hit a stone (or other very hard) block. Or at least have a chance to break. As for the damage type variables, those could be incorporated into the tier system with slightly different reductions by metal type possibly, or, TFC2 could actually split out entirely different armor types. So at equal tiers weapon vs armor, plate armor might have 40% piercing slashing reduction, but 50% crush reduction. Chain mail might be best at slashing. And Brigandine best at piercing. With all taking similar materials costs and time. Or, you could have progressively better types of armor within a tier, with chain being good at slashing, ok at the rest, and plate armor being very effective against all types. But plate takes a lot more materials and time. now in addition to the damage calculations, higher tier weapons will do more durability damage to lower tiered armor. And conversely hitting high tier armor with a low tier weapon will damage your weapon more. Further incentive to tech up. ON CRAFTING OF ARMOR TYPES If there were to be many types of armor within each tier, it would probably be best to sort of move to a system where instead of just a 2-stage crafting of each piece, maybe the player crafts chain mail sections, heavy chain sections, armor plates, and heavy armor plates, and combines them in the crafting grid with the main piece. This would allow for a much greater spread of materials and time costs, with without requiring tons of graphics for each stage, I think. You could still keep many of same things, breast plates for instance being done in two stages. The graphics are there so why not? But instead of doing the last weld and smith and being done, you do that and have to craft it in the grid with added chain and leather. THEN you get the final wearable piece. Requires one more stage, but can probably use the same intermediate graphics with just 1 new item Id. So then, the player could maybe craft a chain shirt with similar effort to the current situation, or a brigandine shirt for more, or a plate armor for a TON of effort and material. Also please note, I'm not going to argue about what is or is not a valid historical armor type here, nor the fine points of damage reductions by type (though others can if they want). I know history/D&D geeks (like me) can get into big discussions on that, but I just picked some names and used them for this example. I don't really care what any given style is called in the game. ON BEASTS AND MONSTERS Now, some mobs won't have armor. Beasts, and monsters. They would need to have an 'innate' armor tier built into them. Wild game animals like deer and birds would have tier 0 of course. But perhaps most big animals, like bears, have at least tier 1 armor. Exceptionally large and thick hided animals or monsters might have even higher effective tiers of armor. If there were ever plans for animal armor, they would presumably use whichever is better; their natural tier, or the worn armor tier. And similarly, their natural attacks may need to have an effective tier, in order to continue to be a threat to the player. As far as natural animals go, this tier vs tier system would allow them to be a threat much longer than they probably would be under a strict numbers system. For instance a bear should be dangerous to the player even at upper tiers, but presumably they could show up even on tier 0 islands. You don't want them one-shotting players(?). By giving them a tier 4 attack that does, say, 250 damage, they'll be a threat to the player all the way up through tier 4 armor perhaps, but they'll do the same damage the whole time, so they can be a uniform threat. You don't have to have higher tier bear every island, or have the bear quickly become a non-threat if they don't increase in power each island. By giving them tier 1 hide, the player could (at my example values) barely affect them with stone weapons, be able to hunt them somewhat effectively with tier 1, though at high arrow cost (and probably not want to face-tank them), and with tier 2 arrows be able to reliably take them down from a distance safely. Assuming there's beastly monsters at some point, they will of course have a tier of hide appropriate to their threat level. So I hope I communicated my idea clearly. I think that a system more based on tier vs tier, and less on ever-escalating weapon damage and armor damage reduction, might help mobs maintain a threat level vs the player better, and make weapon and armor tiers more meaningful, and uniform in their benefits.