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Sda215

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Posts posted by Sda215


  1. Honestly, I still check here every once in a while. I love TFC as a concept and still do to this day. It just so happens that my expectations for a TFC2 release has gone down very well these past several months, especially in light of the upcoming 1.13 update.

    Perhaps when the update comes out and some time has passed for the modding community to sort it out, then we may see a resurgence in TFC2 development. As it stands now, Minecraft is not the only game I'm interested in (neither have I played it in a long while). Fact of the matter is, people eventually get bored of waiting for a long update, and other games eventually catch their interest. I've moved on to Team Fortress 2 and Guild Wars 2 as a matter of fact.

    Does that mean I've given up on TFC2 entirely? No, not when 1.13 has been reputed to be significantly changing Minecraft's coding to where modders will be forced to account for such changes. Based on what I know about news on TFC2 development and the upcoming Minecraft update, I think it's preferable for Bioxx to wait until the update drops and see what changes have been made to the game's code. After all, coding total-conversion mods like TFC is hard work, if my limited coding experience back in my high school days is anything to indicate.

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  2. 3 hours ago, CorpseDrop said:

    I can wait, but I'd like a to have confirmation that tfc2 its still a thing. Maybe a once per year update?

    If they really wanted to, the devs could do random posts of progress on their code similar to what the developer of Dwarf Fortress does. Nothing formal or fancy, just posts containing what they've been working over the past several days or weeks or even months. It doesn't even have to be a weekly thing; the DF developer posts progress on the main page of Bay12 Games whenever he feels like he's done some progress.

    Of course, there could be better ways for the devs to keep the players interested in TFC2, but it doesn't change the fact that we all have to wait until they develop the mod enough such that it is ready for a public release. But I admittedly would like some form of update, be it structured weekly or whenever something interesting―as with ToadyOne's case (the developer of DF, for those who aren't aware)―as total radio silence from the devs won't necessarily maintain faith in a public release of TFC2 in the long run.

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  3. On 1/19/2017 at 4:39 AM, dukejuke said:

    So..... I'm afraid I am a little late for the party...

     

    Anyone here?

    I know that this reply is almost exactly a month late, but I'm still here. Kitty and Bunsen as well.

    As far as I know, none of the other older members are here anymore. Aside from the mods, I think it's just you, me, Terex, and maybe Dunk. Seems like we're all relics of a bygone past, aren't we? :)

    Man, was I such a younger mind back in the day...

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  4. I'm not a developer myself, but if you're just asking for research on geology, metallurgy, ecology, early history of man's technological progress, etc., you don't have to necessarily ask Bioxx or the other developers here for what they used. In fact, I'd say you're probably better off asking that on a science forum, as there are far more qualified individuals who can point you to better, more peer-reviewed sources.

    That being said, I can point you to a few links I just looked up to help you get started:

    https://www.youtube.com/user/bozemanbiology

    http://earthscience.stackexchange.com/

    https://en.wikipedia.org/wiki/Earth_science

    http://www.scienceforums.net/forum/104-earth-science/

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  5. As Bioxx isn't earning a salary from working on TFC2―and the fact this is ultimately a hobby for him and the other developers―it's best for us players not to expect a playable release for a while.

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  6. Now take this with a grain of salt, but I don't think the Developers would add the Nether monsters into TFC Beta, much less implementing them into TFC2 in the first place. 

    That being said, the Nether mobs were designed with the Nether dimension in mind, so putting them into the TFC world in very deep caves might require more work than you think. (Besides, I believe the caves are usually populated with the current hostile mobs already―would like someone to confirm this, though, haven't played TFC in a while―which probably makes cave spelunking challenging enough as it is.)

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  7. Well, if I may add my two cents here, a lot of us are just going to have to wait. I think I can safely speak for everyone who aren't the developers that hardly any of us have the coding experience necessary to even just modify Minecraft's code. From my minimal experience with modifying code on existing games, I can kind of empathize with Bioxx and Kitty in a way. (Apart from development schedules; I did all my coding in my spare time.) It can certainly get frustrating at times, especially if you don't know if this piece of code isn't meshing well with another part or you just made a mistype.

    Just so you know Bioxx and Kitty, we'll be here every step of the way!

    KEEP UP THE GOOD WORK, EVERYONE!!! :) 

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  8. On 4/14/2016 at 0:27 PM, MokpotheMighty said:

    Hi, just introducing myself to the forum.
    I've been playing this mod for a couple years now, hung around this community for a while, but for some reason I never got into the multiplayer part of minecraft.
    As a matter of fact I've been on the irc channel quite a bit, usually as wishcraft, I believe. I may at one time have had an account on this site but I don't think I've used it a lot at all. Hope that's not supposed to be an issue?
    That's now changing and I'd love to play this mod on multiplayer servers, so I created an account for that purpose. 
    I will add that I am a huge fan of what you people are doing, by far the most fun to come out of Minecraft for me.
    Looking forward to TFC2. Keep up the good work guys!

    Well, a bit of a late introduction, but...

    WELCOME TO THE TERRAFIRMACRAFT FORUMS, MOKPOTHEMIGHTY!!!

    We hope you enjoy your stay... ;)

    Yep, I'm looking forward to TFC2 as well! It's going to be a long-haul, that I'm sure of, but in the end I'm certain the rewrite is going to be worth the wait.

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  9. I this case, there could be a variable the says "yes there are mammoths" or "no mammoths".

     

     

    Hmm, I'm not sure about this one. If we assume mammoths would become full-fledged mobs in the mod -- and they serve as an integral part of a viable playstyle -- slapping a configuration option whether to allow mammoth spawning in the game world is a little... counterproductive to that playstyle, and the overall purpose of the gameplay, don't you think?

     

     

    I mean, there's zombies and skeletons, lava in buckets, fantasy metals, trees that go from weed to behemoth in a bit over a week.  It's a game, there's going to be some suspension.

     

     

    Well of course! TFC (well, Minecraft would be a more correct term to use) is still a game in the end, and there is going to be some suspension of disbelief. Still, fantastical monsters, lava buckets, and trees growing within a week, well, probably less than that, are more or less part of the vanilla game, so to speak.

     

    I'm more concerned about the implementation of mammoths. For starters, they are not vanilla mobs, and if they are implemented, they would be considered part of the TFC mod; obviously not a part of the base game. For a mod focused around believability, it does seem a little strange to see mammoths roaming around when you consider their extinction dates... and that's assuming the fun gameplaying is not factored in.

     

     

    I think the bigger issue is, what do they bring to the game?  If they're limited to the poles, how many people will ever see them?  I personally probably would not make a 5k block trek just to kill a mammoth.  Not more than once anyway.

     

     

    I fully agree. Adding mammoths into TFC would require a purpose for such a decision.

     

    It does bring back to the point of implementing a configuration option so that mammoths can be allowed to spawn or not, which I think is already counterproductive enough without taking into account that most people will probably not see them much if their spawning locations are limited to the arctic regions around the poles. If their purpose is to serve as an early game source of food, leather, and other useful materials early in the mod, mammoths would definitely have a place in TFC, especially in the arctic regions -- considering they were hunted before by early man during the last Ice Age.

     

    For the issue of not everyone seeing mammoths, I would argue that if they are ever implemented into the mod, they would serve the purpose as one of the target resource animals for the hunter-gatherers who spawn around the poles. I mean, adding mammoths for the sake of pure sightseeing is not what TFC is all about; it's about a revamped Survival mode of Minecraft that provides a more challenging, believable, and fun gameplay experience the base game never provided in the first place!

     

     

    Would they support a certain style of gameplay?  Possibly.  If someone wants to do an arctic survival game, the mammoth might be a big part of that.  If the bones and fur could be used to build shelter, it would be very distinct.   But I wonder how many people would be interested in that.

     

     

    I once recall Dunkleosteus speaking of allowing several viable gameplay styles in the final version of TFC (of course, it would take several more years before we reach that point!). Each gameplay style is dependent on what geographic region the player spawns in, the kinds of resources the player will encounter, and the environmental factors and variables that could potentially affect his gameplay and how he will survive. (The way I describe here is a little watered down, I think, but Dunkleosteus does intend for the early stage of TFC to resemble this description.)

     

    For instance, say the player spawns near a river brimming with marine life and a forest surrounding the vicinity: that player will be playing a farmer-style session wherein he will settle near the river and rely upon the local fish, plants, and possibly even livestock, for food and materials, and it is possible that he will also build a nice log house to live in. If the player spawns in a mountainous area, he will probably live a nomadic life; herding mountain goats, searching for grassy areas for them to graze in, and living in smaller, portable tents. If the player finds himself in an arctic area, most likely he'll be hunting the local wildlife for food and pelts, and gathering herbs and plants for consumption and materials, and he'll also be likely nomadic considering the needs of his target herds.

     

    I think many people will be more than interested in varied gameplay like that. As it stands right now, the early stone age is not as well defined and is lacking depth; most players will be looking for metals straight away whilst collecting resources from animals and plants. Locations tend to be samey gameplay-wise, so it is almost going to be the same process in the end. The only difference are the different species of trees, the geographic features, and the biomes that are part of the spawn location; which does successfully make the player feel like they are somewhere else, at least.

     

     

    It'd be a great idea if there were a dozen devs on this full time.  But surely with the limited dev time, there's better uses of their time, even better animals to make if we're wanting new animals.

     

     

    We can only hope that the devs get more hands on deck, :).

     

    Before implementing animals, the developers once mentioned that all of the hostile vanilla mobs will be moved underground; their presence replaced with the predators one might see in the wild.

     

    I've lost track of development in the recent months, since I've been hoping that new updates would come in my absence due to growing boredom with the current mod's state, but I do hope that the core features are implemented first.

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  10. ...but I think is not a good option to play TFC and think you are in our world around the year 1000...even if somewhat based on real life is always better to assume you are on a different planet. with a very particular set of fauna and flora.

     

     

    I'm not sure I would agree with that. If we assume that TFC does not takes place in our world, as one boots up a normal gameplay session, wouldn't it mean that every world we play in is a different planet? As far as I am informed, no two planets are ever exactly the same; so, one would find it odd that their own worlds follow a same set of characteristics despite the fact that every world they play in is assumed to be a different planet.

     

    I mean, each planet is a member of their own solar system and each solar system are never exactly alike. Assuming that a planet has met the conditions required for sentient life to evolve (I don't claim to know what exactly are those conditions are for evolution of such life, mind you!), one would think that at least one of those supposed planets has some variation in their characteristics. One 'planet' might have stronger gravity, so, therefore, the player must contend with shorter jumps and lesser inventory; while another planet might lack tectonic activity, which would mean a high lacking of geographical variety and possibly few-to-no mountains and/or hills.

     

    But I digress: for this subject is entirely different to what is being discussed here, so back to the matter at hand.

     

     

    This is after all a game...

     

     

    Of course it is a game. I just find mammoths walking amongst the players in TFC to be a little pushing over one's suspension of disbelief; at least for me, that is!

     

    (I don't claim to know yours or anyone's limit when it comes to their suspension of disbelief, but I do think that some people -- who are versed in the study of paleontology or likes to read articles and papers concerning the prehistoric times -- who play a survival  total-conversion mod like TFC will find it at least somewhat disconcerting that an extinct species such as mammoths exist in the game, especially if the predicted time range is from the stone era to the Steel Age!

     

    Although, mammoths indeed exist in larger numbers during the stone age; however, those instances would take place during the last Ice Age, and I certainly doubt that TFC has an Ice Age era of its own!)

     

     

    Vegetation and animal population do not follow the same distribution as we have in our world.

     

     

    They don't have to at all, of course. On the other hand, I do think that if we're implementing flora and fauna based on the real world, their distribution would have to be reasonably within believability based on their known characteristics and how they connect with the geography of the generated world!

     

     

    The fact that Mammoth were extincts by medieval times in Europe should have nothing to do with the decision  to add or not such animal to the mod.

     

     

    In a case where the whimisical and fantasical aspects mattered more than factual accuracy (and it is backed up with reason as to why mammoths are still roaming about with no signs of endangerment), I would agree. However, where believability is concerned, the only way I can see mammoths existing in the mod itself is during the stone and early bronze ages; even then, practically all of them died out long before even Egypt had its first Pharaoh.

     

    Does that mean that I absolutely don't want to see mammoths in the game, and I would be angry and protest against it if the developers decide to actually implement them? Of course not: I'm having a difficult time finding viable reasons to add mammoths into the mod in the first place!

     

    Even if the developers decide to implement them, if we are going down the believability route, they would most likely be rare creatures scattered throughout the frozen tundras of the northern hemisphere (southern hemisphere as well, if we also take gameplaying into account). Besides, the OP describe the implementation of mammoths as if they were commonplace in TFC; and I'm sure that anyone who are paleontologists themselves or are well-informed will surely find that huge herds of mammoths roaming about frozen plains in the year 1000 will be, at the very least, breaking their suspension of disbelief!

     

     

    Like I said I am not sure if is actually needed for the gameplay, but if a developer feels like they can balance it and create some creatures in a way that adds more fun without breaking the balance, I'd say go for it.

     

     

    I, too, am unsure if the implementation of mammoths will add some degree of purpose in the mod. For me, I find that mammoths being added to TFC as roaming herds dispersed throughout the tundras to be breaking the believability factor of TFC, considering its time range technology-wise and the fact that there is a lack of an Ice Age era.

     

    Regardless of my words, if indeed the mod developers wish to go with this idea, then I say go for it as well! That does not mean that they are given a free pass to do anything they wish to do with the mod beyond the boundaries of reason. I'm sure all of us play TFC because we find the vanilla Survival mode in Minecraft very lacking, and that the mod remedies this by converting the first mode in the base game into a very believable, challenging, and overall fun experience. I just think that the way the OP describes his/her idea of mammoths in the game to be quite... far-fetched, if we are taking TFC's aspect of believability into account.

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  11. When I started to play terrafirmacraft, I always imagined myself like playing in stone/bronze ages. I was wondering, why not add large animal like mammoth for a challenge? There are no boss mobs, but mammoth would look somehow like a boss, and this huge mammal would fit perfectly without ruining terrafirmacraft style.

    So my suggestion is to add mammoths:

    • They would be found in the cold biomes -/+20 000 blocks from equator.
    • They would be found in large amounts (10 - 20 mammoths).
    • They would be huge ( 6-10 blocks height).
    • They would do large amount of damage to player, so you need some strategy to kill him.
    • You can kill him only with special traps, or with many spears only (sword/mace dont do any damage).
    • They would drop: huge fur, huge amount of meat and their tusks (maybe some tools, or only for design, maybe trophy, dont know really).
    • Mammoth would be a challenge for player, huge animals that would look astonishing, thrill while hunting them.
    • Hunting him also would be a lot of fun.

    Of course, if this is possible for mod creators.

     

    Here are some models for them

     

    Links Removed

     

    P.s. sorry for my english.

     

    -0-0-0-

     

    Why add a mammoth into the game? Based on a quick Wikipedia search (I know, it's not always reliable) most of the mammoths appeared to have died out before the early Bronze Age, and only a few surviving populations remained following said age. (Though, to be fair, we could use that information to our advantage if the developers go through with this.) The timeline on the calender in-game also indicates to be the year 1000: otherwise known as the 11th Century (although, I'm assuming this is AD), which would suggest that the last mammoths died at least several millenia before the start of TerraFirmaCraft's timeline.

     

     

    There are no boss mobs, but mammoth would look somehow like a boss

     

    I'm unsure how to go about this one. You mean like add them in for a challenge, and to make them appear as if they are a boss? I feel that adding them in for the sake of acting like an unofficial boss to the player is... not exactly what TFC had in mind. The way you've wrote it implicates that mammoths are to be added in for the player to slay like it was an enemy, and not to be treated as a resource.

     

    I'm not exactly sure how the new animals Dunkleosteus has been working on for the past few years will interact with the player, since he has yet to release details on the matter -- added to the fact Bioxx is restarting work on his old TFC2 project. At this point, it's just a matter of speculation.

     

     

    (sword/mace dont do any damage).

     

    Why don't they? A mammoth is purely flesh and bone, so surely a sword and a mace will do some of damage? I find it a little unbelievable that swords and maces won't do any damage to a flesh target like a mammoth!

     

    I really don't see a very compelling reason to add mammoths into the game. Of course, it could be an appropriate as game in the hunter-gatherer sense of TFC, but it's hard to believe that they still existed in greater number around the early Bronze Age and throughout the colder regions of the generated world.

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  12. A lot of my spawning locations tend to be near the equator or near one of the poles. I don't get to see snow that much, unfortunately. The only time I've ever seen a huge amount of snow at one point in my TFC career was in that tundra area I once spawned in; it was a long time ago, however.

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  13. Though it seems that your situation has been resolved, I wouldn't advise posting question topics in a Suggestion subforum. It would be far more beneficial to ask that in the Discussion forum, or, better yet, a topic dedicated to answering gameplay questions. (Not sure if a thread like that exists, so you might want to dig around the Guide subforum.)

     

    Just something to keep in mind for future topic posts, ;).

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  14. Tis' but a pipe dream, Paolo. We all wish to meet the developers of TerraFirmaCraft, :).

     

    Doesn't help with the fact that all of us live in different places. I live in the south of the US, and the developers live up in Canada.

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  15. Who do call someone who sleeps on rocks? A knapper!

     

    I like Seqouias: they're big and they can walk(?) away from crashes with only a dent.

     

    What's the different between a chicken and a pheasant? One looks like a hen and the other's a rooster!

     

    Enough horrible (and probably poorly-written) puns from me for now....

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  16. Peculiar... I had thought that the seed should be provided when one opens up the Debug menu...

     

    Oh well, gonna edit into the OP. Might want to be patient, for someone else is currently using the laptop I use for gaming at the time of this writing.

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  17. Ah, I remember reading that only a few days ago! (Admittedly, I had to skim through much of the coding sections since my coding/mathematics skills still need development.) Huh, didn't pop up to mind while I was writing this... Thank you for bringing up the topic, Bunsan!

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  18. With the advent of the new 1.8 Update -- in which, I haven't the chance to play around with all of the new features -- Bioxx has mentioned in the Articles section of the site's Homepage that he will be reviving TFC2, that old project a few years back he abandoned to focus more on the original code, to continue the future of TFC beyond 1.7.10 as quoted here:

     

    ...TFC will not be porting beyond 1.7. ...There are other things that would require us to essentially rewrite TFC in order to deal with.

    So a rewrite is what will happen. Very, very, very slowly. Some of you may remember my old TFC2 project from long ago. That is being revived in some incarnation as the next iteration of TFC. Nothing is entirely set in stone beyond the fact that I plan to take my time with this one. As more plans are solidified, I'll be sure to fill you guys in. As far as TFC Build 80 and beyond are concerned, we will continue to add more content for 1.7 and polish the game....

     

     

    I am curious: what are to be expecting in this next iteration of TFC? I can vaguely remember from those days that Bioxx once wrote that one of his plans for the project is to overhaul the generation so that the world will be rendered in pseudo-continents -- in other words, smaller islands surrounded by oceans, each island holding specific and useful resources that island only possesses. Is it a similar plan from that old project? Or had the time between the old TFC2 project and its revival diluted his envisioning to where he now has other, perhaps better, plans and ideas in mind?

     

     

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  19. So, while I was testing Dynamic Lights in a test world,  creative mode of course, I decided to go underground to screw around with the cave-in system (I can never get tired of those blocks falling before the might of gunpowder!) . Of all places, I happen to dig under the ocean and came across a typical cave system one would find in their spelunking expeditions.

     

    Only it wasn't so typical.

     

    After about ten seconds of looking around, I just stumbled upon the most amazing cavern system I have ever seen in TerraFirmaCraft: so amazing and wonderful that it could beat vanilla Minecraft's amazing cavern systems almost any day!

     

    Seed should be provided at the end of the album via screenshot.

     

    EDIT (04/28/15): Alright, the seed should be as follows: 242207216

     

    And enjoy! :)

     

    This is the extent of my tiny expedition, thus far, and I found it so wonderful that even these images would only provide a poor glimpse of this undersea cavern.

     

    Here are the screenshots:
     

    Posted Image
    Posted ImagePosted Image
    Posted Image
    Posted ImagePosted Image
    Posted ImagePosted Image
    Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

     

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  20. From my experiences, when I hit an ore vein there's so much of the stuff that even with a cave-in I'll still be swimming in ore. Ore being destroyed by cave-ins, at the most, is just a nuisance: at worst a "Goddammit!" especially if you've been searching far and wide for that ore.

     

    With the extended generation of the sorts, chances are you're probably going to find all of the metals you need underground unless you somehow spawned in an island biome as if the mod was pulling a classic vanilla trick on you.

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  21. This thread will be dedicated to any and all news and discussion of the internet from within the TFC forum. A sort of sub-forum for what's happening in the outside world and internet, these days.

     

    I'll start first:

     

    Around a month ago, a great spam war ravaged the heavily-active forums of FanFiction.net. Those unlucky dead or inactive forums were the lucky ones. Them spammers from Korea came marchin' in, layin' waste to the legitimate forum threads and terrorizing the forum-goers.

     

    I was lucky enough not to be around when the Great Spam War of 2015 occurred, but I've seen enough Korean spams and buried threads to know the war was bad. When I returned to the most active forum on that site, I was relieved to see that the forum made it out alright... but them soldiers who fought in the war became changed men. I've heard they've seen and done things no one should ever experience. There was even one vet who told me the forum was besieged for months by them spammers, but their lieutenant and what's left of their platoon were determined to see it through. And they did: brave men, them soldiers were!

     

    Right now, they're just wiping up the remnants of the spammers, and the government o'er managed to reinforce some of their defenses to ensure the spammers don't attack the forums again. Though, we still got spam stories popping all o'er the archive regions of FanFiction.net, and that's another different front entirely that's been raging for years. Lucky that I didn't encounter any spammers armed with their ant-legit story rifles, though.

     

    And that's my news for now. Go on, tell your story/news! :D

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