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Diego il Catanico Jr

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Everything posted by Diego il Catanico Jr

  1. Clothing

    Sorry, if i didn't understand something. I didn't focused on temperature system as i cant remember everything said about it. Anb for that equation... i think it should be used if durability affects quality. If not, the durability will of the InnerLayer will be: IC=(OC/OS)*IS And i have to confess that i made that equation only because I had an idea and I absolutely had to finish it. As no-one teached me to make an equation starting from goals it took me more than 12 hours. I knew I could make it in a easier way. But i really think that durability shoud be more like quality. You others decide. I im happy with what I already did.
  2. Clothing

    I like what Darmo said. Now I elaborated Darmo's idea, and probably i made lots of grammatical errors. Anyway, think a fur armor should be added. The fur armor will be made in ways similar to the leather's (with less-worked hide), but it will keep the player from cold and will have 1/2 of the leather armor's defense points. The leather armor should keep the player only from freezing. (Leather will work on sub-artic and fur in artic). And these 2 armors will be able to be crafted and uncrafted from all other types of armor, even themselves. So we will have these combinations: Protection = OuterLayer+1/2*InnerLayer Metal is always the OuterLayer, Fur is always the InnerLayer when combinated. CurrentDurability = OuterLayer When they are crafted the CurrentDurabilities of the two Layers are stored and the CurrentDurability of the OuterLayer becomes the CurrentDurability of the armor. When the OuterLayer breaks (OC=0) or the armor is uncrafted, the CurrentDurability of the InnerLayer will be calculated in this way and rounded down: IC = (IS *(2 * OC + OS)) / (3 * OS) I=InnerLayer; O=OuterLayer; S=StoredDurability; C=CurrentDurability. Example: You craft a leather armor with 500 of 1000 durability with an iron armor with 1000 of 1500 durability. You use the crafted armor until it gets to 500 of 1500. Then you uncraft the armor and the leather armor has 333 DurabilityPoints (500 *(2 * 500 + 1000)) / (3 * 1000) = 1/3 rounded down. So the InnerLayer will break only when the OuterLayer has already broken and if you craft two new armors together, when the OuterLayer breaks you will still have an half-used lighter armor. I think these armors should have their own textures, giving to the players more variety in cloths and armor. The problem is: Should every combination have it's own id? Should them be based on overlays or every combination should have its own texture? Will the firsts option be a problem for performance? For what i know i would make that every combination has a id and a texture. I really don't know for the code (would work copy-paste-edit?), but i would make all the textures, if someone passes me metals'. I'll make some example textures to show what i mean with Leather-Leather, Leather-Fur, Fur-Fur, Metal-Leather and Metal-Fur P.S. Who does not dream to be a Viking leader with the dedicated Big Wolf Hide Armor!?!?
  3. Smithing depth

    Could be awesome. And we would no longer need black, red and blue steels as they're going to add a new alloying system which you could use to make your own alloys.
  4. Encumberance Inventory system

    I have a rail I have a hand cart Uh! Hand cart in rails Sorry. Now, seriously, this would be a good thing. That will be a midway between hand carts and powered minecarts. The rail hand cart will not slow your trip, but you'll still have to push or lead it. And when you're in mine you could use leads to move the cart upwards faster. And... I realized how being limited will change to style of the game IN BETTER! In-game communities, villages, cities will be created to make heavy works possible. You will no loger be able to make tos of ingots in 15 minuts ALONE. You will no longer build walls and roads and mansions (well you'll be still able to do it but it will take too much time) by your own. You will no longer go hunting or raiding alone. With limited weight and size carrying players will become to be groups and will steal and grif less. They will care of do not be hated by anyone. People will begin to join forces.
  5. Tree Schematic Contributions

    Now what trees we need?
  6. Weapons, Melee range, Cooldown, etc.

    Post almost finished, not checked. The idea is complete for now.
  7. Weapons, Melee range, Cooldown, etc.

    Now I wrote this. This is only an idea. I'll probably modify it in the future. Legend: R = Range, D = Damage type (Primary and secondary), En = Effectivity/Damage (Iron), Ea = Effectivity/Damage versus armor (iron vs iron), C = Cooldown* (for iron) *You will not be able to hit the enemy when the cooldown is under 50%, then the damage will be calculated in the vanilla way. **For "two-handed" I mean "used in the main-hand with the off-hand slot empty", not a two-handed weapon. Sword: Mace: Spear: Bow: Axe: Hammer: Knife: Pickaxe: Shovel: Hoe: Chisel: Prospector's Pick: Saw: Scyte:
  8. I need a good tutorial to learn modding but i can't find anyone!

    My problem is that i don't know how to code my ideas... sometimes i have lots of maths with them. But don't worry, i wont need more tutorials, im going to learn at school this year. When i learn the basics i think I will be able to learn faster how to do what I want. Sorry for grammatic.
  9. Questions and Suggestions for TFC2

    Yeah, I realized that 1 week ago. Wow this means that surface enemies could be enviroment and predators... and monsters will be foud later in game in dungeons... this remembers me the first Tomb Rider.
  10. Slings!

    Crushing to the extremities = not fatal (less damage with armor), slowness or weakness/mining fatigue Crushing to the chest = potentially fatal (reduced possibility with armor,less damage with armor) Crushing to the neck* = potentially fatal Crushing to the head = fatal (potentially fatal with armor,less damage with armor) Slashing to the extremities = potentially fatal (reduced possibility with armor,less damage with armor), slowness or weakness/mining fatigue Slashing to the chest = fatal (potentially fatal with armor,less damage with armor) Slashing the neck* = fatal Slashing to the head = fatal (potentially fatal with armor,less damage with armor) Piercing to the extremities = not fatal (less damage with armor), slowness or weakness/mining fatigue Piercing to the chest = potentially fatal (reduced possibility with armor,less damage with armor) Piercing the neck* = fatal Piercing to the head = fatal (reduced possibility with armor,less damage with armor) *The neck will be a 8x1x8 hitbox under the head, in the body
  11. Slings!

    Ok you're right. But if we focus on the slings in this way, we have to focus on every weapon in this way. I would like that. I will think about it only if people are interested.
  12. Another photo journal of a v79 playthrough

    I'm waiting for the new map!!! Good Job
  13. Slings!

    This really does not make sense. Anyway, the idea is good I think every weapon should be more complex.
  14. Crops do not grow

    This post has been automatically generated from a form submission. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?: Yes Topic Title: Crops do not grow TFC Version #: 0.79.29 Forge Version #: 10.13.4.1558 SSP/SMP: Single Player Have you deleted your config files or are using default configs and are still able to reproduce this bug?: No Changed Config Options: No one Do you have any mods other than Forge and TFC installed?: No Other Mods Installed: If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: I do not have Optifine or a non-forge server plugin api installed. Crash Report: Description: Well, simply there isn't a crop that drops something.
  15. Looking for Adult friendly TFC vanilla server.

    Anarcy/Empire vs Empire, that's what I'm looking for too
  16. Coconut and bamboo

    Well... the only weapons I want for bamboo are fast-crafting spears (crafted with bamboo and axe/sword as tools)
  17. Coconut and bamboo

    Well that was my not-experienced-man idea... anyway I want bamboo for: Aesthetic Building Weapons, like spears. Wow... Source?
  18. [0.97.29.922] Small server [Whitelisted]

    15 (11/9/16) As I don't speak english Skype is useless. I can write without problems, but no one will understand what I say. Can I still play?
  19. Coconut and bamboo

    Also, I don't exactly know what about leaves... in the example I used birch, because it fit well but having textures like this for early stages will be good... And bamboo leaves of course. I'm thinking about a new tree growth system that will make trees to work similar to chorus plants...
  20. Coconut and bamboo

    Some screenshots using the textures
  21. Coconut and bamboo

    Here there are some textures for bamboo... now we have to make leaves. I though about making everything easier about textures in this way: The first part of the bamboo (part 0) will use the Bamboo0, the 2nd part (part 1) will use Bamboo1 and so on, until parts 5 & 6, that will alternate until the plant finishes. The textures will be adapted to 2x2 (1.9 lonely glass pane), 4x4 (lonely fence), 6x6 and 8x8 (lonely stone wall). (Yep, only the 25% of the texture will be used) Every 8 blocks the trunk widens, and when the plant reaches 32 blocks it stops growing. The 2x2 parts take 3 days to grow, and when they reach 8 blocks in 24 days they start growing the next stage, that will take the double, triple and quadruple of the first stage. (3x8=24, 6x8=48, 9x8=72, 12x8=96, tot 240 days) To make this growing rate to fit with other trees, trees themselves shold have a really slow growing rate, with new desired future mechanics... if not I'm sure we can find a way to make Bamboo fit with them. Also, the bamboo will stop growing if any of its trunk pieces is cut, even the top piece. Bamboo parts: 0 1 2 3 4 5+2*n 6+2*n The top I made it gray because it will be seen between the different-sized parts and the top of the plant. I don't really like it but I don't want to make things too complicate.
  22. Coconut and bamboo

    Should we write something about earthquakes?
  23. Tree Schematic Contributions

    If I understood, now we have space for 32 trees... I'm right?
  24. What the Heck is Redstone Ore?

    Mmmmh... Explosions... Them are undervalued, I think they should get some new physics that will fit with the new block physics. And shock waves? Sound stunning? Highter volume that will make players tostartle?
  25. Settlements and Human Mobs

    I previously though that NPCs were a good idea... But now I think we shold focus on multyplayer mechanics.