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Gil

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Posts posted by Gil


  1. Compare the depth of the cobble to the door planks and wall. I think that's the main issue for me right now, getting the depth consistent to be believable. Apart from that, I love it all. One thing that might be fun is trying to apply a global filter to all these, so they come closer together, but I haven't figured out how to properly do it myself. I can't even explain what I mean :)

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  2. Well maybe when skeletons get moved underground with zombies the bone meal would be a luxury to have ! I was considering the future! LOL

    :)

    I heard that might not happen anymore. I'm not sure. In any case, bonemeal in vanilla is just plain cheap and cheaty, so as long as it's not that, I'm happy :)
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  3. In my actual game, I found my first Sphalerite visible vein in a cave system. The other times I found some was in creative.

    I also found a HUGE area of Sphalerite mixed with Limonite. The vein is so messy, all made of small pockets of 1 to 4 block of ore. With the technique 1 I was able to get to the general area, but the vein is so hart do work with.

    In the right biome, sphalerite is all over the place :)

    I never got anything else than Cassiterite, Bismuthenite and Sphalerite in a sluice. Do you know if they can pick something else ? If they can, I may try them in a underground cave.

    You can pick up anything, but the sluice only reaches 60 blocks down, meaning it only picks up those three and copper. If you dig a tunnel into the earth and drop the water down with you, you can actually make sluices that pick up even, say, Galena.

    In fact, some people don't ever use their pickaxe, preferring a system of tons of sluices. If the sluice picks up too much useless junk, you can clear that with your pickaxe. That way, you can set up a bunch of sluice stations near a Galena or Garnierite vein and get infinite of those resources.

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  4. Yea i agree with Gil , another way is to utalize bonemeal to give some type of nutrient back to the ground.

    Problem with bonemeal is that it's too easy to get/use. Kill skeleton, right click bonemeal.

    Bonemeal should increase nutrients a tiny bit, while making a charcoal pit should be more interesting, bigger rewards.

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  5. Ah yes, emboss and fake AO should be fine. I guess you need to find the right balance. Here's some pointers:

    Different surfaces have different light diffusion. For highly diffuse surfaces (say, dirt), apply blur to the highlights.

    Rough surfaces might require a shadow blur (dirt again?)

    Sometimes highlight or shadows look better with certain blending modes. In Photoshop, there's a lot too choose from. Try to make the contrast pronounced enough, while avoiding the "look, it's an emboss filter" look.

    When I get home, I might try a few examples. Is there a texture you felt like you were struggling with? I could take a look at it and offer some options.

    in the past few week I've developed better lighting tricks then I had when I was working on the bricks and will come back to them.

    Discovering new tricks is fun :)
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  6. Haven't had time to check it out (at work). I watched a minute or so.

    Video quality is good, though a bit low-contrast (washed out)

    Resolution goes up to 1080p (great)

    Texture pack is lousy, looks like one of those dreadful vanilla-style 32x packs, that end up looking worse than vanilla. If you go higher res, I'd go for maybe John Smith or similar, or stay vanilla.

    I saved it on my to-watch list, will check it out later.

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  7. I like this idea, except for all the "realism omg" parts.

    Maybe we can make it so you put a charcoal pit on top of your farmland. That way we can kill two birds with one stone and players will be encouraged to do both.

    My idea:

    "When you make a charcoal pit on top of farmland, the soil regains nutrients"

    That's it. Keep it simple. Having to shovel the stuff and wait before it cools adds no gameplay, just tedium.

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  8. When you put Forge in the minecraft.jar file, don't forget to delete META INF folder. VERY important or it wont run.

    MultiMC doesn't require you to remove that folder, what are you talking about?
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  9. Most of these textures seem to be made for normal maps and provide no clear highlights/shadows. The smoothed limestone is an exception and looks way better. I propose you choose a light source (say, up-left, like the limestone) and shade everything accordingly to make it look less flat.

    Apart from that, I do like the textures, they look a lot better than I first expected, that's why I asked for screenshots :).

    The cave textures are fine btw, loving those.

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  10. 1) It ran a bit slow on my i7 laptop with 2GB RAM with mobility radeon, but it runs fine on my i7 desktop with 6GB of RAM and Radeon HD5850. Allocating more RAM to Minecraft also helps with game performance on my laptop.

    2) I install with MultiMC. Drop Forge and PlayerAPI into the JAR mods, TFC in the mods folder, done!

    3) I update by just replacing the TFC mod file in the mods folder with MultiMC and then deleting the configs in the instance folder

    4) I've heard good things about Roanoke

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  11. Actually, all it would take is to add this code to EntityHurtHandler.java

    else if(event.source == DamageSource.explosion)		{			event.ammount = 500;		}

    500 being the damage to any living entity.

    edit: you could make that to "+= 500;" , that would add 500 damage to vanilla damage, that way TNT would also work properly ....that is if we had any :)

    Is EntityHurtHandler a TFC class? If it's a vanilla class, then that wouldn't work.

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  12. 1. I would not call it "my" technique, but... anyways. I think it would also work in deeper level.

    No, because surface rocks never work for finding stuff on a deeper level. I'm referring to the fact that you advice to hit surface rocks looking for ore.

    2. Finding nuggets was more efficient than sluice for me.

    They are more effective, since the range is smaller. They don't pick up ores as deep underground though.

    3. Maybe, but I explored a huge cave system and almost never saw visible vein. I guess I would have to check at the optimal level.

    Yeah, you have to have a cave system that is deep enough.

    5. In deeper level with more interference, I am wondering how it would work. Will have to test it out. And yes, one problem of this technique is if the vein is made of pockets of ore, then you will only hit one pocket.

    You won't hit one pocket, you'll hit both, that's the point. Two small veins might cause a medium vein reading if you're standing in-between them. Using your system, you'd end up mining in-between them and not finding anything (I've been there)
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  13. TIP: Don't try to smelt anything but tier one metals in a firepit with peat. I tried doing this with copper, and even with a bellows, it didn't get it above orange*.

    Copper is the point that I either throw in a few logs of hardwood (oak, hickory) or decide to start making a bloomery.
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  14. A few pointers:

    1) Your ore finding technique only works for surface ores, so it only works for zinc, bismuth, tin and copper, which are all useless ores that can be found literally everywhere.

    2) Sluices check for ores to about 60 blocks below them and 100m around, so they can be used as a stronger, yet less accurate version of spotting for surface ores (there's more to sluices than that, but there's multiple threads about it already).

    3) Checking for ores in caves is even easier. Find a cave, spot ores sticking out or use the prospecting pick randomly at the floors/walls to find a vein. The level at which caves spawn, usually means that there's not just surface ores, but all kinds of ores down there.

    4) If an ore is not a surface ore, the LAST place you want to look for it, is a biome that has the surface rock type that the wiki claims contains the ore. Why? Because the top layer of rock doesn't contain anything, but surface ores and when you go down, you'll end up in a different rock type.

    5) The level change technique works really well for isolated veins, like the surface ores, but can be pretty useless once you go deeper to mine. At optimal mining levels, the vein you are looking for is surrounded by tons of other ores, so the pro-pick readings will be all over the place and pin-pointing the spot where the reading changes will be impossible. On top of that, there's certain kinds of veins that are more scattered in formation, which require you to use a branch-mining technique, after you get a few readings and can guesstimate what direction you have to dig in.

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  15. on to business: Other weapons, tools even. How does/could it apply?

    Breaking: even the best smith makes shit weapons, and you can lose a weapon this way.

    Reforging(repairing said broken weapons): this a thing, or you just sticking with immortal steel?

    I've been working on a system that combines this idea with durability in a way. It's not something I would want, but I'll post it here anyway, since you showed interest in something like that.

    What I was thinking is that you start with a blunt tool and you have to sharpen it. Sharpening it means the durability goes down and the tool becomes sharp. That way, any tool has a limited amount of times you can sharpen it.

    It's not very realistic and it's not very well thought out, but I saw your post, so I thought I'd share in case it results in meaningful discussion :).

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