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About PhineasWynd

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    Stone Miner

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  • Gender Not Telling
  • Location New Zealand/Australia (I move around)

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  1. Aardvark

    Doesn't look like i'm going to have any time to complete this one. If anybodywantsto finish it, feel free The ears aren't rendering properly in MCMC, but I think Minecraft has double-sided rendering for the insides, like skeleton ribs? Aardvark_v2.MCModel
  2. Moa

    OK, I removed the slanted leg pieces and the defective toes. I moved the lower leg bits forward a pixel, it looks better I think. Bonus: pic of neck extended downwards, could be an animation for interaction with the player, taming or some such. Moa_v3.MCModel
  3. Moa

    I've made a transparent patch in the texture to avoid z-fighting, you can see it if you move the body box away. It z-fights when you select it, but that's only with the coloured overlay that appears. They're already moved 0.1 pixels outwards, if you look at Leg_L1/R1, you'll see that the root leg piece isn'tthe top one, it's the middle. I originally had just a straight, thin leg, but it didn't look good. I hope I don't have to shuffle the leg hierarchy around.. It all makes logical sense if you look at the hierarchy on the right. L1a and L1b are extra bits on the L1 part. It looks sort of okay-ish without the slanted leg boxes and belly, but looks more chicken-like and square. I know we want to keep the mobs square-ish, but because it's such a big mob, maybe extra detailed/slanted bits wouldn't go amiss? I invoke rule 3 of the guidelinesPowerful legs are sort of the moa's thing, right? Agreed. I'll just get rid of them. Maybe a jump slash attack?I think this mob should be able to jump high andbe very fast, faster than a sprinting player.
  4. Moa

    OK, so I've been working on a Moa. For anyone who doesn't know, it's aNew Zealand native,flightless bird which is sadly extinct. They got up to 3.6m tall. I may have overdone the height slightly, I realised after I made him that he's about 4.2m tall, I hope that's not a problem! Here's a drawing of what they would have looked like: Here are some screenshots of the Moa model: (The rod is as high as a minecraft player, or 0.8m) Moa_v2.MCModel
  5. Giant Spider

    I was just excited to finally finish my exams, so I did the first thing that interested me, haha! Not much time invested, only an hour or so. The skin was like 30 seconds of work, honestly so I'm not surprised with the criticism
  6. Giant Spider

    Large, more articulate spider. I can't figure out the head, anybody want to have a go? Phin_Spiderv0.1.MCModel
  7. Animal AI / Behaviour

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):yes Preface:I know AI is a pain in the ass. But I think it's worth it What it adds to the game: A whole lot of immersion and makes the whole world feel aliveA skill element / difficulty level to hunting - animals will flee from you, you will need to sneak up on them,Complexity to building and farming - protecting yourself and your crops from the wildlifeDanger to the player - some animals will stand their ground/charge you, some will stalk and hunt you.Overview: Lots of different actions Spectrum of states Spectrum of dispositions Seasonal/Regional Migration Reaction to playerMechanisms: 1. Lots of different actions Animals have basically 3 functions: Sustain themselves(Eat/drink), Survive(flee/attack/intimidate), Mate(displays, competing with others). I think the first two are the most important for the purposes of the game, as they can involve the player directly, whereas mating behaviours don't really involve the player much. List of actions: (If you think of any more, I can add them to the list) Drink. Find water edge and do eating animation on itStalk. Hide from line of sight of target at a distance away. Can be a variable distance, or gradually get closerHunt (Carnivore). After stalking close enough to target, run at target as fast as possible, attacking it. Animals will only hunt other animals of lower Threat level than them (see below)Cling (Carnivore). Attach to target, doing damage quickly. Like a lion clinging to the back of a zebra sort of thingGraze (Herbivore). Find closest tastiest food (crops included) and do eating animation on it, destroying the food.Feed (Carnivore). Eat from animal corpse (if there is such a thing)Flee. Threat detected, run as fast as possible in a path away from the threat's locationIntimidate. Face target and do intimidation animation and/or noiseStand ground. Face target and stay in position, attack only when target gets closeCharge. Face target and run through them, do damage on passing. Keep going for a while after doing damageHide. Find a hidden spot and stay there until threat is goneProtect. Get between threat and protectee, and intimidate, stand ground, attack.Dying. Stagger around slowly, randomly2. Spectrum of states Key: Capital letter words are variables Each animal should have a base Threat level (set when it is born or fully grown, within a range depending on species) and a Threat-Multiplier, which changes depending on what action the animal is taking at the moment. There should also be an environmental multiplier, which is affected by the type of block the animal is standing on/walking through, to simulate noise. Each animal should also have a Hunger level and a Thirst level which depend on the animal's hunger and thirst, and an Alarm level, which is variable in response to the environment and animals around it, and its current health level. Then it goes through a Converter to convert from Hunger/Thirst/Alarm to different actions. The higher the Hunger/Thirst level, the more likely it is to ignore the Alarm level, and take care of its needs. The Alarm level is calculated from the Threat level divided by distance (squared?) of animals around it. Alarm responds to other animals' Alarm level as well, and some animals' Alarm level lowers in response to being around more of the same species. Alarm goes to very high when damage is taken. Also goes high when other animals of same species near it take damage. 3. Spectrum of dispositions Different species of animals (and different genders, pregnant, with baby, alpha male, etc.) should have different dispositions, which means different actions in response to its various Need levels. Or in other words, a different Converter. Key: Lower Threat, Same Threat as own, Higher Threat Types of disposition: (If you think of more you're welcome to post them, and I'll add them to the list) Prey, small - Possible actions in order from lowest Alarm to highest: Drink, Graze, Hide, Flee Prey, medium - Drink, Graze, Flee Prey, large - Drink, Graze, Intimidate, Charge, Flee Predator, medium - Drink, Feed, Hunt, Intimidate, Flee Predator, large - Drink, Feed, Hunt, Cling, Intimidate, Stand ground Many more types, eg. Mother Bear - Drink, Graze, Feed, Protect There should also be some randomness so that animals don't always do exactly the same thing. 4. Seasonal/Regional Migration Animals should move around in the world. Some species should migrate to different areas for different parts of the year, some species should wander around a territory, some should do it in groups, some solitary. They should also travel to different areas when not loaded in the chunks (change of coordinates of the unloaded animal?). This can be done properly with the way islands are going to be partially pre-generated. This should pose a good challenge for the player, as animals will not always be in the same location. Deer and other prey will move around, and you will need to track them. Also, predators will move into your region, and may decide to hunt you. This is almost another suggestion, but maybe there can be a tracking mechanic (right click on ground with hand as if you're checking for prints and droppings? Shows where animals were recently, higher tier skill reveals animals further back in time, the direction of travel of the animal, more types of animal. 5. Reaction to player The player would count as a middling high Threat animal - some predators might try to hunt him, and most animals would count him as a threat. Threat level of the player would increase/decrease for different actions/wearables. Crouching lowers Threat level of the player, drinking lowers Threat a lot, running towards an animal increases Threat, running away decreases it. Jumping increases Threat level. Standing still lowers Threat the longer you stand, etc.
  8. Sounds

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?yes - I hope that multiple sounds is ok with rule 5. It would be silly to make a new thread for each new sound, no? With the advent of Trickyas the new sound editor (a hearty welcome to you, sir), this is a thread to brainstorm and suggest new sounds for TerraFirmaCraft. I will curate the suggestions from the replies, as well as adding my own ideas. Please note that we are not directing our suggestions here toward Tricky, as he works directly for Bioxx only. Suggestions: Ambient Sounds: Winds whooshing at higher y coords - CFLPlayerOcean/beach noises that feather out as you get further away from the biome - BigTurtlesUnderwater sounds when underwaterDripping sounds in cavesLocust/cicada sound when above a certain temperature - DarmoJungle noises in Jungle biomes - DarmoEchos in caves / stony areas - earthboundflyerOccasional splashing noises when near water - Adamu82Occasional "clump of snow falling from branches" sounds when there's snow on the ground - Adamu82Creaking ice - Adamu82Animal Sounds: Birds chirpingSquirrels chittering- Adamu82Wolf howls (especially when it's a full moon) - Adamu82Player/Action Sounds: Splashing when walking in waterA more intense brushes/leaves thrashing/sticks breaking sound when the player is moving through leaf blocks - DarmoLoom noise - DarmoChipping sounds to go with knappingScraping sounds to go with hide makingChisel noise when smoothing stone - DarmoPanting noises when the player gets effects from lack of food or water - DonjonsMusic: Action music for action time - Miner239 Suggestions that are likely to happen are in red.
  9. Handling your wood, Carpentry and logging.

    I won't get into the technical stuff, but this isn't an issue. With some fancy programming, you can make it so that the tree only breaks if it is not connected to any dirt blocks.
  10. Handling your wood, Carpentry and logging.

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):yes Answering "no" to the above question will result in your post being deleted. How tree felling is right now: The tree destroys itself when any log is chopped How I'm recommending tree felling should be: The tree destroys itself when there are no blocks supporting any of it, i.e. there is air below every bottom log. the tree is not connected to any dirt blocks. My suggestion is to make it that trees don't "fall down" (break all the blocks up to the top) until there is nothing supporting the tree at all. Why? More interesting and believable - want to chop a massive tree down? Well, you have to do more work to do it.With the new trees coming, a shiny new mechanic to go with them would be awesome!You have to have some thought put into it - is it more worth your time to chop down one 4x4 tree, or 16 1x1 trees? Who knows?! Allows for more flexibility with building in trees - making hollow trees is possible, and you can chop some unwanted logs off without the whole tree destroying itself.From below: Cool! I didn't know that! So this mechanic could be easily modified to be instantaneous and drop logs. Hopefully easy to code
  11. Silly question - how would you store a door? ;)

    Fridge - put the door in front of stacked single chests, chisel a 'fridge' around it.
  12. Lumber Spilitting Wedge

    I think this idea could be used to make firewood, which replaces full logs in things that burn. This would need to be balanced somehow, but how believable is it that you need 1 cubic metre of logsto cook a piece of meat, and 8 cubic metres to fire 4 clay pots? Let's say wood burns at 10 megajoules (1000 kilojoules) per kilogram, and that 160 oz =ten 450g steaks. Also, each steak takes 10 kj to cook, so 100 kj for the full 160 oz of meat. (google said 1 kj per steak, so waaay out of scale, but oh well) Just on a side note, is it possible to change to metric? You can change language... oz means nothing to me. So oak has a density of 0.6 x 103 kg/m3, or a single log weighs 600 kg. (Wow, was not expecting that much. How can Steve carry these? ) Let's take it down to 10 kg per log because minecraft. So each log has 100 Mj of burning energy available, or enough to cook 100 steaks. Anyway, so 1/100 of a log can cook a full stack of meat (or anything else). This could be 1/64 because minecraft has a binary fetish, or whatever. Doesn't matter. So you use the wedge or whatever, get your 64 firewood. BUT now here's where your balancing comes in - time! You just cut that tree down, the wood's gonna be so wet. So because the wood is damp and green you gotta stack those firewood under some thatch (more uses for thatch blocks, right? Also requires multi-block structures, YAY, you guys like that, yes?) for like a week or a month or something. Needs testing to get the balance right. The stacked firewood has this cool texture like this: Now firewood replaces the burning of logs. 8 logs for a pit kiln now = 8 firewood. 64 logs in a charcoal pit block = 64 firewood, or 1 single log. (with extra time and effort). One tree would last you forever if you just used it for cooking. If it's too much (and i've decreased the numbers by magnitudes, literally), you could make 1 log only give 16 firewood.
  13. Slight fishing tweak

    How is this different to the butchering skill? Also, that's not very believable - fishing skill is a knowledge thing - where to fish, at what time... Whoa new idea: a daily repeating catchrate map for the world, looking from the top - if you know where the good fishing is, at what time, you get more/bigger fish!
  14. Can't make Black Bronze

    This may help
  15. Slight fishing tweak

    What I was trying to rectify was when you throw your line a couple of blocks in front of you and get fish really fast, compared to throwing it out far. There should be a reward for fishing in deeper water.