Content:
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Watermelon
Strawberry
Orange
Banana
Apple
Emerald
Chocolate
Marble
Background:
Slate
Blackcurrant
Watermelon
Strawberry
Orange
Banana
Apple
Emerald
Chocolate
Marble
Pattern:
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Waves
Notes
Sharp
Wood
Rockface
Leather
Honey
Vertical
Triangles
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If you are interested, I can offer my help for the following. 1. Setup of the translation file as for TFC 1 and submit all the .lang files to git, as I did until TFC 1 translation were taken out of the mod.I would also like to participate to discussion related to item naming pattern and improvement of the .lang file. I can offer a point of view on French and Japanese. 2. Wiki edit. I have a good knowledge of wiki code, with 4.5k edits in wikipedia, setup of localhost wikimedia instance for personal use and 750 edits on TFC wiki, however, I might be the only known banned user on the wiki. If given edit right, I would mostly work on structure and cleanup, and someone with admin power would have to delete content flaged for deletion, or I can do it given admin rights (and I am open to discussion before doing too much).
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Will you accept multilanguage file in the release ? The previous team decided to stop distributing translation. They had their reason, but for many non-english players, that mean adding additional steps to play the game in their language. If you accept multilanguage, I might do the multilanguage translation file like I did for TFC 1. Will you think about simplifying the item naming scheme (in the .lang file)?2728 lines of text is long to translate. One option would be to add the metal/wood/stone/gem/... types in the tooltip and not in the name of the item. If you have a better idea, please ask "foreign languages" speakers for their opinion. For example, buildingan item like "Oak Plank" as using "wood type" + "item type" would not work in languages like French, where the pattern is the opposite, it translate as "Planche de chêne" or "item type" + "wood type", also, there is a word between the two, "de", that mean "of", but it change to "d' " when in front of vowels, for example "planche d'érable", so the item type would be "Planche de" or "planche d' " depending on the cases. So understanding the limitations of different languages can help making a system that work for many different languages Will you accept that TFC addon authors contribute to add some of their addons content to the main mod ? Playing TFC1, I usually had something likea dozen TFC addons, so some of the most popular options and the one that fit the most the spirit could be integraded if the addon authors can contribute. I agree that there is many features of TFC 1 that do not need to be ported (chisel) as there is other mods doing similar thing, but would you put a list of such features that will not be implemented and suggestions of available mods to reproduce the mechanic (I am sure that people can help finding alternatives).
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What I would suggest is hinted in this post :http://terrafirmacraft.com/f/topic/9821-worldgen-questions/ Depending on how island gen work, I would simply suggest more geographic climate. For example it could be a new climate with region specific tree an animals, for example Australia with (eucalyptus, kangaroo...), Africa (baobab, elephant...), Asia (bamboo, tiger...), and they could have humid/dry variation.
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I somehow agree that asking bioxx to do everything is a bit too much. But it could clearly be done in an addon mod, like I said more than once, exactly likeone of the TFC mod added some slower weapons with higher damage. As for having 3D models for weapons, I do not see why it would "not fit with the mod", just because other items are not 3D. The same excuse could be extended to say that a mod using only 3D models does not fit with other mods that do not use it. But that is far from being an issue as block and items texture or model can easily be changed with a ressource pack. I'll try to do some basic tools and might end up releasing a modpack. Absolutely no offense taken, we both share our opinion and of course people do not always agree.
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TFC is overwriting Pam's normal generation, so the garden are rare, but they exist.
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I do agree that making every type of weapon that ever existed is a bit too much. However, the question is, what is the real difference in the game if there is 17 or 50 weapons ? I do not think that it will break minecraft to have 50 type of weapon. There is still much unknown thing about weapon damage system, metal tier added value (damage/resistance) and how bioxx want to emplementit. But of course, 50 weapons x 10 metals sound crazy. That could be reduced by selecting what are the valid metal tier for different weapons. For example you could say that a katana can only be made of steel and higher tier. Maybe some weapob could only be made of copper/bronze. As for the waste of time, I am sure that people would be happy to help providing texture for weapons, even 3d texture (as done for animals), to get 3d model like in Kaishi's mod or in modpack like zori3d pack, or even create addon to add the diversity we want, even if it is "redundant", as it is really bothering Minecraft players (honestly, how many power generation mod, pipe mods, storage mods, ore doubling mods are there ? and still, people use more than one of thes in modpacks).
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Kaishi's Weapon Pack is a mod that offer various weapons with different speed and damage values. Same general idea as here, it can give an idea of how it'S possible to achieve. I like the idea of adding variety to the choice of weapon, even if at some point it is almost only for the look. That being said, instead of reducing the number of weapon by damage type, I would have a tendency to increase it and to include non-european-medieval weapons. There is many kind of weapons that were made everywhere in the world, for example, just looking at sword, you can have blades like scimitar, katana, dao (chinese), etc. and much more variation of weapon if looking at mace, lance, and other type of weapons. Yes, even if they are almost the same with just a slight speed of damage difference, people will get their weapon of choice based on different consideration. I would get a katana anytime, even if not the "ultimate best" as it just what I like the most. 3D weapon model lik eKaishi's weapon can clearly make the difference between a mace and a morning star for example. I am really looking forward on what and how weapon/armor will be implemented if TFC 2. Even if not in TFC 2, there could easilly be a TFC2 addon to add many weapons.
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Desert vegetation look really good. Not sure if entended, but I found several 1 hex lake in this seed just have to follow the river next to spawn, there is at least 7 in this island : -2106250991069264680 Worldgen seemed to be much smoother on world creation. not sure if intended, but leaf of kapok do not have the "better leaf" type of texture
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Hi, I would like to confirm some impressions that I have about worldgen. The world is made of island. Each island is surounded by ocen and fit inside of a large square area in the world. Each island is made of a single type of stone. Each islandhave a specific climate Climate have an impact on various features of the island. Each island have several features that define the landscame(similar to vanilla biomes) for example forest, desret, spire, etc. For example, a tropical climat coulg have a jungle feature. Each hex in the map will spawn to match all these parameters There is a single feature by hex. A lake hex will completely be a lake, a spire would not appear between two hex. Based on the match of the feature and climate, the hex will be populated by a specific set of plant (flower, food, tree) and animals So For example, if someone would like to create a "biome mod" for TFC, he could, for example, create a new climate. For example we want to create a new climate that we will call "Canada" The possible feature of Canada are lake, plain, tundra, boreal forest, temperate forest So depending on the combination fo climate/feature, different thing could spawn, for example ; canada-lake - it can spawngoose canada-plain - it can spawn bison, grass, wheat Canada-tundra - can spawn caribou, moss, snow canada-boreal forest - can spawn pine, spruce, fir canada-temperate forest - can spawn bear, pine, spruce, cedar, oak, birch ... hex with river can spawn beaver It could even be more "fantasy" based, for example it could be a "volcano" climate that can only be made of metamorphic stone, with feature like "hell marsh" (same as TFC2 Marsh, but wilth lava instead of water), spire, desert, volcano mountain (mountain with lava on it), and possibly spawning "fiery" and "hellish" monsters.
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OI think that there is two things. 1 it seems more comlicated to code than it was for tfc1 2 Bioxx said he would try to rely more on other mods integration. An there is an awesome mode in latest MC. Chisel and bits. So, do TFC 2 need a chiseling feature ? no, as we have easy access to chisel and bits
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-4205902502606840852 660 -6617 teleported in a location without portal on the other side 82 -828 the portal is on the beach, half in water
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Sharing my point of view on 1thing that was changed. Hitting with fist cause no damage. The issue it that you will do damage with anything else but your fist, So a stick, or sand is more effective than fist. Fist are nobody's wepon of choice and being unable to even push the mobs down a cliff using our fist is getting frustrating when in emergency you want to punch and end up needing to change item slot to get something that can push back enemies. Issue: 1. About the stone shovel head looking like the hammer head, it is actually not using the right texture. this is indeed the hammer texture. 2. Found my first bear... do not attack them... they have lot of health. He looks good... and dangerous! 3. Vanilla shovel does not improve diggint speed of sand and dirt. To help cross-mod compatibility, it would for any shovel to have a shovel effect. 4. Vanilla hoe does not tilt grount (same as point 3), it does not need to have the TFC full set of intended features, just ground tilt. 5. Started a fire with firestarter under the rain... nothing.,, but it should stop the fire. 6. However, tree do not catch fire. 7. Catched a fish, and he disappeared from my inventory... but a Pam's fish stayed... could it be the decay implemented on vanilla food that is causing the food to disappear, and the pam's food that do not have a decay value are fine ? Took items with decay from creative and it disappear after a couple of seconds. 8. Most likely related to the armor slot being mixed. Pressing 1.2.3.4... does not place item in hotbar.
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portal seed is " -8693636195619970853" hope none of the other mods I install are impacting (chisel and bits, map, grave, and other non world gen mods). Yes figured out that lake are not salty. I see, I missunderstood the changelog Send a pull request to add missing localization lines. Hope it's ok.
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0.1.2 First try : single hex island Second try : spawn next to a white boulder. End up being a portal. Jump in, died,it was black in the other side. Tried again in creative, got in a dimmension with a floating path full of mob, including hostile and sheep. Took next portal... died. Tried several time and it look like I am spawning on the other side at the wrong level and end up too hight and fall on the ground to my death, or too low and fall in the void. Made a fire, look awesome. My axe is not taking damage when chopping tree... started to take damage, but I have a full row of stack of 64 log As its seems that the Pam's garden and fruit tree no longer generate, there is no food, as it seems that punching grass does not drop seed. EDIT: found a garden, but it's super rare. When you can figure out what water is not salty, drinking work perfectly. Not sure if ore and clay are spawning now, but did not notice any yet by walking on the surface. I understand you do not like githbub bug tracking that much, but do you have a list of bug to fix so at least people don't report the same thing again and again ? I personally think that fithub bugtracking is a nice feature and it can be used in different way. For example if I report something, I test it on new release and close the issue if fixed. EDIT : "tile.sapling.name" lot of "entity.name" "tile.ore" "tile.plank2" "tile.stair" "item.plank" Edit : look like shift clicking Pam's food create a seed but leave the food in crafting grid, can make infinit seed from one food piece. Duplicate still in inventory after reload.
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Really happy to try it. Here are things that I saw. Might not be "bug", some might be intended. I found a vanilla oak tree that have normal minecraft leaf instead of the "better leaf" leaf of the TFC trees. As only TFC leaf get thas style, and not all tree like with better leaf mods, it's making the game a bit strange as thetrees from other mods, (like pam's fruit trees that are oak disguised as fruit trees) have different leaf. I also do not like better leaf so I would personally prefer to have an option to disable it, but it could also be nice to have it apply to any leaf of any mod installe along TFC. Drop rate of stick from leaf look like a 1:1 rate, and did not get a single sappling (but a stack of stick). At first the leaf quickly decay, then somehow stop to, leaving a bunch of floating leaf block in the air. When used with JEI, the tool selection interface is not going over JEI, so making it impossible to highlight a tool plan. Found a nice river, but I think that the places where the river is going down is somehow steep, oftenlook like a waterfall. Also, then the river connect to a lake, I noticed some missing water block that is causing chaotic flow. Sorry if it's a vanilla thing, but breakin the bottom of a 2 tall grass only break the bottom block. Pam's food are only replenishing a little bit of hunger and at the rate I found the pam's garden, will starve a lot before finding the quantity of food required. (If you survive the night as the tools don't do much more damage then fist). If there is a plan to add as many tool level as in TFC 1, could it be an option to name the tool "Shovel" instead of "stone shovel" and put "stone" as the second line, like for rock and wood type. Can also be done for tool heads. Flowing water is not breaking small stones on the ground. Technically not a bug, the sand gravity is not working super well with 2 high sand wall naturally generated in desert, as well as top layer of sand on top of a desert cliff, it can literally triger a landslide when a single block is updated. I know it's a sensible issue, but the hex sometime look strange. It almost look like the hex pattern is fighting a circle pattern. Looking at a shore, it's like a sawtooth wit the hex pattern, the other shore is like waivy with clear circle lines. On the other hand, I saw an AMAZING cavern on the shore! Sorry it it's too much. If it is i'll refrain from posting that many observations.