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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
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EnTro

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About EnTro

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  • Website URL http://crococraft.com

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  • Gender Male
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  • Interests Terrafirmacraft, physics, archery and fun!

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  1. Terrain generation

    I understand fully, I do not know what things you have done, of course, and this is a suggestion forum, so I suggest as thoroughly as possible. I'll be in no way salty if nothing is done with the suggestion. As I wrote in one of my first posts, TFC is a great game, and I absolutely admire your dedication.
  2. Terrain generation

    I suppose those examples are indeed hand build. I suppose it is nearly impossible to do this with procedural generation. But you can get pretty close. You might want to check out papers on terrain generation like this: http://web.mit.edu/cesium/Public/terrain.pdf The terrain height maps they generate are quite nice (figure 18/25/31) plus they explain the calculation by which it is generated and they look at speed performance. The author shows examples of simple parameter modulation in figures 33/34. For biomes you could modulate the parameters used for the generation (height amplitude, noise and erosion). If you want fields, you can use low height amplitudes, for deserts with hills you could use a uniform amplitude with strong erosion, for mountains: high amplitude, high noise, low erosion. Dressing the terrain can be done using simple rules. The placement of grass, snow and trees can depend on the local temperature, moisture and slope of the terrain. This was I believe already implemented in the original TFC. Place snow only if the base temperature is below 0 and slope is below 50%. Trees can be placed if their temperature, height and moisture requirements are met, the same for grass. It might be a challenge, but I think it would be worth it. I absolutely agree. Just imagine digging into that mountain to find your ores!
  3. Terrain generation

    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. Would love to see improved terrain generation included. The following custom map showcases what type of scenery is already possible in vanilla minecraft: http://imgur.com/a/L8EsV I mainly want to leave this as inspiration, nature provides enough suggestions of what could be included. This would obviously imply a lower base ground level and much bigger and taller mountains, enclosed lakes, rivers running in between them to the sea. For the practical side of generating natural mountains and rivers (proceed with caution): http://algorithmicbotany.org/papers/mountains.gi93.pdf
  4. All applications have been processed! Unfortunately I will be shutting down the server somewhere in the second half of September. Keeping an active and busy community takes a lot of time, which I will not have too much of in the near future. It was a fun year No more applications will be accepted from now on.
  5. Yeah, sorry for the wait! I have had several very busy days, and still a few to come. Usually we are quicker. Welcome to the server: arshia111, Tantra87, kubagaw2, RaGnArOk213, in_extremis, mr_cool_dark, Bry_W, franko453, JoJaT, Randomdude818! You have all received the server IP. Enjoy!
  6. The tombstone mod is too buggy. It will be disabled until further notice
  7. No, the server is in 'online' mode, which means that you need a paid for minecraft account. The problem is fixed, so you should be able to join again without issues And a warm welcome to the following players: CronicX007, Joeguy4, Harkyhark22, Fobius, slientgunner, q1xHallowx3p, _Zetreit_ and Kaos_V2 You have been added to the whitelist!
  8. Disappearing Helmets!

    I've noticed this too using the gravestone mod. Probably the quiver slot has displaced the helmet slot index-wise.
  9. New on the whitelist are: vecagon, nathaniscool2, CapsPacs, Residentlethal, Spiffy956, Dbulletman, dbdkillerkev, Guan_Yu007, Crazymarf. Welcome and see you soon
  10. Welcome Snarpips, Razqual, megaminer, xFactorGaming, skiilyzz and Warlord2150! You've all received a message with the IP. Enjoy your stay
  11. Yeah, we could use some new ones. Enough awesome new stuff build On applications news: welcome to Hedikia, billybob579, RazorX3000, Articdestiny, LoneGhostOne, sodaflash, agraywitch, CptKickscooter, manningliu and oinotna1 ! Hope to see you soon on the server
  12. Yes, you only receive the IP after you have been accepted on the server. The server is connected directly to the main European internet backbone, so we get a good connection throughout most of the world. On applications: a warm welcome Beardedwombat, Count_scapula, gazelutza, Charles_Grimlie, armyfirebird, ChrystalNole, dsdevil, Trathe and MaxamesTheAwesom