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1SDAN

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Posts posted by 1SDAN


  1. Very good idea. I would love to see it implemented. Maybe the rock you use to get shards could even wear away after a while and different rocks have different durabilities and chances of collecting a shard.

    Maybe one would punch rock with a stone for a second and it does the "punch a tree with fists and then it breaks without breaking" thing. It would then have a low chance of dropping a shard. So people could sell these "better stones."

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  2. It's also tasty. I ate the whole root once. Don't remember why.

    I once drank the juices of grass. It's very nutritious, but it is an acquired taste.

    p.s. The secret is to chew on the grass, swallow the juices and spit the grass out. The grass itself is not viable for digestion.

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  3. While reading this post I remembered that flints can make sparks. Idk if this is already suggested, but you can implement a new firestarter, more durable, that you make crafting together 2 flints. Already suggested? Just to add something to the stone age...

    Yeah, and maybe fire could be made into an actual profession. There would be multiple types of fire starters. The rarer kinds would obviously be better. But it still would take a good long time unless you have tinder. Tinder is things like Birch tree bark, dead leaves, grass, etc.

    Meanwhile, kindling can be the actual fuel obviously. This would make starting fires more of a real trade.

    Maybe fires could even fell trees like an axe if it burns down the first trunk block. Like with the Native Americans.

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  4. I really like the mod don't get me wrong. But the stone age feels very plain and barren. There are only a few stone age tools and learning to chop trees take a VERY quick time to figure out. Tree felling takes a very long time to accomplish without fire if you go to the woods with only a pocket knife. Let alone nothing at all. I feel that the stone age is too barren. I really can imagine a full mod focused solely around the stone age. That's how big it could be. I just feel that Bioxx doesn't fully understand the full scope of the stone age.

    Sources: Lots of reading from books and websites. In addition to having made stone tools in real life before.

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  5. To be honest, I have not liked much of anything 1SDAN has ever said here. From day one I wrote him off as 'another noob who doesnt know when to stop'

    well, hate to say it, but damnit 1SDAN, you've got a point about a blog. grats, now I have to like you... 172 posts late: Welcome to the forums 1SDAN.

    (hopefully this did not come out as insulting. supposed to be a complement.)

    Sorry about coming off as a noob. I have tried to avoid that. To be honest, I've studied many mods and coded a bunch of mini-programs, but I still don't know all there is to know. But to be honest, the lock-picking idea wasn't the best example of my knowledge. While it was a good idea, it really needs to be worked so that griefers can't get their hands on them for evil. Maybe locks only work within national borders.

    But yeah, I may come off as a noob. But I think that's mostly because I'm still 14. A 14 year old in 9th grade Math and Science, but still 14 and very much a newb in PvP affairs. Thanks for finally accepting me.

    p.s. Yes I agree Dunk, Crates are VERY OP'd, maybe they should be used instead like a game of Tetris, with each object taking up a certain space. Kind of like in Kid Icarus Uprising.

    p.s.s. The boat thing I really don't understand. Too much coding? Maybe. I think this should be the first Dev Blog.

    p.s.s.s. I've been thinking of making a mod of my own. But I still think TFC will be the penultimate overhaul mod for at least 2 years.

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  6. Coding and modelling is completely covered. I can't outsource the modeling to someone else because how I animate the animals is directly dependent on the model. I now have avi to help with entity coding and any modeling that I don't have time to finish on my own. Thanks though, I appreciate the offer.

    Yea, I figured that. I just really want to help. The mod is AWESOME! Thanks to you and Bioxx for making it. Though there IS one thing I'm concerned about:

    The forums is full of life and prosperity, but I've noticed that many people are unsure on what you are planning. And I don't blame you for keeping it secret. But if you guys had a Dev Blog, the community would be less skeptical on certain subjects. After seeing the boats being shot down along with tiers of chests, I've found people less sure on how the mod will end up. I feel that if there was someone to devote time to clear this stuff up, then people would feel more at ease with the choices you guys make. What I'm thinking is a weekly blog made to inform people on the basic ideas on where the mod is heading. Instead of 1-3 sentence summaries, in-depth explanations could allow for a more relaxed community. Now I do have to agree, boats can take a good sum of coding simply for another feature already in the game, and chests are VERY OP's. But if we could give examples and in-depth reasons, it could easily improve on the amount of suggestions useful to you developers. Each week, forum members can vote on the subject of next week's blog, then the main devs could PM the blogger their basic ideas on how they are thinking it could go and such. Pictures would help too. At the end of the week, the explanation of the mod's aim towards that subject would be revealed and then the community would be able to sleepeasier knowing their idea's place in the mod.

    I'm not suggesting I do it, (I'd like to but I know there's others who are better and probably have more than 6 hours free time on the PC a day) I'm simply suggesting there be some way to better explain the state of the mod in specific regions.

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  7. True, it can take a while if you don't know how to do it. And the base classes can help teach how to make world gen. I never looked too much into MC code though. I was just estimating the time needed based on my avid work in python and basic knowledge of Java. I would gladly write out the code, but I really need some practice on modding MC. I know the code is large and complex, but also I have figured a simple algorithm tied into a complex decoder would take about a month of 3-5 hours a day to make the basic skeleton and have a working prototype. If you could show me a good MC modding tutorial series for 1.4.4, I'd gladly try and help make the code.

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  8. I think your next dev phase after Kingdoms should be:

    Beta 4: Liquids and bodies!!!

    It would focus on:

    • Finite-type liquid
    • Oceans filling into rivers which fill into ponds which fill into more rivers
    • Waves that spawn water
    • Undersea life
    • Boats and more
    • Fishing
    • Coral reefs and the such
    • Swimming/diving
    • SEAWEED! YAY SUSHI!!!
    • Salt
    • Water cleanliness
    • PIRATES!!!
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  9. Torches can ward off mobs due to fire scaring them.

    Also, torches should be able to act as a flint and steel. But like how they planned, after a while the torch burns into nothing and disappears.

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  10. Cool, I didn't notice this!

    Me neither! In fact, I never thought about shifting the antlers out of a model's head to simulate growth either. Nice one Dunk!

    p.s. I am a great idea man, adept coder and a good modeler. (Do you know how cool the snake I made in Teche looked? It looked like a real cartoon snake!)

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  11. I advise you to look into mc code... what you're suggesting will change, well, if not all, then most classes...

    The world isn't generated flat, it is generated through perlin noise, what you're asking for is to have a pre-simulation of the world, well, that is not minecraft... Imagine that chunks aren't generated when you enter the world, but as you discover them, so your idea isn't for minecraft

    I was meaning, have that for the first chunks, then simulate the rest of the chunk tectonics using a complex formula.

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  12. You don't know much about my plans, do you?

    If I wanted to, I could make every animal in minecraft a single mob with a single class and still make it work the exact same way it does now. I certainly don't need a seperate mob, that would actually make it MUCH harder to breed them.

    Very true, maybe a separate model and behavior for the males at least. You know, controlled by a variable.

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  13. haha, you're obviously not a programmer :)

    Actually, I am a programmer. All that's needed is a re-write of the main world gen code while referencing each block's variable. The world first is made flat with random blocks spawn with a variable meta data saying how close they are to a fault line. Then it is used to spawn mountain ranges and such near/on it. Then random hills are spawned just to fill in the gaps. It may take at least a month to code and 2 to bug fix. But it does give a good feel to the game.

    And yes, I am a programmer. I am new to programming, but I understand the ins and outs of it better than you may think.

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  14. Maybe there could be "tiers" of storage:

    1. Burying: When items are surrounded by blocks on all sides, the items turn into a storage block. This is only able to hold small objects and is broken when it's not surrounded by other blocks.

    2. Boxes: Made of one wood block and a knife. Holds 9 slots of small items.

    3. Chest: Made with a circle of planks. Holds what is usually holds.

    5. Locker: Made with two wooden blocks on top of each other and a knife. Then add the door with two planks. Holds 10 slots of small/medium items. (Two 1x5 columns)

    6. Barrels: Made with one wooden block and a knife. Then add two planks. Holds water and small items.

    7. Crate: 9 planks makes a wooden panel. Then put 8 panels in a ring. Holds Medium items, ores, and tools.

    8. Metal variants: Just for aesthetics I guess.

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