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hindmost

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Everything posted by hindmost

  1. Now, when you start knapping, you get a "perfectly square" stone - from the knapping UI view. But what if some of the side bits were already randomly knapped, rendering 30-50% of stones unusable? Unusable for the recipe you wanted - but maybe worth making a knife from it. And also, knapping should deplete hunger bar -I tried knapping once IRL, and it depleted mine pretty fast. And, you know, the shift-knapping is very convenient... butthat's not how the it works. P.S.: I watched this video:https://www.youtube.com/watch?v=BN-34JfUrHY What I understood - in the stone age you have to findyourself a worthy stone to make a hachet from.
  2. [0.2.4] TFC2 Prerelease

    Tried 0.1.10. Thank you for fixing placeable blocks messing with laying stones! Teleported to 0,0,0, got lags (maybe, from reloading some island caches). Then I teleported to the center of one of nearby islands, reached beach. There I saw palms, tried to pick block in creative (it had no texture), then tried to place it and everything crashed. I tried to reload world, but got a message about MC cannot find things from my inventory and it never loaded. The shadows under the tall birches are bugged to be too dense. They disappearafter some time. Riversstarting from lakes still drop down 1 meter at the very start.
  3. [0.2.4] TFC2 Prerelease

    So, I downloaded 0.1.8. These are the things I met while crossing an island I spawned on. Not all of them are bugs - some are minor issues or things that I find strange. Some of them are propositions. I will drop it all here, so you don't have to read this in "Suggestion" forum, too. I will mark redthe things I see as bugs and greenthe things I propose to improve the atmosphere and feelings from the mod. Please, enjoy this wall-of-text: 0) After loading into the world the server part of the game did not respond - block broke w/o drops, and after a minute I was lagportedto the spawnpoint and since then game behaved normally. 1) When cutting high grass with knife, ifI break top block then bottom block, I get 2 straw; if I break bottom first, I get 1 straw (top breaks itself, no drops). That not how real grass works. 2) Clay looks like sand. 3) Water sometimes doesn't flow. 4) Rivers are still cut on waterfalls sometimes. 5) I'm in peaceful. Hunger bar doesn't drop (so I can't eat), but nutrients bar do drop, lowering my hp a bit. And the thirst bar drops, too. Either all bars should drop or none in peaceful. 6) Rivers still start with 1 meter drop from lake level. 7) What about adding some local portals - connecting with other local portals along the island? A connects to B, and B connects to A. This will add a bit more value to scouting. 8) Sometimes, hexes become visible - when 2 borders of the cliff or hole are parallel to X. I think you should either add some noise, rotate or distortthe hexes a bit. 9) When you rightclick on the laying stone with a block (of wood, in my case), you get the stone dropped and the block you clicked gets placed and disappears. When you try to place the next block from the same slot in the clean place, all blocks lost "due to laying stones" reappear. 10) When you click on the block with laying stone on it - and not on the stone itself - stone disappears with no drops. Is that intended? 11) High hexagonal cliffs look a bit lamy. Sorry, Bioxx, but its true. You need height noise, rotation, distortion or some "erosia" pass (or all of that, shaked and mixed). 12) When stacked things expire (rotten meat), they loose 1 thing of stack and restart the timer. 13) Cotton is a snack. 14) River generation is not bad, but how about more natural way of doing it? Like, making a height gradient map or something? I'll try some algorithm myself. 15) What about adding a stationary water with direction, drag and the sounds of a flow? It will add a buttload of atmosphere. 16) Swamps have holes in the water sometimes, looks strange. It might be due to incoming rivers (are they trying to do an unnesessary dropdown?). 17) All the grass in the swamp is 2 meter tall - as if it was cut with some giant razor. Maybe, randomize it a bit? And I don't remember 2-meter grass growing in swamps. 18) How about placing a "sea sound effect" blocks in the sea somewhere? Because the silence is not the sound of seas. Again, easy, buttload of atm. 19) Trees in "fancy" look niiiice, but framerate doesn't. 20) After going through tfc forest, I feel my real face all being cut by 2-meter-high grass. When I last time was in forest, the grass was 0.5m max. It just doesn't grow in forests due to the lack of light. But ferns and bushes do. The lack of diversity of grass height (what about 1.5 m grass, btw?) plays against the atmosphere. 21) And the leaves don't start from 2 meter high. Again, no light - no photosynthesis - no leaves. Except pines, they don't care. 22) I forgot how to bonfire. Can we have a `help` command which teaches us how to do simplest of things? As the player unable to lit a fire cannot enjoy the mod in its full. 23) Sounds of wind (and, maybe, birds) in the forest will be good. 24) It would be nice, if swampy land and water diminished player moving speed (gods save you from quicksand-like effects!). 25) What about placing markers pointing to the nearest portal? Like, the portal could be in 45-degree cone from the direction the marker points. 26) When you place last block on the laying stone, the block disappears. Nothing could be placed from that slot. But if you place other block in the wild, the initial, disappeared is placed first (vertically, btw - it was wood in my case) and then the block you're actually trying to place is put down in quick succession - on the same ray you look. 27) When you do the same as in 26) but you place some other block in the slot, things get messy. 27) The high grass loves to grow in pits, btw. 28) Seems like you using linear metric instead of von Neumann one to update the tree thunks and leaves. 29) I created a new world and there was music! Wow! (And chestnut!) 30) I think we need another biome with dense bushes, up to 2-3 meters. 31) Maybe, sometimes portal should spawn broken? N) Forum bug - if I add a file to the post and then remove it, it will still diminish my upload limit.
  4. Leaf decay mechanics

    The algorithm works, nevertheless, even w/o "tree number" marks. https://bitbucket.org/heimdell/tree-fall- here it is. I'll try to make a separate tree-falling mod then.
  5. Leaf decay mechanics

    Currently it looks like leaf fast-decay if 1) they're get notified; 2) they aren't supported by a thunk. Notification seems to spread up and aside. This leads to situations where 1) part of the leaf mass becomes supported from neighbor tree; 2) low-hanging leaves (ivory) become not notified. I propose the next: 1)add numeric (3-5 byte) tag to the tree and the leaf; 2) randomly assign that tag to the trees (the same to each thunk block and leaf block of the same tree); 3) notify not only 5 (thunk) or 6 (leaf) neighbor blocks, but more (+1 layer), spread if notifying leaf or thunk block; 4) thunk can notify thunk and leaf, leaf could only notify leaf; 5) for each thunk/leaf notified - drop ifnumber equal to the number of the block harvested initially and the tree species are the same. This should improve the tree falling. I will try to implement that algorithm on holidays. I assume, it should work in small bursts for each tick, until the moment when no new block has been marked? P.S.: By the way, Bioxx, are you using queues/sets to determine what block to notify/already notified while falling a tree? P.P.S.: I'll try some assignment schema (random assignment, tag = ((origin.x % 4)<< 2) + origin.z % x) P.P.P.S.: Or we can allow thunk blocks notify in -Y, but not lower than harvested block.
  6. [0.2.4] TFC2 Prerelease

    Tried some seed with portals - it looks like no chunk is generated in the target world. I teleported while in creative flying and tried to teleport after I fly through portal - there was nothing, except darkness. P.S.: Andesite occasionally spawnedin all biomes, maybe its some kind of "default block?".
  7. [Solved] WorldGenCustomBigTree.java

    Maybe, generate trees... as trees? I mean, firstly start to protrude main thunk, then branches (in 4-5 directions in random order, carefully preventing intersection). Each branch is "thinner" than its parent. If thickness < N, grow leaves around the wood block. Maybe, its already working that way; however, the code filled with "var12", arrays-as-3D-points and magical constants is pretty hard to understand (no pun intended).
  8. TFC Myths

    I heard that you can fill a barrel with a liquid and submerge in it. Is that true?
  9. TFC Myths

    I've also heard, that lighting the area could prevent mobs from spawning, just like in vanilla. If mobs spawn with no respect to lightnng level, the torches purpose becomes decorative only. Do we have the way to manually unlit the torch? Lets say, I have some dark cold cellar to store food, and I like to have light only while I'm there, but without breaking the torches. They, of course, will burn out for themselves, but in the time they burn, they cause the food to spoil faster.
  10. Combat Revamp Opinion Poll

    I have the whole crappy heap of stone boulders on me. I will be glad if I get a sling. I think, it's perfectly fit the stone age. The fiber from spiders could be changed to a leather strips, I think. Also, the projectile should inherit the characteristics of material its made from. And it should have a chance to make enemy dazed or sufficiently break one piece of armor - it was a huge granite boulder, after all.
  11. Gems?

    Tl;dr. Maybe, not made into, but enchased into? Just imagine, "red steel pick, encrusted with rubies, decorated with glass chains and the fur spikes" © Dwarf Fortress.
  12. I just wondered in creative in freshly generated world, teleported to (0, 0, 0), dug myself out and OMG WTF http://imgur.com/BzBy4Rp,n2RuPy8,KuTUcZL,NHKBXJD The humidity was maxed and the temp was +50, so only grass has spawned. Did anyone ever get to the "equator" to see, what is there? What is the mapping between coordinates and biomes (temperatures, humidities)?
  13. Environmental Dangers

    Two words about the jungles. First, drinking raw water in jungles could cause sickness, intoxication or ever vermination. I'd ever like to see the water touching some of plants being poisoned. Second - the jungle trees should have Roots. Those roots should stick out of the ground and, obviously, obstruct movement. Also... poisoned arrows!
  14. Birds. (and other atmosphere things)

    Just remodel the bats and make them sit on top of the block, rather than behind
  15. Apperently flowing water

    All you have is chunks, containing 4 half-byte array each. All the "water BODY should be entity" talks end here. Because it could not. Already in DF. If you want to test how it would lag, download DWARF FORTRESS, build a decent trench, divided by 1 meter wall from the river and then dig that wall.
  16. There still a problem. As you remember, the surface of water is not always a horisontal plane - it could have non-90 angles on both general directions. The more realistic solution is to make an every non-solid block being able to contain and conduct liquid, depending on it's geometry. Obviously, it cannot be done simple, effective and in less then year - all you have is two bytes per block, there is no wai to deal with it. // Wet dreams below If we have a octotree-world, where cubic volume could be solid or divided on 8 parts - the problem disappears. Just do the stairs 1 cubic meter cube w/o 2 subblocks. But we have not.
  17. Weapon/tool 'finishing'

    What about server lag?
  18. Hi, everyone. Please, if some of you has the world with islands separated by 0.3-1k kilometers and at least one with resources to start with (to get 3-5 pickaxes), give me the seed I'd like to start an smp with a colonial system and I like islands. The seed from http://terrafirmacraft.com/f/topic/909-starting-ocean-biodome-pre-37/ is good, but it has a large continent in direct proximity.
  19. Crystal, Gem & Metal Magics

    The magic itself could affect only the practicer's mind - assuring him in something. But I think Bioxx won't add a magic system, he is the man of technology.
  20. effective ways to mine?

    At least (the worst-case), you can use latter scanning. I will show you some grids, and you should be able to make them by yourself then. This grid (1 dig, 17 pass, next row shifts 4) catches all objects which are 3x3 in ortogonal projection. You can see that you dug only ~5% of stone mass: ------0--0#0--0--------0 --0--0#0--0--------0--0# -0#0--0--------0--0#0--0 --0--------0--0#0--0---- -------0--0#0--0-------- ---0--0#Xzz0--------0--0 --0#0--0zzz-----0--0#0-- 0--0----zzz-0--0#0--0--- --------0--0#0--0------- ----0--0#0--0--------0-- 0--0#0--0--------0--0#0- #0--0--------0--0#0--0-- The helper ladder is shaped like this: ------000000000/-------0 --000000000/-------00000 0000000/-------000000000 000/-------000000000/--- -------000000000/------- ---000000000/-------0000 00000000/-------00000000 0000/-------000000000/-- /-------000000000/------ ----000000000/-------000 000000000/-------0000000 00000/-------000000000/- The second grid is less effective at first glance (1-dig-11-pass, shift 4), but the ore must be a really slippy snake: ---------#---------- -----#----------#--- -#------0---#------- ----0--0#0---------# ---0#0--0--0---#---- #---0--0--0#0------- ------0#0--0------#- ---#---0------#----- ----------#--------- ------#----------#-- --#----------#------ The other good lattice is 1-13-5. One oth the most sharp-sighting is next: --#---#---#---#---#- --------0----------- #---#--0#0--#---#--- ------0-0-0--------- --#--0#0-0#0--#---#- ------0-0-0--------- #---#--0#0--#---#--- --------0----------- --#---#---#---#---#- -------------------- #---#---#---#---#--- Only 2/7 of one-block ore chunks stay hidden (who needs that 1-ore piece of goo?). But, you need to dig 10.5% instead of 10.3% (OMG, just look at the difference) If I remember right, you can dig up to 5 blocks in depth. So, we have an area 11 x length x depth to search ore in. The overall efficiency is 1 / (6/10 [ladder] + rate * 10) For the all methods efficiency is about 1/10 blocks dug - the 9.9% in 1st, 10.2% in 2nd and 10.5% the 3rd - as you see, almost no diff. With last grid you dig 500 blocks and uncover all ore with projection > 1 m2 in volume of 4600+ blocks.
  21. Electrolysis of the metal oxyde molten state is used to seperate aluminium from the oxygen. So, no termite guys. Maybe the Greeks Fire as early form of napalm will fit. And also - this: http://en.wikipedia.org/wiki/Arquebus. Draw, draw, draw, bend, bend, bend...
  22. The Craft.

    In my humble opinion, thread is terribly derailed. I like the idea of advanced crafting, but, you know, I dislike the OP's intent to implement carpentry as a minigame. To make a good handles one need http://en.wikipedia.org/wiki/Plane_(tool)http://en.wikipedia.org/wiki/Japaneese_chiselhttp://en.wikipedia.org/wiki/MalletI also vote againist lesser duration for items on bad handles. When the handle wears off, item should return a tool head.Hmm, does the warhead itself needs to be worn off to zero? It becomes broken/unusable long before. Dunk, if you ever come to idea to make instruments moar interesting, make two regress bars - metal mass and useability. If it possible - I saw the code once, and I presume it is wery difficult to implement: if I am not lying, the tool state is other representation of stack.
  23. Terrafirma minimap

    Not needed ever. +1 for in-game map. I also vote for palette in game - fillable with basic colors, mainly black (for contours) and white (for gradient gray, if black exist). Also, drawing must be an action (the circle with defined radius should be added to the map), draining paint pigments (max out to 100-128 uses - two stacks?). With only ink you are able to paint contours. With bonemeal and ink you should be able to draw map in a gradient gray. With bm, ink and cactus green - trees. With all + yellow - sand. ??? CARTOGRAPHY!!!1one
  24. The idea was born in the "volcanic forging" thread, but I assume, it is more abstract. The essence of idea is: when you place a cube of something into the lake of lava or water, it must not destroy the liquid cube, instead lake must leave its shores and spill - acting as finite liquid, of course. So, cave-in fell into the lake must produce a tsunami. Beware its foaming wave! Such liquid behavior is more honest, in my humble opinion. This could lead to many very interesting mechanisms, btw. The idea described here: http://terrafirmacra...dpost__p__14545 The salt ocean (any water? only in ocean biome?) may remove the travelling/staying thinmost-water-block - we do not want it eating our CPU or have strange artifacts. P.S.: because this does not interfere with any of TFC content - only the piston should be able to not expand, if liquid has to place to go - it could be made as independent mod.
  25. Kingdoms Brainstorming

    What about delayed protection - say, it becomes on after 10-15 min from dislogin? If player is on the server, he will meet with the intruder (or not, based on intruder luck and skill), and if he is off, intruder have small amount of time to try to unlock some chests/doors - jamming in 25% cases - lets say, by 1-2 minute of heavy work for the mind per standart lock? After that time, the house becomes invulnerable (and NPC-guards, if any - [almost] immortal). And, of course, guards - they are defence mechanism with some AI - because they able to alarm other guards and report about failed or successed fights with intruders to the holder. That mechanism gives us the ability to configure itself by two degrees of freedom - delay of lock and jam probability. What do you think about it?