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Search the Community: Showing results for tags 'plants'.

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  1. The purpose of this thread is to keep an updated log of topics covered in the suggestion pages, to help people find topics, andhelp keep information together. There is already one by Kittychanley but it hasn't been updated in some time. To find something, go to the category and expand the spoiler. The categories will be in alphabetical order and some may have sub categories. Some topics may find themselves under more than one category which is fine while others may not be included due to it falling under another topic. Topics will be evaluated by content on first page. It can be hard to know if your idea is close enough to a topic to be added to that idea. When indoubt skim closely related topics to see if it would fit in with the flow and then decide. If it fits into multiple categories your idea may need refining. A new topic should have no less than around 200 words. If you can explain it in less than there's probably already a topic it could fall under. If you can't find your topic using this directory then do a search by going to the suggestions directory, navigate to the top right of the page and select "This Forum".As always thank you for being polite and follow the rules outlined in this forum. Aesthetics(mostly), light, and sounds Crafting, Carpentry/Wood Working, wood and earthen building materials,and Glass Containers, weight, size,inventory, and transportation Magic, chemistry, gems, and Supernatural Mechanical, electrical, and steam power Pain, injury,illness, and fatigue Plants,bees, food/water, and Mobs Player skills, stats,professions, and progression Smithing,metals, mining, ore's and ore generation,processing, tools, weapons and armor Temperature mechanics Water management World Generation, weather, and NPCs Miscellaneousstuffthat doesn't fit in the other categories or really low interest
  2. More Flora

    It seems pretty obvious at this point that TFC2 is going to feature a lot more animals than TFC1. But what about plants? One thing that I have always found lacking in minecraft and TFC is the lack of interesting plantlife. TFC1 can pull off a grassy meadow look with its grass and wildflowers, but falls apart in forests and jungles by using the same plants. Even when plants are supposed to look different, they often look samey because they all use the cross model, and can just be walked through heedlessly. I propose that we build a list of plants that would fit within various biomes, and allow the community to help texture and model new plants. Perhaps Bioxx could add a way for MCMC to export to .json block models, to make it easier for people who want to help. I for one don't know any programs as good as MCMC, and model by hand usually, which most people probably wouldn't want to do, and takes too long.
  3. Agriculture

    There's been a bit on this topic already so I am gathering the pieces and putting them here. This is strictly about the process of collecting, growing, and harvesting crops. If you have any ideas about cooking or how anything discussed here could be used to that end please post here. This is also not about animal collecting, raising, and butchering animals. Those subjects can be found here and here. The main things I found doing quick searches was two posts of Darmo's which I have combined into one, and one post by me. While bees are mentioned, for a more in-depth discussion on bees go here. Darmo Stuff by me Cliff Notes because not everyone will spend the time to read for 15 minutes. Wild plant spawning decreased by number of plants and animals in the area. Wild seeds only appearing in certain climates Reduced chance to get seeds/can only get seeds from mature plants/can only get seeds from produce. Bad seed that won't grow. Plants that are not harvested in time will die and regrow. Temperature,water, and light effecting the plants. pests and blightsneeding pest/insect/fungicide. Animals messing with your crops both grown animals and birds. Growing different crops together being beneficial. Leaving space between crop fields being beneficial. Crops breeding - various resistances. weeds. fields needing to go fallow without fertilizer. farming equipment - planters, seed silos. needing lattices for berries. needing supports for fruit trees. functional use for scarecrows/ bird deterrent. Having drops tied to farming skill.
  4. Better Forests/Biomes

    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. I have a really complex idea for forests/biomes for the new edition of TFCraft. In actual forests, the amount of shrubbery and foliage on the ground often depends on the concentration of the trees and the temperature and rainfall of the area. Could there be new plants and bushes to fit in with forests following the same rules? I don't really know that much about Java, but is there a way to make certain plants or bushes grow in only certain light levels? There could be grass color changes in winter/fall, and have dead leaf textures that appear on the ground (similar to the minecart rails) that could be harvested and crafted with sticks or something to make some sort of block or slab to be used in early shelters. And there can be shorter grass or tiny plants that grow in denser forests, and for really dense forests, have the dead leaves all along the forest floor with tiny plants, and have small bushes and such. And there could be different types of grass/ferns to grow in different environments, with varying heights and sizes, that could maybe drop different types of thatch with certain characteristics. And for some trees, probably all but the taller ones, you could have trunks and branches the size the fruit trees and make the fruit tree trunks even smaller, and then when winter rolls around, the leaves could "fall off" and litter the floor, until spring when little leaf buds can fill the trees. I don't know how all the extra items would run on lower end computers, though. In advance, thanks for reading.
  5. Additional plant Graphics

    I've created some 16x16 plant icons for another project that might go well with TFC. Most notably there is a realistic 6-stage cotton plant. There's also 4 real & (i believe) recognizable flowers, and a poison-ivy that tiles like vanilla vines, and a mushroom and a dead stick. Feel free to use what you want. I, the author, give permission for use of these plant graphics, including derivitive art forTerraFirmaCraft (any version), with this attribution: J. W. Bjerk EDIT: Various graphics from multiple posts combined into one zip attached here.
  6. [B69] Vegitation?

    The Only vegitation I've found are two Barley, one Maze and three Wheat. There is no other vegitation from the mod appearing. No Bushes, Flora, Fruit Trees or Herbs. I'm on day 92 (late winter), on a medium sized island. The island is Rolling Hills Biome, surrounded by Beach and lots of Ocean. I've completely explored the island many times. Is this a bug? Will more vegitation generate? Do I need to explore for more biomes (probable long swim) or possibly start a new world? The mod is computer resource intensive and lags a lot on my poor dual core netbook. I'm Enjoying the mod mechanics, even if they are a bit tedious. Charcoal pit, Firepit, Sluces and Bloomery are up and running well I've managed Tin Tools, Swords and Armor. Also have mined plenty of Copper Ore. I did cheat in Flux and Ceramic Molds with NEI, as I've not found thier resources yet. I have managed to get sixteen crops seeds, breakinging tall grass. Now for some farming. Great Mod so far, Rog3rd