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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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Things to Know

2 posts in this topic

1. It needs to be reiterated again that TFC2 is a 100% rewrite and re-conception of TerraFirmaCraft.

2. Please do not come in here suggesting things based upon what was or wasn't in TFC1.

3. Please spend time making your suggestion worth reading. If you take your time, it shows.


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I decided everyone should know the basics of TFC2 at least the more permanent features that influence suggestions.

To get started the world is generated using a hex system. Please don't suggest how to hide the hexes as Bioxx as tried many. This doesn't pertain to terrain features as that is encouraged. Check the directory for previous discussions on the matter.

The world is island based. There are nine islands going north to south each representing a different temperature range which influences what climates you can expect to see such as deserts and tropical rain forests. This pattern continues east and west indefinitely. Each island has only one rock type.

Island hopping is done via portals that generate. Eventually there will be some barrier that prevents you from taking a boat across the sea to another island. There are generally four portals connecting to the islands in the cardinal directions. Exceptions to this is when an island generates as ocean in which there will be no portal. When you go through a portal it takes you to a travel dimension. A scary dangerous dimension that is all void except for paths between portals.

Island progression is done by "Freeing" islands. The first island is already free. All other islands require you to free the island before placing and destroying blocks. To free and island you need to activate an ancient device which will eventually be guarded by some sort of boss. As you move further east or west from the starting island mobs and bosses will become more difficult.

Transportation is a theme that Bioxx wants to highlight in this iteration of TFC. This involves some sort of encumbrance mechanic and multiple transportation and storage options. If you have any great ideas on transportation methods and implementation please review the directory to catch up on what had been discussed and post your ideas following the forum guidelines.



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