| Это заготовка статьи,просьба ничего не трогать! |
TerraFirmaCraft 2
| Для издания | |
|---|---|
| Автор |
Bioxx |
| Последняя версия |
ALPHA 0.1.11 |
| Установка |
См. Установка |
| Требования | |
| Ссылки |
TerraFirmaCraft 2 — мод, усложняющий режим выживания в сторону реализма.Помните, TFC2 является 100% переписанный и повторяющий TerraFirmaCraft, но является совершенно новым модом и сильно отличатся от TerraFirmaCraft.
История ALPHA версий
0.1.4
0.1.5
- FIX BUG
0.1.6
- Added some desert stuff and did a lot of rewriting on some core systems related to island generation. Lakes should be more common(tho they still look pretty bad. Actively a work in progress.). Fixed a major bug with runaway forest generation. This should help a lot of cases of worldgen seeming to hang.
0.1.9
- Added Clientside caching of generated islandmaps (The files are stored in your mods/tfc2/cache/ folder and can be deleted at any time if you need to for any reason). This should help reduce some of the brief client lockups. If the client version is changed, the old map will be discarded and regenerated upon the first time it is accessed.
- When generating an islandmap on the client there is now a message to let the player know what is happening (formerly the client would lock up). *Actual generation of this island is also now offloaded to a new thread so that the client itself doesn't lock up.
- Double vegetation should now drop the appropriate amount of straw when cut
- Hopefully fixed PlayerInfo sometimes not being found when attempting to knap in SMP.
- Clayforming now requires at least 5 clay to start
- Fixed water jug not filling the player's water
- Fixed food with decay no longer stacking since the port from 1.10 to 1.11.2
- Breaking a placed pottery item now no longer destroys the item.
0.1.10
- Fixed not being able to to knap in SMP
0.1.11
- Fixed some issues with attempting to load cached islands from older versions.
- Fixed use of a client-only method causing a crash when generating palms
- Fixed ASM Transformer responsible for shutting off pam's gardens from targeting the wrong file.
- Fixed portals for the final time hopefully.(It was working in creative but not survival mode because the game thought you were cheating and was teleporting you back to your old coords. This is why you’d fall into the void)
- Fixed double grass straw harvesting for real this time.
- Thatch is now affected by Gravity and requires support. Enemies can now pathfind through it.(No more thatch doors)
- Raw stone now gets supported by dirt. This should help prevent some small instances of cave-ins that should not happen.
- Fixed potential unending loop of dungeon generation
- Rewrote spires generation.
- Added Clearing Marker(No Trees) and Mesa terrain feature. Caves are now 66% more common. Added Double Caves and Triple Caves Features. Small caves are now far more common in Canyons and Gorges.
- Made the guide for knapping slightly darker to help when knapping against basalt
- Altered garden gen once more.
- Portals should no longer generate with dirt or other terrain in the entrances.
- Dungeons now use the proper stair type for their island.
- Added cat tails to worldgen.
- Added sagebrush and new tackweed textures. Sagebrush is now the prevailing desert plant. Ocatillo now grows in clusters.
0.1.12
- Swamps and Marshes are now treated differently. Each island picks a potential swamp tree that is potentially different from the main tree types for that island. Swamps are characterized as having trees whereas marshes are treeless.
- Fairly significant changes to collapse code to make collapses behave more appropriately. Hopefully there will be less cases of weird collapses.
- Added a different method of world population where we wait for an entire hex to be loaded(meaning all chunks that the hex lies in) at which point we run a generation pass on top of the entire hex at once rather than using the vanilla method of chunk by chunk population. I’d like to hear any feedback on if this causes any problems that can be directly traced back to this change.
- Made hexes marked as Clearings more rare. 1 in 15 instead of 1 in 10 hexes.
- Food items should now autostack when picking them up off of the ground.
- Fixed crash when entities other than the player passed through the portals.
0.1.13
- Fixed a floating trees due to schematics being loaded at the wrong offset. This also fixes a long unknown bug where trees were being placed at an incorrect location compared to where their validity scan was being done.
- Moved all relevant generators to HexGen. This should speed up overall generation.
0.2.0
- All TFC Animals other than Elk have been temporarily disabled.
- New Herd Migration mechanic is the primary feature of this update. Herd animals will travel together from hex to hex until they reach a Need Zone which may be Water, Food or Rest. Once they have fulfilled that need, they will move on to the next point that they decide. This occurs even when the entities are not loaded in your area. If a herd is to cross into loaded chunks, they will appear in a hex along the border of the loaded area and proceed to cross until they either get to their destination or unload when attempting to cross into an unloaded chunk. This feature is most certainly prone to bugs and issues at this point. I’d appreciate any crash reports related to this feature.
- Fixed issue with elevated lakes when the island also generated valleys.
- Added Ramps to map generation. Some cliffs will be turned into ramps to allow players and wildlife to more easily traverse islands with steep elevation changes.
- Caves now attempt to prevent 1 thick dirt ceilings from forming by depositing the soil on the floor of the caves.
- Stalactites and stalagmites no longer generate right at the surface most of the time.
- Willows are now only allowed to be swamp trees.
0.2.1
- Portals should more reliably place you in the correct place when leaving the paths dimension.
- Made some tweaks to portal gen. Paths dimension now generates paths that are slightly wider and a lot more sane.
- Added Elk sounds - Thanks Emris
- Tweaked cliffrock gen to try and make sure its spawning on the ground and not in trees.
- Properly tweaked willows to not spawn outside of swamps
- When placing herd animals they now do a self check to make sure they can spawn on the chosen block. Should prevent spawning in trees.
- Added Entity Wander AI that keeps them in a hex when wandering.
- When a herd animal falls out of the herd and a player is not nearby, the manager will attempt to first teleport the animal back to its herd before it removes it from the herd altogether. Should hopefully prevent depopulation from occurring as quickly.
- Recolored Spruce leaves so that they dont look so brown all of the time.
- Added some checks to treegen to try and prevent trees from generating directly next to each other.