Join us at #TFCraft on EsperNet if you want to chat about the mod This post may contain old information and is only updated to reflect version changes. Forward[spoiler]At first this mod may seem daunting, but just as the game that served as the initial inspiration for this mod, Dwarf Fortress, it is well worth the time spent learning and mastering the systems.The core premise of TFCraft was initially to make the world a more realistic place. At first this just meant making the geography more realistic, but as time went on, it became apparent that terrain features were not enough to make survival mode feel right. Many others had tried to change things by making new monsters and realms, but it never felt like they addressed the core problem with Survival mode... Resources.In short there are far too many of them and they are far too easy to obtain. Once you've built some walls and a place to sleep at night, you were no longer surviving, you were merely playing Creative mode on hard.With that said, I hope you have an appreciation for why this mod makes the changes that it does. I am very interested in what fans have to say about the mod, good or bad. Input is always welcome, just try to keep it to the forum thread and not PM's, they get annoying to deal with all of the time.TFC_Core will always try to remain as open to use with the vanilla game and other mods as much as possible. Most terrain generation changes will be a part of this module. You may experience a tougher time mining ore with this installed but it should not adversely affect the gameplay of minecraft beyond that. However as this mod becomes more and more complicated, I can no longer guarantee this.However TFC_Game and any associated sub modules may change the game drastically and so may run into compatibility issues as well as most certainly making the game more difficult(but hopefully also more rewarding).This mod should play nice with most major mods. Any incompatibilities will be addressed in the compatibility section below. No ores other than my own will spawn due to how I've rewritten the spawning system. I may look into fixing that later. HOWEVER my mod adds many real ores and metals that other mods also use such as Copper/Tin/Bronze. As long as the other mod uses Forge and has implemented the ore dictionary appropriately, our items should be interchangeable, i.e. TFCraft Brass can be used with RP2 or IC2 Copper can be used with TFCraft.
[/spoiler] Video[spoiler]Mod Spotlight by Direwolf20[/spoiler] Screenshots[spoiler][/spoiler] Detailed:[spoiler] Geology[spoiler]First of all, this mod removes all naturally occurring smoothstone and replaces it instead with varying types of rock that depend on biomes. Each biome consists of 4 layers of rock. I was going to let this be totally customizable in a config file, but with a bunch of new biomes needing to be added, the config would get very messy quickly.As of Beta 1, all dirt in the world has been replaced with new dirt that matches its coloring to that of the surface layer rock in the area.The major rock types and their subtypes are as follows:Igneous Intrusive
Each of these rock types have different types of ore that only occur in specific rock formations.
Native Platinum<--Occurs within Magnetite
Galena<--Silver(Lead as well)
Kimberlite <--Only ore that can drop Diamonds. Only occurs in Gabbro Rock.
Sulfur<--Can spawn next to lava lakes
Saltpeter<--At some point, Saltpeter+Sulfur+Charcoal will give Gunpowder
Lapis Lazuli<--Only occurs within Marble
[/spoiler] Biomes[spoiler]As of this posting I've increased the number of biomes from 16 to over 130. The terrain generation remains the same as default minecraft but the types of rock formations in each of these biomes is different for every one. You might be out exploring and you come across a mountain range of Granite and then a little while later you find another mountain range made of Marble or Slate. Beneath theses ranges there are varying types of rock formations.Biome rock formations are now fully based off the world seed. Credits[spoiler]Thanks to my brother for helping gather data so I don't have to copy paste all day.marcopolo1613 for his BetterOreDistribution code.Breathesleep for excellent spritework. Dunkleosteus for working on making the trees look good.[/spoiler] License[spoiler]You may not redistribute or edit this mod under any circumstances without permission from me (bioxx) first. The source will be available to those who ask at a later date, for learning purposes only.[/spoiler] F.A.Q.[spoiler] Is this mod compatible with X mod?
I have no idea. This mod uses forge and tries not to edit base classes when it can help it. However it does a lot of things that no API can help with so it must edit some base classes. As long as you aren't using anything else that edits base classes, there should be no issues usually. You will probably run into problems with recipes in those other mods. If you need to use some item that is disabled, there is an option in TFCOptions.cfg to enable vanilla recipes which will often times allow you to convert TFC items to their vanilla counterparts.[/spoiler]
More screenshots added. I'd like to get some discussion going here if anyone has any ideas, feel free to share.
I've decided to add in the ability to pan for gold/platnium/cassiterite/gems. Basically anything that can be found in an alluvial(carried by a river) layer. What this means is that you can build a pan and sift through sand and gravel(once i fix it not spawning) and have a chance to find bits of the ores which can then be melted into bars. Note that this will only work IN or NEAR a river. sifting in a desert will not work the same(should it?).
Bump for the new download link. Alpha v1 is out now. This is not in a completely useable state yet! Do NOT plan to have a fully functioning world with this version. I need help determining the ore spawn rates. Use of TMI or NEI to help you explore and mine is recommended.
Well I see that this got moved from WIP while i was asleep, good. I'm hoping to have the ore dictionary implemented within a few hours. Hopefully I can just figure it out myself or find a tutorial on it. Then i guess I need to go play some dwarf fortress since my original plan was to try and implement a lot of its features. I'm looking for new ideas.
Workshops I may not do as it turns out. I added some back end for it but my experience with controlling 2 blocks to form the same entity was a nightmare, never mind 7 or 8. If I can come up with a better way of doing things, then we might still see it. We'll have to see.
Something that I plan later on down the road is to maybe add some recipes for things like a metal detector that work specifically with IC2. I'd like to mess with the biome code some as well. I'm not entirely sure how well my mod works with other biome enhancing mods. If Another mod adds new biomes then I know it will not function as I edit the biomegenbase file. However, modifying the other files may still work. If anyone has the ability to test it, that would be great.
This could become cool, 1 problem though, its in the mods section and not the WIP mods section, probably will get moved or removed(shouldn't be removed though).
It is functional even tho it is still in an early stage and met all of the requirements for being in the Mod's section so I actually had it moved here from WiP. After all, all mods are a WiP :tongue.gif: