Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Bioxx
    • This is a very long changelog and I'm sure that I've missed a lot.

      Please be aware that the wiki is now outdated in many areas and will take some time to reflect all of the new changes.

      Full changelog after the jump.

    TFC 0.79.0 Changelog

    IMPORTANT

    Minecraft 1.7 is known to have very bad lighting calculations which are exacerbated by TFC’s 256 height worlds. As a result, minecraft may run very poorly with TFC installed. To fix this and many other issues with minecraft performance it is highly recommended that you use FastCraft by Player . This mod is optional and can be run by both a server or client to correct issues with vanilla code.

    Chickenbone’s NEI as well as Dries007’s NEI Plugin are both recommended for looking up the new recipes while the wiki is still under construction.

    New Features

    • Added Ore Dictionary support for many items.
      • I did not add everything because there are just so many things, so please let me know if there is something specific you would like added. -Kitty

      [*]Added Leather Rack. Right click on the top a horizontal placed log with a soaked hide. Then right click on all of the spots on the hide with a knife to scrape the pieces off. Scraping the last piece off will give the scraped hide.

      [*]Added a bunch of new flowers. No use for them yet other than to be pretty.

      [*]Hot Springs now regenerate player health.

      [*]Barrels now render their liquids inside, and containers can be filled and emptied into barrels by right clicking on the barrel with item in hand. Unsealed barrels collect rainwater.

      [*]Added wood-specific chests.

      [*]Added a bunch of new ambient and animal sounds, including crickets and frogs at night.

      [*]Added rock-specific gravel that now spawns in varying depths beneath the dirt.

      [*]Added Large Ceramic Vessel that acts as a lower tech version of the barrel in all respects. It can only hold 5000mb of liquid which is half the capacity for the normal barrel and only has 9 slots for solid storage instead of 12. As mentioned before, the tech level is lower which means that some recipes like alcohol simply aren’t available until you have a barrel.

      [*]Added capacity for wearable objects. At this time we’ve opted to start slowly with only items that are carryable on your back. If you have an item in your inventory that has been marked as too heavy for normal carrying, you will be unable to move until the item is removed or it is placed on your back. These items will render correctly as though you are carrying it. Examples of carryable objects would be sealed barrels and anvils.

      [*]Added 2 new meal types, Sandwiches and Salads. Removed the old generic Meal and redesigned the food prep interface. Sandwiches have a higher max food weight value than other meal types and the entire thing is eaten in one use instead of increments. Additionally sandwiches give a 25% boost to filling over other food types. Salads on the other hand are your basic meal and are incredibly easy to create.

      [*]All foods now have tastes associated with them. Each player also has a specific preferred taste profile that is determined by the players name and the world seed.

      • When players make meals they want to get the taste profile of the meal to match the taste profile of whomever is going to consume the meal as closely as possible because this increases both the satisfaction(which makes food last longer) and the nutritional value of the meal for that player(I’m aware this isn’t realistic please don’t make threads about it).
      • All foods have a base taste profile which is then modified by various factors. In the case of animals, the modified taste is random(I want to expand upon this to make it more controlled in the future). When it comes to crops however, the modified taste value is directly influenced by the environment in which it is grown and can be controlled by the player (Again I want to expand upon this in the future to make it more transparent).
      • When making a meal, all of the tastes are added together to determine the taste of the meal. This is pretty straight forward.

      [*]Added name tag crafting recipe: marking, paper, string

      • Right-click a name tag to give it a name

      [*]Fishing has been rewritten to provide a much more rewarding experience.

      • Hold right click to charge the fishing rod when casting
      • Reel in the bobber by right clicking
      • When a fish bites onto the line, try to reel it in without letting the line snap
      • Squid now only spawn in the ocean, and bass now spawn in lakes.

      [*]Added Prospecting and Butchering Skills.

      • Leveling up your prospecting skill will cause less false negatives to occur. It also has a role to play in panning for ores, causing higher tier ores to be available to find. Example: Reaching Adept level unlocks silver to be found from panning.
      • Butchery skill is gained when killing any animal. As this increases, more meat will drop from animals that are killed. As a result of this, the amount of meat dropped at low levels is drastically reduced. With no skill in butchery, only 1% of current amounts will drop as usable meat to simulate the players lack of knowledge about general animal anatomy.

      [*]Added weather and time based fog effects where fog will close in during inclement weather or early in the mornings.

      [*]Torches now burn out after roughly 48 in game hours. They can easily be relit by right clicking them with a torch in your inventory. Additionally you can create new torches by right clicking on a placed torch with a stick. This is not as efficient as creating them in a firepit but is useful when on the move.

      [*]Rewrote and reenabled armor stands.

      [*]Added loom for cloth creation.

      • Place string on the loom with right click. (16 wool yarn or 24 spider string)
      • hold shift-right click once full to begin to weave the threads together
      • once the loom stops operating, right click to remove your cloth
      • silk and wool can be used interchangeably to make carpets, beds and paintings

      [*]Added Smoke racks for smoking and drying foods. The food must first be brined in... you guessed it Brine. This is a combination of 10% Vinegar and 90% Saltwater. After a food has been brined it can be stored in a container full of vinegar to pickle the food and drastically increase its shelf life.

      [*]Added shears recipe to the anvil. This is created with two wrought iron knife blades.

      [*]Added wrought iron grill for cooking up to 6 food items at once.

      [*]Added metal trapdoors which are made by combining any metal sheet with any metal ingot. The sheet will determine the color of the door, and the ingot will determine the color of the hinges. these trap doors can be placed facing any side of a block.

      [*]Added a bunch more configuration options.

      [*]Added mud brick items. No use yet.

      [*]Added server slowdown effect when there are no players online along with a config variable for changing the slowdown speed.

      [*]Added config option to change quiver HUD position. Choices are bottomleft, left, topleft, bottomright, right, topright.

      [*]Skeletons now wear quivers.

      [*]Food now has two different indicator bars. The top bar indicates the amount of decay on the food (Green for the first 10% of decay. Red for the other 90%). The bottom white bar indicates the weight of the food out of 160 oz.

      [*]Added Hotkeys for quick food management. Press S in the inventory while hovering over a piece of food to combine all like food pieces. Press D in the inventory while it contains a knife to trim all decay.

      [*]Added numerical overlay on health bar.

      [*]Smithing skill should properly affect tool/weapon/armor durability. Skill also now affects the damage done by forged weapons.

      [*]Lava blocks now randomly create sulphur deposits on the sides of blocks above them.

    Tweaks

    • Plank items are now called “Lumber” to hopefully reduce confusion between the item and the block.
    • Cooked meat can now be salted.
    • Straw gotten from refining grain is now based on food weight.
    • Clay dirt drop at least 1 clay item when broken.
    • Added “Solidified” tooltip to metal-filled vessels that are no longer liquid.
    • Removed gender chat message for all animals with visual gender differences.
    • Charcoal pits can no longer be covered with flammable blocks.
    • Made doors flammable.
    • Crops no longer instantly die when they get too cold. Instead they have a chance to die which increases each day.
      • Dead crops will leave their seeds on the ground as an item similar to the rocks and sticks debris, instead of an item that can despawn.

      [*]Debris on the ground render as a flat 2D texture in fast graphics.

      [*]Removed the ability to harvest crops with right-click. All crops including tomatoes and peppers are now harvested by breaking the plant.

      [*]Removed all non-English language files. These will be added back in under a new format at a later date.

      [*]Rewrote barrels into a much more useful and user friendly block. Barrels now contain two tabs, one for liquid storage and one for solid storage. The liquid storage interface is very similar to the old barrel UI from 78 but now provides better information when processing items inside the barrel. Additionally, TFC barrels function as a Liquid container for any forge liquids from other mods (Hooray compatability!). The solid storage tab is only available if there is no liquid in the barrel. Similarly if the player places more than one item in the barrel, the liquid tab is disabled.

      [*]Barrel processing has been completely rewritten, and is no longer as flexible. Exact ratios must be met in order for processing to work.

      • Alcohol can now only be made with a full (10 bucket) barrel of water, and a 160 oz item. Must be sealed for at least 72 hours to complete.
        • Added Corn Whiskey

        [*]Tannin can now only be made with a full (10 bucket) barrel of water and a single Oak, Birch, Chestnut, Douglas Fir, Hickory, Maple, or Sequoia log.

        [*]Curdled milk can now only be made with 9 buckets of milk and 1 bucket of vinegar. Will result in 160 oz of cheese. Must be sealed for at least 8 hours to complete.

        [*]Leather processing now requires exact ratios in order to complete. 3 Buckets to 1 Small Hide. 4 Buckets to 1 Medium Hide. 5 Buckets to 1 Large Hide.Must be sealed for at least 8 hours to complete.

        [*]Limewater is now only crafted in a barrel. Ratio is 2 flux to each bucket of water.

        • Mortar is now only crafted in a barrel. Ratio is 1 Sand to each bucket of lime water gives 1 mortar. Must be sealed for at least 8 hours to complete.

      [*]Updated Quern rendering.

      [*]Updated Skills tab to show progress bars rather than numbers.

      [*]Removed pipe placeholder item.

      [*]Completely changed the way in which animals are tamed. Gone are the days when a few bones are enough to create a wolf army.

      • Instead of being tamed with a bone, wolves will only follow players
      • All wolves will sit if tied to a fence post and stand if tied to a player
      • All animals now have a familiarity value which needs to be increased
      • Familiarity can be increased by performing a particular action at least once a day
        • for wolves, this means shift-right clicking to pet them
        • for cows, sheep, chickens, and pigs this means feeding them grain
        • for bears, this means feeding them fish
        • for horses, this means feeding them grain, however after a certain point, the horse will no longer become familiar this way, and instead will only become familiar by riding it for an average of 30 seconds per day
        • for deer, this means feeding them salt

        [*]Certain familiarity levels are required to interact with animals in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals

        [*]Familiarity will decrease slightly each day if it hasn’t reached a certain level and you haven’t interacted with the animal

        [*]Familiarity has a set cap after which it can no longer be increased in adult animals. Baby animals can always increase their familiarity, and do so much faster than adults.

        [*]Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it

      [*]Added command to transfer ownership of an animal to another player. Format is /transfer [new owner] when you’re near a tamed animal. If no characters are entered after the command (ie "/transfer" verbatim), the animal will be set free. Can't transfer to yourself, can't transfer animals you don't own, fails if anything but exactly one tameable animal that is tamed by the command sender is within range.

      [*]Adjusted pregnancy times for animals and the length of time for them to reach adulthood:

      • Bear*: gestation time: 7 months. Adult age: 60 months
      • Chicken/Pheasant*: Adult age: 4.14 months
      • Cow: gestation time: 9 months. Adult age: 36 months
      • Deer*: gestation time: 7 months. Adult age: 24 months
      • Horse: gestation time: 11.17 months. Adult age: 30 months
      • Pig: gestation time: 3.7 months. Adult age: 15 months
      • Sheep: gestation time: 5 months. Adult age: 12 months
      • Wolf: gestation time: 2.25 months. Adult age: 9 months
      • *Animal currently cannot be bred

      [*]Deer, bears, and wolves are now considered wild, and will despawn and respawn.

      [*]Any animal that has been roped at least once won’t despawn, in case you want to keep them around

      [*]Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information.

      [*]Overhauled Jungles so that they are no longer barren and just plain terrible. Ground shrubs and vines once again inhabit these regions.

      [*]Condensed support beams into a single item and totally rewrote how they are placed in the world. Horizontal beams can only be placed between two vertical beams and can not be placed individually anymore. If any horizontal block breaks, the entire beam will break causing the ceiling to lose support. The changes to rock were made to encourage the use of these blocks more.

      [*]Reduced the hardness of all raw stone blocks to allow for easier mining. Increased the rate at which raw stone collapses to make tunneling far more dangerous. Raw stone also reacts to stone being broken in a larger area to prevent certain ways to get around this mechanic. Smooth Stone and Stone Bricks have had their hardness increased greatly to make them a more defensive material.

      [*]Reduced the hardness of player placed logs to make using logs a more attractive option in building.

      [*]Updated sluice rendering. The sluice was the very first minecraft block that I ever created and its age showed. The block has received a visual overhaul even though its basic mechanics have not changed at all. In a future hotfix/build I will update it once again to show the type of wood from which it was made.

      [*]Rewrote how charcoal pits are created. They’ve finally reached my original vision. Firepits are no longer needed for the creation of charcoal(this was always weird right?). Instead after creating your pile of log piles and covering it over, you drop a torch on top of any logpile. After a few seconds, the torch will disappear and that logpile will mark itself for charcoal creation. It will then propagate this to all log piles that it touches. At this point it should be fully covered over lest the whole thing burn up.

      [*]Baby zombies have been disabled. Zombie reinforcements are now correctly TFC variants instead of vanilla.

      [*]Thatch blocks are no longer a solid block. They’ve been redesigned to more correctly match their intended purpose as an early game roofing material. We feel that with the changes to the chopping speed of placed logs, this will have a positive effect on the way players interact with the world. As it was, thatch was an incredibly cheap magic block much the same way that peat used to be.

      [*]Berry bushes can now only be placed on grass. They can now be left clicked to harvest them when in season. Enabled Cranberries.

      [*]Bloomeries can now be crafted with a mix and match of bronze sheets.

      [*]Disabled crafting of minecart chests.

      [*]Protection meter and Quern base can be made with any combination of smooth stones.

      [*]Quern handstone can be made with any combination of raw stones.

      [*]Bloomery will no longer accept items while there is a player inside the chimney.

      [*]Birthdays replace the day of the week text instead of the date.

      [*]Single and double metal sheets can now be recycled in the crucible.

      [*]Crucible accepts a stack of items in the input slot. If temp is hot enough, will melt one item every 2 seconds.

      [*]Replaced “Not Full” with unit count in partially filled molds.

      [*]Donkey chests now accept and refuse the same items as TFC chests.

      [*]Disabled taking damage when the player is starving. Instead, nutrition levels decrease at 3x normal rate.

      [*]Altered rooster crows. Less variance in pitch, slightly quieter and now only done when the rooster can see the sky.

      [*]Seaweed is now edible.

      [*]Leaves are no longer shearable.

      [*]Stone drops 1-2 rocks instead of 0-3.

      [*]Added new texture for refined iron blooms.

      [*]Support Beams now stack to 32.

      [*]Tweaked ice to melt slower based on temperature. Ice now forms along coastlines and spreads outward instead of randomly.

      [*]Food decay is no longer consumed on eating. Players instead eat around the decay, therefore increasing the decay percentage.

      [*]Armor does a better job at absorbing generic damage attacks. Generic damage reduction multiplier is now the average of the 3 defense stats + 0.25. Its possible for armor to block generic damage entirely.

      [*]Player placed logs now break twice as fast.

      [*]Added ceramic bowls which replace the use of vanilla wooden bowls in all instances.

      [*]Farmland can now be broken faster with a shovel.

      [*]Cave ins are much more common. Mining the top block first no longer guarantees it won’t cave in.

      [*]Changed acacia textures so they are a bit less ugly.

      [*]Sugarcane is now a farmable crop. Raw sugarcane can be processed in a barrel to create sugar. This process will be expanded in the future once a way to boil water is created. This is a temporary solution.

      [*]Glass bottles can no longer be used to gather water.

      [*]All foods including fruits and vegetables can be cooked. Foods can be cooked to different levels of done-ness, each with different flavors.

      [*]Very heavy modifications to worldgen.

      • Overall, oceans should be smaller than in 78.
      • Added Lake biomes full of fresh water.
      • Added gravel beaches straddle rocky/hilly areas and oceans

      [*]All beaches are now relatively flat and only 1-3 blocks above sea level. They are also feature stone cliffs between them and their neighboring land biome which simulates tidal erosion. I think this is an incredibly beautiful feature. i hope you guys like it as much as I do -B

      [*]Crops now properly check for sky access as they grow. Sorry guys, no more underground farms.

    Bug Fixes

    • Fixed inability to drink milk buckets.
    • Grass no longer turns into the wrong type of dry-grass when snowed upon.
    • Fixed wild sapling generation to be more common.
    • Grains no longer show the “DO NOT USE ME OR YOU WILL CRASH” message when processing.
    • Fixed excessively precise weight tooltips on vessels with food in them.
    • Fixed acacia trees occasionally dropping saplings.
    • Fixed API accessing outside classes.
    • Skills now properly sync to the player upon respawning.
    • Fixed a few chiseling bugs.
    • Fixed pheasants spawning everywhere.
    • Can no longer split Acacia planks into lumber without a saw.
    • Fixed pit kiln instant cooking.
    • Fixed random blocks above bloomery being deleted when firing completes.
    • Fixed ingot pile not syncing in SMP.
    • Fixed spawn protection behaving oddly.
    • Fixed unlocalised chat messages in SMP.
    • Fixed a bunch of quiver/armor related bugs.
    • Fixed decay not properly transferring to refined grains.
    • Fixed Peat and Clay grass not spreading.
    • Fixed flint and steel attempting to set fire to blocks before attempting use.
    • Detailed blocks now properly get removed when the last bit of material is removed via chiseling.
    • Fixed items in crafting slots disappearing when changing tabs in inventory.
    • Fixed server configs not properly overwriting client configs.
    • Fixed rain particles and sound playing when its snowing.
    • Fixed placing logs or log piles in your face causing suffocation.
    • Fixed bismuthinite surface spawn parameters.


    7


    User Feedback




    Oh boy im so excited. I don't normally write these pointless comments but thats just how happy i am :D

    0

    Share this comment


    Link to comment
    Share on other sites

    I am very excited to play the new version. I have some concerns with certain features, but I'll give it a try, maybe it is a lot more fun than it sounds when you read it. ;)

     

    Also big thanks for reducing the ocean size! That reduces a lot of traveling with broken (by vanilla) boats.

    0

    Share this comment


    Link to comment
    Share on other sites

    just letting you know what we found out.

    You need to use the latest version of forge not the recommended otherwise it will just crash out. 

     

    So excited :D

     

    Changelog = epic!!!!

    0

    Share this comment


    Link to comment
    Share on other sites

    HAHA this is going to be awesome. cant wait to try out the new supports and torches. if only it came out sooner though I got a full day of collage tomorrow XD

    0

    Share this comment


    Link to comment
    Share on other sites

    If I installed FastCraft on the server, would players also have to have it installed on their clients to be able to play on that server? Sorry, I would have just tested this, but I don't currently have the time, and I figured someone has the answer anyway.

     

    Thanks,

     

    Cheerios

    0

    Share this comment


    Link to comment
    Share on other sites

    Exciting update! Some changelog comments/questions though:

     

    "Instead of being tamed with a bone, wolves will only follow players"
     - ...follow players what? Always follow players? Only follow players if leashed? Follow players that hold a bone?

    "Added command to transfer ownership of an animal to another player. (...)"
     - I think you typoed one instance of the command in the explanation as a different word here.

    "Thatch blocks are no longer a solid block. (...)"
     - Could you clarify this? 'not a solid block' could mean that they function like glass blocks, but then that would make them useless for roofing (their intended purpose). So there must be a different, new mechanic here... or am I misunderstanding things completely?

    "All beaches are now relatively flat and only 1-3 blocks above sea level. (...)"
     - Shouldn't this be a tweak, not a bugfix? :P

    0

    Share this comment


    Link to comment
    Share on other sites

    This was a very pleasant surprise since I only popped on briefly to see if there had been an uinformation update. Didn't expect an actual in-game update. Looks good.

     

    Is body temperature still going to be implemented in a later update? I haven't seen much talk about it in a while.

    0

    Share this comment


    Link to comment
    Share on other sites

    Not sure about the changes to Mortar. Perhaps it should give a little more than a 1:1 conversion? People already seldom use bricks because of how bothersome crafting it was; I can't see this helping much. 

     

    Otherwise, I really like how the changes has panned out in this version. My only other concern is the smoke racks; did you fix it so that there's a visual indication now when it finishes? It seemed a bit finicky on Pak's stream.

     

    My comments may sound critical, but remember that I just don't have time to mention all the good things :D. Thanks for the update!

    0

    Share this comment


    Link to comment
    Share on other sites

    Holy moly that's a whole chunk of creamy goodness in those patch notes.

    Can't wait to get home and play.

     

    I was wondering about the creation of bricks too, looks like a lot of work now but we'll see I guess.

    0

    Share this comment


    Link to comment
    Share on other sites

    So bricks are now obsolete then

     

    "Limewater is now only crafted in a barrel. Ratio is 2 flux to each bucket of water.

    • Mortar is now only crafted in a barrel. Ratio is 1 Sand to each bucket of lime water gives 1 mortar. Must be sealed for at least 8 hours to complete."

    1 bag cement + 6 bags sand +1 shovel + 1 piece of ground = enough mortar to lay 60 or so bricks.

    Now I need a metal saw to make a barrel and a desert island + chalk/marble/diorite cliff just to make a few brick blocks

    0

    Share this comment


    Link to comment
    Share on other sites

    "Thatch blocks are no longer a solid block. (...)"

     - Could you clarify this? 'not a solid block' could mean that they function like glass blocks, but then that would make them useless for roofing (their intended purpose). So there must be a different, new mechanic here... or am I misunderstanding things completely?

    you can pass through, light too, zombies too. and cannot be placed on dirt blocks.

    0

    Share this comment


    Link to comment
    Share on other sites

    You cannot place thatch anymore.. evil evil Dunk (or Bioxx)..

    I got killed 3-4 times, before i realise this

    0

    Share this comment


    Link to comment
    Share on other sites

    You cannot place thatch anymore.. evil evil Dunk (or Bioxx)..

    I got killed 3-4 times, before i realise this

    You just cant place them on the ground, but they are not solid so mobs will pass through. So if you dig out a hole and use it for a roof, mobs can still fall in and kill you (sad first night for me lol). Plus side is that they do prevent rain from coming in.

    0

    Share this comment


    Link to comment
    Share on other sites

    Need help! Just installed the new build, everything were fine in a test world. It is awezome btw! But when i loaded in my old world this happend:

    http://imgur.com/a/Gesjp

     

    All my water got removed, sugarcane turned into old lapisore blocks-... Signs turned to gravel and all my vessels disappeared...

    Any fix? Or is it just impossible to use and old world with the new build?


     

    0

    Share this comment


    Link to comment
    Share on other sites

    Worlds from a different build are generally never compatible with each other, B78 worlds won't work in B79 and B79 worlds won't work with B78

    0

    Share this comment


    Link to comment
    Share on other sites

    Exciting update! Some changelog comments/questions though:

     

    "Instead of being tamed with a bone, wolves will only follow players"

     - ...follow players what? Always follow players? Only follow players if leashed? Follow players that hold a bone?

    "Added command to transfer ownership of an animal to another player. (...)"

     - I think you typoed one instance of the command in the explanation as a different word here.

    "Thatch blocks are no longer a solid block. (...)"

     - Could you clarify this? 'not a solid block' could mean that they function like glass blocks, but then that would make them useless for roofing (their intended purpose). So there must be a different, new mechanic here... or am I misunderstanding things completely?

    "All beaches are now relatively flat and only 1-3 blocks above sea level. (...)"

     - Shouldn't this be a tweak, not a bugfix? :P

     

    Only follow players, instead of the full behavior of following players, sitting when told, and not running off and killing stuff. So they're "tamed" in that they follow you, but they're "wild" in that's all they do.

     

    The command is /transfer. I'll fix that mistake.

     

    No longer solid in a way similar to how leaves are not solid. Players and mobs can walk through them, but cannot see you through them. They still work as roofing in that they block rain.

     

    The beach one is a derp on my part, I'll move it.

     

    Is body temperature still going to be implemented in a later update? I haven't seen much talk about it in a while.

     

    Body temperature is still planned, there was just so much in 79 that it wasn't very high priority. I would say it would likely be added around Build 81 or later.

     

    Not sure about the changes to Mortar. Perhaps it should give a little more than a 1:1 conversion? People already seldom use bricks because of how bothersome crafting it was; I can't see this helping much. 

     

    Otherwise, I really like how the changes has panned out in this version. My only other concern is the smoke racks; did you fix it so that there's a visual indication now when it finishes? It seemed a bit finicky on Pak's stream.

     

    Bioxx derped. It's supposed to be 1 Sand : 16 Mortar like before.

     

    No visual indication yet.

     

    So bricks are now obsolete then

     

    "Limewater is now only crafted in a barrel. Ratio is 2 flux to each bucket of water.

    • Mortar is now only crafted in a barrel. Ratio is 1 Sand to each bucket of lime water gives 1 mortar. Must be sealed for at least 8 hours to complete."

    1 bag cement + 6 bags sand +1 shovel + 1 piece of ground = enough mortar to lay 60 or so bricks.

    Now I need a metal saw to make a barrel and a desert island + chalk/marble/diorite cliff just to make a few brick blocks

     

    See above.

    0

    Share this comment


    Link to comment
    Share on other sites



    Please sign in to comment

    You will be able to leave a comment after signing in



    Sign In Now

  • 8,912
    Total Topics
    122,067
    Total Posts
    20,211
    Total Members
    3,767
    Most Online
    Claycorp
    Newest Member
    Claycorp
    Joined 01/20/2020 10:25 PM