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bilbobuddy

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About bilbobuddy

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  1. Smithing depth

    I am all for more specialized and realistic smithing, and would download Tfc just for tempering, annealing and quenching, and using oil to quench is an excellent idea. If we could do away with dumb metals like black, blue and red steel and have higher tier tools come from skillfully forged steel, this would be awesome.
  2. Metal Tiers

    Yeah I agree with the idea that steel is lacking and colored steel is arbitrary, and I would love for a more in depth, player skill oriented blacksmithing system to be implemented in tfc2, where a highly skilled player-smith could make and excellent steel sword with the materials that a noob player could barely make a functional sword with.Some elements of this could simply copy real life, with tempering, quenching, and annealing to add the depth to smithing. I think crucible steel would be a nice intermediate tho, it could go something like this: It could be done by building a structure like the bloomery but without the bronze door, and made out of fire bricks, or stone. You would then place a large ceramic vessel in the bottom of the furnace. This would act as the crucible. You would put the appropriate iron ore, some charcoal or perhaps bones in the vessel to add carbon (it could be at 1 charcoal/bone [the carbon adding content] per 100 metal units of iron), seal the vessel, put down 8 charcoal layers on the ground of the furnace, and throw a torch down to light it. After after~8 in game hours the charcoal would burn down and there would be the vessel, but you would have to break it to get the steel ingot (s) inside. When you break the vessel the ingots inside would drop as items.
  3. Apiculture in TFC2?

    If bee mobs are added the could be bred for defensive purposes, to attack hositile mobs, again I think it's really important for some kind of bee mobs to be added, without them it feels horribly stale and bland. (forestry)
  4. Terrain generation

    I was browsing imgur and the tfc forums at the same time and got so confused when I thought minecraft worldgen was on the fp. Looks awesome tho.
  5. Injury

    I absolutely love the idea of dairy reducing fall damage, but I take so much fall damage from little drops that I would hate for it to become any more of a nuisance to heal up than it already is.
  6. Is there plans of any sort for this to be ported/rewritten for tfc 2?
  7. Dungeons?

    Link to the twitter post?
  8. Magic!

    Some stuff would have to be tweaked to fit tfc, but maybe we could contact azanor to get a dedicated tfc-tc compatability, with both mods working together as one. I think the feel of thaumcraft is perfectly fine for TFC (in terms of "believability", time frame, etc) and the mods would compliment each other nicely.
  9. Crafting Table 2.0

    I'm drooling... I love multiblocks and this would be awesome, although I like real word interaction like the weaving/drying racks/ pitkiln systems and I hope more of that sort of stuff gets implemented.
  10. Regional Difficulty

    What sounds like all parties want is for the player to be able to play the way the map is built, and the way the player wants. So, it seems reasonable to make these two things line up. The actual implementation that dictates how the player settles and pacifies the island is up to Bioxx, but this could be tweaked to fit what everybody wants in terms of playstyle. I personally like a range of challenges, like a multi stage process, (perhaps getting a toehold on the island in a D-Day style beach landing, then locating the tower/miniboss/objective, then taking down the mobs and settling the island), as well as a freedom to tackle these challenges the way I see fit. As TFC is still supposedly a tweak on minecraft, and minecraft is all about building to defeat challenges (building nether portal, building an enclosure for blazes to control them, building up to the healing beams in the end, and building a cage to keep the wither contained) it is perfectly believable and true to minecraft to say building, or manipulating the environment, is a legitimate playstyle. It could be incorporated into the fight to make building a part of the fight, or very difficult but necessary, but to say that players aren't allowed to play a certain way only shows that the devs have not thought of everything yet.
  11. TFC2 Goals

    Since TFC2 is a complete rewrite will there be a boss, or some other goal (like the enderdragon/wither) for the player(s) to shoot for? Tfc1 did not have such a goal, with better tools/armor the only things in the game that changed over time. I hope there will be something, because especially in single player I find it hard to be motivated to do anything once I get bronze/copper tools, as the only thing I have to look forward to for the rest of the game is better stats on my tools/weapons/armor, which just means more exploring, propicking, and more exploring.
  12. Bronze bloomeries? Iron furnaces? That ain't be believable

    I would like a skill based system, but I don't like the idea of requiring a full suit of armor just because the game said so, I like the idea of needing a full suit of armor so you are able to survive long enough to even make iron
  13. Crafting Table 2.0

    Sorry to ask, but what is going on there? Is normal hematite being converted to rich hematite?
  14. Volcanoes

    How about one in every few islands is a volcano, and has little on it except a large volcano, that would offer some sort of reward
  15. Bronze bloomeries? Iron furnaces? That ain't be believable

    So much stuff in tfc is thoroughly different from vanilla that I don't think it is really justifiable to say that you can't remove the crafting table because it is a mod for minecraft. When everything from almost all the tools, almost (if not all) all the world gen, the combat equipment, and all the mobs are all either heavily tweaked or completely rewritten from their vanilla counterparts, it seems perfectly reasonable to keep the crafting tablepurelyfor compatibility reasons,especiallywhen the way tfc replaces much of the vanillla crafting (knapping, forging, weaving, fireing, and drying) ARE SO $#%^@&@^# AWESOME. If tfc were "simply a mod for minecraft" I would expect something like this: No wood tools Flint spawns on the ground and need to be knapped to form stone tools. Wood needs to be mined with an axe. Copper and tin spawn as ores which are smelted to make bronze. Iron ore is smelted in a bloomery (a furnace made of bricks instead of stone) Diamonds are knapped like stone tools. Otherwise, the exact same as minecraft. Same worldgen same damage/health, same items (iron=iron, not wrought iron) As fun as this would be, real life tfc is so much more than this. Tfc does not need to be held back by what is in vanilla minecraft, as the devs have shown, and can do away with more of vanilla than it currently is. I would love to see iron tools actually start out with aweful attributes, but get extra bonuses from smithing skill that would take a very long time to get good enough to make it reach a point where it is on par with bronze, especially when it comes to armor (Brittle, unannealed metals with lots of slag tend to make aweful anything that needs to resist stress.) Better yet, make early iron ingots, refined with low general smithing skills something that cannot be used to make sheets, tuyres, and the like, as amature smiths fail to produce bars with low enough slag contents to be considered worthy of finery. An intuitive UI element might be "Forging operation requires slag content of '<1.6%.'" Creating an obvious progression of being a good smith, and being able to complete a full list of metalworking tasks with iron. (Yes, this would mean listing slag contents on iron ingots, but probably not finished tools. This would make so much sense, as bronze bloomeries are absurd, but the proper progression is arguably more important. The players poor skill in forging both the bloom and the tools would replace the time spent making a bloomery as we know it. This would be nice, because now, you need to find a world with copper, quickly find a region with the alloying ingredients for bronze, then iron ore etc. A balanced way to skip bronze (or at least part of it) would reduce the amount that worldgen would have to do for you, in terms of creating the right ores.