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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."


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Everything posted by Darmo

  1. Ya, I gathered that from "stick head in", but it's true that a button would solve the issue.
  2. [79.25]Plentiful Food seed

    Just FYI, you can totally find cows near that latitude. Sheep will be further.
  3. Apiculture in TFC2?

    I think it'd be a fun addition, in combination with rebalancing of the food system. Because without rebalancing food, I don't see much use for it. The most obvious and immediate uses are crop related. Having bees near your crops and fruit stuff causes them to yield more. And I think that's a good use. Because right now it's pretty easy to get food in all but the most extreme climates. Fruit trees, especially. I think fruit trees could be made to only yield a trivial amount per block, unless bees are nearby, then it increases to something like current. IRL, the bee industry is largely driven by actually transporting massive amounts of bees to the almond groves in California every year. Huge industry. So if someone doesn't want to bother with bees, natural beehives would be another bonus thing to look for near the base Of course there's honey and wax, but they'd need real uses, otherwise why bother? I don't think minor food taste alteration is enough. Healing uses sound good though (in combination with other materials). And wax can be worked into gemology (if it comes in) and probably be worked into magic somehow. It might be fun to have bees propogate flowers as well, though not useful strictly speaking. If you want to get really hardcore, then garden-grown crops would not produce seeds if not pollinated by bees (wild crops would always make seeds of course). I could further imagine beekeeping clothing being made from burlap, giving a currently useless material a use. The bee system itself could be as simple or as complicated as justified by the amount and importance of its uses, naturally.
  4. Ice House

    It's a fun idea, one I'd considered suggesting, but I thought I saw a similar idea get shot down somewhere, though I can't find it now, even under "ice box". Dynamic temperature, I've seen discussions before that indicated this is kind of a non-starter due to the complexity, but who knows, maybe TFC2 is different? Also, the Cellars Addon basically does this already, but using snow rather than ice. I think the issue you might run into is that most places, people like to build their 'sky freezers' at the top of the world where it's perpetually cold, if you're far enough from the equator. If you're anywhere that ice forms for more than a few days, I think you're probably ahead to go the sky freezer route, as they don't need maintenance, although they can be tedious to climb up to. I could see an ice house being useful in tropical areas where even the top of the world is too warm for a sky freezer. But then you have to trek a long ways to get the ice. To make ice houses/boxes truly useful, I think you'd have to somehow make sky freezers non-workable, and I don't know how you'd do that unless you have some kind of 'freezer burn' or something for if your food gets *too* cold, maybe in combo with too high up. That said I think it'd be a fun mechanic, in line with the other detailed constructs of TFC, such as charcoal pits and blast furnaces. I don't see why you wouldn't just use a regular saw for you ice saw. It'd give the saw a left-click use. The way I envisioned the ice box mechanic: was not as a room, but as a special storage block, 1 or 2(max) blocks tall, made of metal sheets. This block would need to be surrounded by seven columns of ice blocks - one in each diagonal direction, and 3 in the cardinal directions. The remaining side must be a door. The several columns must be 1 block taller than the top freezer block, and there also must be an ice block on top of the top freezer block itself. So basically your freezer block(s) must be encased in a cube of ice, including diagonals, except for the door and the ground. If these conditions are met, the ice box blocks are at or near freezing, preserving the food inside indefinitely or nearly so. The ice blocks melt over time, but only the top-most block in a column. Maybe there would need to be ice layers created, like charcoal? One layer melts every so often, based on ambient temperature (maybe around 6 hrs at middle latitudes in summer?). So if you use the bare minimum blocks, they'll only completely freeze the top ice box block for presumably something like a couple days at mid-lats. The solution is you stockpile more ice blocks, either in the manner of old (i.e. pile them in a huge pile and hope they last the summer) or actually create an 'ice silo' around your fridge, meaning you stack the ice blocks up in really high columns. The top layers keep the bottom layers from melting. The ice lasts longer if you further surround the ice columns with columns of thatch (but just cardinally adjacent, not diagonally. In plan, what you'd end up with is a freezer block in the middle, 7 columns of ice around it plus a door, and a further 11 columns of thatch around the ice columns, and presumably a blank spot to access the door. Since the ice box must be surrounded on all but one side by ice, you can't place two adjacent to each other, but you could space them one apart, so they share three of the ice columns. Personally I think I'd make the ice block itself back-carryable only, but that's probably too grindy for some. But when you see old ice house pictures, it was a huge production using horses and tracks to slide the blocks. It might bring an interesting use to minecarts, which would probably be reasonable since your base is likely by a body of water, so you'd not need hundreds and hundreds of track. It'd also be fun to see people set up track on ice, and have to remember to remove it before thaw. Unfortunately this plan would probably have some sort of ramification with regard to ticking blocks or something due to the ice melting, I don't know. And it would be nice to have a new solid thatch block to prevent people falling to their death through the thatch while trying to replenish the ice silo. But to me it seemed the best way to get a pretty faithful representation of the old ice houses. Both our ideas though, are a lot more complicated than simply having a special ice box container, with a special slot for putting ice blocks, and it sucks up an ice block each day or something.
  5. Log Piles

    I'm with Bunsan. If anything, I'd like the second shift-click to *remove* 1 log from the pile. To me it's much more annoying to have to mess with the gui to get one log out for cooking or making a barrel or those accidental 1-log-pile placements.
  6. Right click with empty hand seems reasonable. It's how people drink from ponds in the early game anyway. I don't think it would be gui-annoying very often. Personally, I almost never have empty hotbar slots. I pretty much 100% always am accessing containers with something in hand. The most annoying factor would be if you do forget, use an empty hand to try to access the gui, drink a bit instead, and now your barrel is not 100% full, and you needed it 100% full for making your alcohol or whatever. That would be annoying. I don't really see it as a necessary mechanic. But then, I almost always have 3 jugs on me at all times, unless I'm at base. Bunsan has a point though. There's already a GUI, a 'drink' button could be added...
  7. Wooden stairs?

    I think because the chisel allows you to create stairs.
  8. Anvil Randomization

    If this is a reaction to that 'smithing guide' post in the guides forum, that popped up today, that was a necro of a very old thread. I don't think there's been a lot of discussion about this topic recently. Per Kitty's point, I think the only way to bring randomization to the hit buttons would be to have several sets of pre-selected numbers that are known to work, and each world/player seed picks a set. Then it's just a matter of figuring out which set the player/world uses though. Personally I'm good with the system as it is really.
  9. Mechanisms and Mechanical Power

    I agree, it'd be interesting. Everyone has their own 'thing'. I'd be ok with more work to make flour for instance. I think it would help the feel of progression in terms of food being a little harder to get at the beginning. There's only one way to get bread and that's flour, and so by altering the milling mechanic, you can directly control how hard it is to get bread. And being able to create a water source block would certainly be useful for farming. But I think only if it can be done before the 'end-game', and only in very cold regions, where the crop window is tight. Or maybe if it could counter tropical heat. But the notion of pumps for mine water supply interests me not at all. I think it'd be too much work to set up for a mine, which is temporary. Not only would the setup be tedious, but keeping the pump powered. To me the most unattractive aspect of the game is dragging animals around, and the last thing I personally want to see is me having to drag animals from mine to mine in the early-ish game. I think the incentive would always be to work around it by just using massive amounts of jugs, or simply put a barrel at the bottom of the shaft. Heck, even just digging a sloped channel from the same water source down into the mine would probably be preferrable, as I wouldn't need to power that. Getting water is a problem with multiple solutions and I don't think you can railroad the character into using pumps for it without changing all the other solutions as well. And in general, water hauling isn't really a very interesting mechanic to me. Now pumps at a home base - to make a mountain-top more livable for instance - that I can get behind, because it's a permanent investment. But keeping it fueled still doesn't seem attractive to me. I'd rather just put out rain barrels. Other people would have different opinions - maybe they're not interested in making flour harder to get. I think the best use of powered stuff will be for for 'new' purposes. Things like hoisting non-carryable stuff from the depths, or to the tops of mountains. Powering mine-cars (which isn't new, but redstone was always a placeholder from my understanding). And, even though it doesn't currently work this way, there's nothing to say that the system couldn't be altered so that metal items in the forge *do* heat faster with a bellows, which would be a new mechanic, and one which I think players would use. Maybe there is a powered roller-mill, into which the player put a hot ingot, and (after time) out comes a metal sheet, no smithing required. Maybe there is a powered trip-hammer, which liberalizes the preciseness with which the smithing arrows must be aligned. Maybe there are new ores - adamantine - which when the player mines them, they do not come out in ore form, but in block form. The player must then put the block in a mechanical crusher to extract the ore. Perhaps this crusher can be used by the player, to insert a piece of rich ore of any type, and they get back that piece of rich ore, plus a 10u nugget (takes some time). New uses. Fun uses.
  10. 2016

    Aye. But the parents are individual cases. A federally controlled education system is all-encompassing. 'The Big Lie' isn't perpetrated by one-offs. It's perpetrated by a system. We'll always have to deal with 'the crazies'. They're annoying but mostly harmless. I'm far more concerned about government sponsored propaganda.
  11. Mechanisms and Mechanical Power

    To a degree. I mean, a large part of mechanical power in history has been grinding grains. TFC just doesn't work that way currently. But it definitely could. The other major use would have been moving around building materials - stone and lumber. But the way TFC currently is obviates that as well. It's the realism vs 'I want to build' conundrum. I think TFC2 will largely need to offer some more specialized uses, because I don't see building material transport as likely to change much. Making flour production more of a grind...might work. I think there'd be a line to be careful of in making it *too* 'grindy'. It'd definitely go a ways to making people value food more. It might even make salads attractive to use sometimes again, since bread would be more time consuming to make. I do rather like the idea of no more red/blue buckets. You want water or lava somewhere? You pump it there (or use magic?). It'd be nice if water could be done at steel or black steel tiers though, rather than red. Honestly, it feels like right now by the time you've achieved top tier metals, having water somewhere other than natural pools really isn't that big a deal. Ya, you could make barrels non-ladder-carry-able. But I feel like I'd probably just carry 20 jugs with me on a water run instead, and/or build a stairway. In imagining the effort to set up a working pump system for each mine, I just can't imagine it being less onerous than simply a massive jug run. And that's only assuming I can't just have my ladder shaft go all the way up, so the rain fills the barrel at the bottom instead, which is easiest by far.
  12. 2016

    Let's equally face it that everything kids are learning up to probably age 14 is dead simple. How many people forget multiplication? Grammar is probably the most complex, but I honestly couldn't tell you what my language classes were like then, so I'm not sure. I would say that everything up through about 8th grade (US) is so simple the parents do not NEED to have their own innate knowledge. That's what textbooks are for - I don't think anybody homeschools from pure memory. Even beyond that into high school, a lot of things are very simple, very textbook teachable. I'd honestly say that grammar probably requires as much innate teacher knowledge as anything. There's nothing that says that if one begins homeschooling, one must do it through the child's 18th year. A great many homeschoolers around here only homeschool through the lower grades, and then send their kids to public schools for high school, if not earlier. This allows them to influence the most early and highly impressionable years, where kids are extremely easily brainwashed by liberal education. Additionally, it allows the parent to teach things which liberals have managed to remove from public education, such as the constitution, a positive view of US history (and present), and civics in general. By the time they're teenagers they're probably as prone to disregard their teachers as they are their parents on social issues. The problem a great many parents have is, there there can be a line between 'sex' ed and 'perversion' ed, and moreover how early sex ed is tought. I would definitely want my kids to know some basic stuff. They don't need to be instructed on acts. And they don't need to be taught these things when they're 8. I will return again, to local control. These things should be under the control of the local schools, not the federal government. Respect the local culture. Funny how for liberals, everyone from anywhere outside the country, you have to respect the hell out of their culture. But if you're an American, and especially white? Oh, you don't have culture. Look, you can't just argue that anything in history that was bad was done by "convervatives". At the risk of getting into an argument over labels, I would say the worst attrocities in history have all been done by 'liberals' (I'm mainly going off body count here, rather than details of particular cruelty - i.e. Inquisition). If we're taking 'liberals' in this context to mean people who don't like the current social milieu, then the communists and their ilk who performed the various attrocities in Russia and Asia in the early 20th century are far and away the worst. And far from isolated examples. They are perfect examples of the result of rampant federal power vs a disarmed populace in most cases, and the inherent danger therein. I can't speak for other 'conservatives' (and many conservatives would not call me that) but the main thing I want to return America to is a point where everyone took responsiblity for their own well lives, rather than relying on the government for handouts. That's the worst thing going on in this country right now. Return of local control to states would be great too. I want people to actually be free. Not have their lives dictated by the feds.
  13. Mechanisms and Mechanical Power

    These are fun ideas, but TFC2 will need to be significantly different from the current game to really have enough use of these things, to justify the time it would take to code it all. In the current game, there's no notion of quality difference for products of querns. So powering a quern wouldn't gain anything in terms of flour production. And unless the food system is significantly changed to reduce the ease with which one can gain huge food surpluses, I don't really think it'll be a big benefit. Changing the flour milling system to do like, 2oz at a time on the other hand, would probably greatly increase the incentive. I can see some benefit to powering the quern for grinding of graphite or kaolinite, but not a whole lot. I usually do that stuff during in-home nights anyway. If there was a 'quality of process' involved - for instance hand-ground Kao/Graph only had a 50% chance to produce a product, while milled was 100%, that would be much more incentive to go to all that mill effort. Still, the quantities of those two things needed are small enough the mill probably wouldn't even wear out any parts, and then it wouldn't be used anymore (unless the player is really into dyes) Moving water to a barrel would be mildly useful, but I think only to pump water down into a mine, so you don't need to go refill. Above ground barrels, it rains so often I don't think the pump would be useful there. Even a mine barrel can use rainwater if it's a straight shaft down from the surface. If your winters are long the rain barrel method won't work, but then - logically speaking - your pipes would freeze anyway. In general it's pretty fast to pop outside and grab a barrel, which will last like, 15 days or more I think. Blast Furnaces, I don't think it would be worth it. As Kitty mentions in the myths thread, bellows do not increase the rate at which items in forges heat up. Only the speed with which the forge itself heats up. It's a common miconception. Once the forge or blast furnace is at full heat, you're not helping anything. Mechanical power for this would probably be largely wasted effort, unless this system changes in TFC2. A big heavy gate, I'm not seeing the use for. At least currently. In TFC2 presumably mobs will have some block destroying power, and then a big drawbridge or something could be useful. But I would think the use would be so intermittent, I'm not sure how worthwhile a mechanism setup would be there unless the speed of raising difference would be drastically faster. But unless attacks are pre-warned well ahead of time, if the player-power method is super-slow, they're probably going to get surprised more often than not. This would definitely be a legit use for a geared mechanism of some kind (ala dwarf fortress) even if player powered. Elevators could be a legit use if there are more very-heavy items in the game that cannot be transported even on a player's back. I suggest this in regard to magic crystals in the magic thread. It could also be useful if one wants to build mountain-top settlements and have animals up there. This could give both minecarts and hoists/elevators a use. Steam power, I would love to see - but I'm not sure what it would do beyond the above systems, except power minecarts. And unless minecarts get an actual game use, there's just no need for that right now. Believe me, I'd love to see these systems, especially steam power. But the game in it's current form just doesn't have the need for any of these things imho. They're all relatively easily accomplished by player power. I have a whole sand-casting system dreamed up, but I've not bothered posting it because there's just no need for steam power right now. I would suggest maybe focusing more on ways to bring a *need* for mechanical power into TFC2 because right now, I just don't see it.
  14. So, in this post, Kitty said (bold added by me): I wanted to inquire further on that, but that would have been OT, so I started this thread. Basically, I just wanted to inquire in a bit more detail; there will not be a chisel in TFC2, *period*? Or there won't be certain modes of the chisel? Smooth block mode, at least, doesn't require any subdividing of blocks right? It just switches one for another? Surely the chisel will still be around for that at least? I understand that the detailed mode would create absurd amounts of blocks. What about the slab and stair modes? Will those be gone too? I don't know the details, but I assumed they basically replaced a block with 8 smaller blocks - cubes in the case of stair mode, slabs in slab mode. Will these too be too much for TFC2 to handle? And if even slabs won't work, does that mean charcoal and snow layers and metal sheets will also be no more? And if all that were true, what of planks? Will those still exist? The loss of microblocks is definitely lamentable, I'm sure many will agree, but I think we can get by - I personally avoid them currently since they can cause lag if done in excess. But stair and slab mode, and planks, those are all really useful, and it would greatly impact the game I think, to lose them. Can we get some elaboration on those, as well as whether chisels will at least remain for smooth mode?
  15. Separate Classes for different plant crops.

    I actually liked the idea of needing different tools to harvest different crops effectively from that other thread, so I support this or some way to allow that. Offhand I thought there should be: Scythe - all grains (barley, oats, rice, rye, wheat) knife - peppers, corn, green beans, soy beans, squash, tomato, jute Shovel - potatoes, onions, garlic, carrot
  16. Imrpoved Sleeping

    *IF* it were desired to bring sleep into the game, I think it would be better to make a carrot, and not a stick. After sleeping you get something like a 16 game hour 'well rested' bonus that maybe lets you move a little faster, mine/chop a little faster, etc (only a little though). People don't like penalties, and I think they would especially dislike having whatever they're doing forcibly interrupted, but as a bonus I think rest would be much more palatable.
  17. Imrpoved Sleeping

    Some thoughts: - one button to sleep is too easily accidentally pushed. It needs to be a combo like Alt-S or something. - The basic bad effects should be the same as low hunger. Vision distorting potion effects should be for extreme sleep deprivation. - Death from collapse is way, way too extreme. The annoyance, or chance of mob attack if it happens in the open at night, is enough. Maybe some damage from hitting your head when you collapse. - I don't think the game can handle 'thousands' or even 'scores' of mobs - presumably that was hyperbole? - I don't think the alcohol mechanic as suggested is logical, but I do like having a potential actual use for alcohol. - Being able to sleep even without a bed would be nice in the early game, as long as the nights still insta-pass if everyone is sleeping in multiplayer. However it would get pretty annoying if you're playing with others and don't synchronize your sleeping. Unless you only need to sleep for like, an hour or something. - It would be good to have a coffee plant added as a crop (only growable in the tropics - the deep tropics, not 7k latitude) as kind of a no-side-effect method. - Overall, I'm not a big fan of the idea. It just doesn't add anything good, except being able to pass nights without a bed maybe. The main thing I like about it is giving a use to alcohol.
  18. Changes how alcohol is made.

    Trace elements are not in and of themselves a health danger. Humans have evolved to deal with a certain amount of various bad elements - necessary since our primitive ancestors did not have the knowledge to refine them out. Today drinking water for instance has allowable levels of a variety of 'bad' stuff, including arsenic and lead. A miniscule bit won't hurt you irl, never mind in TFC, where I can fill a barrel with lead ore, and then drink from it the next day and have no ill effects. I don't know what studies or programs you refer to. Every google search I tried turned up nothing but articles promoting it, or at worst saying it's no better than industrial salt.
  19. 2016

    Ya, that's one way to do it. And in the instance of gay marriage, I do think it's wrong for instance, for a government clerk to refuse to issue licenses based on their religion, when the law in that state clearly allows for GM. On the other hand, it is a travesty to prosecute someone for refusing to serve a gay wedding. The reason is that there is only one government, and it is guaranteed in the constitution that you will be treated equally by it. People don't have an option of another government to go get a license from. Therefore religious refusal should definitely not be allowed. It opens the door for people to refuse other government services based on religion, and that. is. wrong. But cakes and photographs are NOT constitutional guarantees. In most cases you will have PLENTY of options for other people to get them from. You can be married without any cakes, photographers, or venue at all. You go to the county courthouse, spend 30 minutes with a judge (who should *not* be allowed to refuse), and bam you're married. And so to me, allowing people to exercise their religion in that case far outweighs the hurt feelings of gay people. You are guaranteed a government. You are not guaranteed a cake. Refusing to serve people based on race is slightly different, because no religion I'm aware of (and I am far from an authority) outlaws serving a certain race. So one can't plausibly claim religious exemption for that. There are a variety of cases where organizations are allowed to exclude whites (various scholarships, classes, etc) but nobody ever raises a cry about those. Laws about discrimination in this country are very lopsidedly enforced, and if they cannot be uniformly enforced, they should be done away with. I assume you agree, since you yourself said "You can't pick and choose equality, otherwise it's meaningless." That was written into the constitution in order to get the agreement of the south to form a nation. Which was needed badly in order to defend against the British. It was an unfortunate expedient and frankly they were doing well to get 3/5. Don't forget who enabled the slave trade (the Dutch). The original colonists came for religious freedom, not to own slaves. It was when European commercial interests entered the picture that slavery took off. Although we and everyone always had indentured servitude, which is all but slavery. As for homeschooling, it can be a mixed bags, and it's very much up to states to enforce standards and that's how it SHOULD be. The federal government should have no place, only the state. I can't speak for other states, but my state already has regulations for homeschooling. You don't just get to say "I'm homeschooling you won't see my kids" and the state is like "OK bye!". You have to submit plans and meet some standards. I think you would find in my state at least - and some studies find nationally, homeschooled children outperform public schooled ones on average. This is not surprising, because a parent who cares enough to homeschool their children is probably a very involved parent that cares for their kids. Those kids probably would have done well in public schools too, on average, though in some cases of disability homeschooling is probably preferable to public. The point is, homeschooling parents most often want the best for their kids. These claims of lack of socialization are largely a concern of religious homeschooling, I think, which can be very insular. We've probably all seen the outlier stories of crazy religious parents isolating their kids from society. Even then, what of it? We have the Amish here in America. There's no laws against being weird and anti-social. I think (*think*) most homeschooling parents are acutely aware of the danger and take steps to ensure their kids get plenty of outside contact. Homeschoolers in my state are very organized, and have regular 'play dates' for their kids. I am frankly of the opinion that the USA should offer assylum to European parents who are being persecuted for wanting to homeschool their kids. You may not *think* that school does not equal government, but if the (federal)government sets the standards and funds them, then yes, the schools are government schools, and a government with an agenda (that is, every Democrat government in this country) can insert their agenda against the wishes of the populace. You can't just dismiss the Hitler Youth as an anomaly. The entire structure of the Third Reich was indoctrination from the top down, and it started in schools. It's still going on today all over the place. Where do you get your ideas of home schooling? You seem to have this idea that homeschooling = only learns about religion, and never sees anyone but their parents. That is far, far, far from the general case where I am.
  20. Changes how alcohol is made.

    Do a google search for "salt pans". Evaporating briny water in open-air ponds has been done for thousands of years, and is still done in places today, and yields perfectly useable salt. In fact, today people pay a premium for this 'organic' salt vs laboratory derived salt. You absolutely do not need a vessel of any kind to produce good edible salt. The trace minerals contained in it are considered a virtue. Of course one can use heated vessels to speed the process for small amounts, but then you have to use a fuel source. Not a problem in TFC necessarily since it's just one to a few people and trees grow back in 8 days, but very much a problem in ancient times when they needed large quantities. In TFC the most complicated it would need to be would be to place a clay vessel over a fire pit and continuously stoke the pit for like, an entire day or two. I'm not sure where this focus on potassium comes from. What purpose would that serve in TFC other than a chemistry compound?
  21. [Solved] Support Beam Range

    Support beams support within a range of 4, however every time you mine raw stone it checks for cave-ins up to 10 (iirc) blocks away. If it finds an unsupported block, it has a *chance* to begin a cave-in, and that cave-in can spread back into your supported area, despite your supports. Supports only prevent the blocks in the supported area from *beginning* a cave-in, they do not prevent the cave-in from starting outside the area, and working back in. Most likely there was a natural cavern that you didn't see, and the cave-in started there, and propogated back into your mine. It's an unfortunate side effect of the current mechanic. It makes mining in or near natural caves very tiresome. Hopefully this is not the intended mechanic, and eventually it gets fixed, if not in the current game, in TFC2 at least. Your best bet is, once you have these kind of hidden cave-ins start, you need to start supporting your ceiling with smooth stone, or wood blocks, or some other gravity-defying block. If you can eventually find the cave, you can go in and support every single ceiling tile. However, if you let the cave-ins continue long enough, eventually the ceiling will be high enough they'll mostly stop.
  22. Changes how alcohol is made.

    Most of what you said there supports my point that alcohol distillation doesn't need fancy glass tubes and valves. So not sure where you were going there. But in any case, TFC2 isn't very far along at all I think, as far as game mechanics go. I think Bioxx is still solving the fundamental world generation and stuff right now.
  23. [Answered] TFC/TiC Compatibility question

    Ya, that just happens sometimes. Arid island starts are a bit unusual in my experience, but arid lands with no clay, not that terribly unusual. It can make for an interesting start though - just travel until you find land with enough moisture for clay. Along the way you'll probably pick up enough copper to make all your basic tools when you arrive, no panning necessary. You can also kill all the animals you find along the way, since you probably won't be back for them. As long as there's some trees around, you'll probably survive. Without trees, it gets harder.
  24. Changes how alcohol is made.

    I'd originally intended to suggest a distilling apparatus under my chemistry thread in the TFC2 forums, but as mentioned, alcohol has no real uses, so it'd just be an aesthetic thing really. But the ability to hammer out a copper boiler and tubing would give an actual thing to do with smithing of copper. Glass tubes and even valves aren't really necessary for basic distilling. Moonshine was made without such technical things. With regards to distilling for salt, besides being suggested many time already and declined by the devs, it would not require a distilling apparatus of any kind. Distilling is really for separating liquids with different condensing points - alcohol and water. Separating a solid (salt) from water requires only evaporating the water. In ancient times this was done simply by filling a large and very shallow pool with water and allowing the sun to evaporate the water. There are actually a lot of interesting techniques to salt refining, including some that use fire to speed evaporation, but they are still generally very large scale vs an alcohol still.
  25. TFC Myths

    Might want to add something about how supports don't prevent blocks from caving in if a cave-in starts outside the supported area, and then propagates back into it. I think that's a common misconception. I have another mining related question though. Recently I've had a few incidents where ore disappeared, and cobble appeared below. This was not ore below unsupported stone - I scrupulously avoid that. But I had previously thought that ore was A: not in itself affected by cave-in mechanics (only by falling cobble), and B: acted as support for a raw stone block directly above it. At first I thought my B assumption was wrong, and the raw stone directly above the ore was caving down through it, meaning ore does not act as support, but that didn't really make sense as all ore blocks, exposed or not, would be in danger. Then, the most recent time it happened I'm almost certain there was no raw stone blocks above the ore, and it was the ore block itself that spontaneously turned to cobble as a result of my nearby mining. Was this a new feature of 79.24, along with the nerfing of cobble farming, or has it always been this way? It's not a rumor or myth I've heard elsewhere, just my own observations, so sorry if it doesn't belong here.