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Antice

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About Antice

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    Stone Miner
  1. Hemp

    too bad that most species of hemp don't contain much, if any, of that creative juice then. Hemp was used for a lot of stuff back in the olden days. but hemp beer was new to me. and if bioxx adds bees then we will most likely get Mead at some point too. so maybe hemp beer is superfluous? I dunno.
  2. Stairs, slabs etc.

    you make a good case for it Dante80. These objects aren't crucial for survival, so making them harder to obtain/pushing them into the metal age is not a bad idea really. Especially if we can retain the use of a bed that does not require this kind of crafting. (hint: bedroll as suggested elsewhere).
  3. mob drops question

    bad guess.Dungeons are a form of generated structures. they are added by the terrain generator during worldgen. they do not spawn on cobble at all. the cobble replaces whatever block was added by the base terrain generation when the spawner get added. I believe caves and ravines are added after spawners, so in some cases the entire dungeon room, sans the spawner may be removed by the intersecting cave. ever seen a spawner hanging in the middle of a big ravine? lots of lulz when the mobs start popping out and promptly fall to their deaths 30 blocks below.
  4. Are Black Steels & above worth it?

    Is it safe to say that once you have the plain steel, then you are basically so far up the tech tree that going further is more of a luxury thing rather than a need?
  5. Possible Amazing future mod combo

    Ohhh Niiiiice. That terrain gen looks sweet. I really do hope he allows you to add it in/joins himself so we can get some of that nice terrain gen stuff in TFCraft.
  6. Torches should burn out

    Since mob spawn behavior is apparently going to be changed soon, then i think that the whole safe zone concept is maybe becoming superfluous. If monsters always spawn within designated areas and then move towards the player from there then any enclosed space is safe as long as the door is locked. it would also remove all the spawns happens in darkness mechanics of the game. so stuff like your mineshaft will remain safe as long as no monster moves in from elsewhere to make a new nest in it. (if that part of the new mob spawn mechanics suggestion is implemented that is). It's kinda natural that nasty wildlife will takes over your house/fort/castle if you leave it alone for too long. with the den/nest spawn mechanic then torches no longer matter for safe zoning your house.
  7. Can't make armor plans?

    You need to get everything anew. The latest build uses a newer version of forge too. you need at least forge version 3.1.2.96Don't forget to download the latest version of the textures as well. otherwise you will get a lot of invisible/strange looking blocks
  8. Scythes

    I'd slice and dice some with a sickle if that was what i had at hand. heck. I'd stab that zombie in the brain with a chisel and hammer too if i didn't have anything better to use . dunno about a big weedwhacking scythe tho. kinda big and awkward no? should be better than bare handed at any rate. due to it's mass if nothing else. But my fav weapon has always been and will always be a big honking War Axe. fun fact: War Axes are unsuited to chopping wood due to having a large broad curved blade meant for increasing the chance to cause a deep gash in the enemy. the blade has a very real tendency to get stuck due to it's large friction area. a slim axe head is better for cleaving since it tends to press deeper into the log. (less friction when sinking into it, and better concentration of force into a smaller area)
  9. Sequoia Saplings?

    a fully grown sequoia is definitely on the overly huge part of the tree size scale too. but yeah. he could have given us the small variety to grow ourselves. a giant sequoia takes hundreds of years to grow to their great gigantic sizes. but that is true of all giant tree's to be honest. I sometimes wish minecraft would allow for step by step tree growth instead of the sapling spawns a fully grown tree mechanic.(i also don't like the cubic metre trunk mechanic. but that is just another minor thing nobody but me cares about)
  10. Peat as a fuel source

    They appear fairly regularly still, but they may be hard to spot if grass is growing on top of them. there is no change to the grass texture or anything between the peat and the normal dirt in that biome. it's kinda like clay. if you find one block and dig around then you find gigantic deposits of the stuff.
  11. Can't make armor plans?

    Ah yeah. there's your problem. Armor wasn't introduced yet in that version. you'd hardly recognize the game once you update to the most current one. also. you need to make a new world when you update from that old version. a lot of changes to worldgen among other things have happened.
  12. 3D Campfire and Metal shields

    pictures posted from imgur never seem to show for me for some reason. they are always broken, and not on just this computer either, but on all of the computers in the house. (it might be a firewall issue, but that one belongs to my ISP and i have no control over it) do you mind re-posting the images with another image sharing service?
  13. Can't make armor plans?

    the plans look right. so on to the next possible cause. What version of TFC are you playing with? Armor was only recently added, so maybe you only need to update to the latest version
  14. Peat as a fuel source

    Peat is known for burning slowly for a long time. shortening the burn time is not a good idea. reducing stack sizes is ok, but it should be still larger than that of logs. otherwise you need to reduce the stack sizes of everything else as well. including stone. (i think this has been mentioned before tho so that may happen actually) Peat is not a hot fuel as it is. it's down there along with willow and the other low heat fuels. getting it to melt items requires the use of a bellows. (thus shortening the burn lenght considerably as a tradeoff for the extra heat) Giving peat a use as a fertilizer is okay. it was one of the main uses of it before we got the artificial fertilizers we use today. but don't remove the burning. as that is also a valid use of peat. Maybe allow it to permanently fertilize a soil block, (I.E changing it's type into a fertile soil block instead with a different color than normal)
  15. Eggs & what came after.

    I'd love for the introduction of hay. ot allows for quite a few interesting game additions. however: While hay is grown intentionally in modern agriculture in order to have a high yeald of animal fodder, in olden times they would just go harvest a meadow or something. it's also a byproduct of grain farming, you get a lot of plant stems in surplus when threshing. So I'd suggest simplifying your suggestion a bit. add a sicle tool to the game and allow harvesting of the wild long grass that is already in the game. the drop of hay units could be semi random like the drop of seeds are today. thus you would want to harvest many grass tufts to get a unit of hay. once you get into making grain, then add a threshing block tool and let the player get both grain for use in the mill, and hay for use as animal feed etc. This mirrors how it works in real life a little better, and it avoids actually adding extra crops. it just adds some steps to the processing of the crops instead. If it feels a little overpowered in relation to the farmed area and it's products, then just make it so that we need to have more grain per bread to compensate. I like having large fields of wheat and it is a bit overpowered as it is today. a single 8x16 field yealds 128 wheat. or a grand total of 42 bread per harvest. ( a full water trenched single sourceblock farm can get a couple more rows in at the end. so more like 8x18 + 8 for a maxed out one