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Quartaroy

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About Quartaroy

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  1. Your quick response and action to resolve the player api issue is amazing, as well as the mod. It adds the ambiance that terrafirmacraft desperately needs in many locales and breaks the monotony that plagues the plains. The way it naturally carves through terrain and even more mind-blowingly attains deeper believability by flowing throughout its entirety even through the tallest peaks. It's equally charted with small and tall waterfalls that enhance it's aesthetic qualities. Thus, my first experience had been walking upstream alongside a river from its delta. Through a forest, past a tall waterfall coming from a nearby peak where it forked into some rapids. Even further was a poor wolf who had spawned alone atop a rock levitating meters above the river. I broke the block to free him, watching as he helplessly attempted to get to the edge of the river and get himself to safety. Thus he only ended up drifting down the river into the ocean. This mod is humor, beauty, and fun in a fantastically bundled package.
  2. This mod looks amazing, but it appears to have conflicts with something else I've yet to isolate. It generates a log file far too large to post in entirety here.Specifically, the log contains a significant amount of the following code repeated. Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor10.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114) at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59) at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala) at net.minecraft.entity.Entity.func_70072_I(Entity.java) at net.minecraft.client.entity.EntityPlayerSP.localHandleWaterMovement(EntityPlayerSP.java) at api.player.client.ClientPlayerAPI.handleWaterMovement(ClientPlayerAPI.java:5225) at net.minecraft.client.entity.EntityPlayerSP.streams_core_StreamsClassTransformer_net_minecraft_entity_Entity_handleWaterMovement(EntityPlayerSP.java) ... 30 moreCaused by: java.lang.reflect.InvocationTargetException ... 1024 more
  3. Charcoal Briquettes (More reason to gather sticks!)

    The goal of this suggestion is not to push the game toward realism. The goal of this suggestion is to improve gameplay while easing some of the tediums of the game while maintaining believability This was more what I'm aiming for as a way to improve the early game for players. If this mechanic were to be implemented at too high a technological tier, it would simply create another tedium.
  4. I propose the following idea: Allow the creation of charcoal briquettes using a believable approach. How Briquettes are made in real life: 1. Left over wood bits (called fuel) are dehydrated for 4 minutes. 2. Anthracite Coal is added to the fuel. 3. Lime is added to the fuel. (To turn the briquettes white when burned.) 4. Corn Starch is added to the fuel. (To bind the ingredients.) 5. The fuel is moistened and compressed into briquettes. 6. The briquettes are dehydrated a second time for 2 hours. 7. Briquettes and weighed and packaged. Proposal for creation in Terrafirmacraft: 1. Sticks are gathered and ground into a sawdust. (Saplings and planks may also be able to go through this process.) 2. Maize or sugar is added to the sawdust. (To simulate cornstarch in the absence of cornstarch.) 3. The sawdust is compressed. (Maybe through a new forge-styled structure or by a hand-tool) 4. The compressed mold can be added to log piles. (to be dehydrated) 5. The briquettes are burned and can be gathered alongside conventional coal after 18 hours game time. Key things missing from the proposal are that Anthracite Coal is not added to the sawdust. This could be simulated by using Bituminous Coal, but would make this practice high-tier and would not supplement early game coal production. It could also be simulated by adding charcoal, but adds both complexity and would need to be fine-balanced to keep the technique from making backwards progress. Also, Lime is not added, as Lime is only in place to turn briquettes white to let chefs know that the coal is ready to be cooked on. Since this is unimportant to the players, it is in effect not needed. Following my proposal this would alleviate a couple of tediums currently in place. Chopping trees does not reward saplings to the player, forcing the player to shave the trees prior to chopping. Shaving the trees creates a lot of sticks that are only lightly used in the game. This technique would put a lot more value into sticks and make gathering coal substantially less tedious to the player. Barring this idea completely, I believe that trees should take a little longer to chop down, but "Destroy" the leaf-blocks rather than making them disappear. This would reward the player with saplings and sticks, which follows more in-line with the believable approach that lumberjacks strip trees after chopping them down.
  5. Chisel only Smooths

    I have a hammer and a zinc chisel. I can only smooth raw stone. Switching modes changes the mode icon, but does nothing else. The chisel will only smooth, meaning it does nothing to any other type of stone but raw. eg. Hammer in first slot, chisel in second. Switch chisel to stair mode and use on cobble, durability drops but stone doesn't change. With chisel in stair mode, using it on raw stone causes it to smooth. The game is running in SMP, I've tried dropping and requipping the hammer and chisel, I've also done a reconnect to no avail.