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      ATTENTION Forum Database Breach   03/04/2019

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Search the Community: Showing results for tags 'time'.

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Found 4 results

  1. Crafting Time

    My idea is that a few of the harder items to get take a couple minutes to craft in a crafting table. Like if there were endgame guns or something they would take like 10 mins to craft or something. If this is added I don't think all things should take time to craft, and those that do wont take long, and you can leave the crafting table and it will still be crafting.
  2. What time is it on your world?

    Just wanting to know, see how long you've all been playing. Right now on mines it's December 1000. Wonder if anyones made it to the 2000s yet...
  3. [Solved] Bright Calendar

    Hotfix #: 78.1Suggested Name: Bright CalendarSuggested Category: MinorDescription: Opening your inventory causes the world around you to dim. The skill page and the nutrition page also dim the world around you. The calendar page does not. Very minor.Have you deleted your config files and are still able to reproduce this bug?: YesPastebin.com link of the Crash Report: No crash
  4. Okay, I'm not sure how much of this someone without insight into the code will be able to answer, but I figure, asking never hurts I noticed in the TFC config options for configuring the length of the year in Minecraft days, and the length of the Minecraft day in ticks. Especially the latter of the two greatly intrigued me. Why? For no reason other than because no other mod I've played with before has allowed me to toy with this, and I loooove trying out new stuff! So I began to wonder: what is the immediate effect of these settings, which game systems depend on these values, which are unintentionally affected? Like, if I set the length of a day to a tenth of normal, would the sun actually zip across the sky in the span of a single minute instead of 10, or does it only affect how the internal calendar counts the days? In Dunkleosteus' buil 76 preview video he mentioned that he made animal pregnancy time scale with the length of the ingame year. Are there other game systems that scale? Like, for example fruit trees. The fruit respawns constantly during the month(s) it is harvestable. If I increase the length of the year and/or the length of a day, does the fruit keep respawning at the same rate (thereby increasing output per season), or does it scale back so that you get roughly the same amount of fruit per season but spread out over a longer period of RL time? If the days are longer but the year is on default settings, do animals still need the same amount of ingame days (and thus more RL time) to go through pregnancy? How about trees and crops - how do those react to changing one or both of these settings? Will the player consume food and water more slowly if the day is longer (fixed base consumption per day/night cycle) or do you need twice as much food to make it through a day that lasts twice as long (constant base consumption per tick)? If it's the latter, if you sleep through a night twice as long, does that instant-consume a chunk twice as big as normal on waking up too? ...and what happens if I make the day/night cycle so ridiculously long that sleeping through the night requires more food than the entire bar can hold?