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Donnie

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About Donnie

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  1. Torch Poll

    Are redstone torches useful for lighting/permanent?
  2. Graphite

    Just a bit more of a pain to look for it since rock layers are bigger then they used to be, but I've been able to find it as well
  3. Shields a defensive weapon

    shield and spear would be pretty OP if it worked realistically. Provided you dont let a zombie get close to you then you are pretty untouchable
  4. in game name: ringxworldyour age: 22Why us?towns and pvp
  5. Mining effective and safe

    Anytime any yellow square is seen chisel it down by 1. Anytime you are standing in a spot to mine on any direction on the XZ plane make sure that you mine up on the Y direction for safety - from testing most of the collapsing rock is pretty close to the height of the player and I have yet to see rock collapse from above me when I've mined as far up the Y direction as possible. Then mine your XZ direction chiseling any yellow rock as it gets exposed.
  6. Economy

    I'm not familiar with timing of stuff on your server so I don't think I'll be able to come up with any sorts of price charts.Just keep in mind peoples common goals, such as nickle to make a black steel anvil and continue using iron/steel tools.
  7. Economy

    The thing about an economy for TFC is it has to address two things. 1.) most everything in TFC is about finding it once and if properly managed your set on that recourse pretty much forever. You find an ore vein once and you almost cetainly wont need to look for that same ore again, except for a few specific ores like iron. This goes for animals and crops as well. 2.) infrastructure is what determines productivity. Anything a new player can produce a well established player can produce much more of, and if your shops are aimed at boosting new players to later ages faster established players can really cheese the system or if it is balanced around established players then there isn't much they wouldn't already have and to them it becomes a calculation of do I turn my steel ingots to blue steel manually or trade through the shop to do so and lose some in the exchange rates but save time. My two candidates for the basis of your economy, where new/established players are roughly the same is in either charcoal or steel ingots. With charcoal the new player disadvantage isn't that extreme provided they at least have copper tools, it may take them a few extra minutes to fill their charcoal pit then a well established player but its not a vastly different scale of production. With steel ingots its the same story, most players whether they are using iron or blue steel will have just 1 blast furnace that is fully upgraded, as well as a supply of charcoal and rich iron ore therefor the production rates won't be vastly different between those players so it is another good basis for your economy. From there just figure out how many hours you would expect it to take for someone to find any specific recourse and then the cost of the convenience. Ex: Maybe you can expect people to make 100 steel ingots an hour and it take an unlucky player 2 hours to get a breeding pair of cows to their base. So you can buy steel ingots in your shop for 1 each and sell spawn eggs for 25-50 each. Ex: Maybe an established player didn't watch their harvest of wheat and wants to breed their cows now and growing crops can take a few hours irl, so you can sell 160 wheat for 10-20 as well As an added bonus being an admin shop you delete ingots from the game like this which encourages players to keep exploring.
  8. TFC Build 79

    My guess is "when its ready"