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Ethreality

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About Ethreality

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    Caveman
  1. Regarding Feathers and Arrows

    Alright, well, that wraps up this thread nicely
  2. Regarding Feathers and Arrows

    Searching the forums, it seems as though there are a few related topics, but none containing the suggestion I have. I propose the introduction of "fletchless" arrows. Seeing as how chickens have been made some what more rare, especially in cold climates, I feel somewhat short on arrows all the time. I have plenty of sticks, and rocks, but a feather for a few arrows can be hard to find, (accounting for the fact that chickens won't be so easy to mate once the new husbandry system for chickens is implemented). Unless a feather plucking GUI, or a feather molting feature is added to our dear chickens, or another more common, more cold climate adjusted feather bearing mob is added, I fear I will always be short on arrows. I know I don't like wailing on a skeleton archer or javelin skeleton close range while getting shot at wildly, nor do I prefer to engage creepers in close quarters, and I'm some of you probably feel the same way. Fletchless arrows would be made just like a normal arrow, but without the feather at the bottom. The obvious downside to these arrows would be that they don't exactly fly straight. One rock and one twig could make one arrow, or more, depending on how our good devs feel they need to be balanced, or could even have reduced damage.
  3. Calendar Discrepancies

    Would you ever find what out..?
  4. Calendar Discrepancies

    Suggested Name: Calendar (Bug?)(Issue?) Suggested Category: Minor Description: Not sure if this is intentional, or something that was overlooked, or a bug, but if you watch the hours go by in your calendar (default n) menu, the witching "hour" actually covers 2300-0100 (2 hours), while only lasting 50 seconds, the length of a normal hour. As well, 0500-0600 lasts 1m40s, covering the span of two hours (possibly to counter balance, or possibly to ease the passing over of the day(?), as this occurs at 0500 and 50 seconds, when the hour should be passing to 0600 but does not, and instead the date changes and another "hour (or 50s)" goes by before 0500 becomes 0600) Have you deleted your config files and are still able to reproduce this bug?:Yes I checked the sticky and searched the forum and didn't find anything on this, sorry if this is a repeat. Edit: Another observation, temperature changes occur normally between 22-the witching hour-0100 (That is, there are only two temperature fluctuations, even though "3" hours pass) and temperature fluctuations occur as follows between 0400 and 0600: 0400-0500,regulartemperature change, 0500-0500 (occurring alongside the date change) daily temperature change (not the same as hourly, as hourlyfollowsa predictable up and downpattern of a set amount, whereas daily seems to be a "non-set amount, up or down" (quoted info is speculation), 0500-0600 regular change.
  5. Jumping up and placing a block under yourself.

    Dunk - I was just curious to see how many people felt the same way. My apologies.
  6. Woodcutting, and charcoal.

    Alright Bioxx and friend, hopefully you've been reading this. It seems an acceptable conclusion has been reached. I know you're busy, and you're doing a damn fine job, but if you could please add this to your to-do list, it would be much appreciated.
  7. Jumping up and placing a block under yourself.

    So, as the poll reflects, it has been agreed that this would add too much realism. Perhaps an essence of unpredictability as daveboy has suggested would be a more acceptable approach?
  8. Woodcutting, and charcoal.

    Alright, so from what I've gathered from this thread, lots of people are for the ideas posted, just in a less extreme manner. For one, instead of a log cutting interface, perhaps it should simply take longer to cut down a tree. (Especially with stone tools) As well, though I didn't bring it up (because there was another thread about it) 2x2 trees should require more than one block missing out of the bottom for it to fall down. As another idea that might assist with the whole deforestation deal, perhaps sticks and saplings should be produced when you cut down a tree..? With taller trees, it can be near impossible to get high enough to harvest saplings and sticks. It's kind of weird that the leaves just disappear too. As well, now that bsb mentioned it, some of the trees are rather small. Perhaps trees should be larger in TFC. This would counter wood shortage, as well as justify increasing growth time, and cutting time. I also agree with Sushiy's revision of the charcoal issue. Perhaps the ratios are fine the way they are now, so long as there are ways to make it more efficient. So, to summarize, here is the new list of ideas: 1. Trees should be larger, to yield more wood. However, they should take longer to grow, and be harder to cut down (especially with stone tools) to counter balance the increased yield. 2. Due to the increased height of trees, saplings and sticks will be harder to retrieve. Therefore, when a tree is cut down, it should yield sticks and saplings. To counteract the fact that this will eliminate the presence of sticks you need to make your first tools, perhaps sticks should also naturally spawn under trees as rocks spawn on the ground. 3. The charcoal ratios should either be raised, or remain the way they are so long as ways to make it more efficient are implemented. 4. More of a side note, as it's from a different thread, 2x2 trees should require more than one block to be removed before falling down.
  9. This is just a quick suggestion. I believe the ability to jump up and place a block directly under yourself should be removed. Anybody else feel the same way? Hey Bud. Just thought I should mention that starting a poll for something will not change how we choose to program and/or design this game. You are not a developer. We are. -Dunk.
  10. Woodcutting, and charcoal.

    I would like to raise a few suggestions regarding the lumber in TFC. First off, I know different types of trees grow at different rates, but I've noticed some grow abnormally quickly, as in within half a week to a week of game time. I'm not sure if this is a bug, but obviously, trees do not grow this quickly. If you're making crops take a full season to grow, why don't trees take more time to grow as well? Secondly, trees are much too easy to cut down. As soon as you manage to get your first axe, you can knock over a tree in literally two seconds. I would like to suggest some form of tree-cutting-down-interface, similar to the forge in some ways. If you mess up, maybe the tree could fall on you and hurt you If you do it well, your axe might sustain less durability loss than if you botch the job. Thirdly, I would like to make a formal complaint about the wood burnt to charcoal ratio. I know the numbers, (Which I won't post.) and they are obscene. You cut down a mighty oak, and get maybe three charcoal for the entire thing. The numbers should definitely be raised in favour of the charcoal produced, because, to be honest, I'm tired of cutting down a forest to smelt a handful of bars. The numbers should be raised even more so if my ideas of complicating lumber work are implemented. Edit 1: Also, data values should be changed so that "small ore" requires significantly less charcoal to smelt than "ore". Feel free to add to, complain, revise, and pick apart these suggestions.
  11. Ore Tiers

    Well, that's pretty explanatory Deviator Many thanks, that was exactly what I was looking for. Except I have to read very carefully not to spoil anything Also, I did the same thing Draco Except I'd already found native copper nuggets.. So when I mined out the wall with my one precious pick, I was disappointed when I got like 12 nuggets. Except they weren't nuggets, apparently, and when my bloomery starting giving me more copper, I didn't complain
  12. Ore Tiers

    I was just wondering if anybody had a more or less complete list of the ore tiers/progression..? After finally getting all tin tools, I know I need to get enough copper to make an anvil.. But what comes after that? What's the next goal?
  13. Confused about Ores

    I can confirm that you can in fact smelt copper in a firepit. I can provide a series of screenshots if you'd like. All I know is that you have to be using hickory logs, (hickory has the highest burning temperature of all the wood types), you have to run bellows on the fire literally constantly, (You can't even check the copper, you have to keep pumping those bellows) and that I did it at an altitude of +156.
  14. Need help troubleshooting installation.

    Also, I was just wondering, if I'm installing the PlayerAPI Server, what version should I use? 1.5? 1.3? 1.2?