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Everything posted by micmastodon

  1. For my 3rd season of a let's play TFC series, I'm doing a bit of a role-play thing. I'm stranded in a hardcore world, all alone, just trying to survive at first. But if I can acquire a specific set of "end-game" materials and supplies, I just might be able to escape and make it home! I hope you enjoy, and I'd love to know what the TFC community thinks:
  2. I finished this RP series with Episode 44 today! Check out the full playlist if you're interested. I'll be starting up a new series very soon, hopefully next week!
  3. Thanks Teagan and ChunkHunter! I really appreciate the feedback! For anyone still following this thread, here's a link to the full playlist. I'm up to Episode 38!
  4. Hey guys, I'm getting closer to the goal of full black steel armor, which means I might be wrapping up this series before too long. Also, powder kegs! So here's four more episodes for you all!
  5. Hey guys, two more episodes for those who are interested. I'm fully in the Steel Age now, trying to streamline the various TFC chores, make better food, lamp oil, and of course, find garnierite so I can reach the next tier!
  6. Here's another post with a bunch more episodes. I went looking for cows ...
  7. Thanks so much Thorin! I'm so glad you like it! It does take a lot of time, but I really enjoy it, especially when I get this sort of feedback. But seriously, man, don't build over lava.
  8. Zone Based Wildlife

    Ahem... Mastodons are the best animal! For some reason, everybody wants to include mammoths and totally ignores mastodons. They're more short-legged and muscular than mammoths - kinda like rhinos are today, but with, you know, the trunk and tusks. The whole order with mammoths and elephants is called Proboscidae
  9. Here are two more episodes! I'm entering the steel age, improving the base some more, and working on perfecting sandwiches.
  10. More episodes! I plant a big new farm and head out on a long journey in search of cows, hickory, and the ores I'm missing. When I get back, it's time for a blast furnace!
  11. WIP TFCTech Addon

    Oh my goodness. Sign me up!
  12. Upgrading some tools and a new weapon! Also, the farm is ready to plant!
  13. I have four more videos added to this series. It's winter time for The Terrafirman, so he's been sticking around the base, building, making improvements, moving into the Iron Age, and getting ready for spring planting. Since I haven't posted videos in a while, I'll just link to the playlist. I hope you all enjoy these:
  14. [TFC 0.79.29] TerraFirmaPunk - HQM SteamPunk Adventures

    Hey, OneWolfe! So happy to see you're back and looking to update this!
  15. Thanks for the comments, guys! Ace, I'll take another listen to the audio levels and I apologize for that. Is it the intro and ending music that's troubling, or the game music throughout? Maybe I just need to dial down my game music some more. Mathias, I'd love to do a co-op series. I tried gathering some friends for my last series, but couldn't get too many people to hold interest in TFC. If TFC2 comes out, though, I bet I'll be able to get a server together!
  16. Here's another episode that I hope you enjoy. I start the final push to complete my base, and get some smithing patterns down perfectly!
  17. Food + Taste + Hunger

    A concern I have is that if you switch to an ARK-style decay system, you're just moving the micro-management from the decay mechanic to the harvesting mechanic. In ARK, there is a viable food source almost everywhere and there are no seasons, so you basically have to just remember to harvest something to eat from time to time. Food you collect in one play session is not going to be there next time you log on (without preservation) so you often just grab food every time you start playing. It's not a big deal in that environment. But in an environment where wild crops only appear in some places and the growing and harvesting seasons come and go, there's much more burden on the player to keep fresh food around, and planning to make sure it'll be there in the future. This could go either way. It could make the farming and preserving systems much more engaging (right now, I just grab every wild plant I see, shove seeds in the ground, harvest everything when I get around to it, and cut decay from time to time). It might make it more fun to strategically time harvests of different foods, have preserving barrels strategically available, manage livestock better, etc. It could also just turn into a grind where exploring and mining is continually cut short because the calendar and/or decay timers demand it. ("Ugh, I have 6 minutes to get back to base, or I'm about to get stuck in a starvation death-loop.")
  18. I have two more episodes of exploring and setting up a new operation in the North. With the graphite up there I should be able to make a crucible!
  19. Anvil Newb

    Make sure you are selecting the pattern for the tool you want EVERY TIME you place the ingot back into the anvil. Even if you already selected it before and it comes back up preselected when you put the ingot in, SELECT IT AGAIN. There is an issue with TFC where if you don't SELECT THE PATTERN EVERY TIME, you won't get anything even if you line up the arrows properly. Maybe this is what's happening. The issue may have been fixed, but I don't think so, and I wouldn't know, because I'm so dang trained to always select the pattern. But as TonyLiberatto said, copper is tough to work with. I usually don't bother with smithing anything on the copper anvil except welding the double ingots for a bronze anvil. I make copper tools by pouring the smelted copper directly into tool molds.
  20. Encumberance Inventory system

    Yes, a 4000% increase in carrying capacity isn't believable, but I think 20% is too low. That's why I suggested that it be directly tied to max health so that XP and nutrition would come into play. That kind of increase isn't at all unbelievable. As I said before, I gained a 130% carrying capacity increase from XP ... IRL.
  21. Encumberance Inventory system

    It has sort of been mentioned before in this thread, but I would love to see this system tied to the max health level if that's going to be kept somewhat similar to TFC1. I like the believability of it: as a person gets more experience, they can carry more weight (when I first started a job staffing a back-woods cabin, I could only carry about 55 pounds up a trail without collapsing in a heap, but after a few months I could trudge along for miles with 130 pounds). It also would give more incentive to leveling up, which I think could use a little more benefit than just HPs. And of course, if you're malnourished, you should have trouble carrying weight too. I'm not sure if it's the way to go, but from an immersion standpoint, I'd love to see it tried.
  22. In addition to all the great points Kitty made, doing this might raise some eyebrows in the Mojang legal department. Minecraft is still their game, after all, and providing access to a mod in exchange for money, is ... enough to get their attention. I don't think anybody making a mod wants that kind of attention.
  23. Two more episodes! Time to expand and organize some more back at The Hab, and we're nearly ready to celebrate 100 days of survival in this hardcore world!