Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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Posts posted by LordOfWolves

  1. Hunting gives you a lot of food, I'll grant you guys that, but as animal husbandry makes your stock grow exponentially, I take a lot of time to consider before I kill even one animal. I think TFC adds a nice challenge in terms of "what are you doing to Earth?", and in this context, it's favorable to use the Earth in replenishable ways.

    This is one of the best parts of this mod ^_^

    Yes, I think that for now fishing is OP, because it restores like a bread that can take months to be prepared (for the wheat I mean).


  2. hey there wolfy, howsabout next time instead of making a reply, just hit that litle blue button at the corner of the topic to show your appreciation

    and welcome to the TFC forums!!

    Thank you! Then you want a +1? Here you are! :D

  3. another food idea. how about a multi-leveled food system rather than the one-food-fits-all approach?

    the system would just use the five food groups: fruit, vegetables, grain, protein, and dairy.

    each group would have its own stat which would diminish over time; and you must provide the right food to satiate it.

    the foods are also connected to your performance in game. for example...

    low fruit (or sugars) affects your speed, and you walk slower.

    low vegetables affect your intelligence and it lengthens cook times in the firepits and forges.

    low grain affects your dexterity and you get smaller yield when chopping trees or sawing planks.

    low protein affects your strength and you get a debuff to mining.

    low dairy affects your constitution and you take more damage in combat.

    a couple of other things could change too...

    *add lots of wild berries and nuts and other foods that require foraging. right now, these could be drops from tree branches and grass.

    *all food (cooked or uncooked) rots over time. that is, unless it's meat which has been cured by storing it in a barrel of salt or smoked in a charcoal pit. also, if you keep too much rotten flesh in your camp or on your person, it will attract unfriendly mobs.

    It's a fantastic idea but surviving in a new world will become a bit hard that way...

    Everyway I like the idea.


  4. Glass Blowing:

    I dont know how to to large topic ideas so this is going to be a wall. Glass blowing will be the only way to get glass items,

    If you have sand you can heat it up and turn its head to "Molten" which is when you can right click with your Glass Blowing Pipe

    which is made out of what ever you choose and it will open up a GUI where you can put it in and it will be like a extremely shortened

    anvil minigame due to the fact that its heat will go down and once it does its permenant unless you reheat it and you lose all work done

    on it. Glass Blocks, Bottles, Panes and Etc. are made through this and its the only way to make it. Dependant on what it is you will require

    more or less Molten sand (9 slot Storage for Materials in this). Once you close the GUI it will throw all the items in the gui onto the ground for you to

    pick back up or you could just put them back into your inventory after your done making things your choice.

    I really like this. We need an improvement in the glass creation!



  5. Actually I quite like this...

    One suggestion though - you'd put something like this in a bloomery more likely than a fireplace. The metal you get back should also be inversely proportional to a set fraction of the damage to the tool. Something like-

    [metal retrieved] = [2kg {1 ingot worth}] - (2kg * ((1 - [remaining durability% as decimal]) * 0.2))

    Should also add 0.5 kg of fuel, from the stick.

    So say an axe with 40% durability left is tossed into the bloomery. That's-

    2 - (2 * ((1 - 0.4) * 0.2)) = 1.76 kg metal & 0.5 kg fuel

    I like this reasoning. This is what I had in mind while reading the topic! Of curse without the math part.