Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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Trulhammaren

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Posts posted by Trulhammaren


  1. The questions being asked is about the mechanic, so isn't irrelevant.

     

    If you ask whether I like all foods, or no foods, I'll tell you that your question is insufficient.

     

    Nice try but no. The question is about the mechanics as is, not as you want them to be. So in fact lanterns are 1000% irrelevant as they are currently not included in the mechanic and thus not important what-so-ever to the current question.

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  2. It's clear that a permanent light source is what a lot of us want, or at least a very long lasting one. To say that it is irrelevant to the current torch mechanic is so absurd I can't get my head around it.

     

    No one ever said it was irrelevant to the mechanic. It is just irrelevant to the question being asked.

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  3. as a beta tester it seems shocking to see the devs defending a change that is obviously getting a bad reception from the beta testing community! i just dont understand. negative comment after negative comment. love the mod, but dont love this change (torches) and apparently am not the only one. there is no reason to even spawn underground caverns. i cant light them up and take my time exploring them because when the torches burn out you can not track your earlier exploration without fighting like crazy and finding burnt out torches in the dark surrounded by mobs makes it impractical, not to mention the fact that picking a few blocks in these caverns is causing massive cave ins. if bioxx wants to see how we react to this change, read this topic. from what i read, WE DONT LIKE IT! 

     

    You must not be aware that 90% of all responses to anything where feedback is appreciated is negative, because only the people that feel the need to complain really ever bother saying anything.

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  4. I vaguely recall reading about a design that was heavily based on something the uncovered that dated roughly in the mid-to-late 8th century, that they surmised could potentially raise the temperature a good bit. Granted it was only a estimation at the time because the article did state they probably improved the design unintentionally. Not entirely certain if I could find that article again.

     

    The premise of the design was do the typical hole in the ground greenhouse, but they found what could have been a rudimentary piping in the walls and what could have been a fire pit of sorts to pump warm air through those pipes. Now keep in mind they didn't think it was a long term thing more likely they used it to extend the growing season maybe one last harvest for certain plants.

     

    Not entirely sure what kind of framework the devs work under as far as dating TFC goes, but this might be something to look at. I'll see if I can hunt down that article, but I wouldn't hold your breath it was many years ago that I saw this.

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  5. there are ways to keep lighting without having to run around, jack-o-lanterns are a good way and through testing the chiseled block become light transparent, so hiding them isn't terribly difficult.

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  6. I haven't actually managed to do it yet myself, I was just trying to pull what I remembered from pakrat's stream when he was doing some testing

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  7. I believe that 'smoke racks' are this.

     

    First you need to place wool (maybe string). IIRC the max length is 5 blocks.

    Then I believe you need to have brined your meat or whatever.

    Then with more wool (string) on your hot bar you right click your meat onto the line.

    Then place a firepit underneath and smoke away.

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  8. Version #: 79.4

    SSP/SMP (Single/MultiPlayer): SSP

    Suggested Name

    Suggested Category: Minor

    Description: I have a piece of medium rare pork that I had eaten to the point that there was no weight registered but it was still existing as an item. Haven't had a chance to test with other meat products or cooking states.

    Have you deleted your config files and are still able to reproduce this bug?: Yes

    Do you have any mods other than Forge and TFC installed?: Yes

    If yes, which mods? NEI+TFC plugin, Smartmoving, JourneyMap, Fastcraft

    If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? Nope

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  9. A neat idea, but I know I would feel jaded about it as I do forge smithing IRL. Primarily because Red is the only color you really ever see in a forge, because beyond that your just lost a piece of your work cause it just broke off and is now sitting in the bottom of your coals, assuming it isn't a puddle already.

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  10. Actually, I have tested this whole spawn protection in multiplayer thing, because even my single player games are run on an external server, because I have to in order to play in the first place, I have never had an issue with it, and I have exactly one light source in my whole base, because that's how I play and it's technically not even in my base it is just outside the entrance so I can find the thing. There have been a couple of times where I've had a couple of mobs spawn in my base, but that is what I get for logging in right as the night started. Hell the whole sleeping server thing that 79 is gonna have is only gonna make things that much easier for me.

     

    And people seem to keep forgetting that mobs don't spawn in unloaded chunks, so even if people purposefully try to 'run down' the spawn protection clock, unless your base is loaded, nothing is gonna happen. 

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  11. On topic:  It looks like a really cool mod, and probably playable if the height were adjustable.  Despite what I'd said earlier, I have to agree that there's little TFC should do in this regard.  Either a compatibility addon or an adjustable height from the mod author would be needed.  It should remain a separate mod, but I'd definitely check it out.

     

    It might be cool to have TFC add some code that changed the way some plants behave based on the weather if the mod is installed.

    I found this mod through a private pack someone else made, but when I was playing the cloud height seemed perfectly fine. I have a habit of building on top of the tallest thing I can find, so there must be a way to adjust it somewhere. and from what I garnered elsewhere is that the blocks thing is all configurable as far as I can tell. There are a few files in my mod folder that I really and truely don't have a clue what they are doing, so it is possible it is via third party fiddling that this guy got everything working.

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