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About Udary

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  1. Help With My HQM Pack for 0.79.27

    If you could find a transition of 3 or more different "good" rocks you might get a lot of metals pretty close together. You'd need Copper, Zinc, Tin, Iron, Bismuth and Nickel. Gold, Silver can be got from panning/sluicing or in the case of silver a mod. You'd NEED Gabbro (only source of Nickel) but also provides gold and tin. A sedimentary rock, one that gives Copper and is used for flux... so that Limestone. That can also give Bismuth and Iron. That leaves Zinc Which needs a Metamorphic rock, Marble would be good as it's a source of 2 difference coppers as well. If you get Gneiss you could even get silver. So if you can find a part of the world that is a transition between Limestone, Gabbro and Marble/Gneiss and it wet (for clay) and in the right sort of area for fruit trees... You're sorted! Hopefully you don't want specific trees and access to chickens too... (avg biome temp 10-25, rainfall 500+) Good Luck!
  2. Efficient tree farms

    Is this why the trees are resetting? All but the original tree in my farm grew last night, but only after clearing space. I'm sure this is a change to how I used to grow them though. I was sure I used to grow White Cedar really close together? Maybe I didn't? I will experiment more today.
  3. Efficient tree farms

    This happened to me last night. 1 Sapling ticked down to 1 day, then nothing. The one next to it grew, this first one now says 7 days. This is a tiny tree farm at the top of a mountain. Both trees were at the says Y level 3 blocks from each other. The 3rd in the line has also clicked back to 7 days. There are 6 trees in the farm are White Cedar trees, the middle ones of both rows have grown, the first rows other 2 have both "reset" and the final 2 are on 0 days. I am expecting these 2 to reset also. I see your code, I believe what you say, but I also believe what I see.
  4. End of TFC 1

    I'm surprised there hasn't been another thread started before. So here goes. I for one am quite sad to see TFC officially sealed, finished, complete....whatever you want to call it. I've been a follower for a while and have loved and hated how it's changed along the way. Either way I've accepted and adapted and continued to enjoy a great mod. This really IS what survival MC should have been. I was really looking forward to the next thing and to see where it would take us. For me it's a sad day, as I see TFC 2 moving in a different direction, and for me it's not a direction I wanted to go. I'm not going to say it's right or wrong, just different. Unless things change this may be a day to part company, and that's the sad thing. TFC is great, nothing comes close to the detail included, the adherence to reality in an environment that could easily diverge. Udary signing out.
  5. Efficient tree farms

    Back on subject, the best way to get a LOT of wood is a Douglas Tree farm as mentioned by Crowen, however you do not need a permanent walkway ( I used to have one until I discovered.... ) just ladder up the side of the trunk, climb it, scythe, more ladder, repeat... while on the ladder you can look around a clear other trees as well I think I used to space them in a 5 x 5 grid, overlapping leaves actually make the scything easier. To replace an are of 25 trees you only need to scythe 2 or 3 trees usually, if you do them all it just means you can extend your farm. Last time I went Steel-mad I think my farm was 15 x 10 trees? And I had 2 permanent Charcoal pits of about 8 x 5 x 3, which were pretty much filled and lit as trees grew. If you want a specific tree for it's coloured wood, spacing them every 3 seemed the best for me. Breaking 1 tree used to level half the trees, it seemed to stop after 7 or 8 trees away from source, eventually I made circular farms and used to take the central tree down. Then just run around and collect the wood. Again I used the scythe to harvest leaves, target a few up and you clear a huge area quickly. In these cases depending on the tree I sometimes had a few spare saplings, which I kept for leaner harvests. In both cases I used to use gravel as paths around where the trees needed to be planted leaving just the single dirt block for the saplings. This makes things much quicker for re planting and also keeps the weeds down
  6. 3 island Archipelago

    No clay, non viable... A real shame as all 3 islands are pretty interesting from a scenery point of view.
  7. [0.79.29] DarkAgeCraft Off Line

    Request retracted.
  8. [0.79.24] Nice survival island

    NEVER leave the island, see how far you can get. That's my plan. If you only got cows, it might be worth restarting and seeing how the RNG lands. The OP says there's potential for all 3, which would be awesome! But cows are always my priority.
  9. Larger Forges

    You can already make a multi-forge, alternating stone and forge. A double forge is a common design (I use it) with a central chimney; I've seen screenshots of triple forges...
  10. [0.79.24] Nice survival island

    Flux, check, Fruit trees, check, all animals, check, good selection of trees, check....tiny island, interesting... I might have to try this one.
  11. General question on mining tfc / tnfc

    The lack of silver was the original inspiration for this mod: There are also a few other helpful additions.
  12. Flowers to mark the location of ores.

    But that's the point, it is only an issue for people who are after the first week. How often do you reset the map? Once a year? Never? People there first get an advantage, but after them (and you'd hope they were the ones who set the main villages up) everyone has the same level playing field. How about there's setting to STOP ground spawning nuggets, then everyone has the same level playing field and no one gets an advantage, regardless of if they were in the first week of a server reset?
  13. Flowers to mark the location of ores.

    If ground spawns only spawn for "surface" seams, how would someone find an ore seam in the secondary or tertiary layers of rock, unless they go exploring? What do you think the Pro Pick is for? In the real world people send down vertical exploration boreholes and see what's down there. This is how you'd do it in TFC as well, dig straight down with ladders, testing every now any then with a pro pick to see if there's anything nearby. Ground spawns are an early game mechanic to get you off the ground. There are other mechanics to get you the first tools worth of ore too, panning, sluicing.... This is what people should be doing at the start. Unless you have a "village" to join, in which case mines will be already be known, claimed and shared? There would probably even be a set of tools waiting for them? If we head down the route of marking ore deposits in some way, where will it stop? Yellow flowers means is a shallow deposit? Red flowers means it's a really deep deposit?
  14. One thing i never got...

    Wow, I always find Bismuth bronze the easiest to make, and I often make it prior to copper! Copper always seems so precious early on... As for Bloomeries, progression is key and the principle behind them is that they can process iron ores at much lower temperatures than previous techniques of extracting metals. I couldn't find the absolute temperatures on a quick google search, but the process would probably run at a temperature that would allow either form of metal to be used, in this case gate it behind progression.
  15. TFC Myths

    Brilliant thread btw...