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transcengopher

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Everything posted by transcengopher

  1. Scythe work

    And by "making farming harder" you mean what? Exactly what kind of involvement will make farming not "easy as long as you're patient"? Requirement to right click a block of crop every minecraftday, pretending you're weeding it? Change to drops is just change to drops. It will just take longer to establish a field and nothing else, apart from making scythes slightly more useful.
  2. Scythe work

    And that almost makes sense considering there's usually multiple sprouts.
  3. [Suggestion] Basic Needs

    I don't play SMP either. I was, but our server died off around build 43 or 45. Still, SMP focus for TFC is a thing.
  4. [Suggestion] Basic Needs

    With proclaimed focus on SMP, addition that will cater to Hardcore will break many things. Because as far as I can tell, hardcore SMP is not really a thing. And laying down in bed doing nothing for five minutes flat is not something that is good for the game, immersion aside.
  5. Studying seeds..

    Research? How does planting the seed qualify as "research"?
  6. Terraria

    I'm curious as to now as the update is out, is this still in the works or should I abandon the idea?
  7. Ceramic mold unnecessary step

    Can you add useless toolheads that would be produced if player aren't using the correct metal maybe? And that way bring the behaviour of all molds to the same denominator? I would also like to see toolheads that need to cool down before you can extract them, and this might help achieving that.
  8. Mysticism

    It actually does, albeit not physically. We peoplez are funny like that.
  9. More believable plank size

    You confused me. Good job, it's not that easy to achieve.
  10. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    You can't. If you have charge attack on sword, you can't block with it, so although blocking becomes useful, you will never block. Same applies to all weapons that use blocking mechanic.
  11. [TFC 0.78.9] ExtraFirma Addon v1.0.4

    Or, what would be easier to do, give the halbeld a charge attack on RMB that will functionally replace the swing. Now that can be more damaging than sword's, because you can't spam those. Charge time you can balance as you pleased. And for LMB it will be a quick 10-or-so-damage shove attack, useful for pushing mobs back (if only you can also make zombies not spawn when taking shove attacks). Oh boy. If there's a way to insert gems instead of deleted cubits of detailed stone blocks, that would be perfect solution for my Zombie Monolith Temple.
  12. Hunting Overhaul

    All what you suggested is already coming. Though noone except Dunk can give you assessment on to when's it coming exactly.
  13. MORE Hunger!!!

    3 mature pigs for one person to eat? Yes, that is pretty accurate, 50-70 kilograms of meat will last for a month, consisting of 30 days.
  14. Forgotten Beasts

    I was referring to the previous post about Infernal Mobs.
  15. Forgotten Beasts

    Baby zombie that will teleport inside your shack? Nope. Double nope.
  16. Archaeology

    I see what you mean about zombies, but they aren't meant to be like this in TFC. There should be like a dungeons system in which all vanilla undeads reside in. Now if those and/or ruined villages were added, I would be totally fine with some form of archaeology, but as it stands, zombies don't have civilization of any kind associated with them.
  17. Inventory Space: Oh my god it's a thread about Inventory

    You ask how it is harder to code and then in later post start to describe exactly why it would be yourself.
  18. Inventory Space: Oh my god it's a thread about Inventory

    Making inventory only take a specific numbers of weight is much harder task to code than what Hyena suggested.
  19. Coating blocks with a metal

    Lit lamp is a separate block. Or at least it was at some point. Look it up. Though if we coat the entire block, there should only be like one more DetailedTileEntity block ID and two full block IDs.
  20. Transportation Infrastructure

    "So, there's the problem with your product - it lets me do this without any warning, but then immediately breaks apart." "Well, what can I say, good sir... just don't do this, we aint gonna fix shit."
  21. Magic or.. No magic?

    I think making some stalagmites/stalactites be the big vis crystals, glowing in the dark (slightly moodier than redstone torch) is a good idea. Would look pretty in these big caves. And far as I can tell there shouldn't be that many vis ore to hold the balance in the chunk, so usual TFC cave situation should provide enough possibilities for crystals to form. Ahem. As you can probably tell, I'm not against magic. I just kinda want it to be interesting process, not just "make an expencive ring - now you can fly" (we all know where that's from).
  22. Transportation Infrastructure

    You don't have a button that drops all contents of your inventory on the ground. You try to do that normally - and you dead. And it's not like I want to be chased. Spiders don't ask if you want them to chase you, they just do it.
  23. Forgotten Beasts

  24. Transportation Infrastructure

    I don't think rail durability is a particularly good idea, honestly. Not because I don't like repairing tracks or something. In minecraft rail is a block, while applying durability makes it an entity. And I fear this would cause some lag (not much, but every little bit goes counts). There's also a thing I do not fully understand what you would do with broken rails you replaced. I'm strongly against the idea that rail magically repair themselves when they are broken, but that leaves many item stacks laying about on the side of the roads. Though I don't know, it can be intended. What I would be more "fine" with is minecart durability. We may or may not apply durability system to iron minecarts too. Oh, and I'm against the idea of overall walking speed reduction with roads bringing it up to normal. There's nothing interesting about the idea of slowly moving player, far as I can tell.
  25. Enchantments and Alloys

    That would be alchemy. In current suggestion enchantments are an alloy property. I'd way we translate efficiency to appropriate encantments armor or weapon would have. Let's say Efficiency II for ingot means Efficiency II for tool, Sharpness II for weapons (though there's a problem, because this is worthless in TFC and should be rebalanced properly) and a set of Protection II and Projective Protection II for armor. Unbreaking is a universal enchantment, obviously. There whould be some enchantments that do not transfer to some of the item types. For example, Silk touch (if we even let this in the system, as it is unbalances rock collection process) means Silk touch for tools, Looting for weapons and nothing for armor. Whereas Fire aspect means nothing for tools, Fire Aspect for weapons and Fire Protection for armor. - Knockback is applied only on tools and weapons (some of which do used for fighting). - Blast protection left out (current TFC armor doesn't protect from the blasts at all, so I see it as appropriate). - Stuff like feather falling, water breathing, aqua affinity is not included in the system at all. There is actually a problem. For regular bronze alloying boundaries are so narrow you can't spit and not get some enchantment of your ingot - out of 15 variants we have 5 possible enchantments, and that's only with one level for each one of those. Higher level alloys are better off with that, but still - bronze is broken. What can we do to make it normal again? Do we cross out everything aside first two levels of Efficiency and Unbreaking? Or do we change the rules so bronze level alloys can only have level one enchantments (other tier 2 alloys are here for consistency), while higher tier alloys can go as high as level two for black steel and level three for red/blue steel (highest tiers are fine having so many enchantments because trying to alloy those are enormously expensive and can be rewarded in such a way).