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Mathias Ademar

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Everything posted by Mathias Ademar

  1. [79.28] Pretty Good Starting Zone

    so this seed has lots of flat space and fresh water right at spawn with a forest to the south. the screenshots are the cardinal directions from spawn and the large map was a few screenshots of my JourneyMap window saved and pieced together to make a whole map. (didnt have much RAM to keep hitting F2 but most of the things of interest that i have found at the time of posting this have been marked.) Seed: -3464151652631816508 Screenshots: Edit: Forgot the "8" at the end of the seed. fixed now. should look as shown.... hopefully. and thanks kitty. didnt know how to do spoilers. Update: Found limestone about 2500 blocks or so the the west of spawn and chert another 500- 1000 blocks or so after that. Update: Seed still works but ores were shuffled around a bit. Forest in the south is almost all maple now as well. Tetrahedrite and copper found in the first 2 layers, so if you can't find copper, just try digging into the quartzite below and look for the tetra. Overall map gen is about the same though. Good luck all. ^_^V
  2. TFC1 1.12+ port

    well said.
  3. TFC1 1.12+ port

    i can understand not wanting to use hexes, though i do see the usefulness of something similar towhat the hexes did. you could probably make more natural looking rivers an cliffs by making chunks record the terrain tags and other parameters, no? ive only done an extremely simple mod for adding nether stuffs to the workbench, so im no coder. i might be misunderstanding the ability to implement this idea.
  4. [0.2.4] TFC2 Prerelease

    all good things come to those who wait
  5. i lurk. im still playing 1.7.10 cause of TFC1. i have a seperate filepath entirely for TFC2 and any other 1.12+ things. lol
  6. TFC1 1.12+ port

    not mine and wasnt really advertising. i was simply pointing out my indecision to play 2 very similar things. if you read into it more than that, then i suppose your response couldnt be helped
  7. TFC1 1.12+ port

    it does. they have a forum section dedicated to it. they have some mods that look neat too.
  8. TFC1 1.12+ port

    *cant decide whether or not to get Vintage Story, or wait for this to be released* XD
  9. TFC1 1.12+ port

    i meanat in similr manner. XD dont kill me anygry kitteh. lmao
  10. TFC1 1.12+ port

    Ark: Survival Evolved did this with their food system, a stack of food was reduced by count of 1 item after a timer hit 0. the timer was unaffected by when you got the food, it always counted as "the oldest bit rotted"
  11. Physical Smithing

    the game VintageCraft im following on youtube has something similar to this mechanic. there is pre-defined outline, similar to knapping does now, and you have toalter the mode of the tool to manipulate the hot metal to the desired shapes. the result gives you the head of whatever tool/ weapon you were making it for
  12. Do you check the forum everyday?

    Loyal lurker here. :3 ill be sticking with this project till its end. i love the whole aspect of TFC and the changes it brings to MC. ill probably pick up VintageStory too since it looks cool. *edit* ps. i check the forums daily and post if i see something neat.
  13. TFC1 1.12+ port

    Dries, you sir, are a godsend. ^w^
  14. [TFC 0.79.17] Anvil Calculator

    iirc, development has been finished for TFC 1, and TFC2 is paused for the staggering changes 1.13 will bring to the code.
  15. [0.2.4] TFC2 Prerelease

    im very patient. i would rather wait for a finished product that works as in tended (alpha tests side) than a mod that was quickly slapped together and shoved out simply cause "i wanna play it now". keep up the awesome work dev team, but do it at your own pace.
  16. [0.2.4] TFC2 Prerelease

    thats for tfc 1. tfc 2 has its own git from the same maker, just go up one folder to find it.
  17. [0.2.4] TFC2 Prerelease

    Bump for progress check
  18. im fairly sure they are planned as seperate mods, to keep the size of this one down. plus it lends reason for why he basically made an api mod for this one (compatability with the other mods he plans to make)
  19. [0.2.4] TFC2 Prerelease

    so how's the dev work going @[email protected]? eager and curious (though plenty patient) to see what you guys are up to.
  20. [0.2.4] TFC2 Prerelease

    yeah, block updates eat a LOT of the proccesses. an example being, if you wait long enough, those broken waterfalls fix themselves.
  21. (WIP) Ancient Alloys

    typo. Noric ---> Nordic
  22. Epic. Maybe bioxx shouldput that single line of code i to base tfc or tfc2. lmao
  23. Sweet. And the lilys were from one of the modules (explorarion i think), like bunker lights from the lighting module. They arent a dire thing. Im iust one of those people who go all in with a mod, I use any addons for tfc that dont break anything too (including thee addons youre making Taeo). Edit: random fun fact, my buddy of 8 years is working directly with the dev for the 1.11.2 tech mod, Integrated Dynamics. So he gets to get all his neat little coder ideas implemented in interestong amd complex ways. Makes me wish i knew how to code. Lol
  24. Quite interested to see how far this goes. Ill be watching the progress amd grabbing releases as they come out. Hopefully Bioxx likes a few things put here and makes thsm vanilla TFC2 stuff. :3
  25. Project Red world Generation (Electrotine ore) Sooo, what you're saying is, 1.8+ is over rated? Lol (iam a bit obsessed with ProjectRed and its 1.11 equivilant, Integrated Dynamics. Yay tech mods) Edit: do you plan on adding deviating lilies to world gen or ore dict'ing PR's stones to be compatible with their tfc equivilants? (Like marble and basalt)