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Darmo

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Everything posted by Darmo

  1. A definite possibility. I was thinking of it as a significant step for a blacksmith's shop, so I thought it should be on par with the bloomery at least, in terms of having to invest some time and material in making it, rather than being more akin to 'clay-tech' technology associated with tier 1 and 2 metals, especially if tier 1 and 2 metals cannot be case hardened. I'm kind of a sucker for the complicated setups, I'll admit, even though the disappearing iron sheets of the blast furnace enrage me. There could be both - pit kilned for middle tiers, special setup for upper tiers.
  2. Didn't find any particular relavent previous posts to this idea. I was going to propose it as part of my chemistry suggestions, but this could be a free-standing idea anyway without chemistry, and is in keeping with the 1 idea rule, so I made this standalone topic. TFC will not do enchantments, awesome. But, I think we could still have a way to improve tools and weapons which is very in-theme. One such idea might be, Case Hardening. Judging from wikipedia, this technology has existed as long as bloomeries. In a nutshell, a metal item is baked in box of material, introducing more carbon to the surface, hardening the surface, while the underlying metal remains lower carbon (and hence less brittle). The way I imagined it, there would be a new 'tool block', the Hardening Furnace, Case Oven, whatever. Perhaps involving a bloomery block and fire brick blocks. either crafted into one block (bloomery center, eight FBB around) or actually built physically surrounded by either 5 FBB (all but the front side) or 'cubed' in by FBB (a 2x3 footprint 3 blocks tall, minus oven block, 17 FBB total). In the actually built form, there would obviously be a separate recipe for the Case Oven itself. The oven block would be used to activate the GUI. From what I've read about the process, you take the item to be hardened, pack it in a cake of material, and put it in the furance. In ancient times, bones and charcoal, both of which conveniently exist in TFC already. Wikipedia mentions four more processes though, all of which could be a good tie-in to chemistry. I envision the GUI being simple - 3x3 grid, similar to crafting. You take you freshly minted tool/weapon PART (i.e BEFORE the handle is on) put it in and place around it 8 'carbon cakes', with perhaps additional types depending on how thorough you may want to be. If there are different tiers of cake, you could allow each cake to add a certain durability, depending on what it is. So a simple bone-charcoal carbon cake might add 10 durability per cake, while a cyanide cake might add 20 durability per cake (these numbers would need to be balanced to make it worthwhile obviously) Maybe you can mix cakes, but probably not. My impression was this is normally done on thicker metal, but maybe higher levels chemistry-obtained cakes could case-harden armor. Higher tier metals could also require higher tier cakes (and not be back-compatible), since adding 80 durability to a 2500 durability pick is not going to be worthwhile, but adding 800 durability to a 400 durability pick might be op. Lots of details there that could be worked out. If there is a desire to not use a GUI, similar to Bloomery and Blast Furnace, you could basically build it like a 1-level blast furnace, with the Case Oven as a bottom, and fire bricks on the sides. You toss the cakes into the 'hopper' with the single metal item, and bam, case block. After you have your piece and the cakes in the GUI (no empty cake slots allowed) you light the furance just like how you do the Bloomery or Blast Funace. X hours later, you have a case-hardened item with improved durability. The resulting item would have the prefix 'hardened' and could not be case-hardened again. Once you add the handle to a non-hardened item, you can no longer case harden it. Maybe armor would have to be done during the intermediate step where you've welded on the last piece, but before doing the last bit of smithing. That's not necessarily 'realistic', but if it is desired that people plan for case hardening rather than doing it opportunistically, it would be a good way to require that planning. This would also intrinsically prevent case-hardening of tools, armor, and weapons, that have been used. And that's the idea. It could even be adapted to improved weapon damage or tool speed, but I think those would be better done in a different way.
  3. This is sort of a partner to my case hardening suggestion, and again, came in relation to my considering of chemistry overall, but also in terms of bringing more customization to weapons and tools. I've actually seen it discussed as 'Damascus Steel' in a couple other posts, but more in theory, not as an actual mechanic. Those posts were also very old and didn't really deal with how it would actually work in TFC. So, I thought it justified a new post. In short, Pattern welding seems to me like it would be a believable and balanced way to improve weapon (sword) damage, in absence of magic. Pattern welding is taking layers of different metal, welding them together, flattening, folding, etc. It struck me that this could easily be adapted to a 'believable' TFC version, that would be accessible to vanilla MC players as well. The process wouldn't even need a new tool block. It could go like this; you forge a sword blade from tier 3 or higher metals. You then also forge a blade of the *next higher* tier. So at the earliest, you have a steel blade and wrought iron blade (won't work for copper or bronze). At the pinnacle, a red/blue blade plus black one, or maybe even a version that welds red and blue blades together. You then weld those together on the anvil (this is all when it's just a blade, no handle). this gives you a welded XXX blade where the XXX is the name of the higher tier metal. You then have to smith that blade, to make the final pattern welded blade, ready for handle. Think of this like a sharpness 1 blade in MC (or whichever enchantment added damage, idk). BUT, we're not done. in order to simulate the multiple foldings of metal used in the legendary damascus/katana/etc blades, you can make ANOTHER pattern welded blade of the same type. THEN you weld those two together, and you get what you might think of as a level 2 sharpness blade from MC. It's a lot like the way you combine two swords of the same enchantment level to get the next higher level in minecraft - so readily accessible to new players. So a normal level 0 blade is two ingots, level 1 blade costs four ingots. Level 2 eight ingots. Level 3 sixteen ingots, etc. It escalates exponentially. A level 10 sword would cost 1024 ingots. After a handle is added, the sword can no longer be pattern welded to other swords(?) The benefit would be increased damage. I'm not really sure if linear benefits, or (quasi) exponential ones, are more appropriate, or fixed bonus vs percent bonus. I know smiths already have a lot they can do, but it seems like a logical addition for the game, and give another specialization possibility. I would anticipate this only being done very much on multiplayer servers, where a smith could dedicate himself to just weapons perhaps. The resulting finished blade would have a prefix of some kind added (welded, damascus, patterned, ?). It could have Lvl X as part of the prefix, or not talk about the level in the prefix, but have it as a ctrl tooltip. It's more impressive if it's in the title though right? If you want to stroke egos more, have that tooltip state it as the number of layers, rather than a level. Number of layers would equal the number of ingots contributed in total so far in that blade. My understanding is that irl, the max practical layers is like 300 or so, but why limit it to that? Frankly if someone is willing to forge and weld 512 blades to make a 1024 layer sword, I want them to get some recognition for that! If case hardening also becomes a process, a decision would need to be made if it can be stacked with pattern welding, and would it only have to be done once at the end of the welding (more logical I think) or for each finished blade (less logical, but would *strongly* discourage stacking of hardened and welded on high tier blades). Balancing could be tricky, in terms of making sure low tier low level pattern welded blades aren't better than a basic upper tier blade, although I see no problem with a high level lower tier blade being better, since it probably had at least as much, if not more, time and resources put in. Upside, players can improve their weapons, which players do love. Also requires no new tool blocks or GUIs, does require as much as 15 new sword blade items: rough-welded, finish-welded, and handle-added forms of each - iron/steel, steel/black, black/red, black/blue, red/blue. I think it would basically be a profession by itself on multiplayer servers. There would definitely be room for regular swordsmiths that do other stuff as well, and master smiths that just do swords. The downside, it's only really logical for swords. You could kind of stretch the logic to axes, but it doesn't make any sense at all for maces. I could totally accept it for maces though if it was determined game balance need it to work for all weapons. I guess it could be done for knives too, but really, who would bother with that? Probably doesn't make sense for picks (speed improvement) either. If a chemistry system were implemented at some point, it could be tied into this process by requiring higher tier fluxes to weld higher tier metals. Thanks for reading my wall of text. I'm...bad at short posts.
  4. Another way to handle the construction: The Case Oven is a set of doors, like the bloomery. Behind those doors must be an air block, again, like the bloomery. But there's no chimney. The doors and air block must be surrounded by something on all sides, FBB perhaps. Except that the block above the air block can be anything, including air (this is to allow the chest placed inside in the next step to be opened) The player must place in the air space directly behind the door a wooden chest. In the chest they place the item(s?) to be case hardened. They can then also place as many cakes as they like in the chest with the item (cakes may not be able to stack, or have very low max stack, to limit the amount), with perhaps a certain minimum, such as 6 cakes. So up to 17 cakes (if they don't stack). Alternatively, use vessel - this would allow the air block to be solid above. Cakes would have to stack higher to allow similar total amount to wooden chest. But might be a bit too much, since four vessels could be placed in there. They then close the doors and 'light' the doors. Again, similar to the bloomery. X hours pass. Then those cakes are added together for the increased durability that is added to the item(s?). If more than one item is allowed, the hardening is divided evenly between them. End result is something like a bloom block, that is picked out and hops into the player's hands. Maybe it is instantly the tool, or maybe its a block that as to be put in the crafting grid, with a hammer or something. Avoids the oven-specific GUI, and could maybe reuse a lot of code from the bloomery? I like the greater fidelity to the 'wooden box of stuff' from wikipedia, but the probable stack limits required of the cake to limit the number in the chest/vessel might seem a bit hokey.
  5. Right, ya it would be a separate improvement over and above skill. And you're correct, I think irl it would only work on iron and up. Whether or not there was another recipe using the same tool to improve copper and bronze, or a different tool, or it just becomes another reason to move beyond copper and bronze, idk. There's the whole beleivability vs realism thing. That game already has several fantasy metals which I get the sense are more for game progression. So I personally could see there being a stretch of reality to allow it. But I could also see it not. I honestly would kind of expect people to not bother on copper and bronze, but I've not had to deal with copper scarcity. I guess I'd expect it to be based more on what the devs saw as best for gameplay. fwiw a quick google search indicated there may be ways to harden copper or bronze (nothing definitive like a wiki article) but they sound pretty modern. Edit: And also hardening copper is basically turning the surface into bronze anyway apparently. Might be a little useful if they have only one of zinc/bismuth or silver/gold. Edit: I would also point out, if the Case Oven recipe involves FBB, then the player has fire clay, hence a crucible, and already is probably working feverishly toward steel. Copper is probably a distant memory. But they are probably still using some bronze tools, and are still wearing bronze armor. I would think it'd be best to not allow it in that scenario, give them more of a push to higher tiers. *if* it were decided to allow hardening of tier 1 and 2, the Case Oven recipe would probably need to be attainable without graphite.
  6. Sapling spawning distance

    Though fruit tree trunks don't count for trunk checks, their leaves will still block a sapling from being placed I think (no sky access for sapling). So if you have a pretty dense orchard (like 1 or 2 air block between canopies maybe), I think it'll still prevent them under the canopy, and possibly in very close proximity to the leaves. I *think* saplings check for a certain clear volume above them, and either won't spawn or more likely won't grow if that volume is not clear (probably a species specific clear-volume check - willows would need a lot more). I have a willow sapling that has been perpetually a sapling for years. It exists on a little ledge of dirt on a cliff face. I think it never matures because the rock face directly beside it is keeping it from growing, possibly. If that's the case a gap of 1 or two air spaces between orchard trees may be an effective sapling deterent in the orchard, at least.
  7. [Added] Reconsider the Suggestion forum rule

    Oh, so say I have some thoughts on chemistry significantly more detailed than previous posts, which are a year old anyway, I can start a new thread and put links to those old threads? Would have been good to know before I necro'd an old thread. But I guess if that was in the rules everyone would just think their idea is 'significantly different' and start a new topic anyway.
  8. no Inventory

    It's an interesting idea, but perhaps kind of a lot of work for something that would be little utilized. For one, I think players would as swiftly as possible move on to better containers. So having a basket weaving skill seems like overkill, since it probably won't be used enough to justify having a skill. Also, you suggest 'long grass' as an option for material, by which I take it you mean the item 'cut grass'. But that's also available from the short grass in arid regions. So if you were suggesting it not be attainable from short grass, that's creating more dev work, as it'd require a separate type of cut grass. Plus people that start in arid regions are already penalized enough by having no clay in that region, without penalizing them even more by making them be unable to get a basket. I think reeds or cattails would be a better option, with cattails the go-to material. It would give them a use, though they might need to be made self-renewing. You need freshwater to survive anyway so it's probably not unreasonable to take cut grass out of the equation, and only accept reeds or cattails. I'm also not sure the durability thing needs to be there. It could be made like the crafting grid, where it's a one-time expansion as long as you don't die. Overall it's a little bit more interest, fits in the progression, and would not stop me from playing. I'd be more interested if it came bundled with another use for cattails, such as also being able to use cattails to make thatch which would be solid, like grass thatch use to be. It might be more appropriate for multiplayer where you can use teamwork to spread the load early on.
  9. Alchemy/Chemistry- more than just metals.

    So, I've been thinking a lot about how chemistry could work in TFC. This seemed like the most detailed topic I could find on the subject, so I'm posting here to be in line with the rule of one topic per suggestion. But I wanted to ask, has there been any behind the scenes discussion on the topic of chemistry? I don't want to make a giant post and then be told "ya, we already decided not to do chemistry" or "there's already another chemistry mod, we're more likely to just be compatible with that". I know the focus is TFC 2/1.8, but I'd still like to add to this discussion if it's not already had a fork put in it by the devs.
  10. Hiding through the first few nights

    Ya, if you're still looking for your initial base, it can be a bit boring sometimes. Presumably you don't have metal, and that kind of limits activity to torch making, food trimming, and stone knapping. Maybe clay forming if you've found clay but don't want to settle yet. If you're still homeless though, you probably already have a stacked to the gills inventory and won't want to spend precious space on clay molds. As far as tannin goes there's like 8 valid log types to make it, according to the wiki. I think that's half the tree types in the game, so you shouldn't really have to travel far to find it. I feel your pain on sheep. I too have yet to find one, but I've been so busy close to home I haven't traveled far from base. I found that with a good base, there's never a dull night, so straw bed suffices. If you're good at combat, once you have a sword you can start spider hunting. Eventually you'll get enough silk...eventually. But if you're really having that much trouble finding a good base location, it might be time to just try a new seed. As for flux problems, you can always just drill down from your shelter to find out what layers underly you. 21 rock types, 4 are valid flux. In theory you shouldn't have to do too insane a number of boreholes to find flux rock. Though it's always more efficient to get them as side effect of a mineral mine of course. Once I have a good metal supply, I do like Bunsan said and try to toss up small shelters over surface minerals, and spend the night digging down to find them. Even if you don't have time to actually find the center before making that shelter (or they're too deep to propick) just dig down directly over where a surface mineral was, or right beside it, and you should eventually find at least that mineral block, which will at least let you figure out the quality. This does require you to keep well stocked on sticks during the day though to keep ladder supplies up. Without a scythe that does slow progress a lot. It can help to stock up with a container full of sticks before going on long journeys. That or carry a scythe. If I don't see any interesting surface minerals when it's shelter time, I'll make a slightly larger shelter, kit it out with a door, a rainwater barrel, tool rack, fire pit, a chest, etc. Usually try to build it on a high point, or near fresh water. I also often build a short tower on top with a jackolantern on top to make it easier to see. As your temporary shelter network expands, you can range farther easier, because knowing you have a shelter lets you run farther, rather than having to take time at the end of the day to build a shelter. Still, in new territory it's best to build over minerals whenever possible to pass the time, I've found. After building a shelter for the night, the very first thing I do the next day is cut down and plankify enough logs to build the next shelter. That way I'm not scrambling to do it in the evening. I'll even pre-build the door if I have inventory room. My barebones shelter is only 2x2 floor space, so it only takes 20 plank blocks (10 logs) on level ground - less in a hillside. Door, tool rack, chest, barrel, another 4 logs. So one stack of logs/planks does a whole barebones shelter. Floor space is one for a chest, one for a firepit, two for me to stand in. Window facing east if possible.
  11. I'd suggest that the natural sapling spawning mechanics have some limitations. Mainly that they only spawn near trees of their own type. I've tried to observe the nature of sapling generation so far in my world (my first long term one). I don't believe this mechanic is in now but if it is, feel free to just delete this topic. Specifically, I think when the game thinks to itself 'lets put a sapling here', it should check to see if any of the native trees for that biome are nearby. If there are no native trees nearby (my understanding is there can be a max of 3 native trees in each biome, though they can all come up the same type) then no sapling is placed. Maybe 40 blocks or so. This would especially help with creeping willow forests, where you return from a mining trip and suddenly wondering if you've arrived at Helm's Deep by mistake, or wake up in the morning in your house, look out the window, and realize how Saruman felt. As near as I can tell right now, the native saplings can spawn anywhere, regardless of what trees are (not) nearby. In fact, I think willows should have a further limitation of only spawning within a similar limited distance of fresh water, and moreover perhaps even planted willows should not grow beyond that distance. This would both keep willows under control and keep them a bit more limited. If you live in a willow forest area right now, it seems like charcoal is no problem at all, and that feels a bit wrong. I think at least 2 of the three tree slots for my biome came up willow. But in general this mechanic would make it so that the player could deforest their area if they're not careful. It would give some incentive to leave some native trees about rather than clearcutting, if one doesn't want ot manually plant the saplings. Or, if one wants controlled forestry, they could clear out the native trees and only plant non-natives.
  12. Mine layout

    That's a very interesting plan. I'm still on my first serious world, and got pretty lucky at the start, with a rich copper mine and nearby cassiterite, so I've not had to worry about materials like you have. That said, I might suggest using a 4-high open level, with 2-thick floors between levels. I've found this to be the most efficient vertical dimensions when clear-mining. So in your context, you'd still start with your 2-high tunnels and so forth, but you'd space your levels such that you were planning for eventual clearing out of a 4-high clear space with 2-thick floors. It's just that you'd come back and do it later. I think you should still be able to expose plenty of ore initially, to get you to a point where you're comfortable using more picks. Just make sure your first mine is a non-poor copper mine if at all possible, and the second(and third) are either cassiterite, or bismuth and sphalerite. In that way you should be able to stock up plenty of ore I think, to be able to use picks more freely. If your only option in the beginning is a poor copper mine, then your original plan is probably fine as you'll really want to spend as little time in that mine as possible anyway.
  13. It was never my intent to suggest non-natives spawn naturally. Sorry if I gave that impression somehow. That's interesting. That could definitely help. I'm kind of attached to my base area already due to the work put in. Thanks for all the info!
  14. Ya, I figured they had a pretty high climate moisture requirements. I think I treked through 3km of arid forest and plains to get to my settlement spot and didn't see them on the way iirc. I was actually super happy when I first found them as they're easy to harvest twigs from, and give lots of wood. They were one reason I chose to settle where I did. It was only later their insidious nature became apparent. I'll just make one more case: I'm not suggesting natural sapling spawning be removed. Just that it has another limit. TFC already takes liberties with a lot of things (128 smooth stone blocks in a vessel) for the purpose of the overarching goal of the game - allowing the player to build things they want. Folks like to create their buildings, and also I think, a certain plot of ground, a certain vista. I picked 40 blocks as a multiple of 8 - I thought it might be convenient, but certainly could be more. (How far do chunks even load from the player?) All a player would have to do to maintain natural tree spawning would be to have the natural biome trees planted every 80 (or whatever) blocks or so. Which to me seems simple enough. It wouldn't be taking anything from people that want natural spawning. But requiring the same tree be within a certain range would also allow the player to manipulate the environment and maintain their certain setting if they so desire, and keep out undesireable trees. I would expect the lower limit of spawning to be what, 5 blocks from another tree? (I often see willows that have overidden the leaves of a nearby tree). Easily leaves another 30+ radius (60+ between two of the same) for them to spawn in. Wouldn't require any new graphics or anything. Just, I would think, a couple dozen lines of code? I thought it a small thing to give players more control over their build, which I think they'd like, and still allow them to easily maintain a large area for natural sapling spawning if that's what they desire. It would also allow them to remove a source of aggravation for some - aggravation which doesn't really serve any other purpose imho. That was my thought process. More player control over their creation, for what I thought would be a minimal time effort for coders. Farily realistic mechanic. Now if running around swatting saplings is considered one of the challenge mechanics of the game, ok then. Otherwise I thought it a good idea that gives options without taking the existing away.
  15. Ok, I guess if this was put in as a feature, I'd best defer to those with a lot more experience then me - I was mainly concerned about willows and I'd still suggest their natural sappling spawns limited to a certain radius of water - they are irl a very water-needy tree. In TFC they're a dangerous tree given the amount of shade they provide, inhibit travel, and have an annoying habit of overshadowing my crops. I even once chopped one down, warily trying to figure out where was the skeleton I was hearing, and lo and behold he was on top of the willow, plopped down in front of me and killed me! (Ok that one was actually humorous) They also ruin majestic vistas, and made it easier to get lost until I finally got a map mod, because they change/obscure the landscape so drastically. Other trees are much less a problem. With all the talk of tree farms I see in videos, I didn't think deforestation was such a problem. I would say though that irl most trees don't just show up randomly miles from others - TFC is a compressed scale so I was thinking in a relatively compressed scale. Similar to how the vertical 'scale' (in terms of the temperature simulation) increases the higher you go, in a non-linear fashion, from what I understand. I was imaging the TFC world to be maybe 1/10,000 real world? So when I suggested 40m radius, that'd be like over 200 miles irl. Kind of. I know that logic breaks down at some point, but the point is the worlds are not 1:1 scale. Trees spread by birds can spread long distances (cedars and mulberry notoriously where I live) But most I think don't spread like that. Squirrels live in trees, so you won't find oak saplings sprouting beyond the range a squirrel will go from their trees, which is not terribly far if they can help it. A lot of trees spread through wind, like maples, but those don't really go all that far unless they happen to drop during a windstorm. Thanks for those detailed explanation of spawning though Kitty. I tried searching for sapling posts but did not pick up on those explanations. I had picked up that trees won't spawn within a certain radius of one another, but I think it works better for other trees than willows, because they have such spread, that even this limitation still makes for a pretty dense willow forest.
  16. Right, but my point is the actual spot it wants to put a specific sapling should have another tree of the same type within a certain distance. It seems right now like they can spawn anywhere they like in the biome. It makes it hard to control undesireable trees (like willows) because the saplings appear out of thin air even if you've cut the rest of the willows back a hundred blocks or more, and running around checking for saplings is sort of annoying. I figured requiring an actual tree of the same species to be nearby was both realistic and would allow for a bit better forest control.
  17. Wow, that is WAY harder to tell apart than any other stone/ore combo I've seen so far. It looks like it's actually as intended, I just didn't realize how very subtle it was. I'd suggest lightening the ore vein a bit or something, but then it's a new forum and they've got more important stuff, etc. Sorry to bug ya Kitty.
  18. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? Yes TFC Version #: 0.79.20Forge Version #: 10.13.4.1448Single PlayerDescription: When mining for Sphalerite in Gneiss, there is no texture for the sphalerite ore. I use WAILA so I can tell which blocks are ore by pointing at them, but otherwise they are indistinguishable. This seems to me like a bug. I don't think it's a case of the ore color being 'too similar' to the underlying rock. I've posted a screenshot showing what I'm talking about - the Gneiss-sphalerite is absolutely indistinguishable visually from the surrounding Gneiss. I dug around and found both silver and graphite (My first ever TFC graphite!!!!) in the Gneiss, and they showed up fine. I was going to try searching for similar setup in a new creative mode seed but the commands list is pretty overwhelming and I gave up. Edit: I was not able compare to other stone types as this is the only sphalerite I've found so far in this world (and at this rate all I'll ever need). You can see the exact stuff I was mining by using world seed 1170649068548596996 and going to coordinates 1834, -9066. Elevation 150 should put you above ground I think. Top layer is conglomerate, but once you get through that there's at least two double-chests of rich sphalerite, so it shouldn't be hard to find. Have you deleted your config files or are using default configs and are still able to reproduce this bug? default configsDo you have any mods other than Forge and TFC installed?Yes, WAILA, Fastcraft, and Mapwriter. I tried it without them and same result. If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? Not using those mods Pastebin.com link of the Crash Report: N/A
  19. Doors vs zombies

    So part of this suggestion (re: charcoal pits) was touched here: I'm pretty new at this game, and I realize a lot of realism makes way for convenience. But there is a clear tiered structure to the metal progression, which brings benefits. I'm still in the early game of my first real playthrough (still on brass). But I did watch a lot of lets plays before getting it. One thing I saw in those was the charcoal room. I thought it was pretty great that charcoal pits in the old sense - a dirt mound - were in the game. But having watched LPs with Charcoal rooms, I did an old fashioned one for the hell of it, and then I made a masonry charcoal room with a door, like most people. This go me thinking, about doors. Logically that door should burn down if the logs in the room are lit on fire. Logic is not the end-all of this game, sure, but benefits for metal are. What if *wooden* doors would burn, making them useles for a charcoal room, but a metal door (1 door + 2 metal sheets) made it fire-proof. I thought that might force the player to do a bit more old-fashioned charcoal pitting in the beginning, rather than going straight to charcoal room....Ok, so probably people would just use blocks in the doorway and take them down when the room is done. Slightly less convenient, but probably arguably more convenient than the old fashioned way. Edit: This has not been true since build 0.79. Busan. So then, what if zombies with weapons can break down wood doors? Another incentive for metal doors. Zombies could only beat down a door with a weapon of at least the same tier, but it takes awhile. Higher tier weapons make it take less time. I'm not sure of the frequency of zombie-with-weapon spawns. It seems pretty low right now, so it might not be too bad for early game.
  20. Doors vs zombies

    Dang, spent all that time last night and this afternoon testing, removing the 3 mods I had, doing a creative mode build, trying to make sure I had as much info as possible. Come here to post the report and bam you already found it. You guys are good. Good to know it wasn't me messing something up, anyway.
  21. Doors vs zombies

    Definitely TFC door - I got it to burn several times during my testing. I've never even played vanilla so I don't know any of those recipes. I'll get some screenshots tonight but it's just a 5x5x2 high interior space, brick on all sides. Door in one wall, to the right of center, move two blocks over, remove the upper brick so you have a hole into the room. Fill room except for the one spot in front of hole in wall, toss in torch, place dirt when flames start (so the dirt is inside the room, leaving there still a hole in the brick wall, this means there's 49 stacks of wood in the room rather than 50) --> profit. I make sure the door is closed before I toss in the torch. Should I start a topic in the bug forum for this or just continue in this thread?
  22. Doors vs zombies

    Well, I figured my single suggestion was metal plated doors. I was just covering a couple ways I thought it would affect the world. I guess I could have titled it better. I'm using build 79.18 and you CAN use doors on your charcoal pit. You just can't light it from the doorway. I've successfully used it by lighting it through a hole in the roof, and also a hole in the wall, plugging each with a single block of dirt. Worked like a charm both times and did not burn the door. Your torch holes have to be at least two blocks away from the door though I think - I tried it through a wall hole right by the door and that also caught the door on fire.
  23. Add more uses for Bone (Meal)

    Actually that's a RL thing, although a bit controversial in certain species for disease reasons from what I understand. It was very common to grind up bones to feed to chickens back in the day. Calcium for egg shells. However Teiwaz didn't mention (maybe it was covered in the long-ago posts) what I think is the most obvious use for bones - making bone blocks for the bone throne/Sedlec Ossuary :-D. It'd also be pretty awesome if they could be used like planks (maybe 3x1 insteam of 1x1, to allow for a vaguely believeable bone texture?)
  24. How did you find out about TFC?

    A little non-standard for me perhaps. I never played vanilla minecraft. Knew of it, liked some of the creativity of created things I saw, but just never tried it. But I did get into Don't Starve. I remember someone on those forums mentioning it was like a very simplified minecraft one time. Way later, browsing let's plays of I forget who or what, I saw a mention in the comments of TFC. Sounded more interesting than minecraft (more survival, actual geology and metallurgy). After watching several episodes of 3 different LP series for TFC, decided to go for it. Awesome.
  25. [79.17] Getting too punishing?

    I only just started playing TFC, so I can't speak on relative differences from older versions, but the support system seems very simple to use to me, and very effective. I've developed a strategy of mining a 4-high 'level' with 2 block thick layers of floor between. That way I can spot-mine the floor and ceiling of each level, while getting the maximum convenient volume and saves maybe 30% of my pickaxe vs mining the entire volume 4-high levels also allow me to get a good number of natural stone blocks. If I'm lucky enough the initial shaft comes down through the vein, I always mine down to the bottom of the vein, and work my way up. This is mainly so that I can mine out the floor ore while I'm on a given level, which I then replace with a block of cobble. If you go top-down doing that, those floor cobbles from upper levels will be unsupported (being 2 above the beams below) when you mine out the ceiling ore in the next level down, and if you happen to mine an ore right below a cobble you put in the floor above, that cobble will fall. Going bottom-up means that there's no cobble above you yet, and also even if a cave-in somehow happens, I've already mined all the ore below anyway so as long as I survive, no big deal. I honestly think the support system is fairly forgiving as there have been a couple times where I accidentally destroyed a support column, and all adjacent beams (pit kiln too close) and the entire area did nothing, which surprised me greatly. Nowadays my caveins are usually just on the initial hollowing out of the first 3 rock columns to place the first two support columns and single beam between. After that, smooth sailing.