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Starcitsura

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Posts posted by Starcitsura


  1. Seed -6703019836230813036

    • Portal at 849, -6515 goes to black void
    • River anomaly when meeting ocean (1221, -5029), (1676,-4995),(1910,-4816),(2113,-4811)

    Seed -5356851023781925515

    • Portal at 3112, -6919 goes to black void

     

    0

  2. When I run the debug client config I get this message and it asks me to select a folder however when I select one it just asks the same question again and again. (Select an mcp config dir for the deobfuscator)

     

    I've went back and double check everything and it appears to be setup the same as your guide says.

     

    Edit: I was using the latest 79.20 that was on github being that it hasn't been released here yet, I'm retrying this with 79.19.

    Using .23 I was getting the same issue.

    I found the solution here: http://www.minecraftforge.net/forum/index.php?topic=29607.0

    Selecting that as the folder allowed me to launch TFC.

     

    Might be common knowledge, but I didn't see the solution posted here.

     

    As for the server, after attempting to run it the first time, you must go into the server folder and edit eula.txt to agree to the eula.

    1

  3. Shift click to place log, switch to diffrent item on hot bar, open pile inventory, shift click remander of stack into pile inventory, close inventory, repeat.

     

    I could place the blocks in the world faster then I can put them into a pile.

    0

  4. This would be a huge quality of life improvement.

     

    I find log piles are very clunky, a way to place the entire stack and pick up the entire pile in one go would save so much time.

     

    Alternatively, make the log pile like the ingot piles we now have.

    0

  5. It does seem silly to me that we use a stick as a handle.

    A handle from pine should not last as long as a handle from hickory or oak.

    I don't know if having separate stats for handles and heads would have any benefit in terms of game play tho.

    0

  6. Addressing the tinder comments.

    I teach some survival training for some local youth, and when I'm starting a fire, its pretty much the same as in TFC, I go to the near by trees, and grab dead twigs and sticks from low hanging branches. Preferably from Fir, Pine, or some particular types of deciduous. Grasses and similar growth are all well and good, but will not burn when even slightly damp. Twiggy dead growth from particular trees contain a high amount of resin, which will burn readily, often even when dripping wet.

    There are many different ways of starting a fire, depending on your environment and supplies, but for the purposes of game play, what we have now in TFC fits the bill.

    0

  7. Your fire is not hot enough. Different logs burn at different temperatures. You could also try the bellows, burns wood faster, but hotter.

    But personally I would do as platanusoccidentalis recommended.

    0

  8. If coke was to be added (which is another debate I'm sure) it could have a place in larger forges.

    If the gui was made to reflect the image below, a 1x1 forge could simply have the firepit and hearth (as now). A 1x2 would add a coke manufacturing section. 1x3 would add more slots too all 3 sections.

    Posted Image

    1

  9. I had one of these for a while, but have found it easier to go into the middle of a dense forest and just build an impromptu pit while I clear the surrounding forest. Saves me many trips between my base as charcoal stacks much better.

    I suppose I could be "environmentally friendly" and have a tree farm, but that's more work then I like to spend on charcoal.

    0

  10. There does seem to be a bug with SMP where when the chunk unloads it forgets its value. I have had sp of 500+ logged out, come back 5 min later and its back to -24.

    It didn't do this before b66

    Could just be the server I play on tho.

    0

  11. Occasionally I get tired of continually trimming tall grass in my little village. I had the thought that tall grass spread could be connected to the spawn protection value to prevent tall grass spread in high traffic areas. This could simulate the "trampling" factor.

    Sapling spawning could also be connected to spawn protection, preventing saplings from spreading in areas where the player spends a lot of time.

    4