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Xamllew

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Posts posted by Xamllew


  1. On 4/29/2018 at 2:39 PM, LightningShock said:

    Oh, and I forgot to mention: I played your modpack while having Cooking with TFC mod installed as well, and I can say it is nice and bug free, you should check it out. The only issue is that is adding some new trees and melons but the lack of them isn't blocking progress and you easily find them once you explore further.

    One slightly annoying thing about this mod is how far north coconut palms will grow. They should be fairly centered on the equator but I spot the odd lone palm in snowy pine forests around 14000 North occasionally.

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  2. 23 minutes ago, LightningShock said:

    It makes sense to be similar during autumn and spring, you should see the effect mid-winter and summer. I could swear I noticed it, but either I am under Mandela effect or I didn't remember clearly.

    So it should be similar to vanilla time in spring and autumn?

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  3. I don't think TooMuchTime is working on my save anymore, the length of my days are about 10 minutes which is roughly the same as my nights, does this sound right? Does TFC take into account the shorter winter days?

     

    Also, just wanted to mention that the ghasts spawning in deep ocean in storms has led to some very intense and immersive moments in my playtime such as running down the beach in darkness with explosions trailing me.

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  4. 29 minutes ago, LightningShock said:

    I think it does. I once had a TFC modpack w/ optifine, dynamic lights(sound useless but I can explain) and hardcore darkness, but not too much time and it worked fine. Try creating a new map and disable that mod on it.

    Yes, I confirmed it's Too Much Time, I probably can't do anything about that though since I kinda need TMT for my save, owell.

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  5. 6 hours ago, ciekma said:

    TFPP arrived at Traincraft station!

    Finally version 1.52 with implemented Traincraft mod is available!

    There was a hell of the job, every recipe was done from scratch, because Traincraft Workbench recipes were not customisable and not compatible with TFC. Fortunately Traincraft creators was so kind to add option to disable NEI for native recipes, thus there is no mess in recipes, only valid recipes are visible. Unused items are hidden. I added also some new items, mainly wheels and wheel parts.

    Currently only basic rolling stock is supported, mainly four-wheelled German wagons, some log transport stuff, some small steam locomotives and diesel shunters. Larger locomotives and cars would be added later. Adler and Cherepanov locomotives can be constructed in bronze age, better locomotive need iron or steel, diesel locomotives require advanced chemistry for fuel and welding.

    Traincraft 3D tracks can be conveniently created using iron workbench, they are cheaper than standard rail stuff (except wooden rails). I added 3D track tooltips for better NEI filtering.

    Other changes: improved Enviromine fruit tree leafs physic,  added alternative for tar (creozote oil evaporation), some tooltips indicating items gained by loots, altered recipe for IE generator (more advanced but cheaper).

     

    If talking about Graphite - it is special form of carbon, not possible to find in ordinary charcoal, you need high pressure/temperature to convert ordinary carbon into graphite (hence there is a such recipe for Acheson furnace, obviously accessible in later stages of the game, just in case when you run out from easy accessible natural graphite source).

    In TFPP modpack, there is additional source of natural graphite: pegmatite rock vein, which can be located in granite rock layer, using prospector pick. If you are unlucky finding marble, gneiss, quartzite or schist layer, but see granite nearby, try your luck with searching and digging pegmatite veins, there is a small chance to get graphite powder and some other minerals and gems.

    Very nice, I was hoping for this change. Is a fresh save required for this update?

     

    Also I noticed there are elevator parts in NEI but no crafting recipes or uses, is this just a disabled mechanic from one of the mods?

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  6. Just wanted to say I'm really enjoying this mod. I especially like the added enemy difficulty, always felt vanilla tfc's fighting and enemies was just too vanilla and bland. The ingame achievement book really gives the mod direction too.

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  7. Very cool game I thought I'd share in case it hasn't been posted here. It's got a very similar progression and depth to TFC, the overall objective of the game is to advance your technology to the point where you can build a laser that you can use to stop an asteroid from destroying the planet. The ecosystem is fully simulated and your actions have an effect of the world's environment, so much so that you can actually kill off the wildlife by being too careless.

     

    http://store.steampowered.com/app/382310/Eco/

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  8. Great ideas, unfortunately I'm a long ways away from the red steel, but I find a simple 2 block deep hole covered with a trap door works well enough, I just figured the scrap bin would be a touch nicer than a hole in the ground.

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  9. I'm not really modding savvy so i wouldn't be able to extract those items into TFC and set up recipes and everything. Plus a contemporary trashcan would feel out of place to me. I guess I'll just stick to my trapdoor hole in the ground.

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  10. Alternatively instead of automatic deletion over time the container's gui could have a button to trash everything kinda like the recycle bin on the desktop, I guess that starts becoming more trouble than it's worth though.

     

     

     

    How is an item sitting in a container that has to be there for an extended period of time before it disappears any different from an item on the ground that has to be there for 5 minutes before it disappears?

     

    At least for me I HAVE to walk out of my settlement to chuck something so that I know I'm not going to accidentaly grab it again due to the item collecting mechanics in MC. I dunno, just thinking about solutions to problems like throwing out 10 stacks of snowballs and picking them right back up again 2 minutes later.

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  11. I'm pretty sure the common thing to do about discarded items is to throw them down a pit or into a fire so that you don't accidentally pick them back up, however I thought itd be cool to have an item such as a crate without a lid that sucks up items dropped around it. Once the item is in the container it will decay and vanish but only after a period of time so that if you accidentally drop something you can retreive it.

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  12. I'm starting to grow a collection of vessels filled with varying amounts of solidified metals that were the remainders of ingot processing. I have em all sitting in storage so I can combine them with another batch, however I never remember to remelt them when the time comes and so the pile of vessels just grows, some of the metals are alloys that I'll probably never make again so I'm ready to trash em but I wanted to ask here first if I can do anything with like 50 units of bronze alloys, gold, zinc, copper etc.

     

    It'd be a nice feature to allow the player to salvage pots by dumping out remaining liquid metals so that they can be reused.

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