Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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subarctic_guy

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About subarctic_guy

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  1. The project is licensed under GPLv3, so I would think so. If you want to check with the mod creator, here is the repository:https://github.com/AntiqueAtlasTeam/AntiqueAtlas And feel free to use the tweaks I listed here.
  2. the problem with sheep!

    привет Никита , Есть два различных биомов , где можно найти овец .Нажмите клавишу F3 на клавиатуре . Это показывает биом и среднюю температуру .Овцы будут жить в горах и высоких холмах биомов , если средняя температура выше -10 иниже25 .Овцы будут жить в любом биоме , если средняя температура выше -20 и ниже 0 .Овцы могут быть очень трудно найти . Но теперь вы знаете, где искать . Удачи !
  3. Crafting Table 2.0

    That is a slick mod. I think the closest thing TFC has is the bellows and the hide scraping.
  4. Crafting Table 2.0

    maybe a good compromise would be to have a mini game that produces different results based on some sort of skill element instead being simply succeed or fail like napping. A simple example is this can be found in the smithing minigame in fable 2. You can plunk along with low skill, or try and get better results by trying to keep up as the game gets harder.
  5. Domestication through Mendelian Inheritance Revisited

    It sounds like the mutation in vanilla horses is way too high. I was thinking it would be a rare event and a way to get traits you probably wont find in the wild. I also like the idea of dominant and recessive genes and maybe even multi-gene traits. Then experiments with line breeding and hybidization would be meaningful.
  6. Animal husbandry

    We can't assume the same will be true in TFC2. This it's why I think there should be two modes. One geared toward single player and the other toward multiplayer. Same content in each, but values tweaked and certain mechanics enabled or disabled to keep a similar degree of challenge across both modes.
  7. End of TFC 1

    Of course.
  8. Tree Schematic Contributions

    Does it matter how many wood blocks are used in a small/normal/large tree? If so, can you offer some acceptable ranges?
  9. End of TFC 1

    It's my understanding that TFC is open source. Doesn't that mean that anyone willing to take the project on could continue developing it? I'm with you in that I appreciate the believability of TFC and would like to see it continue in that direction. To me, things like magic are inherently unbelievable.
  10. Encumberance Inventory system

    Fair enough. Though extensive modification can change the nature/goal of a game. It can turn the original games main mechanic into just one of many cogs in a very different machine. Like the way that Yahtzee is essentially a dice-rolling game, but D&D is a tabletop role-playing game that includes dice-rolling as one of many tools to serve the main goal: story telling.
  11. Animal husbandry

    I'd like at least an option to enable animal death through starvation and old age. Then it becomes a massive achievement to create a sustainable herd. That's the kind of achievement not every player will have the will or ability to accomplish on their own, but is still very worth doing. Putting in the effort to transform a consumable resource into a renewable resource creates opportunities for trading. And trading is only meaningful in a world where one person can't or won'tdo it all.
  12. Slings!

    Newly spawned players would probably have immediate access to tools which deal melee damage: knifes (piercing), axes (slashing), or hammers (crushing). Seems reasonable to have ranged weapons for each damage type be the next step up the tech tree.
  13. Encumberance Inventory system

    I really enjoyed the encumberance system in the S.T.A.L.K.E.R. games. It represented limits on bulk and weight via grid space and stack size. Large items take more space in inventory, heavy or not. Small items only take a small space. Heavy items don't stack, very light items will. So you could have: one grid space for a stack of 20 bandaids2 grids spaces for a stack of 3 bottlesa single weapon or piece of armor that takes up several grid spaces It would obviously require a re-write of the inventory gui. But it makes the bulk and weight mechanics visual and immediately intuitive. An intuitive interface is game gold.
  14. Encumberance Inventory system

    But is TFC primarily a building game?