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About d00dV4d3r

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  1. Tips on fighting bears?

    Lure them to the water's edge and get in, you'll be more maneuverable and able to confuse the bear's AI. Much easier to handle them.
  2. End of TFC 1

    Sounds cool. Lost me there. I think it's a real shame that TFC1 was "balanced" for multiplayer competition rather than a believable, "use what you have in the area" survival sandbox. vOv Your mod. At least the TFC1 source is open and forkable, and 1.7.10 is available for the foreseeable future.
  3. Efficient tree farms

    Can you still grow them tightly together or does that break tree spawning behavior? I'll have to try. I've historically used a setup like this, but on vanilla: ooooo oxxxo oxxxo oxxxo ooooo
  4. Terrain generation

    Isn't TFC already using a Voronoi technique with drainage calculations? It's already head and shoulders above vanilla world generation. And yeah, while those hand-built terrains look really good they're not really something you're going to get out of real-time noise algorithms working at the speed Minecraft demands. Another thing to consider from the cited paper is that their terrain is much more granular than Minecraft's, which depends on 1m^3 blocks; the noise is never going to look as good as you want it to.
  5. Harvesting leaf blocks?

    A quick glance at the code indicates that TFC leaves aren't shearable like vanilla leaves. What the implications of that are is beyond me but, I would guess, that means you can't harvest them like in vanilla using the shears.
  6. Bonesaws

    There are other little things that could be done as well, like requiring barrels to have iron or better hoops. You could even require chests to have iron or better hinges to restrict storage and it wouldn't be all that bad because large clay vessels are pretty good as-is (plus, you can't carry a chest on your back!) Also, having to constantly remake tools is incentive enough to search for metal. So maybe for early plank-making you'd lay down a log, much like how you would for scraping, and then install a wedge or something before smacking it with a hammer until the block is harvested? Whereas metal tools simply speed up the process? Boat-making would then be as simple as using the crafting grid to lay out the planks in the normal recipe. Having modded a few games and played many, many others, I find that game balance is actually subjective to the person. It also goes without saying that "game balance" simply does not exist in reality; that's the real disconnect with mods like TFC. I've watched a couple of videos recently of people smelting bog iron in straw-impregnated-clay bloomeries. Another used coarse sand and horse dung in the clay. There are many techniques to achieve workable tool iron, but TFC chose a progression wall to create "balance" and for some people, me included, this is where the mod fails; it isn't "believable". TFC is probably the best mod I've ever played for Minecraft, and it has kept me playing long past the time where I would have given up a similar game, but it doesn't capture a good semblance of reality. That is by design, as stated many, many times.
  7. Watched the first ep last night, pretty cool. Keep it up, hope it's fun!
  8. Clay in dry areas

    If I can paraphrase a sentiment from the Factorio forums: "Roll a new world." Not every world will be ideal or have everything you need close by, and some places will be downright uninhabitable, which is how it should be. Either travel far to find what you need or suffer your fate.
  9. More detailed stone age mod?

    On sure, not putting you down or anything, I just think our overall goals differ. I read through a good chunk of that thread and there are, indeed, some good ideas. Where I differ in opinion is that hard progression and walling of features is not really something I care for. Rather than being forced into the stone age for a time, I'd rather see more details and options available to stone age players so that the focus isn't on immediately getting copper. Furthermore, getting copper from malachite and tetrahedrite should be a pretty interesting and lengthy process requiring tools like bellows and a tuyere (look it up!), but nothing should stop a lucky player from taking advantage of native copper in their area to bootstrap ahead, much like real life. Right now what I'm working on is making stone age tools more interesting than "plop a stone tool head on a stick" by including sap collection and glue production along with a requirement for cordage (straw). I added a flint hand knife to facilitate that. More advanced tools will require different recipes. Then there's axe-produced lumber, proper stone-age copper smelting (probably borrow code from the iron chain), barrel recipes requiring iron banding, and other refinements. I really like TFC as-is but I feel like the stone-age deserves the same amount of detail as the iron age, and I also feel like walling off certain things artificially really limits the sandbox potential of the mod.
  10. More detailed stone age mod?

    Not entirely into that. I prefer a more robust sandbox experience that promotes a different take on the game rather than an enforced guidance through the world. What I'm looking for is not progression, but more "believable" gameplay, if you will (and yes, my definition differs from the dev's). I'd love to see your changes but the whole idea of artificial progression just really irks me.
  11. More detailed stone age mod?

    Are there any mods that add more detail to the stone age portion of the game? Specifically, things like additional firepit fuels, requirements for cordage and glue in tool making, the ability to make lumber using an axe, glue from bones or sap, cordage from rawhide or straw, panning copper from slag (the current method of refining and using copper leaves much to be desired), etc... I feel like the stone age is quite quickly left behind in the mad, and easy, rush to find and use copper and would prefer a more concrete reason to stay put early on rather than travel around like a mad-person. I have no problems modifying the game to get what I want, just want to make sure I'm not duplicating work because I'm lazy.
  12. [Solved] Bismuth Bronze Double Ingot has no Anvil recipes.

    HAHAHA, I was looking at the "weld" column. Silly me. Thanks for your time!
  13. Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No): Yes TFC Version #:[1.7.10]TerraFirmaCraft- Forge Version #:forge-1.7.10- SSP/SMP (SinglePlayer/MultiPlayer):SSP Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No): Yes. Do you have any mods other than Forge and TFC installed? (Yes/No):Yes If yes, which mods? fastcraft-1.21.jar xaeros_minimap_v1.7.3.1_Forge_1.7.10.jar If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No): I hadOptiFine_1.7.10_HD_C1.jar installed but removing it did not fix the issue. Description: I had planned on using my large supply of Bismuth to create a Bloomery but I was foiled when creating the single sheets for welding by the lack ofAnvil recipes for the Bismuth Bronze Double Ingot. I have removed several mods that were installed (Decorations, WAILA, Chicken Core) but that did not seem to resolve the issue. I originally thought this might have something to do with using stone hammers but even a copper hammer on the copper anvil didn't help. The ingot is heated to Bright Red**** before being put on the anvil.