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drkoaeg

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Everything posted by drkoaeg

  1. realistic seasonal trees

    Magnificent what those guys of the Conquest mod are doing with trees hope to see something like this in TFC2
  2. Clay working

    Assuming the clay working mini game keeps about the same, I would like to propose a second mini game for vessels, jugs,... It could be pretty fun to use a pottery wheel and the clay is moving around while you try to keep it in place and give it shape. For better imagination is here a graphic, that could resemble the game interface:
  3. are the pumpkin plants in worldgen next to pumpkins (that are in TFC worldgen) ?
  4. TFC comands

    Thank you very much for the declaration! I am working on some modpack and ressource pack, making this stuff work together properly, so it might be helpful. =)
  5. [WIP] Leiti´s Terrafirmacraft Addition

    Would love to see this beta-released. So time would run faster until animals are added. =)
  6. Chiseled blocks

    Hello everybody, my question refers chiseled blocks. How did you choose which blocks can be chiseled and which can not? So why is it possible to chisel cobblestone, but it is not possible to chisel trunk block. And are there any Vanilla blocks that can be chiseled aswell? Thank you for clarifying drkoaeg
  7. Chiseled blocks

    Another question just came up to me by reading Darmo's reply: So is it true, that the texture of chiseled blocks stays always the same? Or could you add another texture for the chiseled step for example?
  8. Is there some way of adding blocks for chisel? Respectively if there was, would you work on this? Thank you for your estimation =)
  9. Chiseled blocks

    Yes, I did mean log blocks Okay thank you =)
  10. realistic seasonal trees

    you could replace leave block's texture with branches in fall
  11. Settlements and Human Mobs

    I like the Ancient Warfare Mod NPCs: They can be used for automation of tedious things.
  12. [WIP] Leiti´s Terrafirmacraft Addition

    If you will let the snow only render and if you will let it appear by chance when it is snowing, I don't think you had to change the source code, am I wrong?
  13. [WIP] Leiti´s Terrafirmacraft Addition

    If you are redoing the snow, will you also add snow layers on chiseled blocks, walls, fences? It would be amazing!
  14. [Solved] Grass colour biome dependent

    OH okay, thx. So was this a change between from .78 to .79?
  15. This post has been automatically generated from a form submission. Have you read, understood, and followed all of the rules listed in the blue box at the top of this form?: Yes Topic Title: Grass colour biome dependent TFC Version #: 0.79.29 Forge Version #: 1558 SSP/SMP: Single Player Have you deleted your config files or are using default configs and are still able to reproduce this bug?: No Changed Config Options: Do you have any mods other than Forge and TFC installed?: Yes Other Mods Installed: metachanger-0.2.1; CodeChickenCore-1.7.10-1.0.7.46-universal; NotEnoughItems-1.7.10-1.0.5.110-universal; OptiFine_1.7.10_HD_U_C1 If you have Optifine or a non-forge server plugin api (Examples: Bukkit, Cauldron, Thermos, etc) installed, can you still reproduce the bug after uninstalling them?: Yes Crash Report: Description: Metachanger mod changes biomes, but the grass colour won't change. Without mod, there is also no grass colour change or tree colour change. The biomes are showed nevertheless in f3 mode correctly. I had on this map more biomes before updating to 0.79.
  16. Boats/Rafts

    Let the player be teleported back when only water is around him, I don't think you would recognize.
  17. Cooking with TFC (WIP)

    This sounds amazing, thanks for your effort
  18. Cooking with TFC (WIP)

    Could you please make your food prep tables accept also all non-food items to be placed in the gui? So they could be used as normal tables and would render all items you put on these tables.
  19. Idea collection for videos

    My idea was - initial reason for this thread - to make a series on "secret" blocks of TFC. Something like this one for vanilla.
  20. Hello I would like to give people a place that come up with TFC related things they would like to see in a video or if you saw an interesting series of another mod etc. and would like to propose something similar for TFC. Here you are!
  21. Clay working

    Thank you for this explanation, as some people has already said, the proposed system is not so similar to real pottery. But until now, there was no alternative proposal for a mechanic. As it is proposed, it would make vessels and jugs more value and gives some mini game fun.
  22. Less tech development

    You are right, I should not see it black vs. white. But is it really essential to keep on things the base game handles already quite well? I think modding adds the opportunity to bring independent feature instead of just deepening the experience of good old minecraft. In TFC1 it was easily doable to live without building, but you had several fixed places where you had to stay frequently. Wouldn't it an improvement to give the player a further opportial step to keep a nomad? It does not mean you were forced not to build one base, several bases, etc, but you were also not inhibited to walk around all the time and take adventures.
  23. Less tech development

    As TFC 2 is focused on adventure mode, I'd like to discuss something pretty controversial: Why not dropping all those stuff you achieve by settling down. So no big agriculture tech, no deep metallurgy, (no chisel building -already stated). So it would be needed new achievements the players want to take. I think the conquering of islands is already one of such new features.
  24. Home of TFC 1

    I would like to know, if there are already plans, how the wiki/homepage etc. will be changed for TFC 2? Will thoserecent informations (wiki)be merged, or completely seperated for preventing misunderstandings. Or might it be even removed, because of old 1.7.10?
  25. Less tech development

    Actually, I also enjoy those mechanics of TFC1 very much. But nevertheless I'd like to have an open-minded discussion on how an 'adventure mode' tfc-style could be done. I have read way too often in the developement of TFC2 that it will be not compareable with TFC1. So here it is, what will be the difference, atm, the suggestion forum is full of proposals that fit perfectly to TFC1 (I have also proposed some things in this way), and I don't see people discussing much 'adventure' topics. In regard what you said about server I am really curious how this should work out with the difficulty island worldgen. At the moment, it seems as if this economy system ,as you describe it, will be lost. Since we have no clue what will replace this, I would suggest to discuss this too