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drkoaeg

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Everything posted by drkoaeg

  1. Less tech development

    Okay, I restricted it too much, you are not forced to have one base , but in general you can not progress far without settling down.
  2. Less tech development

    Yeah, I think you made a good point. Either way you don't have to worry too much: As far as I know there is already some anvil work done I was just thinking what is the forced differences between tfc1 and 2. If I read your argument, the result is the same mod as we have right now. Also you missed one aspect: I did not talk about forbidding building materials etc. (not possible either way). I just asked if therefore it is needed to have all those tech tree, that forces you to build one static base in your world. Frankly, there are meanwhile a ton of mods that add similar survival things to MC. Okay, you say the difficulty is one singularity for tfc, but is this fixed on tfc tech tree or couldn't there found new adventurous ones?
  3. Less tech development

    I see what you mean, but this could be realised also by a portable "base". Take a look for example to the nomadic tent mod. It would be enough to save some things and way of progress. But all other progress is done by conquering islands, find better stuff there. Search dungeons, fight against nature. If you watch Terrafirmapunk on Youtube, you will see this concept already kind of working in TFC1. The people enjoy discovering ruins and dungeons and get most of their stuff from there. Furthermore with magic they are almost independent of food production and in-deep smithing. So I would come from a completely other side: The reason for adventure is survival. The food, the ressources are mainly obtainable through "adventuring". And the use of going further is to get even better stuff.
  4. [Request] Leaves blocks mod

    All right
  5. [Request] Leaves blocks mod

    Okay, my fault, you should use only NEI (I use 1.0.5.110) and newest version of TFC. I hope that's it, because I can see them there (ID 218:0-15 219:0-1).
  6. [Request] Leaves blocks mod

    Okay, I will have to take a look at this.
  7. [Request] Leaves blocks mod

    They are hidden in creative menu, so if you use NEI (with TFC addon) you will find those blocks with ID. But keep in mind without log in surrounding they will disappear.
  8. [Request] Leaves blocks mod

    What is the problem with the existing block?
  9. Useless items are really annoying.

    In nature you can not use everything, too. In game relation I really enjoy those "useless" features, as they could rise difficulty (like the mentioned ore finding) and brings diversity without having too high complexity because of hundreds of things you could make but are not essentially needed (see plants from Plantmegapack, they are almost only for the look).
  10. [Request] Leaves blocks mod

    There are several mods (for example minetweaker) which allow to add custom recipes
  11. Water update

    I don't know how important the ravines are for you, but you could reduce the generation probability, so the chances are low to see those formations.
  12. Ores of the Ocean

    How would you implement the searching of those veins?
  13. Cooking with TFC (WIP)

    I would like to propose plants, that look like the the normal food plants, so when you wander around, you must taste several plants until you find one, that does tolerate your body. Some might be cooked first before you will be able to eat them or be mixed with milk etc. That way you could achieve your planned food developement tree. At the beginning those plants supply quite low saturation. But the longer you cultivate, the more food you will get.
  14. [REQUEST] TFC hoes for vanilla farmland

    Thanks, that does it for me, as I only use them as potion ingredients
  15. Hey, I would like to ask, if anyone is interested in making hoes of TFC work with soil in two modes (analog chisel). You could chose between default mode, which means the recent behavior and the new mode that turns TFC soil in vanilla farmland, so vanilla plants can be planted. Otherwise is there a way to merge both planting methods? Thanks for thinking about this
  16. Millénaire for Terrafirmcraft

    Most definitely. Like I said in the post above Millinareis coming out first and maybe a couple months down the road I will release the tech mod patch. Did you make some progress? =)
  17. [REQUEST] TFC hoes for vanilla farmland

    Wow, THAT is amazing!! Thank you very much, I did not know that is possible... So, does this also count for modded plants, that use the vanilla mechanics?
  18. [Solved] Questions about gravity

    Okay, thx
  19. [Solved] Questions about gravity

    Might I ask you, what problems you had with WorldEdit?
  20. [Solved] Questions about gravity

    And stone and grass may turn into the corresponding blocks Bunsan already mentioned. If you wanted to use these blocks yet, I would recommend block physics mod, which overrides the TFC physics.
  21. Oh, you are right, that is exactly what happened. So do I just have to update?
  22. Had crash while shooting with longbow: thx for taking a look at it
  23. Home of TFC 1

    Okay, thank you very much
  24. Differentiate WoodSupporthoriz vs. WoodSupportvert

    thank you very much! I did not think to look in api file