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Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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About Mailleweaver

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  1. Leveling the cooking skill

    Though I have no experience with coding, I had a poke through the source code to see what I could learn. The only thing I could find in the food prep tile entity that affected player stats was a CreateMeal packet that increases cooking skill by 1. So you're probably right that crafting any kind of meal will have the same effect on the skill. It'll always take the same number of sandwiches/salads to level up regardless of how much care is put into them.
  2. Leveling the cooking skill

    I'm not able to find any information about leveling the cooking skill besides, "Cooking skill is increased each time the player makes a sandwich or salad." I'd like a little more info than that. Do the properties of a sandwich/salad affect how much it levels my cooking skill when crafted? For example, does crafting a larger sandwich boost my skill more than a smaller one? Or does a more tasty salad boost skill more than a non-tasty one? Is there any difference in skill gained for crafting a sandwich vs crafting a salad? I'm not interested in how much difference there is (if any). Simple yes/no answers for these questions are detail enough.
  3. Did a Streamer/Let's Player just do a TFC run?

    I don't know of any, but I just started playing TFC again in the USA as a way to bring players together as an actual community on a small server where people have been settling far from each other in vanilla Minecraft. If you're still around and people are using your calculator again, you may want to fix a bug I found in it recently. I just posted about it on its thread.
  4. I don't know about the phone app, but the web app has the wrong % range for copper in the bismuth bronze alloy. It allows up to 70% copper, but should only allow up to 65% copper.
  5. General smithing

    Thanks. That's what I suspected. Being entirely grind based is a bit of a shame for such a nice feature. I've posted some suggestions for TFC2 in this regard.
  6. Smithing depth

    Create some depth to smithing with mechanics affected by player skill or knowledge (vs character skill numbers) and/or with tool/weapon alterations that have benefits and tradeoffs for more advanced play. Some could be more or less ignored by simple players, but research and practice could increase their smithing effectiveness or tool/weapon/armor utility. For example: Track how much an ingot has been worked and decrease final tool durability based on this (maybe even to the point of making the ingot unusable, requiring it to be smelted and re-cast). This would incentivize learning efficient forging practices vs just semi-randomly banging on a piece of metal until it suddenly turns into something. Even master smiths may turn out shoddy products if they're lazy, and apprentice smiths can improve on what they're able to forge. Maybe even give a boost or penalty to the smithing skill gained based on how the resulting item's final durability compares to base durability. Add a simple range of hardy tools that can be forged and equipped in the anvil to: decrease the amount of work needed in forging certain items or decrease certain actions' effects on the "how much it's been worked" meter or enable certain actions (like a wedge for cutting refined blooms into ingots, a drawplate for drawing, and a swage for forming armor plates) Add heat treating methods to: anneal ingots (lower the "how much it's been worked" meter or decrease the following actions' effect on the "how much it's been worked" meter) harden tools/weapons/armor after they've been made (slightly increase mining speed, armor rating, etc) at the cost of decreased durability (due to chipping from being brittle) temper tools/weapons/armor after they've been made (slightly increase durability) Add sharpening to tools and weapons (to increase dig speed or damage at the cost of some durability due to the loss of material during sharpening) Add runes that could be chiseled or acid etched into tools/weapons/armor to apply various enchantments for various costs (armor enchant that sometimes absorbs damage as hunger instead of health, tool enchant that increases mining speed at the cost of increased thirst drain, general enchant that powers-up or charges other enchantments by killing mobs or consuming inventory items, etc.)
  7. Forum questions

    Where can I re-read the forum's terms of service? I didn't save a link to them when I created my account, and I can't find any links to them outside of account creation. Is there a way to unlink this forum's account from whatever external account it's getting my picture from? I don't really like websites sharing data about me, but I don't find any controls for this in Account Settings. How is it doing this in the first place? I didn't explicitly give it any outside info except my email address, and that email account doesn't have any pictures of me in its user data as far as I know since it's just a trash account used to prevent junk from flooding my personal email when I create accounts on various websites. Finally figured this one out on my own. Click the picture itself to turn off Gravatar. I don't even remember creating a Gravatar account. Freaking www is more convoluted than a spider's web and even harder to get untangled from.
  8. General smithing

    I'm curious about what all affects the quality of forged items. Does the number of actions performed during smithing affect item quality? Does the total amount of travel of the green arrow (i.e. the total amount the metal has been worked) affect item quality? Or is item quality determined only by the material's base quality modified by the applicable smithing skills? I'm not looking for behind-the-scenes numbers or a guide for perfect tools. I'm just wondering if player skill has any effect on top of character skill.