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Pyro93735

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Posts posted by Pyro93735


  1. I'd like to edit the wiki, it's in need of some tender loving care in a few places. I believe I've followed the stipulations for requesting wiki access as spelled out by Bioxx in the first post.

    My username on the wiki is Pyro93735.

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  2. Since there isn't a mod API, mods have to directly edit the base classes, and the obsfucation for the classes change every update. Think of it like a map through a labyrinth, but the corridors move every patch - the mod author has to redraw the map in order for you to get from start to finish everytime the corridors move.

    As far as it freezing when you log in, the easiest solution is to delete the bin folder from .minecraft and force an update, but that'll update you to 1.4.7. The tools such as MultiMC described by other posters is your best bet for downgrading.

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  3. DERP ALERT, DERP ALERT.

    basically summarized pyro, it is not about realism, its about believability, mentioning the R word will garner some dislike out here, instead of thinking: how can it be like IRL, make it: how can it seem possible within a fantasy world, without becoming abstract (like in vanilla minecraft, where you could finish the game within an hour or 2, at lowest getting diamond near instant.

    Alright, but you didn't address any of the core issues at hand in this thread, you just came here to call me a moron. Even if we're talking about believability, why would it make sense that you can't smelt the head of a tool down to an ingot? I'd find the concept to be very believable and in line with Terrafirmacraft's overall feel - as far as believability goes, I can't believe it's impossible to smelt a metal tool back down to metal.

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  4. I can confirm this on SMP. Stone anvils can also be really buggy, and can occassionally result in ingots being atomized if the hammer runs out of durability while an ingot's being worked on and you leave it in the stone anvil while grabbing another hammer. Ideally the anvil's contents would be ejected to the real world prior to reverting to a normal stone block.

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  5. I'm pretty sure either/both Dunk or/and Bioxx said no to recycling a long while ago... So yeah ._.

    Seems odd for a mod pushing realism over Minecraft's vanilla experience to randomly decide against it. What benefit does it bring to not be able to recover ingots? I understand the desire for realism as well as difficulty, so make it a poor retrieval rate, but why none at all?

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  6. It's intentional, so you don't make double ingots 'til you actually need 'em. The log pile-like mechanic you are talking about is confirmed, from what i know, so don't worry 'bout it :3

    It's stuff like this that I don't understand - why is it fun gameplay to not be able to store double ingots, but that you CAN store single ingots? Seems like a completely arbitrary design decision that just forces an open-end sandbox game to be played only one way.

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  7. That's like in real life , you can't look at a brick wall and find a iron ore/metal/thing you have to teadiously look , and master the art of prospecting , red biox's post .

    No, I agree finding an ore in real life is difficult. You're not going to dig a hole and find an ore in 10 minutes. However, I'd imagine that a prospector wouldn't have to flip a coin everytime he took a sample to figure out which ore/mineral he's going to exclusively examine in this sample - he'd be able to say I see so much of mineral 1, so much of mineral 2, and so much of ore 1 in this sample. Implemented in game this would mean that the prospector pick would list EVERY mineral/ore in the area when prospecting instead of randomly picking one - false negatives can still apply by removing a mineral or ore from the list sometimes, but it would still make a lot more sense than the system presently in place.

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  8. My prospector pick's located olivine in the first layer before, but I'm not sure if it was actually picking it up from the 2nd layer as I was pretty far down and I didn't have time to dig it up. I've also never see any ores besides tin/copper/bismuth/zinc from surface pebbles.

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  9. Me and my buddies have had an amusing time playing around in Terrorfirmacraft as we've come to fondly call it. The difficulty curve makes for a good co-operative experience, but there's some optimizations I'd really like to see before I'd wholeheartedly endorse TFC. My biggest gripe at the moment is ores being lost among minerals, as trying to prospect an ore inbetween two minerals at a layer transition is absolutely rage inducingly frustrating - the prospector pick switching between them makes it impossible to triangulate the location of the ore among the minerals, which are already clogging my storage systems.

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  10. Here's my observations on the matter:

    My general procedure is to toss in 2 stacks of ore and a full stack of charcoal and collect the excess charcoal from the top of the bloomery. However, if you toss in more than 2 stacks of ore, the ore is just atomized - the item is destroyed, but you won't get any additional ingots back from the bloomery after it finishes smelting, unlike the charcoal which gives you back whatever portion of the stack can't fit in the bloomery.

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