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About killsode

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  1. Roadmap

    i think the community as a whole has been wondering how the development is going and i thought that a road map of some kind would help giveeveryone a bit of a direction as having a thing outlined as the "current thing to do" would likely make development faster at the very least it would let people know what is being worked on would love to hear your opinions on this (if there is already a road map you should probably make it visible on the forums )
  2. Do you check the forum everyday?

    actually, a roadmap would be VERY useful, i'm gonna go make a suggestion for that
  3. Do you check the forum everyday?

    when they release a well working version of tfc2 the community will be vibrant again as for when they release a well working version is unknown, I've heard that they are waiting for the new updates new coding to make everything faster
  4. Do you check the forum everyday?

    barely anyone looks here once a week
  5. Adamantine

    would love to see your opinion on this!
  6. Adamantine

    i've recently been watching a lets play of dwarf fortress and they had just found adamantine since your procedural generating the metal and having a bit of a magical streak, so i think it might fit characteristics: admantine* (*or what ever random name it gets) would be a light, hard to refine metal that keeps its edge well to find you it you would have to come across a giant spike of it underground, this spike would be generated from the bottom of the world up maybe 32-64 blocks and would end in a point. the spike would be hollow when the hollow chamber inside it pierced it would spawn several "demons" inside of itthat would start attacking the player, said demons would be a block tall, fast, flying mobs that can hit hard and would take a beating themselves to refine adamantine* you would need to first get some ore, extract the adamantine* fibres from the ore, weave the fibres into a fabric, heat the fabiric in a forge at bright white for a period of time, and then it would form an adamantine* wafer that could then be stacked with more wafers and then worked the raw adamantine* cloth could be turned into heat resistant clothing or insulation the metal tools would be very light (swing faster?) and keep sharper for longer (more cutting and piercing damage than normal) an alternative to having it hollow could have the centre blocks spawn demons when broken (like silverfish) alloying it with other metals would make the outcome lighter and have a higher melting point adamantine* would be powerful but difficult to obtain as you have to find the spike of ore in the island
  7. Enhanced Movement

    heads up only one topic per post, so the last part is against the rooles
  8. Tree Schematic Contributions

    baobab's and jarrah trees? baobab's could have a way to harvest water from the wood as they store it in their fibres and jarrah is a surprisingly strong and termite proof deep red wood a jarrah looks like the aspen in your save but slightly branched at the top
  9. Magic!

    if we need to go deeper we could possibly have a portal under each island at bedrock that basically "goes through it" to a dimension thats nothing but stone you would have 255 layers of stone to use then, assuming you enter at the top
  10. how does the "worldexplorer" command work? i just used it and it spat out a list of ores nearby, can i get any more information than that they are there?
  11. Ore vein generation

    Assuming that youdo add mining and ore into tfc2, getting it that ore would spawn in veins would be difficult but worth it i've been messing around with vein miner in tfc1 and i noticed veins actually spawn in tall towers in the ground the image is to large) To spice mining up a bit i would suggest getting ore veins to spawn in a cave like manner so it can even cover long distances this would be by no means easy but it would make mining more of a challenge when mining
  12. Legal repercussions

    oh sh*t kitty get ready!
  13. i was just testing how cave ins work and i saw that how it works in game is not the way its said on the wiki the wiki says supports prevent cave ins from originating from a 5x5x3 area around the support, but from testing in version0.79.29.922 i found that its actually a 5x5x2 area the top most block will still cause cave ins i tested this by setting the cave in chance to 2 and then digging the block above the support, the wiki says that if i mine it, it will not cause a cave in i would edit the wiki my self but i cant, i made it would seem that only wiki admins can change any articals
  14. current gameplay vision?

    just wondering where you want to take the gameplay as i want to know what the current vision so i can give my idea's more effectively
  15. Forge not needing chimney

    i uploaded the same image twice by mistake and i dont know how to remove one, whoops