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SunsetSpecter

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Everything posted by SunsetSpecter

  1. [0.79.29] DarkAgeCraft Off Line

    Minecraft Name: SunsetSpecter Your Age: 29 Your Time Zone: CST Location Country and State: USA IL Tell us a bit about yourself: Not that any of these skillsnecessarilypertainto TFC, Voxelbox sniper rank, been an admin on many high profile servers [inthelittlewood/stirredfork/inhaven]knowledgeableabout tfc, IRL blacksmith and gunsmith... so yeah, metals, all about the metals. How can you help us: Not be a tool? Idk, what you looking for.
  2. [Solved] Stone Anvil eating double ingots on combine

    Problem with what you are asking is that you can't 'work' or 'create' a new tool/object on low tier metals. If no one gets to it before tomorrow I'll creative mode 'god' myself in some and test those things, but it's late, and I have EVE things to do.
  3. [Solved] Stone Anvil eating double ingots on combine

    Okay... now it's hotfix 0.78.5 and the bug is still there. Copper anvil eating double ingots of bronze. Temp ranges from Bright Red to Bright Red*** This is nothing like the bloomery bug [granted I'm not a programmer] in that everyone on the server is having very predicable and calculable results. After every 3rd double ingot, there will not be any more double ingots allowed to be created server wide for anyone until the backend is shut down and the server restarted. It does not matter what metal, temperature range, anvil, hammer, or player. Once there are 3 double ingots on the server, every other attempt fails and the original ingots vanish.
  4. [Solved] Game crash on Dirt tooltip

    Bugger all I've already forgotten the format. Name: "Death Dirt" [no it doesn't actually kill you, just crashes the game] Severity; (Annoying)Hotfix: 0.78.3 Description: Right so, there is a dirt type in the game, don't know which, because when-ever you "mouse over" it in the inventory screen, when it tries to display the tool-tip for said dirt, the game crashes out with; ---- Minecraft Crash Report ----// Oops.Time: 4/13/14 4:58 PMDescription: Rendering screenjava.lang.ArrayIndexOutOfBoundsException: 26at TFC.Items.ItemBlocks.ItemDirt.func_77624_a(ItemDirt.java:25)at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:663)at net.minecraft.client.gui.inventory.GuiContainer.func_74184_a(GuiContainer.java:226)at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:202)at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(SourceFile:31)at TFC.GUI.GuiInventoryTFC.func_73863_a(GuiInventoryTFC.java:175)at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1036)at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)at net.minecraft.client.main.Main.main(SourceFile:101)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)at java.lang.reflect.Method.invoke(Unknown Source)at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)at net.minecraft.launchwrapper.Launch.main(Launch.java:27)Every time you "mouse over" this specific type of dirt, the game will crash. The workaround for this is to "pick up" anything else in your inventory so it is being held by your cursor [thusly disabling the pop up of tool tips], click on the offending 'death dirt' and then fling it into a pit of fire, lava, ocean, bottomless ravine.More details on crash;A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace:at TFC.Items.ItemBlocks.ItemDirt.func_77624_a(ItemDirt.java:25)at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:663)at net.minecraft.client.gui.inventory.GuiContainer.func_74184_a(GuiContainer.java:226)at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:202)at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(SourceFile:31)at TFC.GUI.GuiInventoryTFC.func_73863_a(GuiInventoryTFC.java:175)-- Screen render details --Details:Screen name: TFC.GUI.GuiInventoryTFCMouse location: Scaled: (245, 217). Absolute: (736, 226)Screen size: Scaled: (512, 293). Absolute: (1536, 878). Scale factor of 3-- Affected level --Details:Level name: MpServerAll players: 1 total; [EntityClientPlayerMP['haloinblue'/15984, l='MpServer', x=26400.06, y=168.62, z=-10864.70]]Chunk stats: MultiplayerChunkCache: 441Level seed: 1975360559777666395Level generator: ID 00 - DEFAULT, ver 1. Features enabled: falseLevel generator options:Level spawn location: World: (26648,161,-10428), Chunk: (at 8,10,4 in 1665,-652; contains blocks 26640,0,-10432 to 26655,255,-10417), Region: (52,-21; contains chunks 1664,-672 to 1695,-641, blocks 26624,0,-10752 to 27135,255,-10241)Level time: 3120394 game time, 3707397 day timeLevel dimension: 0Level storage version: 0x00000 - Unknown?Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: falseForced entities: 2 total; [EntityClientPlayerMP['haloinblue'/15984, l='MpServer', x=26400.06, y=168.62, z=-10864.70], EntityItem['item.item.LooseRock.Chalk'/18718, l='MpServer', x=26399.78, y=172.13, z=-10867.88]]Retry entities: 0 total; []Server brand: mcpc,craftbukkit,fml,forgeServer type: Non-integrated multiplayer serverStacktrace:at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:856)at net.minecraft.client.main.Main.main(SourceFile:101)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)at java.lang.reflect.Method.invoke(Unknown Source)at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)at net.minecraft.launchwrapper.Launch.main(Launch.java:27)-- System Details --Details:Minecraft Version: 1.6.4Operating System: Windows 7 (x86) version 6.1Java Version: 1.8.0, Oracle CorporationJava VM Version: Java HotSpot Client VM (mixed mode), Oracle CorporationMemory: 131988816 bytes (125 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512MAABB Pool Size: 1157 (64792 bytes; 0 MB) allocated, 112 (6272 bytes; 0 MB) usedSuspicious classes: FML and Forge are installedIntCache: cache: 0, tcache: 2, allocated: 1, tallocated: 31FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 5 mods loaded, 5 mods activemcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->AvailableFML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->AvailableForge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Availabletfc_coremod{0.78.3} [TFC[coremod]] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Availableterrafirmacraft{0.78.3} [TerraFirmaCraft] (TFC-0.78.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->AvailableLaunched Version: 1.6.4-Forge9.11.1.965LWJGL: 2.9.0OpenGL: GeForce GT 240M/PCIe/SSE2 GL version 3.3.0, NVIDIA CorporationIs Modded: Definitely; Client brand changed to 'fml,forge'Type: Client (map_client.txt)Resource Pack: DefaultCurrent Language: English (UK)Profiler Position: N/A (disabled)Vec3 Pool Size: 1568 (87808 bytes; 0 MB) allocated, 79 (4424 bytes; 0 MB) used
  5. [Solved] Stone Anvil eating double ingots on combine

    Okay [benefits of having multiple people whom host servers] I originally ran into the bug of vanishing welded ingots on a server which was running MCPC+ TFC 0.78.3 as stated before, however we [the group I play with] have tested the following on a "vanilla" forge server running TFC 0.78.3 as well. After three successful double copper ingots, the forth still vanishes on both a stone anvil [this time granite] and a copper anvil. You can retrieve the "lost" ingot by 'click-dragging' the vanished ingot from the 'weld' slot to inv. then relogging. THIS IS STILL A BUG, a player should not have to deal with this being an issue [and trust me I have 2 more bug reports coming on other issues, but this is the one which should be addressed first as it is game breaking and progression breaking.] Then to spice things up, we started trying to forge weld other ingots of a higher tier [which would be impossible to get/do in the current build, but hey, testing] Bronze ingots vanish as well on the 4th weld, as does pig iron. Note: this bug is happening on SMP servers running 'vanilla forge' and MCPC+, so that's not the issue.
  6. [Solved] Stone Anvil eating double ingots on combine

    I would also like to point out that I was also able to make 3 double ingots, then every one past the 4th vanished. The ingots welded were all in the Orange* - Orange *** range.
  7. [Solved] Stone Anvil eating double ingots on combine

    I'm having this same issue, cept not just with stone. Myself and friends are playing on a private server and we had just gotten to copper. So I went ahead and made a stone anvil [from Diorite] and tried to weld 2 copper ingots, with flux, using a copper hammer in the proper temperature range, and BAM, double ingot gone. So, since we have a server and not just a SMP we started testing things. If you try and weld below proper temp, both ingots poof as well [does not consume flux, but both ingots vanish]. So what's next? We spawned in a copper anvil to see if it was just stone, and nope, same issue. When forge welding both ingots and double ingot vanish. AKA this is a game breaking and progression breaking bug in version 0.78.3 as you can not move past the copper age due to double ingots vanishing upon forge weld. [edit] When trying to retrieve a 'ghost ingot' as stated earlier, shift-clicking and click-dragging from both the original ingot slots and the weld slot in the anvil GUI yield no result. Having 2 people watch the process yield the same 'vanish of ingots' as solo, breaking anvil after forge weld yields only hammer and flux, not ingots [welded or not.]
  8. 77.8 Silver issue

    So found silver, mined it out, brought it home, checked the wiki for what I could do with it, decided I would find gold and make black bronze later. Melted the ore in a vessel with a kiln, poured the liquid metal into ingot molds.... .... There is no way to pop them free, or use the old method of breaking the mold off in the anvil. So now I'm stuck with 16 silver ingots in molds which don't stack all taking up space in a chest. Along with that in that form I can't even melt them back into liquid and transfer them/alloy them into a metal which 'does' have an ingot item... Might want to run down the list of metals you can actually make in this game and add an item ID for all ingots... and ingot piles for them... cause this is a problem. [do not know if persists into 77.10, server is still 77.8]
  9. 77.8 Silver issue

    No yes they do [thankfully] however one chest =16 space... all currently filled with silver ingot molds over the ever so wonderful ingot piles which hold so much more... also look pretty... ... dwarf.
  10. 77.8 Silver issue

    no no no that's not the problem. I'm aware that alloys before crucible require the ore's in the vessel. What I'm saying is broken is that when you have Silver [not sterling silver but silver from native silver ore] in an ingot mold, there is no way to make it into an ingot a thusly put into an ingot pile for storage. That storage might be required by players which haven't found the necessary materials for a crucible yet, but have found Silver, or gold, or any of the other metals which can't be worked into tools. tldr; Metals which are -only- used for alloys need to have ingot ID's and ingot pile storage because filled ingot molds don't stack and take up large quantities of storage space. -edit- I also want my piles of silver ingots around my house... because dwarf.
  11. [Solved] b77.7 Pit Kiln will not light

    Just as the title says, in build 77.7 I can not for the life of me get a pit kiln to light. I am doing it correctly, I'm in the flipping iron age for dunk's sake so don't going pointing fingers at me. 16 fire-starters not a single one lighting the kiln. Clarification, fire-starters work on other things, like firepits and forges... have not tried charcoal pit yet.
  12. b77.7 Forging a hoe head rules broken.

    The rules of forging an Iron+ hoe head are broken. Both the Bend and Hammer say 'last two' Do not know if bug persists into 77.8
  13. [Solved] b77.7 Pit Kiln will not light

    I have been informed... by my 'stalks the changelog friend' that Aliceingame is right... and it does work with a full log pile... Nevermind, Ignore the blasted on wiskey dwarf.
  14. B 77.5 door bug

    At this point a hickory wood door when crafted defaults to the vanilla wood door. I do not know if this happens for other woods, but hickory does.
  15. Two small things to make stuff more realistic

    Without turning this into a flame war... There is a distinction between "believable" and "realistic". Is it believable that you can hammer copper/bronze into tool-heads/swords? Yes, however if you actually tried it you would -quickly- find out that, because copper and bronze are air hardening metals, it's f**king impossible to do without cracking the metal and making it worthless... Hence, realistically, hammer forging a bronze sword is impossible. Previous statement not related to knitting... WELCOME TO THE FORUMS.
  16. No Durability / Weapon Sharpening

    I can tell you for a fact, having gone behind the ropes at museums to take measurements off of "surviving medieval arms" so our work can be more historically accurate, that many in fact have been in battle/seen combat, some of which extensive. Hell we -love- those more, because we can see the work put into them for repairs. Top of the list still goes to the Persian Shanshir which had a forge welded wootz steel blade, cracked clean in half sometime in it's life. That smith, had skill to repair that. Just because it looks all shiny in that case, is just a testament to the smiths who forged it/maintained it.
  17. My Kingdom for a roof

    Hello, me again with another suggestion based purely on aesthetics. Right, firstly I'm a builder, if my home does not look 'proper' my eye twitches. There is something lacking in tfc that exists in vanilla minecraft, a block dedicated for roofs. Okay whilst not 100% accurate, I can find no other 'better' use for Nether Brick Stairs, than as a 'roof tile' for my homes. It looks good, and isn't the same color as my stairwells, or made of planks. Basically what I'm suggesting is some block, made from materials somewhat abundant like trees, to which you can craft into a Thatched roof, Tiled roof, Shingled roof, which follows the 1.4.7-1.5 minecraft stair placement rules. There are a few ideas I've seen, however the easiest would be 'tree bark shingles' as used early on by colonial settlers on log cabins [due to lack of clay and processing]. Crafting could be as simple as, step one, chop down tree, step two, put logs in crafting table in a "staircase pattern" or other different pattern with axe and rather than you getting planks from said logs, you get bark shingles. Place like stairs, maybe prevent one block water drip physics as well. Again, there is no point to doing this other than to add some more eye-candy to the world, and have proper a proper roofing material/block in TFC so people with minecraft OCD like myself stop eye-twitching over having to use log piles as a roof.
  18. First and foremost I would like to say that -by far- and a wide margin tfc has the best metalworking and age progression I've come across in, well, any game I've played, so when I say rant, this is more me nitpicking about aspects or lacking features or steps. Secondly my qualifications, if that really even matters. I have been working as a blacksmith for just over 5 years now, more specifically a 'Whitesmith' which is the finisher/polisher/edger that deals with making a blade, well, a blade. That said it's a small shop, and me and the Smith are personal friends. I claim not to be a 'master' at anything, nor does he, and anyone that does should be looked at with suspicion, however I personally know a lot about a lot in regards to metalworking and finishing, from which I offer these suggestions. I am going to do my best to keep these in some semblance of order, so I'm formatting this by the age/metal. Tin, Zinc, Bismuth ----------------------- Right, this get's right into the heart of my gripes off the bat, while the basic idea of, make a plan on paper and hammer out the metal to its shape works for those metals that can, for one, actually be worked with a hammer, the softer 'lower tier metals, can not. The reason being is that, for starters, these metals are soft, relatively speaking and have a nasty tendency to air harden. What is 'air harden(ing)' you might ask? Well it's just what it sounds like, after heated, the metal hardens when it is exposed to air, and is almost impossible to shape with a hammer because it will crack as the metal is overworked. These metals are traditionally cast into their shape, and then finished off with a grinding wheel/stone and edge hardened with a hammer, or heat and quenching, depending on the metal... Right so off the hilt, we have three issues I see; 1) the lack of molds/casting early metals into tool-heads 2) proper water quenching, 3) lack of a finishing device, be it sharpening stone or stone grinding wheel. 1) Well you already have making clay molds into ceramic molds for ingots so you're partially on the route there, Be it making clay molds into tool-head shapes rather than ingot shapes, or ditching that idea for one that I favor better and would maybe work easier, sand casting. Could be something as simple as taking 7 plank blocks in a U filling the center 2 open blocks with sand to make a casting table, or something more along the lines of the bloomery where the player has to build a structure/pit and fill it with actual sand, but you could re use it, and the sand, what really matters is making the impression, or the 'master copy' of the tool you're going to make. Without introducing more items to the game, that could be done in a GUI similar to knapping and clay, to make an un-fired clay master of, for this example, an ax head. Then you fire said master in a campfire to ceramic or a 'finished master' ax head. The rest would work like the tool plan in the anvil, put 'finished master ax head' in one of the slots, then a liquid ingot in a mold in the other, you get once unfinished ax head. 2) While quenching these low tier metals really isn't the hardening technique you'd use, I'll skip that for now, and move on to retaining a game-play mechanic that is there already, the stone anvil. You can't really make tin, zinc, bismuth 'hard' [again relatively speaking] however you can put an working edge on them if you use a process called 'Hammer Hardening' which is, just as the name suggests, you hit it with a hammer, and you smash the crystalline structure of the metal tighter, giving it a stronger edge. So you would take your 'unfinished ax head' over to your stone anvil with stone hammer, and 'Harden' the edge, retaining the early need for an anvil and proper hammer control. 3) Sharpening, this issue spans the gambit of metal tiers as I have never, ever, once seen a sword come off from under the smith's hammer with a sharpened edge on it, nor would you -want- that as the metal would be so stressed at the edge due to being worked at such a thin thickness that you'd likely crack it and ruin it instantly. Thus I would suggest a sharpening mechanic. There was another thread here which went into weapons not having durability but being infinite and have a sharpness meter, and I, for one, am in full support of that. The actual mechanics of sharpening could be as simple as finding a specific kind of stone and creating a 'wetstone' [which mind you does -not- use water like the name suggests, rather oil, mostly natural oil or not even any oil at all depending on grit] all the way up to making a grinding wheel similarly to the quern. As for what naturally occurring rock should be used for the low tech wetstone, I honestly don't know. All my stones I use are either, one, synthetic or two, come from the Arkansas quartz mines, and since I'm fairly sure Quartzite rock isn't the same thing, then my best guess is void. Copper ----------- I got nothing, this is, indeed, an intermediate step between low level metal to bronze, copper is a very soft metal, I am not even sure making an anvil out of it would actually work, but, I'm not sure, so I'm letting it be. Would be nice for decorations though, pretty color. Bronze, Bismuth Bronze ------------------------------ Right, again, these are metals [as are most of the others listed in this tier] that require to be cast into shape, then hammer hardened and sharpened, save one other step, quenching. Not like the quench option in the hammering GUI, but a physical plunge into water. I'm not for a moment suggesting that you have to take your still hot unfinished cast bronze sword blade and run outside screaming into the night to the nearest pond, [okay you could, but what you do on your own time is your own thing] but there would be something satisfying about physically tossing your hot blade into a water block [be that a physical block, or a place-able full water bucket, my personal favorite idea] and then being able to hammer harden its edges and then sharpen it into a creeper killing machine, thing... I hate creepers, you'll come to learn this. The idea of rapidly cooling hot metal would be great for other aspect, like cooling your freshly made bronze alloy ingots just cracked from their molds so you can stack them on top of each other or place them in the forthcoming ingot piles [also fantastic]. While not vital really, the quenching mechanic, it does happen a lot in metal working in lieu of proper heat treating, which involves keeping metal at specific temperatures as it slowly cools down over the course of hours/days depending. But in interest of -not- making it game breakingly hard, simply water quenching your hot unsharpened tools before you take them to the stones would at least mimic that step. Maybe specific quenching temps based on metal type for proper sharpening to occur. I don't know many of the lower tier metals, but Bronze should be quenched when just above cherry red to properly hammer harden it. Steel -------- Right, this is where the current way of doing things makes sense, making plans, and hammering ingots into shape, aside from the heat treating/hardening/sharpening gripes already covered, I have nothing, save my gripe of no uses for high carbon steel. Technically speaking, if one were to take one ingot of High carbon steel and one ingot of 'steel' and forge weld them, hammer them out into a blade through a folding process you get Damascus steel, which through carbon migration makes a higher carbon steel overall, but not blade shattering-ly so. Think of it as a sword in between steel and red/blue steel, that takes much more hammer work to produce, and much more flux. Not really needed, and you'd have all the Katana fanboys screaming at you how the Damascus steel sword should be able to cut through the heavens itself in one slice. [personal side note, I hate every one of you Katana fan boys, modern 8670 tool steel will vastly outperform traditional folded steel in both Rockwell hardness and durability, don't believe me? edge to edge my Scottish basket hilt, then talk] However on that note, the Japanese did develop a way to get iron from sand, as they didn't really have mines in the traditional sense, which might offer a way to get early game iron, if one is willing to burn enough fuel to melt iron out of 'heavy sand'. The forge itself ------------------- More specifically the fuel. Our non gas forge which we use on site [yes, I do work re-enactments and Renascence fairs, so I do know much about old world forges] do not, ever, burn coal, or straight charcoal. We use a mixture of charcoal and coke, which is essentially coal that is burnt once before [much like a charcoal pit] in a coke oven to burn out the impurities. While coke isn't really needed for low heat work, it is essential for high heat forge work, such as forge welding steel, in a ratio of about 50-50 coke charcoal. Since I see the forge mechanic uses only one fuel unit per cycle you might consider adding a craft-able coke fuel item, which can be obtained by combining raw coke and charcoal in a crafting window. Raw coke requires another item like a bloomery to produce. [if you can't tell already, I'm a fan of the place able items, or player built structures that function.] I'm sure I have more, but I'm losing focus and rambling at this point, so I'm just going to post this as is, and amend/add to it if needed.
  19. [B76] Latest version bugs & FAQ.

    So, I'm fairly sure that you are supposed to die when pelted with three skeleton's worth of arrows... Guessing this is a bug;
  20. A Blacksmith's rant, on metal working in TFC

    Well that's why I brought up the idea of a sand casting table [like the scribing table we currently have] and the idea that you have to craft some 'master copy' positive out of some material. Be that molding then firing clay into the shape of the tool head, or carving wood. All could be done in an interface similar to the knapping or scribing mechanic if, for example, you took a plank and a stone knife in your inventory crafting window. Then you have your tool head's master positive, place that in one input slot of the sand casting table, then go heat up your ingot to liquid. Place that ingot in the second input slot on the sand casting bench/table/placeable block and 'presto' you get your raw toolhead, that you have to let cool to a solid before you can remove it from the sand casting table. Personally I would think that you could keep your master tool positive and re-use it, basically building up a collection of 'plans' similar to what the current system uses since in small object sand casting you do retrieve the master positive when you split the cope and drag apart to check for a good impression before the pour. Now, granted, sand casting and metal pouring -are not- really what I do, and/or I have no studied early primitive mythods of pouring metal, save bronze swords [like I said, we got bored, and had a few hundred pounds of scrap brass gifted to us] so there might have been another way this was achieved. I do, however, know that the method I just described does work, and at one point in history was used to produce molded metal parts from poured low temperature metals, and is complicated enough to warrant consideration, without being incredibly over complicated for the TFC coders to pull hair out by having to add tons of new mechanics to the game. It basically breaks down to; 1) The addition of the wood carving mechanic copied from the stone knapping mechanic. 2) The addition of a crafted 'Sand Casting' bench using planks of wood and blocks of sand. 3) Taking the 'plans' mechanic of how an ingot is hammered and applying that to how a low tier metal ingot is poured into said sand casting table. 4) Adding the mechanic of "Unfinished" tool heads that need to be hammered on an anvil to get their working edge pounded on. That is the bare basics of my gripe with hammer working air hardening brittle metals in TFC and the easiest way to implement casting metals.
  21. A Blacksmith's rant, on metal working in TFC

    Yes, the wax master was carved and shaped from, well, wax or wood in some cases, but not often as that was more likely to crack the clay when firing it. The clay was then shaped around the wax [wood] master tightly to make a clay negative, then fired to make 'hard' [ceramic] in the process melting/burning the wax or wood from the inside. Now you have a hollow clay negative [like seen in the video I linked above] that the liquid bronze is poured into. Then the clay mold is cracked from the now cooled metal, and presto, creeper killing death.
  22. Coinage and coining

    Oh no, no no no, coins were not poured in ingot form. Hell the term 'minting' literally refers to the strike of the press as is smashes the blank coin with the impression of the authority backing the value. Basically this is me once again wanting more physical structures in the world, and a coin mint would be fantastic. I -love- the idea of an economy in the minecraft server-verse, and have actively run a few that specifically cater to that. Coins in TFC, made from all the metals would be fantastic. Note I said 'all' the metals. Reason being, the flow of the server might be different that the norm. Maybe on one server for whatever reason silver is abundant but something as simple as copper is hard to find, making copper the most valuable metal, thusly the most valuable coin. So on so on, variation is needed deepening on resouces found, or how the 'town' sets up its money. I do fully support this idea though.
  23. A Blacksmith's rant, on metal working in TFC

    I have always found my best houses/buildings are lived in, and the best one by far was my tfc house, -exactly- because you needed so much physical items and structures to make things. I have loathed the idea of a one block 'craft all' and am a firm advocate of more blocks/structures that actually serve a purpose in the world. Smithing, takes a lot of tools, crafting the items for smithing, should take lots of tools and room. But that's true of every part of life, even more so in this 'era'. I personally play this mod, -specifically- because it is not easy. It's complicated, just like the actual process of living off the land... If I wanted to play something simple where tools poof into reality and I can punch a tree down... I'd just play minecraft vanilla.
  24. A Blacksmith's rant, on metal working in TFC

    Yup, that's sand casting when you have a small part which you can split the mold into two parts, however the larger, longer items, usually consume either a ceramic mold or a wax master. This video is actually well done and me and my smith made one for the hell of it. [it's what happens when someone says to us, hey, I have a few hundred pounds of brass scraps laying about, what them?]
  25. A Blacksmith's rant, on metal working in TFC

    I don't know if I should post this in the TFC2 suggestions or not :/ And still a fan of sand casting over molds for each tool head. Reason being that if you were to make a clay/ceramic mold for an ax, you would then have to destroy that mold to get the ax head out. Thus as a player, you would need much more clay to do, well, anything. Where as if you were to make one ceramic positive 'master copy' in the shape of an ax head, then use sand in the sand casting tray to make the negative mold, and pouring the liquid metal into that, then you still have the ceramic master copy, in effect, replacing the paper plan which is the current system. Technically speaking sand casting is done with a wax master positive, that is lost in the process, but I'm not suggesting we add Bees, honey, hives, and wax to the game just to satisfy that detail... however it would be cool.