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ChunkHunter

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  1. [0.2.4] TFC2 Prerelease

    Ah - I thought those were simply different kinds of rocks - my bad
  2. [0.2.4] TFC2 Prerelease

    Is the "path through the void" supposed to be populated with entities? I went through a portal to be greeted by several zombies, skeletons andspiders. There were also creepers, endermen, zombie villagers, pigs, sheep and horses... Also, on my initial island, despite it having "diverse crops" as an attribute, I didn't encounter a single garden. There were a few beehives, so I've definitely got harvestcraft installed. Edit: I've not encountered any clay yet, either.
  3. [0.2.4] TFC2 Prerelease

    @Bioxx World Seed: [-3245831567207572282] | IslandMap: [0,-2] | PlayerPos: [BlockPos{x=2064, y=85, z=-7411}] I didn't recreate the world, simply re-loaded it - one thing I have noticed is that when I reload a crashed or portal-to-death world, the portal is ometimes duplicated (a stack of portals on top of one another - I just took a screenshot with 4 portals piggy-backed) the sytem won't allow me to attach a screen shot, unfortunately
  4. [0.2.4] TFC2 Prerelease

    I have now at long last managed to go through a portal and not be pretty much instantly killed. It led me to what I can only describe as a winding path through the void, to another portal - whick pretty much instantly killed me. Is this "path through the void" how the portals are supposed to work? (I'm quite happy to accept this - it even kinda feels "right"!) Edit: I'm currently sitting waitning on another portal exit from the other side of that path - it's been "Loading terrain" for about 20 mins now...
  5. [0.2.4] TFC2 Prerelease

    Re that elk spawn - I think it's the default for all animal spawns - I had a similar thing happen with a mass cow-spawn - there was an amorphous whitish blob in view and as I got closer it exploded into a herd of cows
  6. [0.2.4] TFC2 Prerelease

    LOL!
  7. [0.2.4] TFC2 Prerelease

    It seems I was under a misapprehension about stacking food and decay - my mind being stuck in the 'old ways' of TFC1 Thanks for the clarificaiton.
  8. [0.2.4] TFC2 Prerelease

    @DarmoThat non-stacking is probably deliberate. If you look at the "expires on" date/time - you'll see that each item has its own expiry time. When you stacj, the lowest expiry time is applied to the whole stack. If you've got something that's about to expire and you pick up a new one, then if it automatically stacked you could feel rather short-changed.
  9. [0.2.4] TFC2 Prerelease

    one comment - the knapping guidelines on basalt are quite difficult to distinguish - well at least for my old eyes
  10. [0.2.4] TFC2 Prerelease

    I answered that a couple of pages back
  11. [0.2.4] TFC2 Prerelease

    Interesting that those "special" hexes are all on the coast, though...
  12. [0.2.4] TFC2 Prerelease

    Love the rivers too - the world gen is looking great!
  13. [0.2.4] TFC2 Prerelease

    Yes - I have just come to that same conclusion - it is listed under "Island Parameters" after all (facepalm) (If you've not done so already - check out that structure!)
  14. [0.2.4] TFC2 Prerelease

    I just dicovered that seed problem when I tried to recreate the world after going through 2 porrtals to the void. I then read that portals to the void were "fixed" and discovered I had an earlier version. The "spikes" you mentioned are on the map with the "wrong" seed I gave. The structure I mentioned was made of bricks and *did* lead to an underground maze of passageways, populated by "denizens of the deep places" I 'll find the co-ords and post them if I can create the world in the newest version Edit: Co-ords of structure are 1560,84,-7146 The portal I went through on a newly-created world still seemedto go to void, however.
  15. [0.2.4] TFC2 Prerelease

    I created a world and got a desert island - with a little bit of swamp and occasional 2-block strips of green near rivers and the edges of what appear to be lakes. Not a hint of food around (but I'm new to MC 1.11.2 so I could be mistaken!) Maybe in the final release it would be worthwhile preventing the initial island from being so unhospitable? Also, what are the tower-like structures? Are these the entrances to the rumoured "dungeons"? (seed is -8639291022458415048) Edit: Interesting - that's the seed reported on the creative mode screen, but it's different from the one generated by the "/seed"command... The one from the "/seed" command is -8639291022458480582.