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Amzinoji

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About Amzinoji

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  1. Smithing Book

    It's a good idea to have a way to keep track of something like this, but I agree with Eternal about putting it in a vanilla book
  2. River Caves / River Ravines

    What barkingnoise said. It would be a little annoying to code probably, but having underground water deposits would definitely add even more realism to TFC.
  3. Tanning Racks

    I got an idea based on your idea. Make a tanning rack out of 6 sticks on the side and 3 string in the center. Let me demonstrate - S = Stick, T = String S T S S T S S T S For early game, use flint tools to shave the hide, like they would before metal and such were used. 1 Flint Tool for 2-3 hides maybe? Later, replace the flint tools with knives. You would then use the raw leather for armor, leather strips maybe for all armor as well? As for tanning, the salpeter idea mentioned earlier is a pretty good idea, it would give us a use for the stuff. From that we could then make more refined leather items.
  4. More Realistic Campfire/Firepit

    You want my opinion on it? Have the ability to make a bigger fire, like a bon-fire or something. Have it burn wood just a little more quickly, and have 2-3 inputs.
  5. The Problem with Trees - Seeds

    Glad to know that someone is understanding what I mean. As you said, animals are just transportation, and many trees can repopulate without interference if given time. I would think that maybe, since all trees eventually bloom flowers, we could maybe have a short moment of extra drops from the leaves? Not sticks, of course, those are everywhere. And maybe, the leaves would have small flowers in them to signify the chance?
  6. Emphasis on Caving

    I'm kinda in a wierd position on this. I find deposits of copper, gold, hematite, and a few others in cliff faces all the time. At the same time, I've not once found bismuth, malachite, garnierite, and some other ones at all. I think it really has to do with luck, because a lot of my ores, I find in cliff faces and caves. Do I do a little bit of strip mining? Of course, but it's always accompanied by my constant probing around with the prospector's pick (seriously, I'm like a god damn robot with the thing). Still, caving definitely seems to be a good, although not always efficient, way of finding ores. If the deposits tended to be around air pockets like you suggested, then who knows. I would love to see it tested though.
  7. The Problem with Trees - Seeds

    Didn't say it had to be a seed. Besides, there's already an example of this coding with the different tree types growing at different rates, not to mention the burn rate, heat, and splitting difficulty. If it was just 3-4 more saplings during the autumn season in the mod, it's basically a similar effect.
  8. The Problem with Trees - Seeds

    As the title suggests, I do believe there is a kind of problem with the trees. Sure, they drop saplings for new trees, but sometimes they don't drop any. Naturally, you just go and look for another tree, but what if there isn't one for miles? In real life, tree's simply make seeds, a TON of seeds. If this were put into TFCraft, I feel as though it might add even more realism, but not make the game too hard or easy. For example, oak tree's drop acorns; not year round, but every now and again during autumn. All tree's follow this kind of natural order. If I could count the amount of those damn 'helicopter' seeds I get in my backyard, I think I'd get a world record for the most time ever spent counting seeds. What I'm thinking is that trees should drop just a few more saplings or some sort of seed during the autumn season in-game, and thus give us the feel of all those seeds piling up in our backyards (unless you live in the plains, lol). It would allow players to gather enough seeds to repopulate their tree farms, but it would also take time for this to happen; you couldn't just get a dozen saplings in the winter or spring. What do you guys think about it?