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About curiousepic

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  1. 3d models, yay, nay, addons?

    I'd prefer a blockier version - or at least, I'd prefer the current system without spinning - they would simply face the player wherever they plonk it down.
  2. [TFC 0.78.X] Rusticam Melius v1.2.0

    I did not have a fresh world so I hope that's what caused the issues, but my sheeps' offspring definitely ran from me.
  3. [TFC 0.78.X] Rusticam Melius v1.2.0

    I like the fleeing, but they seem to have really too long a range to detect the player. Ideally they would have a higher threshold for fleeing depending on the player's speed, and still be interested in food, such that you could sneak up on a sheep until it can smell some grain, and then rope it. Also, I've noticed that animals seem to be attracted to jumping up and down within fruit tree leaf blocks. Update: In fact, I think all of my animals died because they were too busy running away from me to eat the abundant grass in my ~4x5 chunk ranch, including the chicken penned in a ~10x8 fence.
  4. Construction

    At least, the default glass crafted should be the vanilla thin pane.
  5. Unlit Torches Mod

    Yeah I've really enjoyed using it, as a first time TFCer. I can't imagine being able to throw down infinitorches willy nilly. Actually, using them isn't as inconvenient as one might think - I usually only use 1-3 torches at a time, carrying a lit one with me as I mine, and I haven't had any problems with mobs spawning in dark areas of my mines, with one significant exception. I had been prospecting for tet in my first mine, leaving a trail of darkness, reflecting on the lack of spawns, when I broke through the ceiling of a cave - I was careful not to fall in, but a split second later, something behind me smacked me right down through it! Awesome, terrifying experience.
  6. Curious questions regarding smithing?

    I have a quick smithing question: Is there a reason I can't reheat a ceramic vessel full of copper in a forge? Do I have to use a pit kiln?
  7. SheepQuest

    Dunk: Ah... I started around -5000 and figured it was just a part of the changes to world gen. I also didn't realize temp was actually paired to celsius... yeah I imagine sheep wouldn't enjoy 95F. thfc: Thanks for the info, and... er, registering to let me know? Welp, I'm not going to make a 5-10k trip for only some wool, or god help me lead a breeding pair back to my homestead, so hacking away it is. I'll be more wary in my next world.
  8. SheepQuest

    Two real-time evenings spent on trekking for sheep so I can sleep through the damn night. Favored mountainous, hilly terrain, mostly north of spawn (yes I'm aware sheep aren't MC-biome-specific). Kept my ears listening for anything potentially like a bleat. Camped out every night in a hay bale fort. Covered a roughly triangular area 2k a side. A bill of items from my quest: ~8 male pigs, one sow Various couples of deer A herd of cows, ~5 males, one female, one humongous steer I might have to come back forAn huge ravine with caves extending off of it, in which I caused an epic dirt collapse (about 2 chunk's worth wide) A random raw hide at the peak of a mountain No. Sheep. Anywhere. Ever. "Ok, now THOSE look like proper mountains. I will check them out, and if no sheep, I will return home, go into creative mode and hack some damn sheep into my pen. I feel ok about this considering the time commitment." Nope. Finally back home. Hm, while I'm in creative, I should clean up those floating sequoia leaves. gamemode c.... No permissions!?.... ARGH. Create a new world just to check... Drowning in sheep, right at spawn! Two questions: Can I actually activate creative mode in my survival game? (I'm unfamiliar with vanilla creative mode)Should I continue my quest?Disclaimer: I'm only venting and sharing my plight, not complaining about game features or the lack thereof
  9. Shipwright Steve

    A seemingly simple replacement for vanilla boats to increase believeability: Alter them slightly to appear like a raft, crafted with some logs and rope. Then, have a "stave" tool that, when clicked on a block, propels the raft away from that block, at a speed inversely proportional to the distance to that block (more power in shallow water). Just don't push off into water too deep for the stave to reach! Maybe the normal controls could remain as well, but very slow. In the mean time, has anyone created more difficult, custom recipes for the Small Boats mod?
  10. Unlit Torches Mod

    I see! That's what I was missing. Yeah, I added those IDs to both lists just to cover my bases, since the wording was ambiguous and I wasn't sure which was which and who was holding what where. Thanks for the reply!
  11. Unlit Torches Mod

    TheUnlit Torches modseems like a natural fit for TFC, but I haven't found any discussion of using them together. I've had limited success integrating them: Creating torches via a firepit creates unlit torches. I can't find a way to have it create lit torches via the Unlit mod config. I tried setting bothDropsUnlit (True if lit torches should drop as UNLIT torches) andOverrideTorchRecipe (True if the [vanilla] torch recipe should yield unlit torches) to false, but this did not change it.I added the firepit block ID toIgniters-TorchHeldand Igniters-TorchSetbut right-clicking the firepit with an unlit torch just opens the firepit menu of course.I added the firestarter item ID toIgniters-TorchHeldandIgniters-TorchSetbut using a firestarter on a unlit torch that is set down on a block does not light the torch, nor does any combination of crafting light the torch.The only way I've found to light an unlit torch is right clicking them on the fire block of a pit kiln, or then lighting one with a torch already lit that way.Dunk, is there any possibility of adding a TFC config option to have a heated stick produce the item ID for lit torches? That would be ideal. Otherwise, anyone else have suggestions for getting them to play well together?