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Posts posted by noname_42
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The tall worlds mod is supposed to be compatible with forge.
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This very much sounds like thaumcraft.
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go in the menu, click "Weather2 Config (unpauses game)", then click "Advanced", then go to page 3, then go to "Cloud_Layer0_Height" and set it to 300 and click "Save" (May require a reload of the world / restart of the game for it to update)
tornados work well as far as I noticed. They destroy wood as usual (once a tornado destroyed one of my support beams and half my "house" caved in). Only issues I noticed that it destroys sand blocks and doesnt turn grass into dirt.
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yes it mostly works perfectly fine, you have to increase the cloud height to 300 in the weather&stormfronts settings though. Also sadly hail isn't displayed.
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Sadly I cannot plant IC² crops on TFC farmland. Unfortunately I have no idea on which end the problem is.
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I am currently working on a modpack with TFC and IC² and the prob I am having is that stuff cannot be smelted in the crucible/bloomery. So I suggest a config option where you can list all items that should be metal-bearing like so:
<IC2:itemCrushedOre:1,copper,50> would mean that crushed copper ore could be smelted for 50 copper units in a crucible.
<minecraft:iron_bars,iron,35> would mean that iron bars could be smelted for 35 iron in a crucible.
<minecraft:iron_bars,iron,35,b> would mean that iron bars could only be smelted for 35 iron in a bloomery.
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I've seen the same thing here: http://www.minecraftforum.net/forums/support/modded-client-support/2508403-absolutely-no-mods-are-working-for-me
Don't know if that helps.
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What about doing that for the TFC2 suggestion forum before it is to late...?
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Wasn't there a mechanic in vanilla minecraft that if you jumped from a certain hight, at least 2 blocks of water were required to not take damage?
If so I have no idea why it got removed and why it shouldn't be added back to TFC.
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could sb move this to the new TFC2 section, please?
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Offtopic: I wrote a server plugin where you can set your own custom death messages.
Ontopic: I thought that the death message system is very buggy, for example it says that you fell do death when getting killed by a skeleton (or has that been fixed?)
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I asked him on twitter, probably he won't answer
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What about removing RNG altogether and give jugs and bowls a invisible durability bar so it always breaks after X uses.
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Rammstein (German)
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Did ya use this page? http://wiki.terrafirmacraft.com/Climate
Sheep only spawn in Boreal Forest and Mountains climate which makes them quite rare
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If you find exposed copper ore you should first make a pickaxe to mine it.
Otherwise you should make a saw first as you will need a pickaxe, a saw and a propick to find the ore.
Gold panning is really usefull to get copper nuggets to make your first tools.
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added a poll
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Also there could be slots for consumables like ropes, nails etc.
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This is an idea for TFC2:
You could put your tools into special slots around the workbench. Recipes requiring tools (making planks, bricks) but also basically all other recipes could use these tools.
For example all wood recipes (chests, doors, etc.) would require a saw.
This would grant more space for crafting recipes and would be visually attractive .
If you place tool racks around the workbench the tools remain inside the GUI even if you close it and they are displayed on the tool racks.
I could imagine that this looks far more simple than it is to code (thus a suggestion for TFC2), but it's just an idea so pls don't rage
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We need a smart knife
"The kitchen knife is one for the future that gives basic information on freshness and bacteria infection of food materials and food, and nutrients at a glance. The knife has sensor and system on its tip itself to sense ingredients of food materials, and the information is known to a user through Smart screen."
Source: http://electroluxdesignlab.com/en/submission/smart-knife/
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Crafting Table 2.0
in Suggestions
Posted · Edited by noname_42
I agree but I definitly don't want just a timer and a % chance that you have success. I would prefer something more interactive like knapping where you can get faster by learning the shape and sometimes it happens that you click the wrong field and the rock is wasted. So if the crafting process fails it is not due to bad luck but due to your derpyness