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About kaldskryke

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  1. World generation

    edit: removed
  2. Watch out for spawn protection cfg editing..

    Try using the spawn protection debug commands to do some investigation. First, enable debug mode with /debugmode. You'll need to be in creative or have cheats allowed. /gsp should return the amount of spawn protection in your current chunk. I believe the number it gives is the number of ingame hours you should have protection for. "/vgsp #" will visualize the spawn protection around you by generating colored wool below you, radius of # chunks.. This will overwrite any blocks, so don't do it on a world you care about. If necessary, create a backup first. Edit, actually don't bother with vgsp. It has a minor bug which makes it kinda useless, because it only looks up the spawn protection once and writes the same color wool everywhere....
  3. Spawning in boring terrain.

    Not true. The can also spawn in boreal forests.
  4. Watch out for spawn protection cfg editing..

    You're playing with build 79, right? 78 had some spawn protection bugs that caused it to increase/decrease far too quickly, but supposedly it is fixed for 79.
  5. My thoughts on TFC and some questions

    True; finding gabbro has never been trivial. It's just that usually when I find gabbro I still have to spend a lot of time searching for Garnierite. I've never encountered it so frequently before. RNG is funny that way.
  6. Spawning in boring terrain.

    Cattails not spawning is a bug and will be fixed by the next version bump, which I hope will be soon. I don't know if Ravines are more frequent than before, but they sure are more noticeable. In build 78 it was fairly common for the "dirt layer" to cover up ravines. In Build 79 there has clearly been an effort to ensure that no gravel or dirt spawns where ravines reach the surface. It's great because the old ravines could be very dangerous - walking on the dirt roof could cause it to fall, killing players even though there was no obvious indication there was a ravine there. Furthermore, it helps prevent falling block lag when chunks are generated. The downside, if you would call it that, is that ravines are so much more visible. I'm finding plenty of rivers. I haven't found a lot of mountain ranges either, yet.
  7. My thoughts on TFC and some questions

    I'd actually have to echo Ace5 on this. I recently started a world with Gabbro as the middle rock layer, and I'm finding Garnierite nuggets absolutely everywhere. I've counted at least 5 spots within a 1K x 1K area. I thought I was just insanely lucky with the RNG, but maybe there's something else going on. Edit: flew around in creative for a bit and found another 2 deposits. 7 of them in a pretty small area... is that at all suspicious? This is a pretty amazing seed, really. Plenty of cows, sheep, horses, pigs, and wolves in the area. Rocksalt and lots of nickel. Not a ton of copper though... -5923634755215687662 for anyone interested.
  8. 1.7.10 mods with TFCb79

    I'm really fond of Journeymap. Keeping track of ore veins in TFC can be difficult without waypoints. I don't want to use F3 and write down coordinates, it kinda breaks immersion. Nor do I want gigantic beacons, which look kinda silly. With Journeymap I can easily play with the minimap and beacons disabled. That leaves just the full-screen map, which feels kinda like the vanilla map, just far more useful with pan and zoom. Then when I add waypoints, they only show up as a mark on my map. For me, it's just the right blend of immersion and functionality.
  9. I like option 2 as well, but eating a bowl for every salad is a bit hard to swallow.... Puns aside, could you make bowl loss a chance based thing, similar to jugs? Harvesting more clay is fine by me, but firing a pit kiln for every four meals is getting tiresome. Decreasing the bowls per clay works great so long as the bowls last longer.
  10. [Solved] Dynamic Lights in TFC 0.79
  11. Block breaking time too long for aesthetic building

    Block hardness and blast resistance are not actually related. b79's increase to stone bricks hardness is to make it viable as a defensive material... but defending against other players, not creepers. TFC is intended to be played in multiplayer. If you're going to build with stone, you should probably plan things out before you build them. That's typically true in real life too.
  12. Digging Up Safely

    I've been reading through that class file too, trying to find out a way to effectively mine. I think starting at the top of a vein and digging down is still the best option, although you'll have to be more careful now than in build 78. I have no idea what's the best way to inch upwards, so I'll be watching this thread. Mining upwards should be dangerous when not done very carefully, but should not be impossible. If nobody can find a safe way to dig upwards, I feel like IsNearSupport should be tweaked to extend somewhat higher in the Y axis when very near the beam, perhaps creating a pyramid shaped area of support, instead of the short box it currently resembles.
  13. [79.7] Player Facing One Direction (South)

    Try running without the RenderPlayer API. This file is optional for Smart Moving, and when I used it on b78 I had similar issues to what you've described. EDIT: Is this the problem you are are having?:
  14. [79.6] World generation lines & straight jungle

    Bioxx, have you looked into the relative ubiquity of the acacia forests? This "temperature line" is very common now, because there are few places where acacia trees don't spawn. From what I've seen with creative mode, everywhere that meet's acacia's rainfall and temperature requirements is an acacia forest (excluding biomes that don't allow regular tree generation). Acacia doesn't seem to be governed by a genlayer map, like most other trees, it just generates everywhere. I'm really wondering if this is intentional.
  15. Thanks for doing this, it's nice to know I wasn't reading the code horribly wrong