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Shini_otoba

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Posts posted by Shini_otoba


  1. I usually dig either 2 or 3 deep square, and cover with logs.  In a pinch you can make a reasonable sized hut with only 6 logs which is easy to obtain within the first day.  If you need more space you can always just expand.  Later ingame when you want to build a proper home you can always just build ontop of your hut and turn it into a cellar.

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  2.   I like this feature, when i explore a cave and come back a week later I hate the fact that it looks like time has no progressed.  You should add something like a lamp that burns longer and can be refilled, with the update for alcohol it could be used for fuel?  Crafting could be some brass plates, Jute fibre for a wick and fill it with alcohol.  Maybe be able to turn it on/off by right clicking to decrease light levels in food areas.  Also torches need some sort of "sign" that they are about to burn out, maybe more particles, they dim, or change to a darker colour to represent burnt out wood.Don't listen to the people who complain about this, if they don't like it there is a config option to turn it off, you can never make everyone happy if they are too lazy to modify the configs to their own style.

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  3. Seed -7208647558945832617

    Really pretty seed with huge mountains, exposed ore, Redwood, Douglas and willow.  Some rock salt within 500 meters of spawn and dolomite at spawn.

    Head 200 blocks south from spawn and you will find a hidden pond with clay, some really flat sheer cliffs if you want to make a cliff side home.

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  4. Looks alright, I don't like the sanity idea. I like the feature of having to boil dirty water.But all in all I will stick to terrafirmacraft it is more fleshed out and we are soon to see body temperature and dehydration in the next update or two.

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  5. Seed -1153576162568790033
    Coords: X:429 Z:13713
    Average BIO temp roughly 6C during summer. 
    Rain:4000  
    Stone types: Mostly Gabbro and Schist
    Trees: Douglas fir, pine, redwood abundant, small clusters of hickory.  Willow to the south.
    Good for cold climate difficulty.
    You will need to travel 1000 meters from spawn.
    No info about ores I have yet to search.

    Any further then -14k where you spawn there will be no tall grass, not sure if this is meant to happen or not.

     

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  6. TFC starts you off in the mesolithic era, during which things like permanent buildings were only just being invented. All "buildings" up to this point were sticks driven into the ground with animal hides draped over them; primitive portable shelters for nomadic people with no concept of what it meant to stay in one place for longer than perhaps a single season at most. It would take another ten thousand years of human evolution for things like windmills and stone towers to appear.

    The devs have also stated quiet often TFC is not historically accurate and only pretends to be psuedo realistic.That being said structures would make a good addon so those who don't like it don't have to use it.

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  7. I don't like the progression system of having to find a randomly spawned structure to unlock aspects of the game.  One unlucky seed will near completely lock a section of features to the player.I know the devs have shown an obvious dislike to the suggestions of humanoid AI, Humanoid structures might also play into this.As for sheilds and more advanced weapons.. Yeah sure why not, there are other mods that do this that you could tweak the recipes to add to your own game.  I wouldn't mind seeing shields native to TFC or an addon.  Unfortunately I am unqualified to make one.

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  8. It's pretty, and there's gneiss nearby, my favorite metamorhpic rock.

     

    One day I'll find a seed with sheep, rock salt, gneiss, and gabbro, all in one convenient location. The very next day b79 will be released with new worldgen :P

     

    Yeap, that's how it works.

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  9. Spawned atop a very scenic hillside, I flew around in creative to pre-load the area and this is what I discovered.

    Seems like a great seed to build into the cliff side and have bridges and tunnels to cliff side homes.  Big project but I am definitely going to play on this seed.
    You may want to consider getting smart moving if you don't as this seed area would be difficult to traverse without it.

    Lots of junk wood and aspen for dark planks, some pine also.

    Seed: 3513362601256332935

    Everything shown can found within close proximity to spawn.


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  10. I am really enjoying this seed so far! I am 1 IG year further and have build this so far.

     

    Overview of everything:

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    Main/First house:

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    Inside the main house:

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    Seed is recommended! And thanks OP!

    Wow really nice home!  Looks sort of like an upside down boat as a roof :)

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  11. I also found out optifine was stopping my rain/snow from falling and building up.  Fortunately my computer can run terrafirmacraft at 70fps without optifine.  I just wanted the zoom feature and found an alternative mod.

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  12. Gonna try this, looks like a nice seed for an under hill home.Some bitumous coal close by exposed on a hillside southNice flat areas on top of the hill the posters image is taken from.Nice flat area North of spawn in the chestnut forest.Redbell Peppers to the East South East of spawnClay to the west of spawnP.S careful of the cave at spawn, that dirt likes to fall on you... 

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  13. Also something people seem to be ignoring is TFC is not about realism, it is about pseudo realism.  Just because something happens a certain way in real life doesn't mean TFC will add it.  They must weigh together the work it would take coding to the gameplay it would add or detract from.  Mortared cobblestone sounds like a good idea, especially if it's just a matter of crafting clay together with 3 rocks. If you want more early game build materials get the extrafirmacraft addon, it allows you to craft and dry adobe.  

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  14. While this makes sense in reality, it's absolutely horrible in respect to balanced gameplay. If we followed reality, after completely destroying a basic copper pickaxe, which has been used to mine roughly 500+ blocks.. all you would have to do is melt it in combination with a single small copper nugget to replenish the 10% of the pick that was destroyed and re-cast it. This ratio of new metal to new uses gets even worse with higher tiers, since all pickaxes are made with 100 units, regardless of what metal they are made out of.

    Actually when I think about it re-melting would not really work anyway.  In real life everytime you heat the metal up it loses strength.  I heard somewhere the devs may add another step in blacksmithing consisting of sharpening.  Perhaps adding the ability to re-sharpen tools to bring some durability back but can only be done once or twice before the tool is no longer recoverable, this could tie into the skill system so the higher your blacksmithing skill the more durability is restored?

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