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Search the Community: Showing results for tags 'cold'.

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Found 4 results

  1. Best immersion mods?

    I was wondering if anyone can tell me what is the best transport mod to go along with TFC? I am using Archimedes' Ships, spent 2 hours yesterday trying to find Limestone, no luck Also, I am looking for some survival immersion mods, such as: Temperature management (Too hot, too cold etc) Some visual mods that make TFC nature even more beautiful. Any suggestions will be appreciated.
  2. Exposure to nature/life

    As the title suggests, a system based on exposure levels to nature and life giving bonus/malus when conditions are met. Some examples: - Staying at a forge for 3+ hours increases body temp and thirst satiation drops quicker. - Living in the colder climates while staying outdoors without woolly clothing lowers for a long time slows movement. - Having a dip in the water while in a warmer climate cools the player down. - Standing in the rain having negative effects. Some gameplay elements/additions: - Armours having a warmth level, protection from rain, being far underground or underwater protection, stuff of that nature. Eg, low tier armours might still be useful for diving but less useful against mobs. - A makeshift campfire in the snow to keep the player from the negative effects of the cold for 20mins or so. - Bases being not just a place to store stuff but also as a form of shelter. - Bases in warmer climates and colder climates should be vastly different to reflect the temperature.(I don't think this one can be implemented but thought I'd still share it) - Neutral/comfortable range giving the player faster mining/temp bonus to skills/more saturation from food, that sort of thing. The biggest problem I can see with this is if the levels in which exposure increases/decreases being balanced, the micromanaging goes from immersive to tedious quite quickly. Another would be cluttering the UI. Probably the difficulty of implementing a lot of what I said since I haven't seen anything like this in any other mod. If you've noticed the exposure gameplay elements from survival games like Ark survival evolved or played the mod frostfall/campfire in TES:V you'll have a much better understanding of what I'm suggesting. It can really immerse the player into the world. I don't know much about TFC2 and I'd like to go in blind so if this sort of thing is already being implemented might as well lock the thread. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted.
  3. Surgar cane growth in the cold

    I feel that either the temprature restrictions or the growth time for sugar cane is to harsh. I live at -11.5k z with an ave temp of 10 and with a full growing season the sugar cane is only half grown and dieing when I'm harvesting the rest of my crops, I've checked their nutrients and they are still half full. I dont feel that living at 11.5k north is too far north and too cold for most players as its only around 2 months of freezing tempratures. The problem I see is that the sugar cane are able to die at ~6 degrees(even if this is accurate) and appear to grow at half the speed of other crops. I'd like to know if anyone else has had similar problems.
  4. Help me, my canadian friends!

    I'm looking for a seed which is located near a water body, and more or less mountainous, that has to be located in latitudes -/+15500 up, or nearby, yes, I'm looking for positive zeds as well. It of course has to be densely or normally forested, with a high rain level(2000 up), as I like green grass and cold areas :3 The rock has to be preferably igneous, but I accept: Marble, Chalk, and that. The forest hast to be between this trees: Maple, Birch, Pine, Oak, Sycamore, and White Cedar. They're in order of importance, I accept any of this mixed. I don't care about anything else, so help me