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Zerren

[TFC 0.78.9] ExtraFirma Addon v1.0.4

334 posts in this topic

Quick question, are you working on this alone?

 

EDIT: Any plans to put this onto GitHub?

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mmm potions...

for some reason, I was always the guy that goes to a pvp  party with nothing but highly enchanted leather armor, a stone sword, and TONS of potions, raging from invisibility to poison to healing, because I liked brewing and enchanting much better than slapping on diamond stuff and hacking at everything.

 

Will you make blowdarts and sleeping droughts?

I think a potion to make a player/mob fall 'asleep' would be nice.

and blowdarts will let you apply potion effects from afar

 

Re-adding enchanting would be nice too.

 

A 3 min recently-bandaged debuff seems a bit long though

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I think more herbs would be nice. they could be used to make potions, different medicine and grown like crops (or the kingsblood plant)

And Just and idea, but... herbal tea seems like a good idea to me

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Read the changelog. He had detailed his plans for new plants/herbs in the future. But he seems to be kind of busy with stuff IRL or the mod right now as he hasn't posted in a while.

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Oh.. I see

Is there a ETA for version 1.1.0?

Found a bug. Can't detonate a barrel full of gunpowder

 

Oh, why just rum, vodka, and sake for the ethanol? why not the other alcohol?

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This mod is awesome! I think you should see if Dunk and Bioxx can add all or some of the "finished" features to TFC as they might get more attention as you have many IRL commitments, (not that they don't) and you can keep adding things to it as you see fit. Also, quick question, will adding this mod to a pre-established TFC world break anything? The only issue I think I will run into is that I will need to load new chunks to find Kingsblood plants, is that correct?

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yep, Kingblood plants will only appear in the new chunks. It won't bug anything neither, don't worry  ;)

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Also, quick question, will adding this mod to a pre-established TFC world break anything? The only issue I think I will run into is that I will need to load new chunks to find Kingsblood plants, is that correct?

That is correct for most mods. You actually can install TFC on top of existing vanilla world, that would work for the most part, except for the smooth gameplay transition.

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I don't think you should install TFC on a vanilla world, as the terrain gen is quite different, it would make a very rough transition.

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I don't think you should install TFC on a vanilla world, as the terrain gen is quite different, it would make a very rough transition.

 

But it'll be interesting. For the most part, vanilla tools and food will be useless or worse(you need weapons to give you extra damage of at least 100ish, but diamond swords give damage +7), and the items in the vanilla chunks will also be useless as well. But you'll also get vanilla animals and wood, and other things like nether portals, hardened clay, furnaces, beacons, etc that could help out.

 

Although the transition will be really rough, I think it could be pretty fun as well.

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I don't think you should install TFC on a vanilla world, as the terrain gen is quite different, it would make a very rough transition.

 

I did that, and surprisingly the TFC chunks spawn at vanilla height.

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whats the rope recipe?

Seems like it doesn't work  the "rope anchor" is there but no rope.

I don't have smart movement or player API.

my mods: forge login message 0.5, TFC.77.22, strongcraft1.4  extrafirma universal 1.0.3 RusticamMelius1.1 LeatherwaterSacTFC

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you need to make braided string to use with the rope anchor man

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Yea I have braided string.. the thing is, I want to make only rope without the anchor because Rusticam Melius mod seems to use it as a leash for animals.

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No, rusticam melius mod uses leads as a leash, not rope.

You make a lead using braided string and leather.

Check out the Misc. Items and Extra Crafting Recipes spoiler in the main post

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awesome thanks! No idea why he didn't mention this in his thread lol :D

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Is anyone else having an issue with adobe clay drying? I placed them on the ground with a thatch roof to protect them from rain, but they never ended up updating to anything other than wet adobe clay.

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Is anyone else having an issue with adobe clay drying? I placed them on the ground with a thatch roof to protect them from rain, but they never ended up updating to anything other than wet adobe clay.

 

Pretty sure the roof is the issue.  Adobe needs sunlight to dry.  Only takes about 1/2 a day, so just place them when the rain stops.

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How do I install I double click the jar but it doesnt work

 

You don't double click the jar. Just put it in your mods folder with everything else.

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Is adobe drying time effected by hours of sunlight and rain?

 

Loving this addon so far, but would like to see more options in the config file (Mostly the number of hours for Adobe to dry)

 

Would love to see Thatch need to be piled and dried as well! Gravity unaffected blocks should cost a lot of time! :D

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Then now are you going to spend your first night if every block you place refuses to stack into a 2 high wall?

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Then now are you going to spend your first night if every block you place refuses to stack into a 2 high wall?

 

Spend your first day gathering sticks and turning them into torches, lighting up a small area and then knapping lots of weapons so you can defend yourself from any mobs that spawn relatively far away and wander in? The whole enclosing yourself in a hut and then spending your first nights in complete safety was never supposed to be part of TFC anyways.

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