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Zerren

[TFC 0.78.9] ExtraFirma Addon v1.0.4

334 posts in this topic

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

 

I've taken to climbing a tree the first night or two. With a stone axe, you can gather wood and place it in a pattern to create a small blind, blocking line of sight for the spawns.  Still not perfect, but seems more believable to me than the idea of hollowing out an entire clay pit or peat bog... or building a walled fort before dark.

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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.

This won't work. The instance you hit a single zombie that happened to wander in on you, you are screwed if you can't enclose yourself or don't have good armor. Because all zombies will immediately know where are you and come for vengeance. More importantly, they spawn more zombies as you hit them. The whole inventory of stone weapons is not enough to survive the night if you are fighting zombies.

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This won't work. The instance you hit a single zombie that happened to wander in on you, you are screwed if you can't enclose yourself or don't have good armor. Because all zombies will immediately know where are you and come for vengeance. More importantly, they spawn more zombies as you hit them. The whole inventory of stone weapons is not enough to survive the night if you are fighting zombies.

Not to mention that some might have armor. Also, when you're at the stone age, skeletons are a pain, as stone weapons are pretty much worthless in combat against anything that fights back, and since you have no armor to speak of, a skeleton or two can give you massive damage if you can't hide, and there is always the possibility of running into other mobs.

Plus, mobs spawn 24 blocks away from you, so lighting up that area won't do that much good, and even if you light up all blocks in a 24 block radius of you, zombies can still see you from over 20 blocks away, so as long as they have a line of sight, zombies will 'wander in'. So unless you plan on lighting up every block  in a 32 block radius, that plan will not work.

 

 

I've taken to climbing a tree the first night or two. With a stone axe, you can gather wood and place it in a pattern to create a small blind, blocking line of sight for the spawns.

 

Don't know what you mean here, but...

 

.  Still not perfect, but seems more believable to me than the idea of hollowing out an entire clay pit or peat bog... or building a walled fort before dark.

I dunno, I think hollowing out a hill made of soft, moist soil(clay) and covering the hole with thatch sounds more doable then making a log.. pattern/blind.

I mean, A guy chopping down trees and making a shelter out of that in one day, or a guy digging into a clay bank covering it with some dried grass in one day? I'd say the clay-grass is more believable. 

 

For the walled fort thing, I doubt anyone can build a walled fort in one day, even in vanilla minecraft. If you where referring to what I said, (Then now are you going to spend your first night if every block you place refuses to stack into a 2 high wall?) I never said anything about a walled fort, I just asked how are you going to keep the mobs away if you can't build a wall.

And I did just mean wall. Nothing more, nothing less. And I think it's possible to build a small thatch wall in one day

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Oh my has it been a minute since I've read this thread. Sorry folks. Real life got in the way, I'm getting prepared to move, waning interest, and a few other things. Development has slowed dramatically, but here are some things I can input:

 

• I'll make it a point to update as fast as possible when TFC updates for 1.7 or 1.8. As far as I can tell, it works with the latest version.

• Alchemy may or may not be in the version update, time will tell. It IS shaping up to be quite interesting if I might say. Experimentation will play a role in it, just as meals do in stock TFC. A nifty Alchemist's Log will be available for you (a fancy book, similar to the Thaumonomicon from Thaumcraft) that will record your creations.

 

~~~~~~~

 

I've recently found time and renewed interest in MC modding, and I've begun working on my older projects..

I've learned a lot through Extrafirma, and I'm applying that knowledge in a breath of new life for my old mods. Currently working on realistic and futuristic nuclear energy for TE3, and will return to Extrafirma afterwards. Don't fear, this mod isn't dead.

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• Alchemy may or may not be in the version update, time will tell. It IS shaping up to be quite interesting if I might say. Experimentation will play a role in it, just as meals do in stock TFC. A nifty Alchemist's Log will be available for you (a fancy book, similar to the Thaumonomicon from Thaumcraft) that will record your creations.

Say, will the results be recipe-centered, or ingredient-centered?

 

To clarify, will we need to mix different things to make potions, with the recipe for potions being different per seed like meals,

 

Or will each ingredient added add a bit of effect, with the effect that each ingredient add being changed per seed?

(Note: I'm guessing that things will change per seed because you said 'Experimentation will play a role in it, just as meals do in stock TFC')

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Any word on if this addon works with TFC 78? I know a couple of things this addon has were added to 78 like rope.

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I did not tried but even if it work, some things would be broken, like all the recipe including items no longer available (like olivine that no longer spawn)

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Neat update. I'll try to push out a quick fix here soon for 78. Don't expect too many new features unfortunately, as most of them aren't done.

 

Some things with the new update I'll have to take a look at, maybe even add later. For food spoilage, people used to put their perishables in a container and rope them to a bank on a cold flowing river. I might do some things with all that. I can definitely use the Jute for my ropes now, though.

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(tentative) update to 1.6.4 78.9+, use at your own risk. I doubt there are any horrifying bugs, but if you find minor ones let me know and I'll get a fix out.

 

Not much was added, but as you can see there ARE the alchemy blocks in, they just aren't craftable. I still have to flesh out all of them.

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Awesome!

 

Are Rain Collectors currently craftable?

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Um, how do we make a fish net?

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Zerren, is your mod supporting localization. I can do the same as I did for Emris' leather water sac and add a tab for translation in the translation file. It's easy to create the file once it's all setup.

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Figured out fish trap

 

**************

B = Braided String

 

BB = Woven Net

BB

 

*********

X = Plank

Y = Woven Net

 

XXX

YYY  = Fish Trap

XXX

 

 

Not sure on the bag or rain collector yet

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The fish trap doesn't seem to work, or they only work in certain conditions

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BUG: Breaking attached ropes still gives back braided strings

 

Edit: About the fish trap, I didn't know about the bait, the info was in the changelog

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Anyone know how to make a leather bag? 

I used up about a stackworth of leather and made no progress.....

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Anyone know how to make a leather bag? 

I used up about a stackworth of leather and made no progress.....

How are you trying to do it?

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