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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Bioxx has already added "real to life" trees. Several kinds, in fact, that already add a large variety to the forests, their growth rates, usefulness as fuel, and even the color of the planks you get out of them. Are you sure you aren't using an older version of the mod?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    The original Minecraft ores are included in new forms. Means of conversion are already being provided for compatibility. Why must they be included in the world generation when that would just be redundant and would detract from the work Bioxx has done? I really can't think of any reason. People using this mod should make the effort to understand this mod instead of going "Wth is this?" at all the new ores while ignoring them for the vanilla versions... otherwise there's not much reason to bother playing it.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    I'm not normally a mod user, but three mods have been really growing on me. This is one of them. Once your mod hits its stride and you complete the progression, I'm going to be eagerly awaiting a combination of this, Better Than Wolves, and the Invasion mod. I really can't think of any other combination that could successfully make Minecraft even begin to approach Dwarf Fortress in satisfaction (TFC), ingenuity(BtW), and danger(Inv). I've been talking with a friend of mine who's considering starting modding and we've pretty much agreed that we're going to have to make one of our own to achieve our vision, but your mod is making both of us fairly excited. We don't agree with all your design decisions, but that's mostly because of Occam's razor and accessibility, not because of thinking your design decisions are bad.

    Just hoping that letting you know how much some of us are looking forward to your mod's growth might help motivate you to keep up the coding. :wink.gif:

    Edit: P.S., I am well aware Better Than Wolves has become incompatible with anything that uses Forge. That doesn't mean it's impossible, only that it takes a lot more work than just installing the three. I'm not going to let that stop me.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Bioxx, have you considered adding some way for players to use paper with the fire starter to increase its success chance?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    You may have fixed that. I haven't tried the latest update yet. It's been a busy weekend for me; not a lot of free time.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Pronata

    Uh, in the 8b patch you said bellows are funtional...

    How?

    And would anyone care to explain the firepit gui to me... its a tad confusing.

    The left side of the GUI is where the fuel is burned. It has an input, four fuel slots, and an output. Flammable things you put in the input are queued up for burning and keeping the fire pit hot, but you can only have five individual items queued at one time. The flammable things are converted to charcoal, including saplings which makes the fire pit really, really good at producing cheap charcoal when you are regularly growing and cutting down trees. Additionally, if you want to keep the fire pit going indefinitely, you can throw the charcoal back into the input from the output. It will convert them to charcoal, which essentially does nothing, while it continues to heat the fire. That might be considered an exploit.

    The middle slots are for smelting of some sort, but I haven't figured that part out very well yet. Apparently certain ores require certain temperatures to properly smelt, which is part of why you want to keep that heat meter to the right nice and hot while you can.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from bioxx

    @Raven glad you got that sorted.

    I'm headed to bed but I've got the 5x5 grid in the scribing table working and accepting recipes. Just a few more touches and that will be ready. Then MAYBE just MAYBE I'll get to finish the forge!

    Query: Should the blueprints be infinitely reusable or finite? I'm right now leaning toward finite but more than one use. Thoughts?

    It's the actual crafting process that uses up the materials, right? And you plan on adding "unique" plans the player can't craft into dungeons and such?
    Infinite uses. 1, it will reduce tedium when players want to craft more of an item they've crafted before. 2, it would be a shame for the items resulting from unique plans to eventually break and never be replaceable. 3, I see no logical reason for plans, assumed to be properly cared for, to wear out any time soon. I really see no reason to make them finite at all other than clutter, in which case the player can just throw away or otherwise destroy blueprints that are no longer needed.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    It's a bit tricky for someone new to this mod to figure out how the game is supposed to progress at the start. I caught on pretty quick that I'd have to rely on charcoal, but I had no idea at first how a Fire Pit worked and why it would have been a very good thing for me to use before a furnace. I still don't quite understand what the middle part of that UI is supposed to be other than guessing that it has something to do with smelting, but I can't figure out how to actually use it. I think you really aught to make some sort of beginner's guide or road map for how to get started with your mod in place. This is especially important for anyone who doesn't read the changelist. I didn't see the thing about sticks listed anywhere else.

    I started trying out the mod a few days ago. I guess I'll want to start a new world now for the new trees, but I'm thinking I should wait to install the update until you provide the relevant bug fixes. I'm liking what I see so far, especially your stated inspiration of Dwarf Fortress. I hope you'll be able to balance complexity against tedium. If you manage to pull it off, you will wind up with the only "tech tree" enriching mod that I have unquestionably liked.
    Posted in: Minecraft Mods
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    I could put my Forgotten Depths LP on hold if you don't have enough testers yet. I could edit and render videos much faster without a soundtrack, so I could put out the testing videos much more quickly than the Forgotten Depths LP.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    After I lost a lot of editing progress, I kind of ragequit the editing for a while, then the whole YouTube not publishing videos stuff started to occur, making me disinclined to finish it. But! Here it is, my first video of this map:

    I'm afraid it's not terribly entertaining, but I am only just getting started.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    Ah, I thought the size difference was just due to different compression you used for the different sites. That's helpful. I see you have the attribution info in the larger zip too. Very handy, thanks. I was wondering what to play during the intro too. I like the thoroughness.

    I assume by 3D, you mean the exit could be up... or down. I will try removing the gravel in the center and see what I find, but the ceiling does not look like it has an opening this time. I thought I might have seen an opening to the right, but I've dug all over that wall now and can't find it... and if I'm seeing it again, then I'm not realizing it as I've placed Glowstone all over that wall and disguised whatever opening there might have been.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    Ah, I thought the size difference was just due to different compression you used for the different sites. That's helpful. I see you have the attribution info in the larger zip too. Very handy, thanks. I was wondering what to play during the intro too. I like the thoroughness.

    I assume by 3D, you mean the exit could be up... or down. I will try removing the gravel in the center and see what I find, but the ceiling does not look like it has an opening this time. I thought I might have seen an opening to the right, but I've dug all over that wall now and can't find it... and if I'm seeing it again, then I'm not realizing it as I've placed Glowstone all over that wall and disguised whatever opening there might have been.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    What music do you intend to be played during the starting series of lava craters? I want to make sure I put the right song in my videos.

    Two of the gravel traps managed to catch me by surprise. Didn't manage to cause any damage to me, but caused a little panic. Fun so far. I just hope I can cease being lost soon. I can't seem to find my way out of the double craters, and the glowstone I've used in place of torches isn't helping.

    Also, these royalty free songs, they don't need to be credited in some fashion in videos...?
    Posted in: Maps
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Quote from DrNova

    I'm sure Notch's version will not be as well done as this one is, but I'm a bit cynical.

    I still love this mod

    The screenshot if it looks fine, and I'd be surprised if it can't be altered in texture packs.
    http://i.imgur.com/JUEYD.jpg
    I think he was inspired to do this because of Terraria, not because of this mod...
    Posted in: Minecraft Mods
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    posted a message on [BROKEN] Aperture Laboratories (Portal, without the Portal Gun)
    It was fun.

    The last visible jump in the water chamber gave me a very hard time, but I eventually got the hang of it.
    The wooden door threw me off completely. I did note that it didn't have a window, but it didn't occur to me just what that meant. I wound up having to look that up.

    There was a strange explosion about the time I entered the chamber I had the jumping issue in. I never did find out what it was.
    The song stopped about two-thirds of the way to the end.
    Posted in: Maps
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