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Darmo

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Everything posted by Darmo

  1. Steam Logic

    I think insofar as the adventuring is probably with the goal of getting materials for infrastructure, yes, people will probably be interested. I mean honestly, if a gamer just wants to go around and wack monsters and get loot, there's way, way better games for that. Games designed specifically for that. Minecraft is a building game at heart. Now it is true that TFC2 will probably discourage too much time investment at first. But hopefully by the time you're on the steel islands, you can afford to settle down. I think the key to the whole notion of steam power is, what will the player do with it? There needs to be rewards commensurate to the effort involved, especially in TFC where metalworking is much harder than vanilla. I do think there's a lot of possibilities.
  2. Just to be clear, that's not really up to us, that's up to the devs. We're just making suggestions here. manual torch extinguishing is already a feature of TFC1. I'm sure it'll be in TFC2 If the devs wanted to have two kinds of tallow, great. Seems a bit finicky to me, but I'm not against it. The form of the candle doesn't concern me much, but having a use for clay bowls besides panning and salads, neither of which I ever do personally, would be good. Might be nice if there were also metal bowl options, which would result in a nice looking candle, for decoration purposes. Regarding fire pits; with the 8 rocks and 3 sticks, you're talking each on separate blocks right? So this pattern will be on 9 blocks and then combine down to one? I don't think you can get the rocks to stay separate. they'll just combine into stacks when they're that close. It'd also be extremely annoying to set up, without picking up components. I'd suggest making fire pits an actual block, like the forge, in order to be able to place vessels directly on top, like a crucible on a forge. This would be done simply by placing a cobble block, tossing the sticks on top, and lighting them. This changes the cobble block to a firepit block that uses a generic stone texture (or inherits that of the cobble it was placed on, if possible?). Players can make cobble right from the start, they just can't move it. So they could do this right from the beginning. It probably should require solid blocks on all sides. It could be made so that a firepit block can be removed with a shovel, but does not drop the cobble. This way players can still remove the block if they want, before having a pickaxe. This would make it so fire pits can only be started on cobble, but I can't really think of any reason that would be particularly bad. Fat Rendering
  3. Ya, candles burning things down does seem like overkill. lamps would have a larger light radius than candles I'd assume, which would probably be enough incentive. As far as the rendering process, it seems like there's basically two steps - the cooking and the filtering. So maybe just place a vessel containing the raw fat inside the fire pit, cook it for awhile, get back a vessel of simply fat. Or perhaps a large clay vessel can be 'placed' above the fire, and used for the rendering. Then filter it somehow. End result is tallow. The filter would be a good use for burlap I think. But jute can be hard to get in early game. Plus it requires a saw to make the loom. Raw chunks of wool? Something along those lines. But basically a cooking component, and a filtering component. Then to make candle, take some yarn and dip it in hot tallow. Something like the loom process, where each click advances it a bit further. Or just combine a chunk of tallow and a piece of yard in crafting grid, for simplicity.
  4. So placing in a torch on a wooden surface has a chance to start it on fire. Interesting. I like how it creates a use separation between torches and candles. It might also be interesting to have torches create soot stains on blocks around them, and in a line above. Like how lava generates sulfur. Though that might be a burdensome amount of surface entities in some cases... Soot takes forever to remove, except with a bar of soap (while we're in the animal fat subject) which removes it instantly. So torches in home would also cause ugly stains. To keep people from breaking the block that has the soot entity to get rid of the soot, if a 'finished' block has a soot stain, and the player breaks the block without removing the soot, nothing drops. The block is ruined. But this only applies to 'finished' blocks. Natural stone , ore blocks, and other 'natural' stuff are fine. Breaking them just deletes the soot and drops whatever they're supposed to drop normally. This might require some hocus-pocus code though, to make the finished blocks not drop when stained. Maybe instead if soot is broken by hand or tools, it creates a soot cloud that blurs the player's vision, or causes them to have a status affect 'sooty' which causes any food they make or harvest to start with significant decay already on it, since the player is making food while filthy-dirty with soot. But this is all avoided with soap, which 'breaks' the soot easily and causes no status affect. Once you start down that road you can have other things make the player dirty, like combat, and harvesting charcoal and coal. Possibly tanning hides. I'm getting off topic though.
  5. Encumberance Inventory system

    I did not suggest sticks be weightless, I suggested they could be a base unit of weight - 1. Though if they were branches maybe they'd weigh like, 5. There's nothing ridiculous about making minor things like straw, feathers, and flowers weightless. Feathers are in fact basically weightless - I can in real life carry thousands. Straw and flowers are such minor and easy to get items - or useless in the case of flowers - who cares if the player can carry hundreds? Same with dyes. Now if TFC2 makes these things more important, then maybe that's rethought. But in the current game context, they'd be fine candidates for weightlessness. There's no reason for the game to get all OCD about this and try and keep track of every gram. When you get down to that fine of weight, the actual inventory space is more a limiting factor anyway. As for carts, we don't know how they'll work. I'd assume you can't run with one, or climb ladders. I'd hope that jumping is greatly reduced so you can only jump up a block, not jump across chasms. I'll probably still carry as much as I can on my person, so I can travel faster.
  6. Clay working

    How would that process play out? Like, you just have to keep it round for a certain amount of time and then it pops off? Or what? Those graphics don't really make it clear to me how this would play out in terms of game mechanics. And how do you know what you're making if everything is a circle? Is there a series of recipe buttons, and you select the one you want to make? Just trying to get a better handle on how this might work. It seems to me like the shape options would be better in section than in plan. As far as removing certain clay knap recipes and making them wheel only, I could see that. So then the wheel is made with like, 9 clay in the grid? Fire it, put it in grid with some sticks? Out comes your wheel? It seems like it'd need to wear out over time, or the player is only ever going to make one. Although if it's super-heavy they may elect to just make a new one when they move. I feel kind of like not having a clay knap recipe for vessels and stuff would make the wheel less of an advancement, and more just scenery. But I do like scenery.
  7. Encumberance Inventory system

    I'm with Miner - having to do more schlepping will in no way increase my enjoyment of my builds. I ultimately dropped my argument with it though, because I'm sure that if building material weights are not made easily configurable, one of the first mods out for TFC2 will be a mod which reduces the weights of building materials to a sane number. I could see there being two modes: a hardcore mode where building materials weigh a ton, and a builder mode where they're more like currently. The hardcore mode would definitely make island hopping and survival more challenging. And if you're looking more for the adventure and less for the epic builds, so you just need a basic home, that's probably appropriate. Me, I like building big, and it's already enough of a grind collecting the materials as it is in TFC1. As for weights, I think it would be justifiable to make some items - straw, flowers, powders, and feathers for instance - weightless. The basic unit of weight should probably be a stick. Which should be renamed a branch, btw.
  8. Clay working

    I could see where if we're getting a larger 10x10 knapping/clayforming grid (could have sworn I saw this somewhere a long time ago), and vessels and jugs actually took several squares of working on each side, a pottery wheel could speed it up by automatically mirroring the player's selection. So if a vessel required removal of maybe 24 blocks - in the same pattern on each side, then the potting wheel would cut the time in half. I could see that being enough of a benefit for people to want to use it. It would only work for symetrical round objects of course. It would be kind of interesting if there was an 'add clay' mode. So for the water jug you first get it down to the symmetrical handle-less shape, and then switch to add clay mode and add a few pixels for the handle. But if it's available in the stone-age, it seems like the player would almost never use the regular method for vessels and stuff. Only if they were traveling and needed to replace a jug basically. It seems like it should at least take an unusual resource of some kind. I'd just go with a metal tech gate, and suggest 8 raw stone in a ring pattern. That'll ensure the player uses regular methods for a little while at least.
  9. logwet, what you say about the relative burn lengths of animal and vegetable oils and so forth may be true. But I think it should be more about game balance than realism. TFC olive oil requires a ton of time to squeeze out. In a multiplayer environment it's made more difficult because you have to actually be present when your olives ripen. Since a real life 24 hour day is half a TFC year, it's not hard to miss that time period. And then you also have to be in the iron age at least, for the hopper. The entire process is so tedious I don't bother with it on the server I play on. Things like tallow, blubber, and wax, could be more controllable, since you can slaughter your animals at any time of year (as opposed to narrow olive harvest window) and processing would likely be MUCH faster than olive oil. Beeswax would be similar - you could harvest that wax anytime, though it might require a bit of timing if you want to keep a sustainable hive population going, and bees only spread at certain times of year. It is also logical for candles to give off less light. But there is a balance to be struck. If they give off too little light nobody will ever use them, except as decoration. Depends on how the devs decide it would work. A lower light level candle that burns a very long time might be attractive only in the player's home, since the player returns there a lot. They almost certainly would not be attractive for caving or exploring. I think the difference should be very slight, because at some point the player just isn't going to want to bother with tons and tons of candles. Personally I'd be fine with candles giving off MORE light than torches. I think it's better to give good game progression, than try to be overly realistic. Requiring torches involve animal fat, to me would be perhaps a bit much. In the early game animals can be a bit rare. Though in TFC2 it might be they are more common, idk. Again, depends on if the devs want to make stone age torches harder to get. I do think it's a bit silly that one can just use a stick as a torch. Perhaps it might be useful to have a regular torch, where the player adds a piece of thatch - or a thatch block - to a stick, to get the torch. This type of torch would NOT be relightable. There could also be a tallow torch, that could be relightable as torches are now. So, the lighting tiers from lowest to highest might be: torch - made of thatch and stick. Cannot be re-lit tallow torch - made of a torch and tallow. Unlimited relighting like current TFC1 torches. candle - tallow & yarn. May involve some process or time factor. Lasts longer than tallow torch. Might have some light difference. blubber oil lamp - requires blubber rendering to oil, which is faster than olive oil. Doesn't burn as long as olive oil. Limited by animals mostly being arctic. olive oil lamp - more time consuming to process, and only can be gotten at specific time of year, but can be grown in many regions. Requires iron jackolantern - infinite light, but takes up a block space. Also ugly. Lava lamp - inifinite and very bright light. Requires blue steel None of that even takes into account alchemy. If alchemy got into the game, there could be all sorts of processes to increase duration and brightness of various light sources. Also, it seems quite likely that "blue steel" won't be in, though other high tier metals will be. Personally I'd love to see TFC2 ditch silly notions like carrying lava in a bucket, and putting it in a lamp. I'd like to see magic become the new top tier lighting avenue. But that's just me. Oh, and I'd of course like to see the extraction of animal fat be incorporated into a butchery system of some kind. I apologize for how that butchering post looks - all my spoilers got removed in the forum conversion and since I can't delete spoilers in the new forum, I don't really want to screw it up further.
  10. I like it. I think using tallow to make candles is a good idea. Makes animals more useful, and also string. Candles could burn longer than torches, but not as long as olive oil. And then, maybe some animals yield blubber (mostly in the arctic) which when processed might yield an oil equivalent to olive oil.
  11. Keys and locks

    I'm pretty sure most people would just rather not be griefed, period. I mean, if the server *allows* raiding that's another matter, and your suggestions would probably work well in that setting. But the best way to prevent suspicion of stealing is allow people to make it impossible, from the start. Not saying your idea isn't a good one to have in certain situations, but if the devs are going to spend time on this kind of thing, they may as well make a stone-age full-prevention system as well - I think that's what most people would want.
  12. Clay working

    Fair enough. Either way, these are bonuses that could be incorporated - logical or not. The only other thing I can really think of is if the potting wheel had recipes that were not even available for regular clay knapping. But I'm not sure what that would be. Maybe a large vessel that also acts to preserve food? or just grains or something? Bigger flower pot that can accept fruit trees, but they only grow to have 9 leaf blocks at maturity, rather than 22? Maybe it accepts crops as well? If beekeeping were ever a thing, clay skeps?
  13. Keys and locks

    This is a good idea. Though I'm not sure that requiring iron is a good idea. People can get griefed long before they ever get to iron, and it's just as damaging to morale. I think it should simply be a stone knapping or clay option to make a lock - the clay option adds a little bit of cost. It's definitely a good idea to make the locking be an integral thing with chests and doors - lockette signs are very clumsy looking. But it's also good to be able to protect other hard-won items like anvils and crucibles. So it'd be good to be able to slap a lock on other containers, like lockette, and maybe those locks appear on the outside, like a lockette sign but less obtrusive. The knapping-like combo idea is neat, but I think it'd be better to just make it a number combination - again, less about realism, more about making a functional device with a combo that is as easy to remember as possible. It's much easier to tell your town mates a number, vs describing a knapping combo, imo. As for griefing by placing locked doors and items in someone else's space, if there is a towny-like protection, then that's only possible from town-mates (I do not know where towny falls in terms of compatability you mention). And probably you need to just boot them and talk to the server admin. If you let locked items be broken, even if it takes a long time, they'll still be griefed. And like you say, that sort of griefing - placing items in unwanted areas - makes it easy for any logging protection to find out exactly who is responsible. So even on a server without towny, as long as the admins are responsive, I think they can address the issue. Theft can much more insidious and hard to determine. For this reason I think that locked things should be unbreakable by any means, and involve no keys to lose. Just combos. I would though, love to see safes added to the game. These could be made of iron or steel sheets, plus a mechanism. Their purpose would be to provide a container that will hold ingots - which imho would be justified given the potentially considerable tech level and materials and time investment. They hold less than chests, but you can make a double-safe. It stacks vertically though, as opposed to horizontally for a chest.
  14. Clay working

    Within the new game system, I think there's only really a couple options for improved pottery. One would be increased capacity - the more difficult vessel has more slots, the more difficult water jug holds more water. Not totally logical, and I think the process would need to be significantly more difficult or time consuming to justify these sorts of bonuses. The other option is reduced weight, assuming weight makes it into TFC2 as has been discussed in the encumbrance thread. This is somewhat logical, as I think if you're not making vessels on a wheel, you're using the building up of ropes of clay,which in general probably tends to make for a thicker, heavier item.
  15. Smithing bonus based on player skill

    So as I recall, it was the case in a past version that the number of moves used on the tool decreasing the durability was scrapped. Why was that? It seems like a decent way to bring a little variance, as long as there's a limit. In my current world, of the moves that I have an exact 'ideal' formula for, the number of moves start to finish ranges from 9 to 13, with the average being about 10. So there's the notion of subtracting like, 2% final durability for every move beyond 12, with a max deduction of 10% or so. Why was this general notion of more durability for fewer moves scrapped in the past? If it were desired to make the smithing skill harder, and bring in a use for an enlarged target, I think what you have to do is dynamically randomize the target. So each tool head would have a default target, as now, but depending on the player's skill, each time there is a chance for some variance to be added or subtracted to the target. In this way, the player cannot just settle on a formula, at least initially. When they're a novice maybe the target has a 60% chance to get randomized, by 1-10 points. Next skill level, 50% of 1-8, etc. The randomized or not marker needs to be on the player or the anvil, and stick until a successful recipe is completed, so they can't just place and remove the ingot on the anvil until it doesn't get randomized. Now the problem with bringing this in is, well, new players may be even further frustrated by it. Newb frustration aside, within that context a larger target range could perhaps be a very useful skill bonus, to offset randomization. However, I think the player skill being tied to randomization chance and magnitude (and smithing bonus) could be enough. I think then you have the opportunity to bring in the trip hammer. Irl trip hammers significantly speed up a blacksmith's work, and have existed in earlier forms since BC times. The triphammer could use mechanisms in its construction. It could have marginal benefits for even a player who is a very good smith, because the expanded target range would possibly allow them to improve some 'perfected' recipes. Especially the ones that don't use hits in the final moves, which makes the recipe naturally easier anyway. If desired, triphammers could have extra moves beyond shrink, to get the arrow to the right faster. In this context, the moves bonus - if reinstated - could go even lower, since the player could get lower via trip hammer. Currently I think it takes a bare minimum of 6 moves just to reach the target vicinity in almost every case. Trip hammers of higher tier metal might have larger target areas. The hammer head would wear out over time, and it must be of the same metal tier (or higher) as the machine itself. There might even be a removable anvil piece for the trip hammer, that also wears out - though more slowly than the hammer part. That might be an advantage of the regular anvil - it never wears out. So irl life experienced smiths might see marginal benefit. It depends on how early trip hammers are obtainable. If they require a mechanism, and mechanisms are themselves tech gated, that will govern. If a player has to have steel to make mechanisms, they'll already have had to go through steel and iron doing smithing. So they'll have irl experience. But the in-game smithing skill takes forever to raise. You can reach end tier steel and still be just an adept, even a novice if in multiplayer. So in that context, if there is a degree of randomization, a trip hammer would probably still be useful for a smith. And it would, I think, be even more useful in a multiplayer context. It would be quite the boon for the newbs who join an established town. A trip hammer could be balanced somewhat by only being able to do certain things, such as tools. Weapons and/or armor could only be done on a normal anvil, perhaps.
  16. Minecraft 1.10 models

    Well, it's consistent with their other mobs. I definitely like our new ones better. But what strikes me is, they come out with these simple new mobs once in a blue moon it seems like. That polar bear literally would take under an hour to build in MCMC and texture. Meanwhile we've come out with...a lot..., in the past few months. And we're not even paid to do this. So my takeaway is they are super-lazy, or just want to string it out for years and years.
  17. I wanted to suggest that caves get some attention in TFC2, from a aesthetics perspective. The overworld has all these flowers and grass and so forth, which really helps it seem more interesting and alive. But caves are very sterile, having nothing but ore and stalag*ites. Assuming that caves don't rampantly collapse, and caving is once again a viable thing, what if there were special cave formations - kind of like plants or crops, in that they are sprite art, not modeled blocks necessarily. Sprite art would lend itself well to soda straws, cave bacon, boxwork, popcorn, and others. Then there's certain types of stalagmites that have unique looks, that maybe would work in sprite form, or maybe could have a new model for them. There could be single-block models that have a depression with water pool on top, which the player can drink from. Vanilla minecraft has a "Wild Caves" mod, which does this sort of thing, though in my opinion it could be done much, much better. Some kinds (or even most perhaps) could spawn in groups, not unlike wildflowers. It would be especially interesting if things like cave bacon could actually create continuous formations, if the conditions were right. Traveling across ceilings, and/or down walls. Most if not all sprite formations would not need to respect their host rock, since they're generally formed of minerals distinct in appearance from the host rock anyway. Though I did see a video in creative mode, which suggested to me that there might be a way to have the sprite basically be a transparency outline which can adopt the texture of different stones for the opaque part? I know it's not a 'useful' suggestion, but in combination with other underground things (fungi, glowworms, etc) I think it could add hugely to the beauty and life of the caves.
  18. Musk Ox

    I like it. I like what you did with the body, it's different but I think works well in this case. I would say, that musk ox are potentially an alternate source of wool, so it'd be good if it were shearable. It seems like you probably have the texture space. Although maybe the bodymain box just disappears when sheared, leaving a sleeker look. That'd save having to do a sheared texture for that box. I like the horn design, number of boxes seems good. I'd just say fine-tune the tips so there's not that corner poking out of the middle section. If we have to have one poke out somewhere, it'd be better if it were on the underside/inside, where it's less visible. Also the beard looks more like a jaw I think, being tucked into the body and at the same steep angle as the head. Might want to change the angle somewhere perhaps. Unless Bioxx has a special trick for making it dangle? I know I've seen some models that have portions that act like loose cloth. I think the head may have issues when it tries to look around, since it's so far into the body. May want to consider pulling it out a bit and adding some sort of neck or something, so that when it looks right and left most of the head doesn't disappear into the shoulder. Also did you try a 2-pixel eye. He kind of looks really surprised, I wonder if maybe 2 pixels would be enough?
  19. Llama by Therighthon *FINAL*

    lol, woops, forgot about that detail!
  20. Therighthon has done a really good llama model and texture in application to join the team. This is a dual-mode model, with both wooly and shorn textures. There's 7 separate wool boxes - 4 legs, body, neck, and head - which all disappear when shorn, so it goes quite a bit further than the vanilla sheep. He's made a lot of progress from initial go, and I think the end result is very good. The shorn llama looks so skinny and goofy, I think it's great! Llama.MCModel
  21. Llama by Therighthon *FINAL*

    I think you can probably put *FINAL* on this one Therighthon
  22. Dromedary Camel *FINAL*

    The problem with that is it only works for a specific pattern. In theory there could be many yellow patterns. By being slightly separated, the single background works for all of them. Bioxx said he's allowing 2 decimals of exaction. I'd think 1 decimal would be plenty, but a .02 different between planes, one would never notice. However, the notion of transparent designs over solid textures only really saves art overhead if the design at least, is a separate entity from the camel. otherwise you still have to have separate textures for all combos, if the underlayer and overlayer are part of the same texture. So I don't know, Bioxx may be thinking of something else.
  23. Dromedary Camel *FINAL*

    I think he means, in the example of your camel blanket, one mesh that will just a red background, and then another mesh, just slightly above it using the new decimal size system, for the yellow pattern. I'd guess the idea is to make the art overhead lower. So rather than make a red blanket with yellow design, blue blanket with yellow design, green blanket with yellow design, etc, all being different textures, you just have a red blanket underlayer texture, and a yellow blanket overlayer texture. This same red underlayer also serves as the background for other designs. The overlayer can have a number of designs, which can go over any background layer - they are transparent to let the underlayer show around the design. So if we have white, red, yellow, green, blue, and black, and we have one background and one design in each color, and had to do a unified texture for each, we'd be talking 36 textures. But if they are separated into under and over layer, you only need 12 textures. I think that's the idea. My question is how this is going to work with the new decimal size system. How the texture will handle that. If we're going to have odd slivers hanging about, or what.
  24. Dromedary Camel *FINAL*

    Minecraft doesn't cull inside faces? I have totally been spreading misinformation if that's the case. It'd sure be nice if MCMC could act in the same way. Oh, and lookin good on the basket Konlii! Also, has the download link been updated? I tried downloading the newest version, but still could not seem to put decimals in the size fields. Anyone else?
  25. Meteoric iron & materials

    Arsenic bronze can most certainly be created by adding arsenic separately. It's original accidental discovery is incidental. I don't get the impression that TFC is intended to be about 'accidental' progression. And I realize you're stating your opinion, everybody here is - that's fine I'm not saying you can't do that, that's how discussion works. I'm stating my counter-opinion, with the reasoning behind my opinion and suggestions about how it might actually look, in terms of game mechanics.