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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

Darmo

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Everything posted by Darmo

  1. Why TFC Multiplayer is highly problematic.

    Maybe I've been playing computer games all wrong, but imho, aside from a very few cases where I made some lasting friends, every computer game I've ever played, no matter how much depth or shiny design, was ultimately 'a wank'. Unless you've figured out how to make irl cash off a game, or otherwise derive a lasting benefit, it's ultimately a waste of time in the same way many hobbies are. But if you enjoy it, that's all it needs to be justified. It's no more wasting of time than watching sports, or most of 'entertainment' television, certainly. Resource-wise, yes, on big servers you have to be willing to either travel a bit, or join another town. It would probably help the game a lot if caving wasn't so unattractive right now due to the cave-in mechanic. That would allow deep exploration without tedious boreholes and branch mining. I think part of that issue stems from the creative nature though - many people don't want to have to deal with a 'committee' of townsfolk, or a dictatorial mayor - they want to build whatever they want, how they want, and also not log in and find out someone else logged out with the red bucket, or best picks. Cooks in the kitchen and all. And that's no fault of the game, that's human nature. Edit: I would also add, that the devs have stated in the past that they are designing the game with 'small' groups in mind. So to some degree there's a conscious choice in the design - not for huge servers. I believe the popping off of nuggets is what causes large servers to feel depleted. I think people pop off starting metal for their first tools, and later pop off nuggets of good ores to 'hide' the deposits for themselves, and then don't harvest the vein before they get bored and quit, leaving a deposit with no surface clues. Personally, I make it a policy when starting, to never pop off all surface nuggets in starting metal groups (copper, zinc, bismuth, cass), if I can avoid it. I try to always leave at least one nugget in place as a marker. And I NEVER pop off the surface nuggets after I have a good starting tool supply, unless I'm actively mining the vein, and have decided I want to fully pursue it. That is, except within a couple hundred blocks of my town. Even on a towny protected server, it's very aggravating to invite someone to your town, and then have them start running around popping off surface nuggets within a few chunks of your town. Even then, if I ever decide to quit, I plan to go back and mark all those close veins with signs. I think if more people would be considerate citizens like that, it would help large servers a lot. I do think it's a fair point that the game is very one-dimensional in it's tech progression right now. The metal tech is very in-depth and drawn out, and functionally - in terms of fighting badies - everything beyond maybe bronze, and certainly steel, is arguably a bit unnecessary, unless you want to move source blocks. The other 'techs' are very shallow. I don't think it's for lack of desire - old forum posts are littered with grand plans - it's just they don't have a big team, like you mentioned. However, if you don't already know, there is a TFC2 in the works. It is still in planning stages, and sounds like it will be a different sort of game in terms of the overall progression of the game. There's still room for input there, I think, so you might want to check out that forum.
  2. Handling your wood, Carpentry and logging.

    Sorry, I got lazy and was conflating lumber and planks in my terminology. In my head it's 'planks' and 'plank blocks'. I didn't really see this topic in my glance over your forums Tony, but it's kind of more difficult to discuss in a useful fashion outside of the official game forum anyway unfortunately, as the possible solutions are far fewer without heavy duty coding involved. I probably should not have drifted so far from the OP - there is, after all, already a topic for stone-age extension. What I was mainly trying to get across was, in the base mod, changing the method and timing of obtaining lumber has a whole bunch of knock-on affects that need to be considered as well, if any sense of progression is to be maintained. It's true that it would give people in copper-scarce areas a way to get a grid without a saw (which I think is what Walrus was looking for), but without other changes, the majority of times it will just be a quick way to a grid, and even quicker path to metal overall. Panning already serves as a 'hard-way' to copper in copper scarce areas.
  3. Handling your wood, Carpentry and logging.

    You must have changed most of those recipes so they don't require smooth stone and planks, apparently? That milk requirement could be a pretty severe stumbling block in many cases. I applaud the notion though. I think it's a good idea to have the player need a bit more stone age experience, but if it were going to be in base TFC2, it'd be nice if it were incorporated into the tech progression so that it was more organic, rather than an artificial milestones. And I think making the crafting grid basically obsolete would be a step in the wrong direction. I think you could keep both the crafting grid, and ladders, as milestones. This could be firstly done by making the crafting grid require, say, four pieces of leather. Leather is entirely obtainable within a 2x2 crafting scenario. The flux stone could be an obstacle though. An alternate could be provided in the form of pitkilning a vessel of something to get flux. Maybe bones combined with small amounts of one or two other minerals. Though I'm not sure the pitkilning mechanic as it is recognizes anything other than ores. But requiring leather for the grid provides a milestone that is obtainable, but not super-easy, and is separated from obtaining a saw. Then, the player has their grid, and you could change the ladder recipe to require plank side-rails (6 planks, two sticks). Due to how many ladders one needs to go deep mining, making primitive planks could be a very slow way to get enough ladders. In that way, in combination with support beams, the saw could still be an attractive first tool choice. Especially if some recipes - chest, door - require a saw as part of the recipe. The obtaining of metal tools could be required to be after the crafting grid, by divorcing metal casting from pit kilns, and requiring a clay oven that is assembled using clay bricks (requires grid). This may or may not require mortar as the binder, depending on if flux is desired as a requirement. Otherwise maybe just sand. This could be a mere assemblage of brick blocks, or a lone process block. Or both, like the bloomery/BF. But it only does 1 thing at a time, so pit kilns are still good for multiple vessels etc (though maybe further combinations of process blocks yields an oven with more capacity) It would probably be good if pitkilns could still be used for at least some non-tool metals. In this way, the player would first have to obtain their grid, via leather (or whatever) and then they have to construct this clay oven to fire up a pot of tool metal. As it stands, you can get lucky and find enough ores to make your first metal tool within the first couple days. I think that's not entirely uncommon, though I may be wrong as I've not done a lot of worlds. By requiring leather for the crafting grid, I think on average it will take AT LEAST that long just to get the grid. You have to find the animals, fire up probably three large clay vessels, soak the hide in limewater, freshwater, and tannin. That's 32 hours just for the processes, not inclusive of the finding of the materials. Depending on animal/flux scarcity, possibly much longer. Then, the construction of the brick oven would also take awhile, due to the large number of bricks and logs required (logs for the pit kilns). Brick blocks could also have an architectural utility, btw. I'd guess that in an ideal start you'd probably take 4-5 days at bare minimum to get the first metal tool. And that's assuming animals and flux and a tannin-kosher wood and the surface metals are all at start. It'd probably take much longer, oftentimes. But it would be organic to the tech progression, rather than artificial achievements. And I'm not trying to dig on what you've got going Tony, you're working with the game as it sits. I'm musing on how things could be in TFC2, if the goal is to prolong the stone age, and allow a 3x3 grid without requiring metal tools.
  4. Handling your wood, Carpentry and logging.

    Thing is, planks aren't really part of the 'tech tree' of metals - which is arguably the only tech tree in the mod right now. Right now it's possible to get bronze tools without having planks at all. You need planks to make wood blocks for the crafting grid, but I would argue that's just a baseline for any and all techs after the stone age. After that, strictly speaking, you hardly need planks at all in terms of the metal tech - a barrel for leather, leather for bellows. 13 planks (aside from crafting grid) that will be required to get to the top of the metal tech tree. It's mostly charcoal and flux and metals. Now, you'll have a hard time getting all the metal required without ladders and support beams, obviously. But that's not what it's about, it's really about how fast you get your first two metal tools, which will nearly always be a saw and pick. And I think allowing stone-age planks will speed that process up for everyone. A crafting grid only requires 16 planks. So even if this stone-age plank mechanic only turns out 1 plank per log, it's still going to be way, way, way faster than having to work up to a saw through finding metals (unless the plank-chopping time is intolerably long), and pretty much everyone will always have their grid at the start of day two (plank chop all night) In the end I don't think it will provide any kind of 'slowed down' metals tree. It will in fact be sped up, and become the defacto standard for getting the crafting grid, and the pick will be the standard starting tool. I think it's great that right now, the player kind of has a choice for their first tool, between saw and pick. If I can make planks with a stone axe, I won't have to think about it at all, the pick will be obviously superior, because I'll have it AND ladders, and that plus a few logs is all I need to dig down and get enough copper for my first several tools. I think the loss of that choice would be unfortunate for the game. Now that all assumes that no recipes change, which I know some people advocate. But my point is, allowing planks to be gained earlier, but at a slower rate, is not going be a 'poor man's' way of getting planks. It's going to be everyman's way of getting a crafting grid, and then quicker ore, and then all the planks they ever need.
  5. Surveyors, and other things

    Technically, if you're tunneling down to the middle layer, no sedimentary stone shows up there at all - sedimentary is top layer only. So you have a 4/13 chance to find graphite bearing stone in the middle layer (~30% chance). All graphite bearing stone is metamorphic, and metamorphic doesn't even show up in the bottom layer, only top & mid. So there's no reason to dig below the middle layer looking for graphite. And ya, like Bunsan said, it shows up exposed in the top layer. It's not Y-limited. It's easiest to just find a graphite bearing top layer and run around propicking. You may get lucky and stumble on some exposed, especially in mountainous terrain. but eventually you'll get a reading pro-picking. Easier than boreholes, and also easier than caving with cave-in mechanics as they are now, imo. So you only need to know the top and mid layers when looking for graphite. And there's usually a ravine every once in awhile that goes down to the mid layer, and also uplifts of the middle layer exposed in mountain areas as Bunsan pointed out, so you don't even really need to tunnel that much if you are just looking to know what the middle layer is. Propicking it is another story of course.
  6. Separate Classes for different plant crops.

    You actually used to be able to harvest peppers and tomatoes in TFC without destroying the plant. Not sure of the story on why it was changed to the way it is. Speaking as an irl gardener, green beans and squash are two more plants that produce over a period of time. I assume this was considered a bit too advantageous, so they were changed to be as they are now for gameplay balance reasons perhaps.
  7. Threshing Grain

    Ya, the knife for grain thing always felt a bit perfunctory. Considering grain = bread, it might do something to address the imbalance between salad (specifically bowls) vs sandwiches. Especially if burlap is required, as jute can be very hit or miss, and takes a long time to cultivate.
  8. Diary Of A TerraFirmaCraft Noob

    It'll affect the animals you find. Check out the TFC climate page It's very useful info. You'll have clay, but 4k is too high to find cows or horses. I think it'll also be too high for 2/3 of berry bushes to show up. But, rainfall changes more often than stone types. So you shouldn't have to travel as far to find a different rainfall environment.
  9. What pages should be updated first?

    It might be nice, on the anvil page, to clarify where the non-tool metals fall, in terms of being able to make sheets.
  10. Magic!

    I've been thinking about if there's room for two magic systems, and specifically if there would be a place for 'druidic' or nature-based magic. I wanted to put some thoughts down here. Pollution/Degradation One of the early parts of this thought was, what would make this magic 'nature' magic, and how would it be different from a more 'by-the-book' arcane magic. I was thinking of a lot of natural processes or components, but one thing that jumped out at me was, if it were to be nature-based, the aesthetic would best be supported by methods which lend themselves to nature. So one of the concepts I came up with, was the notion of degradation of nature. The game could have a way to track this, and nature magic works best in areas where it is least disturbed. So, perhaps there could be a counter for each chunk, that tracks degradation. Much like it tracks whether the fishing or panning/sluicing are overworked. But rather than being overworked, the number would be a threshhold. And above certain thresholds, certain nature magics will not work at all, or will work only at reduced power. There would be two numbers - a minimum and a current number. Some acts will increase just the current number. There will be spells to heal degradation done by small acts. Other acts will increase both the current AND minimum number. The minimum number is just that, a minimum, and can never be reduced. It represents permanent harm. Some things that could increase environmental degradation: - Any time a dirt, natural stone, or ore block is broken. This would be a very small increase, but only to the current number. This could easily add up fast, but the druid can heal it via appropriate magic later. cutting down a tree would degrade according to the amount of wood dropped. - Every time a 'processed' block is placed, this raises the minimum and current values. But removing them lowers both by the same amount. Such blocks are smooth stone, bricks, anvils, farmed ground, metal sheets, bloomery and blast furnace blocks, etc. Maybe plank blocks even. If TFC2 doesn't have chisels that'll simplify it. Otherwise the fact that chisels turn these blocks to air will have to be addressed. And yes, stone blocks and metal sheets and anvils don't produce pollution. But the idea is to not have druids using them in their area. - Every time a bloomery or blast furnace is lit, this raises the minimum & current, and not just in the chunk it's lit, but basically every loaded chunk around the player, the the amount goes down the further away you go. Basically these kinds of industrial processes represent the greatest harm, and permanent, via pollution. Pit kilns and forges may just increase the current number, not the minimum, and in a smaller area. Because druids will probably still need *some* metal tools. The druid will of course need a way to tell how degraded a given chunk is, though this may have an associated skill and go in stages of accuracy, like the cooking taste mechanic. Chests, barrels, fences, etc would all be fine, unless sufficient alternates are provided. Yes, a druid could in theory let their animals roam free, or capture them with 2-high walls, but I don't think either of those is a great solution. Roaming will just be annoying (unless the druid can eventually tame ANY animal enough to command it to stay in place) and 2-high pits or enclosures just aren't scenic. It would be fun though, if druids could magically grow some kind of natural hedge-fence. So that gives an idea of the nature of pollution. The idea is to *not* have druids existing side-by-side in a town with people running blast furnaces and such. The druid should be surrounded by nature. And this notion runs somewhat counter to the stated goal of multiplayer coop, but I think it would be worthwhile nonetheless. THE EQUIPMENT I was envisioning druids as using a variety of grown tools and blocks. I haven't got details yet, but for instance there could be moss blocks that grow atop natural stone and dirt, but only underneath trees. The druid could influence these blocks in various ways to grow more powerful, and spread. These could either power a mana system, or be required adjacencies for other process blocks to function. There could be other such plants, as well as stonehenge-like obelisks. Different setups could give different powers. Druids could also use crystals in their magic, as suggested above. Hopefully it could be tied to moon cycles in some way. There would probably be some overlap in spell effects between druidic and arcane magic, but in general I would imagine arcane having more pure-damage-dealing type effects, with druidic perhaps focusing on taming animals, or even allowing the druid to tame and/or mount animals not otherwise mountable, like bears (maybe vanilla mount mechanics prevent this though) I was imagining the druid using copper, silver, gold, lead, and platinum in their processes, in pure forms. No bronze, as it's an alloy, and certainly no iron or above. I'm not sure where silver and gold and platinum fall in terms of workability on anvils - the wiki anvil page does not currently address that. However, I think it would be best if druids did not make anvils at all, but instead upgrade their raw stone anvil (via magic, or something else) to progressively higher tiers. It could retain the base stone, but add suffixes, i.e. 'basalt moon anvil'. Stone anvils would of course not degrade the chunk. I would imagine druids mostly using magic, and magic staves for weapons. And either magic leather armor, or additional types could be added. There could be chitin added via giant insects, crabs, or turtles. Perhaps bone armor. Or even wood armor magically grown and enhanced. Or even magical versions of silver, gold, or platinum, though I know that may be dicey as those were specifically removed some time ago for good reasons, and the unenchanted versions might risks confusing non-druids. It would be interesting if druids could actually grow special magical varieties of tree (ironwood, etc) that could be fashioned into armor using a smithing system, but perhaps using a different tool from hammer. Aside from armor, I'd mostly imagine druids using the metals in making vessels for their magical concoctions, maybe scythes for harvesting magical flowers, etc. Hopefully the currently useless game flowers could be incorporated into an herbalism system. In line with the idea of pollution and degradation, if the druid is carrying armor or weapons of forbidden material types, their magic would be greatly reduced, and their other work hindered as well. The tricky part though, would be making this a distinct skill branch (assuming that's desired). I imagine there would be skills associated with nature magic and arcane, and skill in one could detract from the other. If the player wants to be the best at one, they can't dabble in the other. This would enforce a magical dichotomy. But keeping a player from setting up a druid base in one area, and an industrial base in another, would be harder. Unless the notion of pollution were extended to the player themselves. So severe acts such as lighting bloomeries and blast furnaces degrades the natural essense of the player themselves. Overall, the idea would be to encourage 'druid' characters (and remember, 'druid' is just shorthand for a player focusing on nature magic - there's no classes in the game and no mechanic will actually forbid the druid from making and using the industrial blocks and iron+ gear) to create home and environs very different from the 'classic' style of player town. I was imagining simple cottage, with logs of big shady trees having all sorts of mystical looking sylvan plants, stones, and crystals. Pools of special water, etc. Maybe even fairys, dryads, or kodama, that the druid could attract or summon to enhance the magic. Basically, a different, very mystical, setting.
  11. Diary Of A TerraFirmaCraft Noob

    Don't be afraid to roam far. You can find a better rock layer, surface nuggets, crops, animals, and all kinds of stuff. Much more interesting than panning. Make sure to get a minimap mod, and mark the locations of nuggets, especially if you pick them all up. Beware of starting areas with rainfall under 250. They won't have clay, which is an even bigger problem than lack of copper.
  12. Future of Burlap in TFC2

    I had another thought on possible burlap use. It's only going to make sense if there's any desire to make food (specifically fruit) less easy to get, so this is all made in that context and if that's not a desire then this is not going to be a useful suggestion. I've noticed that it's pretty easy to set up a very extensive fruit farm, what with berry bushes and trees. In the right climate zone, it doesn't take much wandering to get loads. I thought it would both give a use to burlap, and make fruit producers more valuable early on, if burlap sacks were the only item that could hold berry bushes and fruit tree saplings (and maybe regular saplings as well). It seems like stack sizes can be be different for inventory vs container, looking at log piles. So maybe saplings and bushes would only stack to 1 in player inventory, but higher in the burlap sack (Though logs are higher in inventory than in stack slots, so maybe that doesn't work in reverse?) It would be additionally interesting if plants in player inventory had some sort of 'rot' timer (12 hours or less maybe, reduced by high temps), which if it runs out the sapling/bush disappears, or turns into sticks. Timer does not decay in burlap sack. This would represent that carrying bushes and trees bare-root is not good for them at all. It would allow players to gather nearby bushes and fruit trees without a sack. There would have to be some sort of precaution for bushes to make sure the player cannot just place and immediately break it again to reset the timer (maybe a 'sapling' version for bushes, like the early stages of crop growth?) The player could still gather them from farther away without a bag, but they'd have to carry them, plant them before they dry out, and come back again and re-harvest them later. The sack could for instance have just 4 slots, like vessels and log piles, with max stacks of 4 in each slot, and could be constructed using some burlap, jute or other thread, and dirt. This would set up an early game choice between using your jute for ropes for animals, or for sacks for transporting bushes and trees. This might make fruit trees and/or bushes more important in the early game, as it won't be as easy to set up massive fruit farms (especially if fruit trees only gave saplings in the right season, or if a beehive is nearby, etc). For extra hardcore-ness: -Burlap sacks can only be carried though extraordinary means such as player back, donkey, cart, etc. -The sack has a matching set of slots for dirt (16 sap/bush, 16 dirt). And every time you place a sapling in the sack, is uses up one block of dirt. You cannot place a sapling in the sack if no dirt block is available -You have to keep the sack moist -Saplings/bushes which are placed bare-root (from player inventory) have a flag like 'root shock' or something, which reduces their growth speed when planted(the flag is applied when the rot timer decays a bit). Saplings placed in a burlap sack have the 'root shock' flag removed, so they grow at normal speed when planted. When the sapling is removed from the sack and placed in hotbar or inventory, the 'rot' timer starts again and the player has a brief time period to plant it before the root shock flag is re-applied.
  13. [79.25]Plentiful Food seed

    Fair enough, but you said earlier (emphasis mine): That implied to me that you thought just by being close to the equator, they wouldn't be present. Which is not true. I've seen cows 6k blocks from equator. So based on that I thought I'd help out by pointing out they *might* still be near. If you've explored all the blocks within that range and found no cows, and high rain biomes, ok, fine, but if so I did not know that you had explored so much. Rain is not tied to the equator, to the best of my knowledge, but simply to biome. *Average* biome temperature, to the best of my knowledge, IS directly tied to distance from equator. But in my experience does not reach 30 until near 6k from equator. That's why I said what I did.
  14. Ya, I gathered that from "stick head in", but it's true that a button would solve the issue.
  15. [79.25]Plentiful Food seed

    Just FYI, you can totally find cows near that latitude. Sheep will be further.
  16. Apiculture in TFC2?

    I think it'd be a fun addition, in combination with rebalancing of the food system. Because without rebalancing food, I don't see much use for it. The most obvious and immediate uses are crop related. Having bees near your crops and fruit stuff causes them to yield more. And I think that's a good use. Because right now it's pretty easy to get food in all but the most extreme climates. Fruit trees, especially. I think fruit trees could be made to only yield a trivial amount per block, unless bees are nearby, then it increases to something like current. IRL, the bee industry is largely driven by actually transporting massive amounts of bees to the almond groves in California every year. Huge industry. So if someone doesn't want to bother with bees, natural beehives would be another bonus thing to look for near the base Of course there's honey and wax, but they'd need real uses, otherwise why bother? I don't think minor food taste alteration is enough. Healing uses sound good though (in combination with other materials). And wax can be worked into gemology (if it comes in) and probably be worked into magic somehow. It might be fun to have bees propogate flowers as well, though not useful strictly speaking. If you want to get really hardcore, then garden-grown crops would not produce seeds if not pollinated by bees (wild crops would always make seeds of course). I could further imagine beekeeping clothing being made from burlap, giving a currently useless material a use. The bee system itself could be as simple or as complicated as justified by the amount and importance of its uses, naturally.
  17. Ice House

    It's a fun idea, one I'd considered suggesting, but I thought I saw a similar idea get shot down somewhere, though I can't find it now, even under "ice box". Dynamic temperature, I've seen discussions before that indicated this is kind of a non-starter due to the complexity, but who knows, maybe TFC2 is different? Also, the Cellars Addon basically does this already, but using snow rather than ice. I think the issue you might run into is that most places, people like to build their 'sky freezers' at the top of the world where it's perpetually cold, if you're far enough from the equator. If you're anywhere that ice forms for more than a few days, I think you're probably ahead to go the sky freezer route, as they don't need maintenance, although they can be tedious to climb up to. I could see an ice house being useful in tropical areas where even the top of the world is too warm for a sky freezer. But then you have to trek a long ways to get the ice. To make ice houses/boxes truly useful, I think you'd have to somehow make sky freezers non-workable, and I don't know how you'd do that unless you have some kind of 'freezer burn' or something for if your food gets *too* cold, maybe in combo with too high up. That said I think it'd be a fun mechanic, in line with the other detailed constructs of TFC, such as charcoal pits and blast furnaces. I don't see why you wouldn't just use a regular saw for you ice saw. It'd give the saw a left-click use. The way I envisioned the ice box mechanic: was not as a room, but as a special storage block, 1 or 2(max) blocks tall, made of metal sheets. This block would need to be surrounded by seven columns of ice blocks - one in each diagonal direction, and 3 in the cardinal directions. The remaining side must be a door. The several columns must be 1 block taller than the top freezer block, and there also must be an ice block on top of the top freezer block itself. So basically your freezer block(s) must be encased in a cube of ice, including diagonals, except for the door and the ground. If these conditions are met, the ice box blocks are at or near freezing, preserving the food inside indefinitely or nearly so. The ice blocks melt over time, but only the top-most block in a column. Maybe there would need to be ice layers created, like charcoal? One layer melts every so often, based on ambient temperature (maybe around 6 hrs at middle latitudes in summer?). So if you use the bare minimum blocks, they'll only completely freeze the top ice box block for presumably something like a couple days at mid-lats. The solution is you stockpile more ice blocks, either in the manner of old (i.e. pile them in a huge pile and hope they last the summer) or actually create an 'ice silo' around your fridge, meaning you stack the ice blocks up in really high columns. The top layers keep the bottom layers from melting. The ice lasts longer if you further surround the ice columns with columns of thatch (but just cardinally adjacent, not diagonally. In plan, what you'd end up with is a freezer block in the middle, 7 columns of ice around it plus a door, and a further 11 columns of thatch around the ice columns, and presumably a blank spot to access the door. Since the ice box must be surrounded on all but one side by ice, you can't place two adjacent to each other, but you could space them one apart, so they share three of the ice columns. Personally I think I'd make the ice block itself back-carryable only, but that's probably too grindy for some. But when you see old ice house pictures, it was a huge production using horses and tracks to slide the blocks. It might bring an interesting use to minecarts, which would probably be reasonable since your base is likely by a body of water, so you'd not need hundreds and hundreds of track. It'd also be fun to see people set up track on ice, and have to remember to remove it before thaw. Unfortunately this plan would probably have some sort of ramification with regard to ticking blocks or something due to the ice melting, I don't know. And it would be nice to have a new solid thatch block to prevent people falling to their death through the thatch while trying to replenish the ice silo. But to me it seemed the best way to get a pretty faithful representation of the old ice houses. Both our ideas though, are a lot more complicated than simply having a special ice box container, with a special slot for putting ice blocks, and it sucks up an ice block each day or something.
  18. Log Piles

    I'm with Bunsan. If anything, I'd like the second shift-click to *remove* 1 log from the pile. To me it's much more annoying to have to mess with the gui to get one log out for cooking or making a barrel or those accidental 1-log-pile placements.
  19. Right click with empty hand seems reasonable. It's how people drink from ponds in the early game anyway. I don't think it would be gui-annoying very often. Personally, I almost never have empty hotbar slots. I pretty much 100% always am accessing containers with something in hand. The most annoying factor would be if you do forget, use an empty hand to try to access the gui, drink a bit instead, and now your barrel is not 100% full, and you needed it 100% full for making your alcohol or whatever. That would be annoying. I don't really see it as a necessary mechanic. But then, I almost always have 3 jugs on me at all times, unless I'm at base. Bunsan has a point though. There's already a GUI, a 'drink' button could be added...
  20. Wooden stairs?

    I think because the chisel allows you to create stairs.
  21. Anvil Randomization

    If this is a reaction to that 'smithing guide' post in the guides forum, that popped up today, that was a necro of a very old thread. I don't think there's been a lot of discussion about this topic recently. Per Kitty's point, I think the only way to bring randomization to the hit buttons would be to have several sets of pre-selected numbers that are known to work, and each world/player seed picks a set. Then it's just a matter of figuring out which set the player/world uses though. Personally I'm good with the system as it is really.
  22. Mechanisms and Mechanical Power

    I agree, it'd be interesting. Everyone has their own 'thing'. I'd be ok with more work to make flour for instance. I think it would help the feel of progression in terms of food being a little harder to get at the beginning. There's only one way to get bread and that's flour, and so by altering the milling mechanic, you can directly control how hard it is to get bread. And being able to create a water source block would certainly be useful for farming. But I think only if it can be done before the 'end-game', and only in very cold regions, where the crop window is tight. Or maybe if it could counter tropical heat. But the notion of pumps for mine water supply interests me not at all. I think it'd be too much work to set up for a mine, which is temporary. Not only would the setup be tedious, but keeping the pump powered. To me the most unattractive aspect of the game is dragging animals around, and the last thing I personally want to see is me having to drag animals from mine to mine in the early-ish game. I think the incentive would always be to work around it by just using massive amounts of jugs, or simply put a barrel at the bottom of the shaft. Heck, even just digging a sloped channel from the same water source down into the mine would probably be preferrable, as I wouldn't need to power that. Getting water is a problem with multiple solutions and I don't think you can railroad the character into using pumps for it without changing all the other solutions as well. And in general, water hauling isn't really a very interesting mechanic to me. Now pumps at a home base - to make a mountain-top more livable for instance - that I can get behind, because it's a permanent investment. But keeping it fueled still doesn't seem attractive to me. I'd rather just put out rain barrels. Other people would have different opinions - maybe they're not interested in making flour harder to get. I think the best use of powered stuff will be for for 'new' purposes. Things like hoisting non-carryable stuff from the depths, or to the tops of mountains. Powering mine-cars (which isn't new, but redstone was always a placeholder from my understanding). And, even though it doesn't currently work this way, there's nothing to say that the system couldn't be altered so that metal items in the forge *do* heat faster with a bellows, which would be a new mechanic, and one which I think players would use. Maybe there is a powered roller-mill, into which the player put a hot ingot, and (after time) out comes a metal sheet, no smithing required. Maybe there is a powered trip-hammer, which liberalizes the preciseness with which the smithing arrows must be aligned. Maybe there are new ores - adamantine - which when the player mines them, they do not come out in ore form, but in block form. The player must then put the block in a mechanical crusher to extract the ore. Perhaps this crusher can be used by the player, to insert a piece of rich ore of any type, and they get back that piece of rich ore, plus a 10u nugget (takes some time). New uses. Fun uses.
  23. 2016

    Aye. But the parents are individual cases. A federally controlled education system is all-encompassing. 'The Big Lie' isn't perpetrated by one-offs. It's perpetrated by a system. We'll always have to deal with 'the crazies'. They're annoying but mostly harmless. I'm far more concerned about government sponsored propaganda.
  24. Mechanisms and Mechanical Power

    To a degree. I mean, a large part of mechanical power in history has been grinding grains. TFC just doesn't work that way currently. But it definitely could. The other major use would have been moving around building materials - stone and lumber. But the way TFC currently is obviates that as well. It's the realism vs 'I want to build' conundrum. I think TFC2 will largely need to offer some more specialized uses, because I don't see building material transport as likely to change much. Making flour production more of a grind...might work. I think there'd be a line to be careful of in making it *too* 'grindy'. It'd definitely go a ways to making people value food more. It might even make salads attractive to use sometimes again, since bread would be more time consuming to make. I do rather like the idea of no more red/blue buckets. You want water or lava somewhere? You pump it there (or use magic?). It'd be nice if water could be done at steel or black steel tiers though, rather than red. Honestly, it feels like right now by the time you've achieved top tier metals, having water somewhere other than natural pools really isn't that big a deal. Ya, you could make barrels non-ladder-carry-able. But I feel like I'd probably just carry 20 jugs with me on a water run instead, and/or build a stairway. In imagining the effort to set up a working pump system for each mine, I just can't imagine it being less onerous than simply a massive jug run. And that's only assuming I can't just have my ladder shaft go all the way up, so the rain fills the barrel at the bottom instead, which is easiest by far.
  25. 2016

    Let's equally face it that everything kids are learning up to probably age 14 is dead simple. How many people forget multiplication? Grammar is probably the most complex, but I honestly couldn't tell you what my language classes were like then, so I'm not sure. I would say that everything up through about 8th grade (US) is so simple the parents do not NEED to have their own innate knowledge. That's what textbooks are for - I don't think anybody homeschools from pure memory. Even beyond that into high school, a lot of things are very simple, very textbook teachable. I'd honestly say that grammar probably requires as much innate teacher knowledge as anything. There's nothing that says that if one begins homeschooling, one must do it through the child's 18th year. A great many homeschoolers around here only homeschool through the lower grades, and then send their kids to public schools for high school, if not earlier. This allows them to influence the most early and highly impressionable years, where kids are extremely easily brainwashed by liberal education. Additionally, it allows the parent to teach things which liberals have managed to remove from public education, such as the constitution, a positive view of US history (and present), and civics in general. By the time they're teenagers they're probably as prone to disregard their teachers as they are their parents on social issues. The problem a great many parents have is, there there can be a line between 'sex' ed and 'perversion' ed, and moreover how early sex ed is tought. I would definitely want my kids to know some basic stuff. They don't need to be instructed on acts. And they don't need to be taught these things when they're 8. I will return again, to local control. These things should be under the control of the local schools, not the federal government. Respect the local culture. Funny how for liberals, everyone from anywhere outside the country, you have to respect the hell out of their culture. But if you're an American, and especially white? Oh, you don't have culture. Look, you can't just argue that anything in history that was bad was done by "convervatives". At the risk of getting into an argument over labels, I would say the worst attrocities in history have all been done by 'liberals' (I'm mainly going off body count here, rather than details of particular cruelty - i.e. Inquisition). If we're taking 'liberals' in this context to mean people who don't like the current social milieu, then the communists and their ilk who performed the various attrocities in Russia and Asia in the early 20th century are far and away the worst. And far from isolated examples. They are perfect examples of the result of rampant federal power vs a disarmed populace in most cases, and the inherent danger therein. I can't speak for other 'conservatives' (and many conservatives would not call me that) but the main thing I want to return America to is a point where everyone took responsiblity for their own well lives, rather than relying on the government for handouts. That's the worst thing going on in this country right now. Return of local control to states would be great too. I want people to actually be free. Not have their lives dictated by the feds.