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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. Regional Difficulty

    That could easily be done. Some fortresses perhaps have a process block that allows the player to make the stuff. They bring back that block, then they can make all they want. The process block could even use currently 'useless' ores, to help give them a use. But if you do that, what with islands being planned to have a uniform top layer, there is a somewhat significant risk that the player could not find the correct useless ore in the x:0 realm. The further east-west they travel though, the more options they could have. I would think at x:1 or x:-1 they're almost guaranteed to have found a sedimentary top layer. Or, maybe islands can have more top layers, if ores are not the tech-gate. But, the quantities found could also be varied. Just do some stats on what is needed welded at different tiers and provide for that much and more. It seems like the idea is to encourage armor and weapons at each tier (as opposed to currently, where I think a lot of people skip copper gear, and probably iron too). So 7 flux to make an anvil, 7 for a breastplate, 3 for a helmet, 4 for leggings, 3 for boots, 1 each for mace and sword. So 26 total flux to gear up at each tier. Of course bronze tier needs more for bloomery, iron tier lots more for blast furnace, and of course yet more for the ingot making in tier 5 and up. But if a fort gave admixtures enough for 64 flux at tiers 1 and 2 for instance, that sounds like it'd be plenty for all you'd need. The amount given could even be a config setting. I'm not totally clear on if there's 1 fort per island, or multiple, but if multiple, spreading it out amongst forts would give further impetus to go after more forts. The player could get just enough, and then push on to the next tier of islands, or spend more time and hit most of the forts in their current x postion and have tons and tons of extra. Or maybe rather than a generator for each level, there's just a couple. The first one generates tier 1-3 fluxes, and is found in a tier 3 fort, and the other generates tier 4-6, and is found in a tier 6 fort. So the player deals with a bit of scarcity for awhile, but then gets a process block to generate all they need as a 'big-ticket' reward. In any case, I think the we can get by fine without special generators. It's a very easy thing to adapt to player needs, I think. The whole idea is to allow both the island-hopping playstyle, and a more sedentary TFC1-like playstyle, using the same world gen algorithms. What I got from Bioxx's comment above was that if the ores themselves are the tech-gate, there'd have to be two different world generation algorithms if TFC2 is to also support sedentary TFC1-like play: one that doesn't generate certain ores in certain x positions, and one that generates them anywhere randomly. The precise details could be different, but the overall idea is to make the tech gate something other than ores. Flux seemed the logical choice, since it's still directly required to make all useful metal items. In theory a player could even make stacks of bronze ingots never leaving x:0 in island-hopping mode, but that's fine because they won't be able to do anything useful with them till they have the flux.
  2. Regional Difficulty

    What if...rather than making ores be the tech gates, and so having to limit their spawn, instead something else becomes the tech gate. For instance perhaps each metal requires it's own special flux. And the special thing to make the special flux, is only found in the fortresses. So in fortress treasure chests on the tier 1 islands, you can find 'fairy wings', or whatever, and combine those with normal flux, to make the tier 1 flux to weld copper. The tier 2 island fortress chests can contain fairy wings, but also 'human bones' or something, which is the tier 2 flux admixture. Whatever they are, these special admixtures can only be found in fortresses. Each higher tier of fortress can contain their own tier of admixtures, plus all lower tiers as well, to keep the player supplied. It could even be a 2-part thing, so the player needs 2 admixtures. In the 3x3 crafting grid, the normal flux would be center, then four of one, and four of the other. One of them could be a quantity limited, and always the same through all tiers. The other admixture would be what specifies the tier. So maybe human bones are required through all tiers. In this way the quantity of human bones ever found would limit the number of times the player could make flux. The tiered admixture could be given in greater quantity. This limits the number of welds a player gets, but allows them a lot of leeway in choosing which tier they use it on. Obviously the first tier recipe would have to involve only 4 squares, so it'd be a bit different. Different game difficulties could alter not only the mob stats, but also the amount of admixtures that appear. With this system, I think all ores and stone layers could be allowed to spawn wherever, in a totally random fashion, hopefully obviating the need for a different world-gen algorithm. In the 'regular' game the player could hoard all ores and make ingots with them any time (well, subject to normal process block limitations i.e. pit kiln, crucible, bloomery, BF), but wouldn't be able to weld ingots to make anything useful until they got the admixtures from the forts. Blast furnaces could probably be left to use normal flux. The tiered fluxes could be just required for welding. BUT, if the player wasn't interested in the progressive-island playstyle, they could just spawn in the admixtures via console, and have an experience more like TFC1. The forts would still be there, still have admixtures, and still increase in difficulty - world gen doesn't change. But the player is not forced to go to them, except if they just happen to need ores there by chance. But if the player can find all they want or need on the x-0 islands, they can just stay there. Or maybe there's a config option that makes a spawn chest near the player that contains a bunch of flux admixtures. Or a config option that activates new recipes which just require 'useless ore' admixtures rather than fort-only stuff. Or simply a config option that makes regular flux work for all metals, as it does now. I think this would allow the world gen to always be the same, and yet allow players to skip the tiered island hopping if they're not into that, all hopefully within the scope of a config option, rather than more complicated stuff. As a side note, if human bones were one of the admixtures, it would give a good reason to have set piece crypts, with bones inside. It would even give a sort of 'origin story' - the player(s) is the last of their tribe, who have been killed by the invading mobs (which is why they have the bones) -as opposed to the more typical 'shipwrecked' story. You could even have the player start in the charred ruins of a village (and if they chose 'easy mode' then there's some human bones laying around) Another side note, if this admixture thing were implemented, I think Borax should have a special quality where you combine the admixtures with the raw borax ore, and get like, 4-6 of the special flux. This would make borax 4-6 times (or however many) more efficient with the admixtures as opposed to stone derived flux. Borax just doesn't get enough love currently, for being found in only one stone type.
  3. Bring back solid thatch blocks

    Using jute to make the block solid sounds like a good idea. Give some use for the later-game jute surplus. I think it would be ok to make it gravity defying and solid. By that time people are going to be using them for the look anyway, no need to make it harder than necessary.
  4. Regional Difficulty

    Is there any chance there will be a more 'traditional' mode, where the minerals or what-have-you will not be X-limited? One of the things I love about current TFC is that each world is a total unknown - it could be a veritable utopia with all ores close by, graphite within 200 blocks of spawn (happened once in a play test seed) lots of animals and fruit, or it could be a dry climate wasteland of Diorite. It all has a feel of mystery and wonder, where anything is possible and you just don't know what you're going to get. . But TFC2 seems like current thinking is it will be very much more structured - patterned island layout, critical tech ores always a minimum of x-thousand blocks away, not being able to place blocks on new islands. It will make for a more structured combat oriented and exciting game to be sure. But it sounds like it will feel...artificial, and deaden the mystery a bit Instead of wondering 'where's copper, where's graphite, they could be anywhere!', it sounds like we'll be saying 'ok, cassiterite is 1 island away, graphite is 3 islands away, I don't want to put serious effort into my base until I'm at least on the iron island.' There won't be the same thrill of finding exposed graphite, or garnierite nuggets, because we'll already know to expect them on that island (or at least, one of the islands in that x-range) or more precisely, to NOT expect them earlier. And the islands we know they're *not* on will be kind of ho-hum, looking for the very defined mineral set that we know this x range encompasses. If x-0 isn't even copper, what will it have, just useless minerals? And the island after that just copper + useless minerals? Instead of the fresh-seed excitement, it kind of seems like there will be a get-out-of-jail feeling to the first one or two islands. And I say that knowing not a lot about what else is in store behind the scenes, I realize. But...it's just kind of how it seems so far. It seems like it might be nice to have an option for a play mode where the minerals aren't x limited, but everything else stays, including mob difficulty scaling. For people that don't want to necessarily make a B-line east or west, but a more natural and random feel.
  5. Regional Difficulty

    Thing is, do players *need* to truly live on any island but one? The first significant base will likely be on whatever island they can get bronze at. If they invest a lot of time in that base, will they want to move? Or will further island raids be just for the required tech supplies? In current TFC, a nomadic player doesn't really need to farm to survive, there's plenty of wild food, so if TFC2 has a similar food mechanic going, a player could probably defeat the island just scavenging as they go. However the difficulty system works, it has to allow the player to at least be able to travel on the island - how else would they defeat the natives? But if the player can travel, they can find wild food. Unless there is none, or very, very little. It'd be kind of interesting if crops only existed on farms defended by the natives, and the player had to raid those farms to find food. And only after the natives are beaten do wild plants and animals spawn. There could be some interesting moral dilemmas if the farms were inhabited by civilians, children and such. But even then, a player can bring a lot of food with them. If the tech-gate is just minerals in the ground, the player will probably be able to get them without conquering, much less farming, unless the natives can destroy player structures, and use ladders, etc. At some point the travel between bronze base and further islands will become onerous though, unless there are indeed portals. The player would have to choose between re-basing or making huge extended trips (or just staying on the tier they're at). To me the notion of making a new significant base every other island or so, and abandoning the old one, sounds exhausting (and disassembling the iron sheets on the blast furnace, terrifying). But then again, if the defeated mobs had a pretty nice fort, I guess you could maybe just move in. That's not the same as building it from ground up though. To me the notion of disallowing placement/destruction of blocks on unconquered islands seems extremely artificial. I'd very much like that to not be a mechanic of the game.
  6. 2016

    This *is* the born right of every American citizen - it's in the Constitution. The belief is a fact in this case. I'm always curious in 2nd amendment discussion, the people who comment (especially on the control side), have they ever fired a gun? Do they own a gun? Have they ever killed an animal with a gun?
  7. Regional Difficulty

    here is an earlier post on the subject. The relevant part being "Before an island is pacified, building/living there should be impossible." This could mean a lot of things. I'd guess that until the mobs' fortress or whatever is pacified, their spawn numbers are greatly increased. Possibly they have better equipment as well. So orcs with bows and steel armor and weapons are a serious threat. But once you've broken their leader or fortress or whatever, maybe they're back to stone weapons and no (or leather) armor, and spawn less, and are more of a nuisance because they've lost their tech. However, it seems like mobs will need the power to attack the player's structures, animals, and crops. Otherwise, I'm not sure how they would make it 'impossible' for the player to build or live there. Or perhaps more to the point, mine there. If all the player has to do is toss up a plank hut and mine to the critical minerals, and the mobs can't tear down his hut, then really they'll mostly hinder him finding the materials in the first place, not stop him. A well supplied player could insulate himself pretty well I think, if the mobs can't bust down his door. Six vessels of raw food makes a lot of sandwiches, and a few rain barrels strategically positioned can keep a guy in water without leaving the house. Might be there are several fortresses on a given island, each affecting a region. Otherwise it could take a long time, constantly being harassed, to find the one fortress that controls an entire 4000-square-ish island . Unless it always spawns more or less in the center I guess. One fortress per 1-2000 square area sounds a lot more manageable in terms of finding it - and you'll need to find them fast it sounds like, or risk being overrun in your inadequate night-hut while searching - I'm not sure how it could be made impossible to establish a base, but not impossible to spend several days and nights exploring, looking for the fort. But then if you conquer one fortress and happen to find the ore you need, can you just forget about the other fortresses? Does or spawn in smaller veins so you need to find more of them? Perhaps there is a master fort, with a lot of outposts - destroying an outpost reduces the spawn in a sub-region, but they still come at you with better gear. Only by destroying the master fort do you nullify their tech. It kind of begs the question, will we get loot in the form of actual tech? Like, maybe they have a bloomery, or single level blast furnace in the fort? It kind of seems like that would cheapen the accomplishment of getting a BF especially though. Can you find raw ingots in the fort? You'd risk the game turning into a loot-based progression, rather than mining-and-smithing. But tldr, I agree with Shiphty - I'm sure there will always be *some* amount of hostiles spawning. It sounds like when you've 'conquered' an island, you've got access to enough materials to tech up to the next level and fight the next island's denizens comfortably.
  8. Regional Difficulty

    Sorry, ya, I knew the north-south wouldn't vary in mob difficulty, that was clear from the earlier post. I was just pondering about general stone and mineral occurrence between islands, and how that might affect the amount of travel required to 'tech up.' I was imaging how far one might have to travel, just based on random stone occurrence in large areas, with possibly certain key minerals like graphite being east-west limited. But it sounds like current thinking is a more structured east-west mineral (or something else) progression than I'd imagined, with maybe even copper and bronze being X-limited. Which is interesting, and will definitely ramp up difficulty. So many questions...but I feel like I'm prying too deep here, so I'll shut up.
  9. Regional Difficulty

    I'm interested to see how the island thing plays out. Bioxx said here "The current intent is to make sure that, at least for the first few islands, there will be some required resources present so that no bottlenecks occur. As for the rock layers, each island is its own single rock layer at this time. Fear not, there are plans for deeper rock layers on each island, but nothing that I want to reveal quite yet.." Very intriguing. "First few islands" meaning north-south? Or east-west as well? In the current game, traveling 4000 blocks or so, you usually encounter 2 or 3 stone types. 1 top layer in that whole area seems daunting, especially if your second layer is diorite, gabbro, or granite. But that's TFC1 thinking I guess. Sounds like deep rock layers will have something new about them... I'm wondering if the plan is to compel players to venture east and west, for example via graphite layers only being outside of 'X-0', or will the player, on the balance of probability, be able to live out their career, blue steel and all, on the first one or two islands? A single top layer seems like the player will compelled to build their early base out of whatever stone they have, as opposed to the current game, where I think layer changes are more common, and the player has more choice. Can the players expect to have a more limited stone pallet available for building, for a given amount of travel, I wonder? I feel like currently the player eventually 'settles in', and has a big base they've spent a lot of time on, and don't want to leave. so in the SP game, it kind of feels like travelling more than 1 island east or west would be daunting, unless the player is willing to start over with their base, or there's teleporation magic, etc. In multiplayer, it gets more interesting. There could be a little crowding in the original 'safe' zone. As opposed to currently where, on larger servers like Happydiggers, you just wander far enough in whatever direction to get to an area where you have room. It sounds like in TFC2, large multiplayer servers might require more cooperation, in order to tame violent lands for expansion? Definitely interested to see where things go.
  10. Placement time for blocks.

    Ya, I definitely don't see where making construction take time would add anything to the mod. The time is in getting the materials, that's enough.
  11. Lead Crusing Weapons

    I'dI don't ever pan or sluice, so I don't know how often those might return lead, but aside from those and lead nuggets on the surface, the only way to get lead is with a pick. But if you have a pick you already have a more durable metal. A better use of that pick would be to get more copper. Now there may be a narrow use window, where the player has collected some copper nuggets, but not enough to make a weapon yet, but they have come across a lot of lead nuggets (or panned or sluiced for them?) and could use those to make a weapon, saving some of their vital copper. It's a pretty limited use scenario though, I think. Once you've got a pick, and found copper, your best move is to find a copper deposit.
  12. Ceramic bowls - another tedium

    I don't know the master plan for TFC2, but I'm guessing plastic is a no-go. Honestly, it may be best to re-think the early combo-food. I think everyone prefers sandwiches right now, as the thing they require - the bread - is also food, and is relatively quick to prepare. You have to have a quorn, so there's a tech gate, but once you're got that it's fairly trivial to make bread. Salad bowls take a bunch of time EVERY time, and are for a lower-tier food, compared to bread which cooks in under a minute I think. Maybe the lowest tier food needs to be made to 'kebabs'. So the player uses a stick, skewers some stuff on it, and cooks it for a minute. Early game, sticks are somewhat valuable, so that's a cost. And then the cooking on the campfire takes a little time (raw kebab gives no satiation). Then sandwich is the next tier, and then, bowls can be used for a higher tier item - stew. If they're better than sandwiches, people will (hopefully) use them - as opposed to skipping salads entirely, which I think is what a lot of people (especially experienced people) do right now - and it will help keep clay as useful in the later game.
  13. Totems

    This kind of seems like it would be better in the TFC2 forums, relating to magic. Do you have a notion of how this would 'work' in game? A little more idea of the process? I'm assuming the player would have to do some work to get these things...
  14. Lead Crusing Weapons

    It's really no trouble to make an extremely heavy iron weapon. Either way you can quickly make a weapon that is too heavy to be used effectively. There's nothing magical about lead. It is mostly useful when you need more weight in a small and aerodynamic package - fishing weights, lead shot. I won't claim to be a medieval historian by any means, but I've never heard of lead being used in a melee weapon historically. As much as it'd be nice to see a use for lead, it just doesn't really make sense to use it in weapons.
  15. Suspend Decay on preserved food

    Wasn't there hints at some point, of a new preservation system of some kind in the future? Personally I've found that keeping food on me in vessels, and being pretty scrupulous about trimming it, it lasts a long time. Grains almost forever really. As long as I'm careful not to log in like, 7 hours after the last time, and get hit with a huge amount of decay. I always have at least two vessels of raw foodstuffs on me. Is that too burdensome for some?
  16. Why I will never smelt Bronze Again...

    Woops, sorry, my terminology mistake there. Whatever the things are you get after you split the bloom are called, that's what I meant. I forgot the thing between those and raw blooms is what's called a 'refined' bloom. Still, with crucible it's only two smithing operations (refine and spilt) to get a lot of useable wrought iron ingots. The BF, every single pig iron ingot has to be smithed twice to get a steel ingot. That's a lot of smithing!
  17. Why I will never smelt Bronze Again...

    Ya, I guess I should have qualified that statement - if you have a crucible, bloomeries are nice. Then you just split the bloom, and melt the refined blooms in the crucible, rather than having to smith each one.
  18. Why I will never smelt Bronze Again...

    I like bloomeries - you don't have to watch them. I made two for a rail project. I found that to be plenty - between miscellaneous other tasks and smithing, I couldn't keep up with those two. And laying rail lines is great fun. Any idea how much many meters of rail you'll be putting down?
  19. Ya, the cooling chest is for when I'm further processing the ingots. So I pour my ingots, let them cool down to just below liquid, pop them out, and they're still hot enough I can weld them and work the double ingot further. Especially fun when I'm making my copper and bronze anvils. I don't even need a forge to do it, I just pit-kiln the metal and weld it while it's still hot. Also you eventually run out of water. I'd rather have the water around so I don't need to go find some when I get thirsty during long blacksmithing stints.
  20. Magic!

    Not sure on quality vs depth. I've never seen any statement to that effect myself. I have always kind of wondered if the type of gem depends on the rock type you're mining. Never paid enough attention, since gems don't matter currently. If the player works the gems, then depth could be tied to carat size and number of flaws, rather than quality. Well, within the scope of my crystal system, I'd suggest that gems and crystals be different categories, with their own metadata. I'd suggest crystals include: tourmaline, beryl, selenite, quartz, and calcite at least. Selenite and calcite form irl huge crystals. Quartz makes big ones too, though not on the order of meters, I think. In categorizing crystals, I looked for minerals that irl for long crystal structures visible to the naked eye, at least. Malachite doesn't do that really. And obsidian irl is actually the opposite of a crystal. I further tried to limit it by basic mineral - that is, quartz, amethyst, and citrine, for instance, those are all just quartz crystals. Amethyst and citrine have impurities that give them color - so they might be better as gems, while the pure form - quartz - is a crystal. So I was looking for fundamentally different crystals, vs different colors of the same mineral. IRL, there are seven 'crystal systems'. It's an interesting read. Some of them - garnet, spinel, fluorite - form cubic crystals. The hexagonal forms seem to be the ones that make long crystals. But some of the TFC lower-tier crystals could be from the cubic family, but they only ever are 1 meter in size. As for effects, you're pretty combat-heavy in your list. I'd suggest thinking of things not necessarily combat related - water breathing, spider climbing, fire resistance, cold resistance, teleportation, block duplication, summoning, plant growth, ore detection, raw stone disintegration (for mining), holding (enchanted barrel holds twice as much water or items), putting animals to sleep for transport, Shrinking animals for transport, etc etc. The list of beneficial stuff is virtually endless. It doesn't have to be all combat-centric.
  21. Ya, you can partially fill ingot molds. It doesn't fix the overall issue of having odd amount of of ore left. But you can partially fill an ingot mold (or any tool mold for that matter, assuming the metal is bronze or copper), and then later if you do another melt of the same metal, complete that partially filled mold. It's very common I think to have a partially filled ingot mold of pretty much every metal. I just keep them all in a chest near the forge, usually this is also my cooling chest.
  22. Magic!

    I think a magic system that involves gems/crystals might be good - it'd fit the basic theme of MC and TFC - mining and minerals. I did start another thread to discuss improvement of the system of making gems. A gem based system could work a lot of different ways, and could bring variety to play-throughs, for instance by tying the type of gem to the type of magic it could be used for. Maybe rubies do fire magic. You don't find rubies, you don't get fire magic. If the gems have durability, the player would experience many varieties perhaps, and have to adapt their strategies to the gems available to them by random chance. I think that something TFC is currently kind of missing, that MC has, is the need to 'go deeper', for resources. I know Bioxx mentioned this in another thread, that he has some secret plans for that. But, there could be a further compulsion to go deeper if, for instance, Crystal clusters grew deeper. These wouldn't be random gems popping out of the rock, they'd be physically visible crystals, that only appear at certain depths - the deeper the bigger. And perhaps only in certain rock types, and/or near hot springs and lava. There could even be beautiful crystal caverns, like so. Those are real-life crystals several meters in length! I think having some of those in the larger TFC2 caverns would be pretty epic, If magic were derived from these kinds of cave crystals, then you have a reason to go deeper. The deeper you go, the bigger and more powerful the crystals. Then, further imagine that the largest, most powerful crystals cannot be carried by the player - they do not fit on the back, and yet overburden the player. The only way to get them to the surface (aside from tediously placing, moving to the other side, picking up, placing, etc) where they can be used somehow, is in a mine cart or on a donkey. I'd kind of prefer mine carts, because then suddenly minecarts have a purpose beyond being rollercoasters. It'd be interesting though, if some kind of hoist was added to the game. Maybe a shaft could be sunk down into the crystal cave, so that the player doesn't have to lay an insane number of tracks. edit: Depending on how the lift works, it could take 2 pieces of jute per meter if it's a counterweight system, or one piece of jute per meter if it's a cranked spool. Either way, the amount of jute required would be a stumbling block to going super-deep. Also the lift mechanism for crystals could be a burlap sling, requiring even more jute. Now at the same time as I think gems and crystals would be a good basis for the system, I think it would also be good if books were important somehow, since right now paper seems to lack importance. Reeds are one of the few reasons to visit the tropics, but one trip and you've got about all you'll ever need. Perhaps the wizard has to bring up crystals and set them up, so they'll be physically present. They have to have access to the sun or moon - that's where they get their power, and why they don't work underground. The wizard has to make a book for each spell, and the book is linked to the crystal by inscribing a rune on the side of the crystal. In this way larger cystals can hold (power) more spells. Basically each block of the crystal can power 4 spells, 1 on each side. But the crystal provides power based on size as well. And the power is divided by the runes - so if you only use 1 rune on a 1 section crystal, that spell will be 4x more powerful vs having a rune on all four sides. And if you get a 4 meter tall crystal, and only put 1 rune on the whole thing, well, that's a very powerful spell indeed! Crystals cannot be combined. They would have specific sizes and when placed would immediately be that size, similar to support posts. Maybe allow 1-section crystals to be carried on the back, 2-section can be carried by donkey, but anything larger requires a mine cart and/or hoist. The books, the player carries with them, and is what is used to activate the spell. Maybe one use, maybe multiple, but limited, to keep a continual need for paper. Maybe the player crafts a specific book of a specific rune type, and it can be used as many times as that same type of rune is inscribed on a crystal in their base. Provided crystals are rare enough, they don't get used up. But each spell use removes a rune, making subsequent spells from that crystal more powerful, since the crystals has fewer runes now. edit: Problem with that idea is that the book is on the player, and the crystal at home, so it probably gets unloaded at some point. So how to link the two. I suppose the data is stored on the player's book, and simply updates the crystals when their chunk reloads. In keeping with the highly geographical nature of the game, it would also be interesting if ley lines were a thing. These would be invisible to the naked eye, required special equipment and/or magic to see them. Placing a crystal (or several depending on how big ley lines are) one the intersection, powers them up even more. If done right it could be a critical point in the wizard's career - he'll already have a decent base before he gets th magic to detect ley lines, so once he finds an intersection, does he just keep going where he is, or does he move to the intersection? Hexagonal generation I would think would allow both 2-way and 3-way intersections. There's also the good 'ole notion of dark magic, in the forms of 'soul gems'. Trapping the souls of living creatures in gems or whatever, to power fell magics. It'd be kind of interesting if there were sort of several 'paths' of magic to go down, rather than one.
  23. Volcanoes

    These would be fun, but I think they should be very, very rare in general. Honestly I think if we're being realistic, probably just ask for a rock cone with a lava pool at the top. Even in the current game, once in awhile I come across an overflowing lava pool, sometimes from an overhang, and they're always impressive and exciting for their unusual nature. If volcanoes are dangerous, why should anyone settle near them or go near them? People spend tons of time building their settlements, I don't know why they'd settle near a volcanoes and risk all that work being destroyed. The only use for gravel currently is to get flint and for panning. Both uses are pretty minor, and gravel is already plenty abundant for them. In the current game, bonuses to agriculture aren't that meaningful, it's already pretty easy to get a huge surplus of food. One of the only possible compelling reasons I see is if new minerals or something are added, that are found only in volcanoes. But they cannot be game-crucial minerals, or volcanoes will have to be common enough that people can find them. So they either need to be 'easter egg' minerals, or perhaps minerals that are rare everywhere else, but abundant around volcanoes. Even then, if the eruptions happen infrequently, all the player has to do is pop in, grab them, and leave. Or, if some sort of thermal generation makes an appearance, and the miscellaneous lava that appears all over currently goes away, then the vicinity of volcanoes might become attractive for power generation. As scenery, they'd be great. But if they're to actually contribute to gameplay, I think TFC2 is going to have to have stuff added that plays off them. Because I don't see anything in the current game that would.
  24. The idea behind the useless goo was mainly a feedback mechanism. I thought if the player tried a solvent, and got nothing, it could be confusing - they might think it's a bug. I figured there needed to be something to concretely tell them that that was not the correct solvent. I was not intending that it ruin the vial or anything, it'd just be thrown away. RAMBLINGS You're correct that there would be wastage of minerals in what I described. And further correct that irl, if you used the wrong solvent, the more likely result is probably nothing much happens, you still have the mineral. The way I described it initially, the player might waste up to 300 units of a given mineral, before they hit the fourth correct one (and that's assuming there's four solvents, there could be more or less). But I also intended that as part of the barrier to entry into the chemistry field - the notion you may have to waste some minerals. It also reinforces the notion that chemistry is about experimentation and - yes - failure. There would be the thrill of luck when you get the correct solvent the first time. If nothing happens with the wrong solvent, then the first stage is really just about mass-producing solvents, and whether the player has just one distillation flask, and so has to spread the experiments out over time, or they have four flasks and can do all four at once, and so get all four results in 1/4 the time of one flask. Which is valid, it's a time sink, so a barrier. I'd originally considered another twist on the first stage of production - all minerals would be placed in a camp fire or forge, and be cooked until they were reduced to [mineral] char (it may be that the char disappears if heated beyond a certain temperature, so the player must watch it rather than just let it cook at max heat). Then the char is ground up in the mortar and pestle. The twist there was going to be that a campfire or forge reduced the units gained. Campfire perhaps you get only 25%, forge 50%. And then there were going to be one or two higher tier tools that would return more (reduction furnace 75%, calcinator 100%) The idea behind this was, in the early stages the player was struggling to get enough material to experiment with. Mass production would be out of the question. But higher tiers would allow more efficient reduction. In that scenario maybe they do not lose the mineral they put in the distillation flask. Because they're going to have to lose 3 ingots worth of material getting enough to put in the flask in the first place. In this scenario the player would still lose material, but it would be known from the start, rather than random. I wonder if that would be less frustrating? A forge is pretty easy to get, so losing one ingot to get 1 ingot isn't terrible, I'd say. But even a 3:1 loss ratio (3 lost, 1 gained) doesn't seem terrible to me. Most mineral pockets have far, far more than 4 ingots of ore, and this wastage only happens once at this stage, as long as the player takes notes on which solvents go with which minerals. MACRO THOUGHTS I think really maybe the first decision to be made by the devs, aside from if they even want to consider this general idea of experimental chemistry, is how hard to make it, and hence perhaps the target 'audience'. It could be made to take enough materials and time, and require some irl deduction, that not everyone will do it, at all. Or a middle ground where everyone will at least dabble, or make it pretty easy and every home will have a chemistry lab next door to the blast furnace. I can totally see the attraction in wanting to have everyone at least dabble - it's a lot of coding effort, and perhaps best if everyone uses it at least a bit. But there's also the notion of exclusivity and secret knowledge. The notion that not everyone should be good at everything. The "wow!" factor of knowing a good chemist. I'd originally envisioned it, before the TFC2 forums, as a replacement for magic, more or less. So I thought it would be worth the effort, even if not everyone did it. With magic in the mix, well, there's the possibility of magic eclipsing chemistry, or maybe they just don't bother with chemistry, idk. That's up to the devs. The metals system as it exists is mostly grinding. Every step and recipe is known and straightforward, tiered and well documented. The hammering target is the only random. I personally dropped my single player game after making a bloomery and laying a bunch of rails - I love rails. I was not particularly interested in grinding high tier metals. Higher speed picks was the main attraction. That and buckets. Not much need in TFC1 single player for high tier armor. MP can be another story, and of course TFC2 is probably an entirely other story. It sounds like in TFC2, with graduated difficulty, there may be more compulsion to get really good armor and weapons. Propicking and mining have a certain art to them as well, but everything else besides those and the metal tech tree in the current game is dead simple really. chemistry *could* be just another tiered system, with well defined recipes and progression, nothing wasted but time, just like metal tech (unless you put the wrong ingot in your crucible). I was trying to bring to it a different feel. Randomness, experimentation, lost material, catastrophic failure.
  25. Nutrition based on food variety

    Like the idea of requiring more from the player to get beyond 1000 hp. In the "more accurate food tastes thread" I suggested a slight alteration of your system, using abstracted vitamins, rather than food variety. Probably would have fit here better, but the conversation there kind of led into it.