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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."


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Everything posted by Darmo

  1. Stat Points & Trade Friction

    The problem is those are universal values that don't account for different players. And while it's a simulation of rl skill loss, it might be a poor game mechanic for player enjoyment. When people work hard for something, especially something like building up a skill, I think they won't react favorably to losing it. I've seen the strongest reactions to loss of skills, rather than loss of gear. Personally I can go on a rl building spree for days. I'd not appreciate losing hard-won skills just because I was trying to improve the atmosphere of the server, and I think it would tend to disincentivize such projects, unless the time cushion was extremely long. That said, it does sound like it'd be easy-ish to add, and easy to get rid of with a couple configs. It's definitely a viable option. Plus - and this is I think the biggest bonus of this method - it allows a player to re-align if they find that one chosen 'career' path isn't actually all that much to their liking. It's more adaptable.
  2. Any Information

    Also the growing menagerie of critters. Witness Therighthon's llama - light years ahead of Mojang's, and shearable to boot! And Konlii's fantastic camel, a much more sensible mount than a llama, which irl cannot generally carry a grown human, much less one with gear. Just two animals out of many.
  3. Stat Points & Trade Friction

    I like the idea of skill degradation. I could see where that might be a soft system of specialization. Sounds really hard to balance to me, but that's just me. The give-and-take idea sounds a bit convoluted to me. I'm not sure how that's better than a stat point system where you can choose to put all your points in one or two stats and super-specialize, or spread them across the board the be mediocre at many things. I guess you get to be great for awhile and then mediocre, but that doesn't seem like a great progression arc imo. As for the 'non-combat' roles, that stuff could either be somewhat related to the primary profession via commonality of stat points, or it could be entirely unrelated if progression were via skill web. in a SMP environment, if someone wanted to focus on farming then that would be entirely doable. They could have other people doing the risky combat stuff, and they focus on their farming. SMP would be ideal for that. In single player, you'd need to have at least some aggressive skills in order to progress down the island chain. But that's SP. It's known that you're on your own in that case. The progression can be designed such that a player can progress in their primary profession, and also several trades. They could even be entirely separated, so that professions use an entirely different set of points from trades. So in a skill web scenario the player might gain a profession point every level, and also a trade point. Profession points can only be used in the primary combative tracks - fighter, mage, etc. Trade points are used for non-combative things. Farming, animal husbandry, gemology, glassmaking, etc. So then every player has a combat profession provided for, but also some 'hobbies', as it were. They could be a focused fighter that dabbles in many hobbies, a fighter/mage/alchemist that is the best gemologist in the world, or anything in between. I don't see builder as a coded skill. The game is basically about building and I don't think it's a good idea to prevent anyone from building. I think it would be better if one person cannot make the very best weapons and enchant them with the very best magic. I don't mind someone making mediocre weapons and enchanting the with mediocre magic. But if the only way to get top notch weapons with top notch enchantments is via SMP, I'm ok with that. It could get people out playing and trading in a community. Forming adventuring bands of varied skills. As long as the generalist can still progress in SP, I see no harm in their being limited. To me smithing is part and parcel of a 'warrior' profession, so a smith would never be penalized for combat. Smithing skills would be part of the profession progression. I think skill degradation could run into issues with the fact that different people have different playstyles. Some might go on long exploration trips, socialize a lot, spend a lot of time building (this would be the biggest problem I think), or just not generally be as 'on-point', and would suffer for it. While the players who grind the most would see the benefit. So it's got it's own problems imo. But I do like the aspect of being the softest of the soft specialization systems.
  4. Boats/Rafts

    With regards to preventing island-hopping, I think the last plan we'd heard is that a player won't be allowed to mine or place blocks on new islands. They first have to find a fortress and defeat the 'boss' of that fortress, which then releases a part of the island for the player to mine/build on. My impression is that each island will be controlled by a humanoid race of some kind, that uses weapons and armor. The player will be forced to craft weapons and armor of sufficient quality to beat these mobs and take over the island. So if this is how things pan out, there will be no 'easy' island-hopping, and no under-ocean tunneling at all. The build/mine prohibition thing isn't exactly the smoothest or most believable mechanic, but it does pretty neatly address the island-hopping issue.
  5. Stat Points & Trade Friction

    If the game is designed for it, I think stats can work. But the game would definitely have to be designed and balanced around the notion. I can't find the post it was discussed in now, but the idea was that Every class can do some basic things. This includes magic users being able to smith metals up to bronze (or higher in the 'soft slope' scenario). So the divergence doesn't take place immediately. A mage can still smith lower tier tools. They aren't dependent upon other players entirely for that. And they'll be able to tan hides, make alcohol, basically all the stuff in the current version of TFC except high tier metal working. Beyond that, the notion of whether or not someone else is "required" depends on what one thinks the goal of the game is. TFC2 ostensibly seems to have the goal of progressing east and west across the islands to access higher tier materials. In general, all this requires is defeating higher tier mobs. And so as long as a magic user can defeat those mobs, and obtain materials, they can progress. So yes, the mage class does need to be balanced such that they can accomplish this alone. If there is to be a goal beyond this, I've not picked up on it. But even within this context, I think there could be some islands inhabited by mobs that are resistant to either magic or weapons. Because the player has 9 different avenues to proceed in one direction. So if one island is too hard, move north or south and try again. The key is to make sure the player can progress. If gemology became a significant side-trade, it would simply need to be arranged that it provides bonuses, not blockades. So if higher quality gems were used to make magic wands with more durability/more charges, that's a bonus, but if a player is a mage and is not themselves, nor do they have access to a professional gemologist, they can still make wands and staves and such. They'll just have to make more of them. If a player is not a master level animal tamer, they may not be able to keep care of a huge menagerie of exotic animals in their home base (those tropical giraffes keep getting sick and dieing in the player's sub-arctic base) but they can still get the stuff they need with the animals native to the region, and maybe an occasional foray into the tropics. The player might not be able to be a master horticulturalist and cultivate the rarest herbs, but they can buy them from npcs in far-off lands. The key here is to differentiate between a full-on profession, and bonus trades. I would define a profession as something that has an aggressive mode of operation allowing progress through he islands. Weapons and magic are the two obvious ones, and should be relatively easy to balance. More exotic professions would be alchemist, and engineer. The alchemist would have a variety of potions and poisons, and maybe even crude guns. The engineer mechanical weapons, and eventually automatons. Perhaps an animal tamer can train super-strong animals to fight for them. the more exotic the trade the harder to balance (and tons more work for devs obviously). But each actual profession must have the ability to progress across the islands on their own, absolutely. But SMP is where differentiated professions would shine I think. Others will mumble in awe as you fly by one your magic carpet (mage only) pegasus/griffin/chimera/dragon (tamer only) or gyrocopter (engineer only). Smiths would be the tank, and basically the default, least complicated class. They might not be as flashy, but they would be in demand as all other classes would get bonuses from well smithed products. Now if the goal is assumed to be to master everything, then yes obviously that's directly opposed to the notion of trade/profession divisions. I might argue it's better to have the divisions baked into the game, because it'd be far easier to remove the barriers, for those who don't like them. If stat points are involved, this would be as simple as removing the stat gates form certain skills, or pumping up the stat point gain rate in a 'soft division' scenario. I think some separation would improve the SMP aspect. The problem I've experienced in SMP is there's no economy. Everyone can get/make everything. The only things people trade in a meaningful way are difficult to get things like sequoia saplings or graphite. And when I say trade I mean actually bartered trade. Not just giving away stuff, which happens a lot. I think it would be great if people could actually produce things that other players on the server simply cannot produce themselves, and hence have somewhat of an economy. I think this would also help keep people interested. Because right now you join a server, join a town, there's nothing you can do that everyone else can't. If people had an actual role and felt like the town depended on them for things, maybe they'd be more prone to stay around. It all depends on the dev's goals, in the end. They've expressed a desire in the past to focus on small-group multiplayer, and I think division of trades/professions would help this play style as well.
  6. Two paths(More tech or more magic)

    Ok, I get where you're coming from now. The druid/shaman mining wasn't you, that's me from another thread. The idea wasn't necessarily blacklisting, but I see you replied to the stat point/trade friction thread, so I'll address that there.
  7. Boats/Rafts

    So as you head east or west, the islands have progressively choppier water, requiring better and better ports? Because if the player has to build a port to leave every island, the tier 0 port is going to have to be pretty simple I think. The player won't have a lot of resources at that island. And if you don't have to upgrade each island, it probably won't be too hard for the player to just bring the materials for the new port with them, if it never has to improve beyond tier 0 tech. Well, aside from the weight mechanic. Moreover, depending on spawn parameters, if players are allowed to spawn on islands in a broad range of climates (which I think would be good) you'd have to make sure that at least early ports don't require resources that may be specific to one climate, such as wool, hemp, or reeds (though in actuality I would like to see these products each attainable in all climates). So a player in the arctic needs to be able to build a dock with things found in that climate. Your tier 0 raft port may need to be basically just sawn planks and some cobble riprap, both of which require metal tools, which would be attainable in any climate. Or even no port required at tier 0. Just hollow out a log canoe, or make one of hide stretched over bones. Overall it kind of seems like a complicated system to me, just to leave the island. I feel like it'd be enough to have a few tiers of ports for high level boats that have storage and animal transport options, faster transport time, etc. That way, if the player moves between islands via simpler methods, the ports can require possible rare materials like rope, cloth, and tar right from the start, because the player has a chance to hop some islands to find all these things. Players will still want these things, just because they like progression. I also think it'd probably be better to make the larger ships stationary, just to avoid the code headaches of large ship movement. Especially if this makes it easier for the player to customize their ship to a degree, for instance by putting barrels of fresh water and food where they want, and maybe carpeting their cabin, etc. So in that scenario, the player builds a port, constructs a large ship. They then can sail to adjacent regions. If the regions does not have a port, the ship is simply placed offshore anchored. Each of the four sides has an 'anchort spot', and the ship is placed on the one adjacent to the region from which the player arrived. Perhaps the player can move between the four offshore anchor points, and additionally any ports that are built can be added to the list for the region. The ship has a rowboat which the player can use to get to shore. In this way players could explore new regions without ports. But since they only have four fixed locations per (unported) island, they still would need to get in their rowboat to thoroughly explore. Ship repair could be accomplished by the player bringing cloth, rope, and tar with them. These could perhaps physically disappear as the ship accumulates wear from travel. So the player needs to check every so often and replace the missing pieces. If too much disappears, the ship wrecks, possibly becoming a permanent fixture on the bottom of the ocean! I hear ya on the minigame. That indeed might be a good idea, if fixed teleport times are the order of the day. Chasing down rats, fishing, maybe even crafting stations on larger ships. And ya, I'd agree that the port checks for the parts each time a boat is made/docked/repaired whatever. The lighthouse could perhaps have tiers, and higher tiers give a travel speed bonus. It'd be even better if the code could check the destination port for a lighthouse type, and so have two lighthouses factoring into travel. Though really a lighthouse is more of a benefit for arriving in a port than leaving. So maybe it only benefits travel time if the destination port has a lighthouse.
  8. Smithing depth

    Ya, it'd definitely be good to have customization and more depth. Things that could be affected are damage, durability, swing speed, and crit chance (remove vanilla jump-crits). I'd previously suggested case hardening to increase durability, and pattern welding to increase damage, though I think that could also make sense for crits. I think it'd be great to have more processes, although I think it'd be best if the benefit was commensurate with the effort involved. Tempering could be a process controlled by the oil supply. Thereby giving a better incentive than just lamps. Which for me was never really worth the effort. Of course TFC2 could theoretically have other sources of oil (i.e. animals). I don't know that hardies would be enough of a justification to make smithing easier. Depends on the process to make them. But if you just make them by smithing an ingot, well, that's pretty easy to do. I previously suggested trip hammers as a tool for enlarging the smithing target, or otherwise simplifying smithing. But trip hammers would need a power source and a lot of metal. I was envisioning them as next-tier tech. I could definitely see hardies as being a prerequisite for certain tools. Mushroom, fuller, swage, cutoff, each tool, weapon, and armor could require a specific one, and hardies could wear out, as opposed to the anvil which does not. They'd be a bit like the tuyere, in that they're an expendable component. Another interesting thought would be if hardies have specific affects on the numbers. One might add 1, another might add 10%? 20%? and commesurate subtractions. I don't know the exact number involved. But in this scenario, smithing could probably be more randomized, because the player could use hardies to modify the numbers and thereby achieve any target. There'd probably need to be a disadvantage though, such as a number of moves penalty, which is enhanced by hardies. That way it's still best to use normal moves whenever possible. My previous experience with smithing, where I recorded the moves necessary for a variety of tools, was that it took anywhere from 9 to 13 moves to hit a variety of tool/weapon/armor targets. That's a fairly narrow range, and so I think it'd be reasonable to have penalties for an excessive amount of moves. Runes does sound like a good prerequisite for enchanting. A good use for acid, which might be made with some of the currently more useless minerals like bismuth, sphalerite, or cassiterite.
  9. Boats/Rafts

    I like it. The captain's log idea is very interesting. Boat travel is definitely one of the more tedious things, so automating that a bit like riding a minecart would be great. Plus I like more uses for books. The mini-game idea is fun. Although the only really plausible min-game I can think of is a pirate/monster attack, where the player can help the crew fend off the attackers in a large pre-gen ship that they cannot leave. And maybe the player gets a reward depending on how many of the crew survive (especially the captain). This of course would only apply in a paid passage scenario. I can't really think of much for a small boat solo journey. It's not going to be big enough for deck combat. I think there would be a risk of annoying the players with mini-games that are not sufficiently entertaining/rewarding. I think many people would rather just take the manual boat ride than risk having a shipwreck because they failed a minigame. That would be super-annoying, especially if they lost goods they were transporting. On the other hand, if the barrels were washed up on shore, and it wasn't too insanely hard to rebuild the ship, it might be somewhat interesting. Even more interesting might be if the 'shipwreck island' were it's own world, like the nether, and procedurally generated each time a player wrecks there. The island is small-ish, and contains the things necessary for the player to escape, and once they leave they cannot return. Such an island could have unusual mobs and resources. The player might be able to have less chance of this by having better navigational equipment. Weather could also affect the chance of wreckage. I'm not entirely clear what the benefit of the port is. Or is it a requirement to build the biggest/best ships? I hate to mandate a certain structure though, as that kind of limits creativity imho. And I'm not sure it's necessary to make it unfeasible for single players. A lot of lets-players would lose out if that were true, and I think a lot of people find TFC via single-player lets-plays (I did). What if the port consisted not necessarily of specific layouts (and I'm not familiar with Gregtech to if I'm describing what they do, oops) but a series of certain single blocks? So it doesn't check for if you have a 6x6 harbor master hut and a lighthouse of this specific design etc all in a certain arrangement. It checks if you have a single lighthouse lens block - which is a complicated glass construction (perhaps using the glass blowing trade). A chest containing 128 pieces of rope, and a chest containing 64 pieces of cloth (each are reduced with each ship built), and a cartographer's table, which might be a series of six tables in a 2x3 arrangement, each containing 8 pieces of paper and one quill+ink (for a total of 48 paper and 6 quill&ink). Now these items don't have to be in any particular arrangement (aside from the tables being 2x3). They just all have to exist in, say, a 100x100x50 area. They basically are intended for a lighthouse, a sail loft, and a captain's cabin. That way the player can arrange them however they like, in buildings of whatever design they like. Maybe say that they cannot be within 10 blocks of each other, just to prevent the player from just cramming them all in a tiny hut or something. The lighthouse lens must have nothing other than glass obstructing it for a 101x101 block plane centered on it, and must have a completely unobstructed path to the chunk border on at least one side. If desired, one could add a requirement for a drydock, which must be a 30x10 level area at least 5 blocks below sea level, with a 40x10x5 vertical (salt?)water channel on one end (this is where the boat appears). This might require specialized 'tarred wood' blocks or something, to make the code search easier. Now historically boats were also built on land and just rolled into the water, so the drydock may be a bit much. But the basic idea is try to make the port a 'kit of parts', rather than a rigid mega-structure. If players make a lazy ugly port, that's their problem. They still had to invest the resources and time in the basic parts. It'd be nice if there were more benefits though, for such a large undertaking. Unless the boat it allows you to make is just THAT awesome!
  10. Two paths(More tech or more magic)

    Some good detailed thoughts there. It looks like you're kind of trying to have two separate progression paths there. First I'll drop a couple links to a couple old posts I made on a similar vein. One regarding Exclusivity of Trades, the other Stat Points and Trade Friction. They might be relevant. Here's a post regarding trades, and here is what I think is the main post regarding Magic. I'm not suggesting you should have posted in these threads. I just thought you might be interested in the things discussed in them (if you haven't already seen them). There's been some other good posts especially regarding skills/professions, but this is what I could find quickly. It sounds like your idea is kind of for a more 'civilized' tech path, and then a more shamanistic/druidic path. I'm very into that. And it also sounds like you're advocating for some separation, so that one player cannot simultaneously pursue both paths. I think This would enhance the replay-ability of the mod, and make SMP more fun, so that not everyone ends up basically the same. I think a parallel system of weapons and armor focused on bone, hides, chitin, and scales, would be great for the more shamanic path. I think at the most basic level, the game should have these two trades. Though as mentioned in the other thread(s), I think there could be more. The next level might be to have a civilized path which has smithing and chemist/engineer sub-paths, while the magic path then has druidic vs dark magic sub-paths. A lot of ideas are mooted in those other threads. As to your specific ideas, I don't know if your examples were meant to be specific, or were just sort of broad-brush to give an idea of your vision. It seems to me like white crabs and north face flowers may be a bit more specific than the devs want to get, but I don't know. And 'months' to complete an altar is probably a bit much, unless it's simply a matter of finding the right components taking awhile. I think a large infusion of plants and herbs, along with the already in progress animals, combined with mined minerals, could be the main ingredient sources for both paths. And I do like the idea of moon cycles playing into the magic. I do admit that a druid mining does seem a bit out of place. But I think the underground component of the game is such a huge part of it, that it would be a shame to exclude one path entirely from it. There could be underground plants and mushrooms though perhaps, to draw druids underground. And there's the notion of underground crystals, which I floated in the Magic thread. My problem is I come from a heavy Dungeons and Dragons background. So my magic ideas are heavily colored by this. I enjoy seeing other peoples' takes on magic, from a non-D&D background, which it seem like maybe you are. In summary, I agree with having two separate mutually exclusive paths, one magic, the other not, and I like the idea of a very naturalistic magic.
  11. Help, can't find any veins/ores

    Ok, again, what you describe does not happen. Picking up surface stones does not reveal secret ore underneath them. The ore has it's own nuggets that show up on the surface. You'll see them laying on the ground, just like you see stones. You just have to run around searching till you find them. If you're getting propick readings on the surface, without finding nuggets, then I'd imagine you're getting readings of non-metals (gypsum, Kaolinite, etc), which do not leave nuggets on the surface. Because in order to get propick readings, the metal must be close enough to the surface to leave nuggets.
  12. Strange.

    For one, TFC2 isn't out yet. I might suggest taking a look at this post I made awhile back, which contains links to some of the most important topics and dev posts regarding the direction of TFC2. It should give you a good idea of the major differences known at this point.
  13. Help, can't find any veins/ores

    Ore blocks look different from normal rock. There's no ore 'hidden' inside a normal looking stone block. Prospectors pick only tells you when ore is near. You still have to search around to find it. If the block you propicked does not show ore veins, you will get no ore from it. You might want to find a good lets-play series and watch it, to get an idea of what to expect.
  14. Vein of ore spawns in two layers at once

    From my observations, I think veins spawn from a single point. They then generate upwards and outwards, like a splash, or cyclone. I say this because it seems like the densest part of a vein is almost always at the bottom, and it gets more spread out and diffuse as it goes up. and then it suddenly stops right below that dense point. It seems like this represents around 75% of veins. And in this context, as the vein generates upward, if it crosses into another rock type, and that rock can also host the mineral, then it keeps generating. I think that in theory you could have a vein in three or four rock types, if you were on a horizontal as well as vertical rock boundary.
  15. Effective tree farm

    Take a look at this past thread on tree farming. It should be applicable to current version afaik.
  16. Slings!

    Another thread on the same subject, with exact same title right down to the exclamation point. This is why it's good to search the forums before posting.
  17. Chiseled blocks

    He means a log block (tree trunk). Raw wood. I think part of the reason you can't chisel logs is that the texture would likely show bark on the interior faces. So you'd end up with odd looking textures I'd bet. I'm guessing that in order to be chiseled, a block must use the exact same texture on all faces (and of course be logical to allow it to be chiseled)
  18. Coconut and bamboo

    Oh, you work with charcoal on the daily? Like, you're a blacksmith or something? Or you actually make it? I thought the point of charcoal piles covered in dirt was excluding air, to reduce the amount of wood consumed by the fire. Though I could see where the fire could spread throughout the pit faster through the tubes I guess, and then the air supply gets sealed off. I would think there could also be a severe risk of the pile collapsing so much as to make large gaps in the dirt, due to the weakened tubes collapsing, from the irl perspective. The speed of growth thing, ya, they'd have to change the rates of growth of trees to make that significant in game terms. I've suggested changes to sapling spawn rates and methods before, and was pretty soundly shot down. I think the devs have spent a lot of time getting the tree growth mechanic the way it is, and I would be skeptical of much change, unless there were more reasons than just to give bamboo a growth advantage. And the cleaner thing, again, that's a real life issue, but doesn't really have a mechanism to translate into the game as we know it. I recognize that there can be a lot of things bamboo and it's products do irl, but the question is A: which of them can be translated to a game affecting mechanic, and B: at what cost in dev time and effort? Differing rates of charcoal production would be pretty simple I think. No new graphics or interfaces required. Differing burn times on it's face is simple, but what about mixed piles? Do only pure bamboo piles burn faster? Having even one log of normal wood makes it a normal wood burn time? Anything in between could get complicated. In an ideal world, it'd be great to have bamboo variants of everything, sure. But in a world of having two devs with limited time, trying to keep the item id list down, is it *really* that useful to have bamboo variants of weapons and armor and other stuff? To me, the best strategy would be to treat bamboo as another tree type. It cuts faster than other woods. It can be burned for firewood (burns far less long than actual logs) or charcoaled (for far less charcoal). It can be made into barrels and planks and doors and other stuff that logs can normally be made into. It has the special property of being a ready-made pipe, if there is any use for low grade pipes in TFC2. Maybe grows faster. But it's main benefit (aside from panda habitat) would be a very different, scenic type of forest.
  19. Coconut and bamboo

    That's fair, I did say 'no charcoal' and that was clearly wrong, since you can make charcoal in some quantity from any plant material basically. I should have spoke with more precision. That said, that wikipedia page has a loooot of citations needed. It reads more like an advertisement for bamboo products than an actual informative and factual page. I don't know what you are referring to when you say 'efficient' but speaking purely from the standpoint of space, it's going to be less efficient to make charcoal out of a hollow tube than it will be a solid log. Air does not turn into charcoal. Logic would suggest that for a given cubic meter, you'll get a lot more charcoal from logs than bamboo. IRL, there are of course other factors. Presumably you can cut bamboo easier and faster than a tree. Though pound-for-pound, I don't know - I think bamboo is rather tough. You could perhaps split the bamboo canes in order to pack them in more densely. But now you're adding more work. You'll never get it packed as dense as a solid log. But in the context of minecraft and TFC2, are we really going to simulate all that? I doubt it. So presuming the system will be basic and you can only get logs of each, and cannot split them and pack them more densely, is it logical to have bamboo yield as much charcoal? I say not. And I think this is fine. I think it'd be great for the various biomes to have advantages and disadvantages. And one disadvantage of a bamboo biome could be greatly reduced charcoal production efficiency. I would suggest 1/8 that of regular logs.
  20. Coconut and bamboo

    Just for everyone's info here, as I understand it, palm trees are already planned for TFC2. Not sure if they're planned to have coconuts or not. I'd love to see bamboo in the game, for aesthetic reasons if nothing else. If pipes were a necessary thing in TFC2, bamboo would be great for that. Otherwise I don't know of many great uses. I think it'd be pretty worthless as firewood, no charcoal capability. Great for fences though! It'd want to have it's own sapling spawning distance, so it could grow denser than normal trees, I think. I like those images Diego, though the taper is a bit abrupt perhaps.
  21. Pretty sure that the game won't spawn you in deep tundra. I think there's a set range, with the maximum being maybe 15k? Not 100% sure but this seems like the case in my experience.
  22. Elemental damage types & weapons

    Good post, but my question is, how does this work with anything other than fire? Fire is easy - big exothermic reaction. Lots of energy. It's the obvious go-to. But what else? Lightning is very exothermic, but the player cannot control it (or at least, *shouldn't* be able to, until later game anyway). Water? Not exothermic, and personally I'm hoping colored buckets won't even be a thing in TFC2. So if the player must destroy a source water, well, water sources are a finite resource, unlike fire. So they player would be forced farther and farther from base as they dry up their area. I'm curious how you envision other elements playing into this. Because otherwise it seems like it's basically going to involve converting fire into everything else you want to do. And at that point it seem like you've lost the charm of making it a 'conversion' system, because there's only one conversion happening. Edit: Also, this probably would have been better posted in the magic thread.
  23. Yes, the further you are from z=0, in either the negative or postitive direction, the colder it gets. Around z+-8k, snow and ice will rarely form. And somewhere between 7 and 8k z, temperatures will never get low enough to kill any crop except sugarcane and jute. Climate does not affect 'biome'. Think of biome as geography. Plains, hills, mountains. You can have forested plains, or empty plains. You can have very wet, or very dry plains. Extremely dry, high temperature plains will be deserts. But there are no biomes as such. There is only geography, rainfall, and temperature (I think EVT is directly related to tempearture and rainfall, but I may be wrong there). Rainfall is what affects the color of grass. The lusher the green the more rainfall. Trees will show up in areas with rainfall and temperature suitable to them. Sequoias have a narrow set of requirements that mean they only seem to show up around 10-12k from the equator. Also be aware that ALL saplings must have a minimum temperature of 20 degrees to generate. So even in a given forest, such as sequoia, new saplings won't show up when current temperature is below 20. Climate also affects directly what animals will show up, along with terrain. Iirc, somewhere around 5 or 6k it gets too warm for cows and horses to show. Sheep stop showing up a bit further out than that. Temperature also affects whether berry bushes will fruit - none of them will bear fruit at the equator. The equator is also too hot for many fruit trees to fruit. Note that ALL fruit trees only bear fruit between 0 and 38, but depending on the time of year a particular type bears fruit, and where you are, it may be too hot at harvest time. So generally the further from "summer" the fruit tree's harvest is, the more likely it is to actually work near the equator. Your water bar will also deplete faster at extremely high temperatures. All these factors combined means that the 'sweet spot' to me is right around 7k from equator. You can find cows and horses (and maybe sheep), your fruit producers will work, your crops will never die. You won't see snow though, so if you love snow it's not for you. You also can't build an effective sky freezer, but with immortal crops it's not that big a deal.
  24. Crocodile

    I like the general scale of it. Body and tail seem to be a good length. Head box is overly tall, and the 2-piece jaws feel a bit chunky. I think it'd be better off with one piece jaws and a shorter head box, or, perhaps even rather than a head box, it just has two 2-piece jaws that hinge at the back. That's basically how they look irl - two giant jaws with eyes on top. The teeth will probably be better off as individual fractional size boxes, in order to make them thinner. I think it's justified, to give that extra threat-level appearance. Right now the two downward front teeth, especially, are giving him a buck-tooth vibe. Wish the eyes could be on top. My quick experiments didn't really yield anything great for that, but I think it could be done, especially in combination with two 2-piece jaws. The lower leg boxes, the way they're structured to me makes them seem like feet, and then they look awkward with the paper-flat claws. I'd suggest ditch the flat toes, make the lower leg box look more like a lower leg, and just put a couple pixels there for claws. Crocodiles attack with their jaws so I'd saw emphasize the jaws and reduce the legs to just mainly be legs.
  25. Aardvark

    If nobody else has taken this up yet, I'll do it (when I finally have time again). If someone else does want to take it up, it needs to be smaller to start with. The legs need to be single boxes - they're too complicated for such a small creature. Body needs at least a look at being reworked to use less pieces - this arching segmented look should be saved for the armadillo and perhaps pangolin if possible. Mouth box also is probably unnecessary.