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Stroam

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Everything posted by Stroam

  1. I need a good tutorial to learn modding but i can't find anyone!

    Well that's great you are going to learn in school. I say you are ready to start after your school teaches you the 4 pillars of object oriented programming. By then you will have covered the basics. A quick read over design patterns might be useful but isn't necessary. Continued enthusiasm will get you the furthest.
  2. Magic!

    I can definitely see where you are coming from. It definitely makes it seem to be more combat oriented than TFC 1. If you wanted to bet that there would be a combat oriented objective in TFC 2 I would not bet against you. But it doesn't have to be. You could subdue an island by entering in a temple, avoiding some traps, solvesome puzzles, gothrough some timed archery and obstacle course, then activate a triggered event that not only unlocks building on the island after 30 seconds but also causes the entire place to start collapsing giving you barely enough time to run out or die.
  3. Clothing

    I do not like that system. There are 9 islands from North to South. 3 from cold to freezing, 3coolertowarm, 3 hot to searing, I am assuming. The system you propose does not account for the 3 hotter islands.It appears theouter layer only is used for protection and not temperature. Meaning you could go outer fur - inner nothing and be fine in a hot climate. I don't see any indication that water effects the temperature range of the inner layer not that, that's a criteria at this point. It penalizes new inner layers and greatly extends nearly worn out inner layers. For example lets say you have 2new metal armors at 3000/3000. Lets say you have two inner fur, one is at max durability at 1000/1000, and the other is at 27/1000 durability. Now lets say you wear the the metal armor down to 1 durability. Using your formula: New Fur:( 1000 *( 2 * 1 + 3000 )) / ( 3 * 3000) = 333 at a lost of 777 durability Old Fur:( 27 *( 2 * 1 + 3000 )) / ( 3 * 3000) = 9 at a lost of 18 durability Wow, lets use the 9 durability fur with full metal armor againand repeattill it breaks: Old Fur:( 9 *( 2 * 1 + 3000 )) / ( 3 * 3000) = 3 at a lost of 6 durability Old Fur:( 3*( 2 * 1 + 3000 )) / ( 3 * 3000) = 1 at a lost of 6 durability Old Fur:( 1 *( 2 * 1 + 3000 )) / ( 3 * 3000) = 0 at a lost of 6 durability So I was able to go through 4 metal armors with an almost broke bit of fur yet when I used a new fur I lost over 28 times as much durability in only 1 use. This even works no matter what the outer is made of. If you want to get into code specifics on how these systems could be done, I'll happily follow links to pastebin or github. However without specific code or code snippets, I don't want to get into the coding for a couple reasons. I don't want to discourage people who don't know code from posting on this thread. I also don't want any misinterpretations that would lead any individual to believe that we have broken this rule: Nor do I want to create an environment where it might lead others to break that rule. I know this iscontradictory to my previous posts but that's why I tried my best to carefully word those posts. I no longer want to step toe so I'd just rather avoid the code on the thread. Formulas are okay though.
  4. What binds players together

    First of all I'd like to say this is great stuff. I love the term you used, towning, and will be using that myself now. I also agree with you on some of the roles or lack there of in TFC 1 that you pointed out and I to play SMP to see and interact with people. You say the lack of teleportation is what you suspect killed that server. I've been on many servers that didn't have teleportation and were fine. I will agree though that people both in game in and IRL don't like crowding and have a general building distance and scenery they like to have around them. I for instance love mountains, but do know people who prefer plains, or have a love of large trees, and some who don't want to see anything but natural landscape around them. But if people are so far apart that they need teleportation to reach each other, are they really playingtogether? That's kinda like if you and I were watching the same movie in different houses on different screens with cellphones. I wouldn't say we are watching tvtogether.If you were to disable tab and chat you'd never know a soul was on in a lot of servers. Resources I agree are way to easy to obtain.I also agree that because resources were so easy to gain, or not much was required, it cut out the opportunities to develop worth while professions. On my first TFC server, I got into black smitithing for two reasons.I kept needing something smithed but the black smith wasn't on, andbecause there wasn't really anything else for me to develop. As you mentioned there isn't a big need for cloth or leather specially after everyone had beds and water sacs. Food was easy, Building took time but eventually there was no more needed because nothing wears out or gets damaged. The only things in demand was iron, coal, and clay which was because you used so much of it insmithing. So lets break this down. To promote towning we need to make building more difficult by promoting professions that are in some way divided. We need to createprofessions by adding in more steps to each profession and generating a constant need for their products and services. We need to make sure the professions don't feel grindy by varying the tasks and requiring thought to be put into it as opposed to a singleprocess that never changes or varies. We need a tier system to each profession so that there is a difference between a chief and me catching a pot of water on fire. The tiered systems needs to make surviving easier, because if you can get away with only eating carrots, why would you ever make chili?Some of the tasks should be made significantly easier with two people to promote people to work together. Should single player be considered or should we rely on mods to compensate for lack of additional player to help?
  5. Magic!

    I have a strong feeling that the new progression is going to be achievement based. But I don't know that it's going to be more combat oriented. If you could find the remarks from Kitty and Bioxx that makes you think it's going to be more combat oriented I'd like to read them.
  6. Clothing

    After reading the information that you have linked and researching it further I stand by the formula with elaboration. (body heat + moving+ clothing(wet or dry ) +(airtemperature or water temperature)) *(1 + armor scaling factor)= heat change amount If you are generally warm the armor will make you warmer and if you are cold the armor will make you colder. Meaning if you are warm in your clothes despite the cold weather, then putting the armor on will make you warmer. If you are cold despite your warm clothes, putting armor on isn't going to make you any warmer. It'll actually make you colder. Now armor must be greater than -1. Meaning if you get some clothed wrapped armor it's scaling factor may be -.25 which means if you are generally warmer it'll make you less warm, but not cool. And if your cold it'll make you less cold but not warm. Cloth in this system would still play an important role since you either have to have a set of armor for each environment or keep gettingcloth to re-crafting with your armor for each environment. Plus I'd allow people to make fabric blends like metal alloys that change it's dry and wet warmth values. Actually the feed back loop works quite nicely. Instead of thirstbased solely on time, when ever you sweat it decreases your hydration/thirst amount. This means no matter the weather, if you character is overly hot he's going to get thirsty quicker.
  7. Magic!

    Well none combat enchantments can be balanced. For instance a water breathing enchantment on a head band that increases how long you can spend under water can be balanced with a non magical device that does the same thing like an air bladder. Temporary enhancements require more thought because youhave to balance it with the gameplay,between the paths that already exist, make sure it doesn't displace something else,and it needs to make sense within the context of the gameplay. Games either don't explain it, say it magic/supernatural, or instant effect drugs/potions. I am sure if added in the game most players will accept it without to much thought and there's nothing wrong with that. I do see where you are coming in the context of an active and dedicated SMP. That's just hasn't been the experience I've had with minecraft and it doesn't work as well without that context. The games settings and play styles you are referring to are almost strictly combat orientedwhere minecraft is a building game. So I don't think what you are suggesting will work very well but as I have not played any modpack that does what you suggest I could also be very wrong in that assumption. I am also biased from all the different game experiences I've had, so pulling more from experience to guide me than imagination,and personal preference that I don't like to be limited by hard limits. As for what binds players together I started a new thread for that heresince that is a discussion all onto it's self and I want your input.
  8. Clothing

    Any changes to ambient temperature doesn't actually change the setup that much as this system can be highly uncoupled. There is noneed to increase the number of ID's. Just add an int to the armor called heat value. No need to keep track of the fabric used if you don't get it back.Being able to change the fabric in the armor by re-crafting it with the new material I could see but I wouldn't allow them to get the previous fabric back. It's so much easier code wise to do it this way from my limited experience though that is no reflection on the collaborators for TFC 2. I would go with an item rename rather than a visual change for inlaid armor. Metal piercings get really cold in winter and they are as close as they can get to the body. I assume armor is similar or worse.
  9. Magic!

    No summoning as it is an extremely evil act to rip a being out of it's material plain in your own. Plus AI is hard andif one was to make AI for TFC 2 I'd rather see it in more challenging enemies. Temporary buffs I could see being introduced with a future update but not the core as those require even more thought to balance it with everything else. The easiest way to balance it is making it uncraftable and use it as loot rewards. Keeps the value high, promotes continued interest in ruins,and gives neither path an unfair advantage. Later as an update or modI envisionpotentially an epic path, one that you don't start until you've gone down one of the first two quite a ways. This path would task you with certain quests that would have a relaxed time limit that would only count down while playing. You start by finding a temple dedicated to a deity and their sacred book. After reading a description of the deity's goals you may agree to help the deity in return for it's blessings. This is a binding agreementand prevents you from signing up with any other deity so choose wisely.The book gives youquests similar to the Hardcore Questingmod and gives you temporary buffs at opportune times while you are completing a quest. As you complete more quests for the deity you will gain favor andthe stronger the buffs become, the longer they will last, the more frequent they'll happenand more relaxed the time limits. If you should fail a quest you'll fall in disfavor with the deity which will decrease the buffs and eventually get random debuffs at inopportune times if you continue to fail the deity. In order to break your bond with your deity it requires you to build an altar out of all themetals in various quantities with a chest of the rarest items on top of itthen destroy the sacred text in a fire at the base of the statue.This will destroy the statute and items, thenteleport you to an arena in another dimension where you will do battle with a champion of the deity. Win or lose you will awaken at your spawn point stripped of all your gear. If you won you are now free of the deity and may sign up with another one if you wish. If you lose you are still tied to the deity. technical aspects Buffs would have specific triggers and cool downs defined by the deity with strength and duration based off favor. Quests would be randomly drawn from a weighted list of quests at the completion of the last quest with some quests having a higher weight. Benefits include constant maintenance to continually get buffs, work put in to get stronger buffs, and high exit costs. Artistic license is given to who the deities are and things they want to happen.
  10. Magic!

    I loved your comments, just didn't want to make an already huge post bigger so copied the first one and left a link for those who were interested.Nothing is to stop him from using metal weapons. Correct, only natural armors and weapons are enchantable. The only thing that separates them is time and resources. Any further separation skill wise is handled in that thread. The different paths would be equal but different. You cold have a redsteel sharpened blade with a nice leather handle with a utility enhancement will be equal to the troll bone blade with fire aspect and some utility enchancement.
  11. Clothing

    We have two different but related set of ideas here. We'll assume that temperature and humidity is the same as it was in TFC 1 since I'm pretty sure that Bioxx uses/is going to use similar mechanics for TFC 2. Letssay we expand on that concept and have it influence the player. Another bar needs to be added, with blue at one end and red at the other and two lines in the middle of the bar and a third line that moves. We'll say the goal is to keep the moving line within the two lines or youget debilitating effects. The further from the center the more your thirst increases. Outside the bar on the top and and your view starts bobbing(drowsiness)followed by slowing, and finally start taking true damage. Outside the bar on the bottom and your view starts shaking(shivering)followed by slowing, and finally start taking true damage. You have additions per ticks and subtractions per tick. Something like +5body heat, +4 clothing, +2 moving, -7 environment, -6 water which would means you'd be slowly losing heat and the bar would be going down(numbers are for demonstration). The further away from the equator you go the colder it gets, the closer the warmer. The higher you go the colder, the deeper the warmer. Yes I know that it doesn't start getting warm till really deep but I'm simplifying it.We'll say rain, snow, and swimming all decrease your temperature. Fire, lava, fireplace, forge, and moving all add heat. The temperature outside adds or subtracts based on temp.Clothing can add or subtract based on what slot it is in. We'll assume it takes up the same slot as your armor. "But I want to wear Fur on the outside of my armor!", says Someone. Then make fur lined armor or something of the like.Additional armor slots are a pain to deal with, and everyone loves more customizable armor. Things like heating a room or certain materials retaining heat will not be done as that is just a heavier load on the server and the addition of a heat mechanic already adds an extra burden. Clothing can be made of different materials such as different types of skins,furs, leathers,wool's, scales, bones, feathers, silks, and plant fibers. Different materials have different duration's and can be crafted with different types of armor. This helps with managing what can go with what code wise. If you make a silk shirt it can't go into armor but you can craft armor and silk fabric together for silk inlaid armor.Once crafted together you can't reclaim the fabric back though you may be able to recover a certain percentage of the metal back. This also helps code wise so you don't have to worry about different durabilities. This means a little less work for the miners but more work for the fabric makers, but fabric is more renewableso it balances out. Metal armor would have the interesting effect of scaling the sum of all temperatures. So if you wore plate armor which doubles the sum, thenin the first example instead of losing heat at -2 you'd be losing -4 heat per tick assuming the armor was inlaid with the same fabric the clothing was made out of. ((Temperature additions) - (Temperature subtractions)) * (armor multiplier) = (heat change amount) for each update.
  12. Magic!

    I didn't think so at first but the more I've mulled over it the only real new suggestion is magic so it does belong here. Wish I could just copy past the entire thread here since it's like 4 posts but I can copy paste the first one at least. Anyone else who has further comments please to it on this thread and let the other one go to the archives. So when I hear Island progression it made me really excited! It lends it's self well to a pirate-ish theme. That being said this quote is the inspiration for this post. Gibbs: So the Pearl. Any idea on how to get her out? Jack Sparrow: We shall need a crossbow, an hourglass, three goats, one of us must learn to play the trumpet, whilst the other one goes like this. Gibbs: I know a man with a goat. Jack Sparrow: Good. I can go like this. I think it would be awesome for two paths to develop. First everyone starts the same. Sticks and rocks. As people become more settled after the basics of food, water, shelter they now have time to sit and stare into the fire getting ideas. Some chop down trees anddig into the earth topull out precious metals which through heat and tools shape armor andweapons. They build rails for transportation of goods, they construct wind or river powered mills. They sow seed and raise crops which they store in silos for when winter hits. Eventually they build ships and sail to other lands to do the same. Then there is the second set of people. They stare into the fire and eat herbs that given them visions. They carefully go out and collect odd and random things. A bone from a chicken, tooth of a bear, skull of a human skeleton, wax from bees, and wool of a goat. They construct totems in precise arrangements and throw things into the fire while wearing ceremonial robes made from bear leather and goat wool. Just as day breaks the ceremony completes and enchants the head band on the altar with the ability to breath longer underwater. They then put on the head band and go to a cliff, they pick up a heavy rock and jump off the cliff with the rock in their hands. They land in the water below and the rock makes them sink fast. They get to the bottom and let the rock go. They pull out a knife and gather an oyster or two before swimming back up to the surface. They then Gather a bunch more stuff. Certain types of stone which they carve on the beach. After gathering tons of pearls they finally find a black one. Then they spend weeks upon weeks finishing the altar on the beach. While they toil they preform more ceremonies strengthening their armor made of bones and leather with powerful enchantments and infusions.When all is ready they do a ceremony there on the beach under a full moon. They sacrifice a rare white crab they fished out of the ocean, that has been cooked in a stew made from roots found in a cave, liver of a deer, a flower that only blooms at midnight on the north side of the mountain, and the hair of a rabbit.Agiant turtle gets summonedthat allows them to travel to another land where there will be stronger animals to kills, different items to collect, new ceremonies to discover andpreform. So that's the pitch. Now to the break down. So the first set of people, well call Sam, would work on skills such as prospecting, smiting, wood carving, and agriculture. The second set, we'll call Conan, would work on cooking/brewing, butchering, stone carving/gem cutting, and fabrics. Samwould strengthen his weapons and armor through different alloys, ores, and smiting practices. Conanwould do it through different bones\shells, hides, carvings, and enchantments. Sam gathers ore, processes it, and shapes it. Conan gathers various stuff, processes and carves it, then assembles it. Sam builds forges, bloomeries,blast furnaces, and docks. Conan builds various altars and temples in fairly precise formations and locations. Sam builds boats using wood, and metal, and pays his "crew" with each crossing. Conan summons his mount with a sacrifice of rare things he's gathered. Sam has swords, axes, and metal spears. Conan has toothed blades, spiked clubs, and bone tipped spears. Sam has to sharpen his weapons over time. Conan reapplies poisons on his. So far pretty even, now how they differ. Conan gets his food while gathering resources, risking dangerous mobs. Sam risks nothing with his crop fields and but does rick cave in when mining. Conan looks up in the mountains, in caves, and all around for herbs. Conan fishes and dives. Sam cuts wood, digs, and manages crops. Now it does benefit Conan to have a small herb garden and it benefits Sam to raise some animals, but they can trade. Conan could useprecious metals and gems for boosting his stuff. Sam could use special leathers and ivory for his stuff. It all is fairly balance-able while offering two unique styles of play that go well together. What stops Sam and Conan from crossing over. Conan would need to work his ways up the metal tree while developing new skills. Sam would need to develop the skills to get the drops he needs. So Sam could spend time fishing but that doesn't help him progress, and Conan could smith, but that doesn't help him with his progression either. [edit 12/13/2016] Continuing with the tribal/shamanistic magic there is often an issue of players having to leave for a period of time. If animals have a maintenance cost,instead of risking your animals dying when you are gone, there could be a complex and expensive ritual that would take the animal and turn it into a totem. You could then perform another complex and expensive ritual that would release the animal from the totem. This ritual would require more than one person because it isn't an issue in single player.You could then have a chance of finding random totems inloot throughout the world. Now for a colorful depiction of the ritual. During the night you can hear chanting in the forest. As you cautiously get closer you see large rocks arranged in a ring with elaborate carvings all over them. You can make outthree people dancing around a cage, their shadows being cast on it by the surrounding torches mounted on the rocks. You see them laying stuff on mats under four of the rocks. You come closer to get a better view and can see gems to the north, metals to south, herbs to the east, and bone or shell fragments tothe west. A snort brings your attention back to the cage and you squint to make out a cow from the shadowsinside. Your head turns as you hear the sound of another cow being brought out by one of the dancers. Sheleads it on top of a stone table overlooking the pen and takes out the knife pointing it in front of her. The other two dancers move tostandon opposite sides of the cage on top of some carved black stones. The womanon the altar tosses a container on the cow in the pit that breaks over top the animal releasing some liquid which flows over the cow. She then plunges the blade into the cow on the altar which instantly kills it. The offerings below the stones turn into glowing magical beings who then step back into the stone. As they do so the glyphs carved all over the stones suddenly glow brightly and the cow in the pen gets lifted up in the air. Balls of light spring forth from the stones and strike the cow creating a light so bright you have to look away. The light goes away as quickly as it came. When you look back none of the glyphs on the stones are glowing anymore and the woman has jumped down into the cage. She holds up a small totem with horns in the air and the other two dancers cheer. You take the chance to slip away to think about the strange ritual you just witnessed. Can't wait to get some feed back.
  13. Ruins

    This is an island mod. So taking inspiration from the last island game I played, Tome Raider, if there were to be ruins I would pick something like those listed below, the suggestions are preceded with a rarity of it showing up in an island (suggested). (1/10) The remains of a ship wreckage slightly out from shore caught on some rocks or is part of the reef. Some rotting wood, broken timbers, cloth scraps, a barrel of booze mostly empty, greenish bones, a chest with sand in it, and as rare loot, if you dig under the sand of the wreckage, which would be underwater, you could find the occasional precious metalpiece(1/100 of a bar), a maybe a knifeof appropriate material for the island, a gem or two, and maybe some remains of a sea creature that can only be found on these wreckage. (1/5) The skeleton of someone washed ashore and didn't survive the island. (1/100) of these would have a map that would lead to a buried treasure which could have 1 item the person considered precious. (1/20) A shrine decorated with bones, bits of wood, with a carved stone altar. (1/4) of the shrineswould have some sort of trap.(1/10) of the shrineswould have a silver knife or some other such ceremonial object.(4/5) of those with the ceremonial object would have an active hostile tribe. (1/20) with an outline of a smallbuilding in rubble with(1/3) of those would be a broken down blacksmith that has some flux, charcoal, and a (1/3) chance of having a worn metal hammer appropriate for the island in a chest. Some could have a pot with seeds in it. Some times the loot could be buried and other times not. Some of them could have a broken down animal pen nearby (no animals). Occasionally a barrel of fresh rain water or an empty one turned on it's side. Each ruin should be rare enough that we are excited when we find it, and have the occasional treat that is good enough for us to want to explore it. You could have some of the ruins spawn on islands of any level, have some only spawn on islands of a certain level. Some could have items you can only find in those ruins which makes people search for them. Say schematics that are needed to progress and become valuable trading items, or special items needed for specific enhancements. Maybe the altars could be made from some material that no one knows how to make and can't be moved and are needed for certain ceremonies.
  14. Encumberance Inventory system

    I missed the hand carts bit and as I have never used or seen something like that in any mod I've played, don't have input. So horses ignoring weight is an artifact of TFC 1 which I have full faith that it won't show up in TFC 2. Junk piles would be hilarious, specially if it could grow and split off into other blocks like a pile of rubble that looked awesome in the video Bioxx made. I am not sure I agree with container wear out, I love when things wear out but it just doesn't fit in my mind. I am in favor of different containers having weight limits and that a reed basket wouldn't be able to hold much weight wise, orsize wise. I mean could you imagine picking up a basket with a gold bar in it. Do we know if handcarts get penalties for trying to go across soft surfaces like grass, snow, dirt, sand, gravel, etc?
  15. Encumberance Inventory system

    I know I am resurrecting a thread that hasn't been active since July, but it pretty on pare with the subject. I have read the first and last page and briefly scanned pages 2-4, so I have missed some stuff, but I believe I have some discussion to bring to the table still. The goals of making it take more time and effort to get things from point A to B is to increase the time it takes to get to end game, and to make a use for the various systems of item transportation.Before selecting a system we must make sure it accomplishes our goal. If our goal is to decrease the rat population and we offer out a bounty for rat tails you are going to have a lot of rats running around without tails, and if you offer a bounty for rat heads you going to have people breeding them. Stretching out the gameplay is the goal of a lot of mods and is generally desirable as long as the player doesn't feel like he is "grinding". Grinding I will define as repeating a taskto make a number bigger. Now a summary of some of the systems I saw proposed just to make sure everyone is on the same track. You get increasing slower as you add more weight to the point it doesn't seem like you are moving. Pro is inventory size is not an issue. Con is you can pick up five barrels containing vessels filled with rock which normally don't allow you to move, hop on your mount and it doesn't effect the mount allowing to quickly transport tons of ore and chert to build your city. Limiting stack size. Pro is it slightly deals with the last con. Con is it increases inventory management. Shrinking inventory size. Pro it makes containers a lot more valuable. Con when you start with nothing it means a lot of stuff is being left on the ground. Items having sizes. Pro stops you from putting a sword in a small vessel. Con, can be confusing for people not use to that mechanic to understand why something isn't appearing to work. But lets not put the cart before the horseand discuss current ways of transporting good other than on your person. There is the minecart. The minecart requires metal for the cart and tracks. Railcraft offers wooden tracks and wooden rails that moves slower, breaks easier. As far as I know doesn't wear out at all but that would be cool. It requires tracks spanning the distance you want to travel, to automate or speed it up it requires magical redstone. If you take it off tracks it become so slow it's useless. Donkeys can be equipped with saddle bags and have seen other mods adding similar features to other creatures. Anything moving fast in minecraft takes a toll on a server and can often lead to falling into a ravine before you know it. Leads constantly glitch specially when trying to take animals through narrow or forested paths. You have to find and tame the animals before you can use them. You can now stick a chest in a boat. Haven't tested the new boats, don't know if they are prone to glitching. To tackle this issue I believe not only do we need to limit the player but make transportation of goods better in a way that all makes sense and can be done with the tools the games gives us. Now I am a fan of a combination of all the ideas. As someone who not to long ago went backpacking in the Montana highlands, climbing 2000 feet over a distance of 4 miles with a 70 pound back pack, I agree object weight matters. I had to take many breaks to drink and snack. So I think that carrying a heavier load should not only slow you down, but should also more rapidly increase your thirst and hunger. The backpack I was using balanced the weight between my hips and shouldersvery well and made the weight not as bad as the climb. To simulate this, I like the idea that was suggested of different containers reducing the weight of certain items. This is very beneficial when you traveling as you want to get to your destination quicker and be able to outrun zombies. We also want to make sure you can't stick a minecart full of ore in a bag to reduce the weight of stone and ore. Which, items having size helps and makes sense. How would you even fit a cart in a knapsack? I would also include a warning message telling them item is too big.But we also need something in place so we don't stick a bag of stuff in a bag of stuff in a back of stuff, but at the same time don't want to stop someone from putting empty bags in a bag. So all containers need to keep track of if they are empty or not. The weight slowing you down just introduces and issue without a solution other than exploiting that hopping on mount which ignores weight. First this exploit needs to be closed. Then there are three transportation methods that I listed that can be retooled to make this better. We don't want the transportation to be faster because that hurts the server so we want the transportation methods to carry more. Now by far if all transportation methods carried the same amount and moved at the same speeds (which I think it should be close), boat and donkey win as they require less resources, less time, and restrictions. You can fix this by adding a big bonus to the weight reduction that the minecart gives to stone and ore. The only issue with this is when I was playing with Tony, one ore mine didn't last long at all. Meaning if it took multiple trips to bring back the ore, it was still faster and less resource intensive to than building tracks all the way to the mine. So unless mines last a lot longer the only time you are going to use tracks and minecarts is between cities, even if you allow wooden tracks and carts. Two things can fix this. Making the rocks and ore so heavy and the cart bonus so big that Donkey and boat are near useless for carrying ore, and as just mentioned, making mines last longer by yielding more ore. I think this would be a hard sell on an island map without something like myportidea. Boats are going to get used no matter what for exploration, but what is the use of pack animals then? Well what if you also reduce the inventory space and increase the inventory space of pack animals? Well then you have horrible item management. But you do have containers which reduce item weight, making a tool belt both great for expanding your inventory and reducing the weight of the tools. Also including slots for them in crafting benches and anvils can help that. That helps if you have the resources but what about someone who just starts. They won't have the resources or containers to put them in. The reason you put items in containers is so that they don't despawn, what if items don't despawn? That would be horrible for the server, so what if items that were on the ground instantly spawned and got put into a block called a garbagepile. The garbage piles would get used instead of chests, unless garbage piles were a container that only showed you one randomly picked item in it's inventory each time you clicked on it similar to the enchanting table and enchantments. It would fill the niche till you got containers, reduce loads on the server, and be annoying enough you wouldn't want to use it long term or at least for anything important. But then you can't get rid of items. What do you do with all the junk such as unwanted stone, rotten flesh, and bones? Well you either create a dump site,have the garbage pile go away when it reaches 0, throw it on a cactus or in lava. I will admit it presents and interestingissuethat the world in general has yet to figure out. Well that connects all the ideas together in a way that is doable and makes sense to me at least. I know that would make Terrafirmacraft more hardcore, but people don't play TFC because it's easy. They love the totally different mechanics and challenges it brings. There is really no other mod that I know of that comes close to completely changing the fundamentals of minecraft like TFC does and that's what excites me.
  16. Tree Schematic Contributions

    Well I downloaded the tree file and it was missing some trees so I attempted two of them. The first is the Douglas fir(aka christmas tree). The second one is Rose wood tree. screen shots and references https://drive.google.com/open?id=0By1-lEMv_BuCMEpGU3o1NnE1NDQ world zip file https://drive.google.com/open?id=0By1-lEMv_BuCelk2T3NKNFhuQ1k
  17. World Generation Suggestion

    ummm y is up and down and x is east and west. It's at z=0.
  18. Stat Points & Trade Friction

    You could be right about player enjoyment, the system that is closest to this is the hunger system and I am not sure how players feel about it. I know gregtech found that nerfing recipes was seen as less favorable than making recipes more expensive. As for building sprees, as long as you pause to go do something that raises the skills 1 pointit resets the time till it degrades, which if you inform the player of this, then maybe it won't be such a big deal as the surprise is generally the worst part of it. The great deal of flexibility and being able to tune it to each servers liking is definitely it's biggest advantage. Wish more people would leave feedback though so we can get more than two perspectives.
  19. Stat Points & Trade Friction

    I know TFC is about believably not realism, but the skill degradation is kinda like real life. If you stop playing tennis for a week you really haven't lost that much skill but if you stop for a year and start playing again, you are not at the same skill level as when you stopped. People who aren't 'on-point' in real life do have consequences, and those who spend most their time on the ball do benefit. So it models that aspect really well, and with the two values per skill (time till degradation and rate of decay) balancing and customization shouldn't be an issue.
  20. Boats/Rafts

    Sounds like a system that the creator the twilight forest did. There too you have a progression. there's a barrier that prevents you from doing anything in that biome until you unlock an achievement, at which point the barrier goes away. Well if that's the case then a port, as described above,with an imaginary boat, that has durability, and various upgrades thatallows you to teleport to other ports seems like the best idea for fast travel. What I'd do for simplicity is make the teleport instant, if your boat doesn't have enough durability to reach the destination then it teleports you to the spot your boat would have broken down. Upgrades would include increased durability andincreasednumber of nearby barrels teleporting along with you. I wouldn't do live stock unless you want people to be able to bring things from high level islands to lower level islands. I would link the ports by the boat spawn idea previously mentioned. I wouldn't bother with actual boats because the new vanilla boats aren't horrible and good for exploration.
  21. Stat Points & Trade Friction

    I do like the idea of a minecraft economy. Funny enough servers with the best economy that I've seen were vanilla, which isn't saying much. I agree with that only really hard to get items seem to be traded which is why I propose for items you want to foster trade with be quite rare. I still don't like the concept of telling one person you can't make something because you didn't learn it and now that you learned to make this you can't learn to make that. I do like the idea of skills degrading after a certain period of disuse. You can have this be done over time so someone either has to spend tons of timeand materialsworking on all of them to keep them up though at high levels this would be nearly impossible because the time it would take to raise say 4 skillsskills 1 point would be the same time it takes all the other skills to decrease 1 point. The down side to this approach is it require careful balancing between time and skillsdegrade rate. Wouldn't want to lose black smithing skill while out mining. It also means that if someone was really efficient with resource gathering, that they could raise all the skills as long as they did nothing but worked on skills the entire time, which is what you'd do in single player. Another effect is if you sit around afk, that your skills decrease while you are doing nothing. It also means if no one needs anything smithed you have to smith something once in awhile so the skill doesn't decrease. Or when you work on another skill it decreases it's counterpart. For example say you are a smith and then you start leather working, as you gain skills in leather working your skills in black smithing decrease from more time being devoted to leather. Each "class" could then have their counterpart skill so lets say you have a warrior, mage, chemist. Their main professions could be black smithing, enchanting, and brewing. Say secondary would be prospecting, magic discerning, and essence extracting. When ever you raise a main profession it decreases the other main professions, and when ever you raise a secondary profession it decreases the other secondary professions. This would discourage players from trying to pursue all the professions though they still could attain all to the level they want. Say you want all at 25. You could raise the first one to 100, then the second one to 50 putting both the first one and the second one at 50. Then raise the third to 25 which would put all three at 25 but it means you went from epic at your first skill to meh at all three so still not an ideal thing to do. Specially if you put hard caps on skills, then there is no way to be good at all of them at the same time. Both of these systems discourage people from doing everything. Though I hesitate on the use of classes because of their implied roles. The three I listed warrior, mage, chemist are combat focused but what if someone didn't like combat and wanted to farm and build. Are they both a farmer and a builder? What if they want to smith weapons and then enchant them so they can produce the best weapons for people on the server? Should we really prevent that? What if you are a smith and are defending yourself from creatures, should you be punished for killing the creature because it wasn't your occupation? That's why I like the first idea better. It allows you to do what you want to do but definitely benefits you if you don't have to. If you want to do it all you have to keep rotating what you do so no skill becomes disused. It also allows for config options so if you are in a small server you can lengthen the time for an ability to be considered in disuse and how quickly it degrades and if your in a big server that can support more specialization you can decrease the time and make it decay more rapidly. If you are in single player you can greatly relax so you can do it all. All of that done with two values though you might want to make those values for each skill as plants take a long time to grow.
  22. Boats/Rafts

    So the ports would not be up-gradable. All ports would have similar requirements. Boats would be the things you could repair and upgrade at ports. It is a complex system for leaving an island but it also prevents island hopping so Bob doesn't pass three islands, dig a deep pit and then gets a few animals to fall in it, collects their stuff and now has high tier stuff. Or in the case of metal, sail past three islands, makes an under water entrance to a cave and then makes tunnels to get high level metals and then skips the lower tier metals. There are other ways of preventing this but this is one possible way,though now that I think about it. What stops people from tunneling from one island to the other to bypass this system? If you make the boats only usable by the person who made them, then something that separates a low level from a high level is the durability and upgrades of their boat. It also means the best boat you can make at each island is restricted to the resources o the island. So if a high level person some how loses their ship on a low level island, they'll only be able to make a low durability boat strong enough to get to the next set of items and will have to add upgrades to the new boat at each island to progress to were they were. Upgrades can include hull plating for adding more durability, cargo hold, for carrying more stuff, sails and masts for decreased teleport time. If you made the ports up-gradable, I agree that would be complex and potentially more complex than really needed.
  23. So when I hear Island progression it made me really excited! It lends it's self well to a pirate-ish theme. That being said this quote is the inspiration for this post. Gibbs: So the Pearl. Any idea on how to get her out? Jack Sparrow: We shall need a crossbow, an hourglass, three goats, one of us must learn to play the trumpet, whilst the other one goes like this. Gibbs: I know a man with a goat. Jack Sparrow: Good. I can go like this. I think it would be awesome for two paths to develop. First everyone starts the same. Sticks and rocks. As people become more settled after the basics of food, water, shelter they now have time to sit and stare into the fire getting ideas. Some chop down trees anddig into the earth topull out precious metals which through heat and tools shape armor andweapons. They build rails for transportation of goods, they construct wind or river powered mills. They sow seed and raise crops which they store in silos for when winter hits. Eventually they build ships and sail to other lands to do the same. Then there is the second set of people. They stare into the fire and eat herbs that given them visions. They carefully go out and collect odd and random things. A bone from a chicken, tooth of a bear, skull of a human skeleton, wax from bees, and wool of a goat. They construct totems in precise arrangements and throw things into the fire while wearing ceremonial robes made from bear leather and goat wool. Just as day breaks the ceremony completes and enchants the head band on the altar with the ability to breath longer underwater. They then put on the head band and go to a cliff, they pick up a heavy rock and jump off the cliff with the rock in their hands. They land in the water below and the rock makes them sink fast. They get to the bottom and let the rock go. They pull out a knife and gather an oyster or two before swimming back up to the surface. They then Gather a bunch more stuff. Certain types of stone which they carve on the beach. After gathering tons of pearls they finally find a black one. Then they spend weeks upon weeks finishing the altar on the beach. While they toil they preform more ceremonies strengthening their armor made of bones and leather with powerful enchantments and infusions.When all is ready they do a ceremony there on the beach under a full moon. They sacrifice a rare white crab they fished out of the ocean, that has been cooked in a stew made from roots found in a cave, liver of a deer, a flower that only blooms at midnight on the north side of the mountain, and the hair of a rabbit.Agiant turtle gets summonedthat allows them to travel to another land where there will be stronger animals to kills, different items to collect, new ceremonies to discover andpreform. So that's the pitch. Now to the break down. So the first set of people, well call Sam, would work on skills such as prospecting, smiting, wood carving, and agriculture. The second set, we'll call Conan, would work on cooking/brewing, butchering, stone carving/gem cutting, and fabrics. Samwould strengthen his weapons and armor through different alloys, ores, and smiting practices. Conanwould do it through different bones\shells, hides, carvings, and enchantments. Sam gathers ore, processes it, and shapes it. Conan gathers various stuff, processes and carves it, then assembles it. Sam builds forges, bloomeries,blast furnaces, and docks. Conan builds various altars and temples in fairly precise formations and locations. Sam builds boats using wood, and metal, and pays his "crew" with each crossing. Conan summons his mount with a sacrifice of rare things he's gathered. Sam has swords, axes, and metal spears. Conan has toothed blades, spiked clubs, and bone tipped spears. Sam has to sharpen his weapons over time. Conan reapplies poisons on his. So far pretty even, now how they differ. Conan gets his food while gathering resources, risking dangerous mobs. Sam risks nothing with his crop fields and but does rick cave in when mining. Conan looks up in the mountains, in caves, and all around for herbs. Conan fishes and dives. Sam cuts wood, digs, and manages crops. Now it does benefit Conan to have a small herb garden and it benefits Sam to raise some animals, but they can trade. Conan could useprecious metals and gems for boosting his stuff. Sam could use special leathers and ivory for his stuff. It all is fairly balance-able while offering two unique styles of play that go well together. What stops Sam and Conan from crossing over. Conan would need to work his ways up the metal tree while developing new skills. Sam would need to develop the skills to get the drops he needs. So Sam could spend time fishing but that doesn't help him progress, and Conan could smith, but that doesn't help him with his progression either. Can't wait to get some feed back.
  24. Stat Points & Trade Friction

    I don't like stat points for minecraft. It doesn't work well unless there are other people to help fill in the gaps. Since minecraft can be played sp, and there just aren't tools for making good NPC's, there isn't a way to fill in the gaps without defeating the purpose of stats. For minecraft I like skills. I like skills because it is a time investment rather than a bonus. For skills I like and exponential curve for gaining levels. I like skills successfully completed athigher levelsgiving more points and failed attempts giving you significantly less points. I also like games allowing you to waste materials. To clarify some games are nice and prevent you from doing something like smiting bronze because you don't have the skill.The games I like more allow you to smith the bronze and give the durability of the bronze your skill minus a value. So until your skill get to that valueyour going to waste the bronze in a failed attempt that will give you less point then if you work copper. Doesn't mean you can't skill up by failing a bunch, just makes it less efficient. For example lets say each level takes 150% of previous level rounded up. We'll say you start at level 1 and it take 2 point to get to level 2.The durability of copper is your level minus 1 times 1/8rounded up. Durability ofBronze isyour level minus 15 times 1/4rounded up. We'll say when ever you failat making an item, which is at 0 or less durability, you get your level in experience. So to get to level 2 you have to fail twice with any ore, doesn't matter which. When you are level 2 it now takes 3 experience to get to level 3. You can either fail at bronze twice which gives you 4 experienceor make 1 copper item with 1 durability which give you 10experience. You get to level 3 it now takes 5 experience to get to level 4. You can do this by failing bronze twice more or craft another copper item with 1durability. Continuing said pattern [level|xp to next level|# fails needed|# of copper needed] [4|8|2|1] -> [5|12|3|2] -> [6|18|3|2] -> [7|27|4|3] -> [8|41|6|5] -> [9|62|7|7] -> [10|93|10|10} -> [11|140|13|14] -> [12|210|17.5|21] -----> [14|473|34|48] Now remember this is anexample but it illustrates what I'd like to show. until level 9 xp wise it is better to make copper items than fail at bronze. At level 11 you gain more xp but less product failing at bronze then you do making copper which gives less experience but more product. Also at level 16when you can now succeed in making bronze it will give you more experience, but your items will have less durability than copper tools you make. Copper will have a durability of 2 at that point while bronze will have a durability of 1. This shows when you first succeed with making bronze weapons they will be worse than the copper ones you've made for some time. I like this type of progression. as it doesn't stop you from attempting to make something, actually benefits you to fail at a certain point to learn faster and make less product. Or make more product and learn slower. Risk vs reward.
  25. Two paths(More tech or more magic)

    I don't see where I mentioned the more shamanistic mining, but to clarify I meant finding certain underground fauna like you mentioned. Some of it like the crab and flower is me just painting a picture with broad brush strokes to fuel the imagination and not meant to be actually implemented. As for the altar I do mean finding the components taking a long while through rare drops and crafting. You could pursue both paths at the same time. It would take a lot of time but definitely could. I also don't want a person going down one path to be blacklisted from the other. The reason for this is in spyou don't have anyone else helping you out. Even on mpservers what if the blacksmith stops getting on and there is no other black smith? I want people to be able to do it all if need be but to have it much easier if they don't have to and only slightly gimped if they don't want to. I also think two paths is plenty for the core of the game and if mod makerswant to add specialization they can. Trades I want tohelp the paths enhance each other but I definitely don't want progression to depend on them at all. So the trade is beneficial and not mandatory. The only limiting factor is I think enchantments possible should be based on material, that way you need better materials to get better enchantments. It can also be a barrier that stops metal stuff from being enchant-able. I actually use to DM DnD and would come up with all sorts of campaigns, mechanics,custom classes, skills, and abilities. I actually had to in order toprevent munchkins. I still play call of Cuthulu. I've played so many games that it's actually hard to for me to find new mechanics and spins. I've quickly scanned through your what you've linked and will comment on what I've got input for.