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Wackypat

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Everything posted by Wackypat

  1. Encumberance Inventory system

    Maybe with minecarts/mule carts there could be a button or some thing called build mode where you would have access to all the stuff in that minecart/mule cart but the cart can't move you have to remain within a certain number of blocks from the cart lets say 30 blocks and you can't do this if there's a weapon or piece of armor. That way you don't have to keep going to the cart for blocks.
  2. Encumberance Inventory system

    I didn't say that realism wouldn't be involved I said that in this case realism isn't the main point
  3. Encumberance Inventory system

    Actually the whole point of a weight limit is to add a challenge and incentive to advance to higher and higher levels of technology or work together even more everyone helping to carry big stuff to their base. the point as I understand was and is all about having fun playing a awesome mod.
  4. Encumberance Inventory system

    Magic might hold some possibilities for instance maybe you can craft pouches that can hold a half chest worth stuff but only one kind of item like a stone pouch that can only hold stone and maybe the more stuff is in the pouches the more magic it uses. Also you could cast a spell on your donkey/mule that would temporarily allow them to hold more or move faster. Maybe you could make item portals for when your mining you could just throw your items in the portal and they would come out the other side into a minecart/wooden cart.
  5. Meteoric iron & materials

    Maybe a really rare biome could be a meteorite field the chance of finding this would be like 1 in 100 but if you do find it you've got enough meteoric metal for a lifetime.
  6. Meteoric iron & materials

    It would be cool if there was different kinds of meteorites like some could explode leaving nothing while others could poison you if you got to close while their still hot. And it would also be cool if you could summon those meteorites with a special amulet or something.
  7. Glass works

    When I said glassblowing I meant all the glass professions sorry
  8. Glass works

    Sorry about the double quotes I'm writing this on my kindle fire and for some reason I can't delete quotes
  9. Glass works

    There are some manmade gemstones that are made of glass they're made by putting in minerals while the glass is still liquid maybe they could be used for magic. Also if they're adding alchemy then maybe since fused quartz is so heat resistant you can make a fused quartz flask or vial if you need to heat up something to a point where other types of glass would melt. And glass could be used to make lamps that don't go out when it rains and goggles so you can see underwater and binoculars and telescopes and the better you are at glassblowing the more durability the lamps and goggles have and the binoculars and telescopes will zoom farther and if you're a noobat glassblowing maybe occasionally you could make a really good object and if you're a master at glassblowing maybe occasionally you could make a really rubbish object.
  10. Tameable, 'milkable' giant spiders.

    maybe instead of string they give you spider silk which can be used to make traps which could catch small animals like rabbits and some birds
  11. Tameable, 'milkable' giant spiders.

    I think your supposed to feed it in the day when it's not aggressive.
  12. Glass works

    Hey Donjons please read rule 4
  13. Better fisheries

    There is already a topic on this it's called "fishing nets and crab pots".
  14. Coding question

    Okay thanks.
  15. Coding question

    Everyone has been talking about adding minigames to craft things so how hard is it to add a minigame
  16. Crayfishing/Crabbing/Lobster Hunting?

    There's already a thread like this called "fishing nets and crab pots"
  17. Food + Taste + Hunger

    My idea: *1:Add two new tastes Spicy and Minty even though these aren't technically flavors I think it would help with believability. 2:Add a new tab to the players inventory called "taste preferences" or just "taste" or even "preferences" and this tab shows the player(s) what tastes he/she likes and dislikes. 3:Food is always the same taste for every player but the player may or may not like that taste. 4:When a player starts his/her world they may pick two tastes they like and two they dislike. 5:A player can eat food they like as much as they want (or at least until they're full.) they can eat food they dislike once then they can't eat it again until they either wait out a timer or clean there palette and they can eat food that they neither like not dislike three times before having to do the same thing. *6:The cooking trade/skill now just allows the player to cook food with a better quality and if you're planning on adding more complex recipes cooking would allow the player to cook more complex recipes or cook with a less chance to burn the food. The cooking trade/skill as it is in tfc1 would be replaced with a new trade/skill called tasting. Novice level at tasting will give you a range of three different levels of that taste e.g.(slightly spicy, mildly spicy, spicy) every time you level up tasting it gets more specific until you know the exact numbers of each taste you like and dislike e.g.(spicy:20, 30) 7:Each time the player eats something he/her dislikes there is a small chance that it will become one of the foods he/her does like that small chance is increased by better quality food also every time the player eats something he/her does like it has a small chance to become a dislike that small chance is increased by low quality food also every time the player eats something that's neither a like or a dislike there's a small chance for it to become a like or a dislike. if you go with my idea this * means it's optional. I'd imagine that this would be really hard to code but I just wanted put it out there. Also just wanted to say no matter what you put in tfc2 I'm going to play it