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Lorkenpeist

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Everything posted by Lorkenpeist

  1. I've always thought it was awkward how you could equip a chest on a donkey/mule in vanilla Minecraft and it would just be sticking out of their body. Given that in TFCbarrels seem to be the portable containers while chests are not portable, I think it would be cool for pack animals to carry barrels instead of chests. Also, no awkward sticking out of the body. They should be strapped on the side. Perhaps different animals could carry different numbers of barrels, like 2 for a mule or 3 for a camel. Perhaps they could also carry large vessels and small vessels, and sacks too if those are a thing, but I imagine that would make the models a lot more difficult, so maybe limit to a single container type per animal if that would make modeling easier.
  2. Smithing bonus based on player skill

    I have to say, I love the smithing minigame in TFC1 and the smithing bonus for durability and weapon damage. It would be cool to see something similar in TFC2, but I have a few suggestions how it could be done differently. Rather than having to get the red arrow to align perfectly with the green arrow, perhaps have an acceptable range for it to fall within. Perhaps certain tools would be easier to work and have a wider range, while other tools require precision work and have a narrower acceptable range. Using this acceptable range feature, smithing bonus could be tied to how close you get to the center of the range. But if you don't fall as close to the center as you like, perhaps you can keep trying until you get it to your satisfaction. Basically, if you get inside the acceptable range a button would appear to create the tool. If you are satisfied with your work, you can click the button to get the tool, or keep trying for a more perfect tool. I'm thinking it should be relatively easy to get a passable tool, but significantly more difficult to get one with a good bonus. To prevent people from cheating the system by calculating the correct strokes for a perfect tool and distributing the info to all players, the amount the arrow moves for each rule could be calculated based on the world seed (as in TFC1 I think?) as well as the player id. That way what works for one player won't work for another, at least not perfectly. It would even be believable, because not everybody hits a hammer with exactly the same force. Perhaps the world seed would set the rough amounts that each rule moves the arrows, but the player id adds only a small adjustment, so that an experienced smith can share their knowledge with a novice smith so they can get close, but not perfect. In addition to the values being randomized based on world seed and player id, they could also depend on the metal type, to simulate different metals having different properties. That way you would have to experiment with each new type of metal. If you don't want to do away with smithing experience and levels altogether, perhaps make it so that the range widens with each level, so that it gets progressively easier to get a passable tool. And also, have the smithing bonus depend on how far from the edge of the range you fell. With a wider range, thecenter is further from the edge, so you can potentially get a better bonus at higher levels.
  3. Last comment wins

    Pretty please? I will even give you a <3 if you do.
  4. Last comment wins

    You can keep your <3 if you won't play the counting game with me >=[
  5. Last comment wins

    :'(
  6. Last comment wins

    Can we get back to the counting game now? I want to set a new record. Moderators, please don't read this.
  7. Last comment wins

    s/reggie/on fire/
  8. Keys and locks

    Absolutely right, I predict that 90% of keys will be phallic...p
  9. Last comment wins

    More spam than your body has room for!
  10. TFC Engineer

    make out on top if it, duh! Tony Stark created a new element by arranging protons and neutrons in a buckyball, but they are all about to collapse in on themselves and obliterate everything with the massive release of energy!
  11. Last comment wins

    This thread is devolving fast. baby farts
  12. Last comment wins

    All your base are belong to us
  13. How high can you count before an admin posts?

    He already said 46 before you did, so your 46 should have been a 47 and his 49 should have been 48. So: 49
  14. How high can you count before an admin posts?

    your 4rmpits r3ally stink
  15. ( ͡° ͜ʖ ͡°)

    wow it really doesn't get any more off topic than this
  16. How high can you count before an admin posts?

    Your m4th st1nks
  17. How high can you count before an admin posts?

    Thirty no! (I'm half German)
  18. Last comment wins

    I'm also a super duper rare breed of zombie capable of mind control. Ahem.You WILL stop posting in this thread.
  19. Last comment wins

    Sorry I'm also a super rare breed of fire resistant zombie, so that burn totally failed!
  20. How high can you count before an admin posts?

    35. I don't have anything clever to say, just trying to keep the count accurate.
  21. Last comment wins

    I am an extremely rare breed of smart zombie!
  22. Mules (and other pack animals) carry barrels

    I actually got the idea while looking at the camel!
  23. Mules (and other pack animals) carry barrels

    Well yes, it would make sense to have packs for a pack mule, I just wasn't sure if packs would be a thing