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Cattleman

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Everything posted by Cattleman

  1. Deadly weather

    I think debris could be implemented along with body temperature and not cause too much lag, though for a sand/dust storm not every particle of dust or sand could be defined
  2. Clothing

    When it comes to metal armor it can conduct heat either into or out of your body, so having metal against your skin in extreme climates wouldn't be good. However, putting a layer of cloth between the armor and your skin would reduce this effect. Different cloth has different characteristics. Wool is best for cold and it still insulates even if it gets wet. Cotton is better for mild climates because it isn't too hot or too cold but loses effectiveness when wet. I don't know much about silk but it allows heat to vent making it good for hot climates, it also dries off faster than the other ones. I don't know enough about jute or linen to really say much about those. Leather or hide would be neutral where it doesn't insulate well but doesn't conduct heat either like metal. Fur would be very warm but cause you to slow down due to the bulk of the fur.
  3. Regional Difficulty

    If we're gonna do some kind of fortress on an island why not just have a spell preventing placement of blocks close to the, But not on the whole island
  4. Make flux and salt ores, rather than stones

    So what is the benefit of using borax instead of sand
  5. TFC Engineer

    Simple, travel to a new dimension and find new problems there Help, I tried to build a time machine but I hit the wrong button and now everything but my phone and I is a void, including the time machine
  6. Magic!

    I think people wouldn't utilize the totem idea because your sacrificing metal, gems, and a cow just to turn one cow into a totem, isn't really worth the cost
  7. Water Purification, Plumbing system and stuffs

    You're right Darmo, this process would be very slow because it involves boiling the water and then catching the vapors and condensing them.
  8. Water Purification, Plumbing system and stuffs

    Perhaps we should have a system of water and alcohol purification. When you drink dirty water it has a chance of making you sick. If you were to first make a ceramic pot and use it to boil water. The water takes a while to boil in the ceramic pot because it isn't very conductive. Later you could make a copper pot which heats up water very quickly due to the conductivity of copper, though if you get it too hot it will melt, boiled water is mostly safe but has a small chance of making you sick. Therefore we need to upgrade even further. Once you have iron you can make a basin out of plates and attach it to copper pipes to make a still. A still has the the ability to purify both water and alcohol, depending on the temperature and what you put in. Pure water won't get you sick, also if you add saltwater you will get drinkable water and salt. Pure alcohol can be burned in lamps, consumed (may make you blind), and used in food preservation.
  9. Agriculture

    How about this idea, weed infestation is measured in units per cubic meter (one block), say every now and then more weeds sprout adding a unit (the rate affected by certain stats, especially those that help crops grow) and the max is twenty, now let's say that by hand picking you remove a unit with every swipe of your hand and four units when you have a hoe and the weeds completely removed when you use a horse drawn plow (but the plow destroys crops so normally either by hand or by hoe when there is a crop), for fallow to be effective weeds must be kept to a minimum because they use nutrients to, fertilizer also increases the growth of weeds so when using fertilizer the crops have to be weeded regularly
  10. Handling your wood, Carpentry and logging.

    A solution to the balance problem would be to add tree roots that take a long time to break
  11. Coconut and bamboo

    I feel that due to its shape, bamboo can't be made into planks but would still be a versatile building material
  12. Domestication through Mendelian Inheritance Revisited

    One way of making genes not op is actually looking at real life. Realistically a cow that produces lots of meat shouldn't also produce lots of milk because the energy demand is too high, so a milk cow will stay skinny
  13. Bleeding / Weapon Tweaks

    My idea was to add a tab in the survival inventory that displays the condition of body parts (for example one line would say "right leg: cut, bleeding, broken etc.") But you wouldn't have to add graphical features such as blood absolutely everywhere when hit by something
  14. Effects caused by pain

    What about something like semi-permanent blindness when the nerves from your eyes to your brain are damaged when hit really hard in the head with a crushing weapon
  15. Settlements and Human Mobs

    I think that perhaps their should be rare colonies of indigenous people with differing technology, the more advanced the village the rarer it is. If you trade with the people you can befriend them and hire them, though the cost would prevent this from being too op. If you kill the leader of the village and other people who willingly fought you, you can enslave the people, but the slaves have to be fed, watered, and housed, if not treated really well they will revolt and try to kill the player who enslaved them and possibly steal items