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ante185

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About ante185

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  1. More precise ore melting

    honestly, i think you should still be able to do what op initially wanted, granules would also remove much less heat (in total) from the crucible as they're much smaller size, so you'd be left with more heat after adding 25 units in as granules rather than adding one regular bit of ore worth 25 units. It'd also shut up the bunch that are jibberjabbing after coins, at least a little bit
  2. Time indicator for Torches

    if you want to be real fancy you could tweak the amount of particles and the colour of the torch as they go along dying
  3. Ranged weapons vs. Skeletons

    of course should we have slings, there's no arguing that, but we need to agree on how to implement them, ammo would of course be knapped stones but you could also have the option to use lead balls ammo, the damage with stones as ammo would, of course be in the tier that every other stone weapon is at, but other than that it doesn't need to be particularly good and the lead balls would really only add damage and accuracy*at the expense of range and well everything else *i doubt you'd be able to sling the projectiles fast enough for the accuracy to be measurable.
  4. A slight modification to logpile block physics

    Well you could make it so that the willows would trickle down if you free up a slot, so it wouldn't have any effect if it can't fit. Eh, what i m trying to say is that at any point a case like you described happens nothing would happen, just like it is now, would that be a problem?
  5. World Generation controls.

    setting where to spawn would be nice too, like normal, equatorial, northward, southward, north/south polar circle and so on, opinions?
  6. Melting down tools, anvils, etc?

    I am all in for recycling tools, let me share two ideas i instantly got on this. No.1 Broken tool heads: This would require a rewrite of how durability works but i will just go for it, the more you use the tool the more you just up the durability however the remaining durability decides what the odds of the tool breaking is say X in a 1000 blocks (So X increase the more used the tool is) it would still break if it made it to 0 durability but anyways when it breaks you will get a "Broken [Metal] tool head" the broken tool head would have its own durability which would show how much it would return to you, and how much metal you would get back would be determent by how many % durability the original tool had when it broke rounded to the nearest 5 or 0 % to keep it like the ores. With this system you could get incredibly unlock but still get a fair bit of metal in return, smiting skill could increase durability or decrease the likelihood of the tool breaking (increasing the 1000 part would do that) No.2 the durability would determent how much metal you'd get back, which would make you able to recycle tools without breaking them. to do this in a believable fashion would mean to make the durability only account for 25-75 units of metal while the rest would be "pure return". the is a alternative to No.1 but would still require the broken tool head but if done this way it'd not need to be dynamic in the amount of metal you'd get from it.
  7. Dog Sled/horse and carriage

    My thoughts on transportation (Also +1 for less 2 blocks high dirt walls thingy Djakuta was talking about) What i am imagining is that each means of transportation would have two base stats, "base speed" and "speed multiplier" (decimal so could be divisor instead). while i highly doubt i have to explain base speed i do think i have to when it comes to the multiplier, so i am thinking that capacity of your transport should be measured in player inventories OK? so per every "player inventory" you load the base speed gets multiplied with the speed multiplier, which is something below 1 resulting in a slower travel We already have some means of transportation with the horses, donkeys and mules, oh and on foot too. Note that these numbers are just a placeholders for my idea, replace them with what you feel is the best [Name] [base speed] [speed multiplier] [Cargo (in # of player inventories)] The player: base speed = 1 (default Walk) and speed multiplier = 0.9 cargo, std player inventory "You know, like what it is like now." (Note that the player will not be effected by the multiplier unless pulling a cart) The horse: base speed = 3 speed multiplier = 0.5 cargo = 1 inventory (Cuts in half if the player is riding on it/if there's a saddle on it? And thus it wont multiply) "mostly for personal transport" The donkey : base speed 2 multiplier = 0.8 cargo 2 "The start up businessman's best friend." The mule: speed 2.5, multiplier 0.7 Cargo 1.5 (Or 2) "Best of both worlds, not that fast but will not be as slowed down either.We can also have carriages of varying sizes (the speed multiplier is inherited from the animal pulling) [name][drawn by # of _][speed modification][Cargo] pull-cart: Drawn by player or donkey (Or a cow!?). speed mod = 0.9(no change) Cargo = 3 While you can pull it yourself it'd be faster with a donkey (If you load it full it'd be 0.729 speed VS 1.024 in a player VS donkey race) Chariot: drawn by horse, speed mod = 0.9cargo 3 players Adventures Carriage: Drawn by 1, all but the player. speed mod = 0.8cargo 1 player and 3 inv Carriage: Drawn by 1-2, all *but* the player. speed mod = 0.7 cargo 4 or 5 playersmore then this might be a bit over kill. Something i'd like to add on top of this is that harder surfaces such as what you would build a road out of could increase the negative effects on speed cargo and carriages have. Oh one thing before i post this, I'd love if instead of grabbing the scatter gun and blowing holes all of this you would suggest or build on it yourself, after all we're here to discuss, improve and come up with ideas right?
  8. Metal Nuggets.

    It'd be great for metallurgy reasons, as storing practically full and practicallyempty molds because is so damn inefficient and it'd be nice to figure out a way to use them.
  9. Ingame money

    currency is only something that can be done if someone with power enforced it, for example a faction founds a town where anyone could settle in then you'd have to make sure that you get power over the necessary resources such as large farms and mines and have them accept only the factions currency of choice, be it metal nuggets or paper or hell even gems. it's not something that the mod itself can impose. (Although giving people the means to do it, like what Allen's suggestion in his thread would do, would most likely be appreciated and not by the traders among us)
  10. Renewal of long abandoned areas

    Honestly i don't see the problem with regenerating rocks, Especially if it was done as OP suggest which would stop rocks from appearing in populated areas. And honestly what's the problem with infinite access to materials? It's not like someone who has come somewhere and gotten metal tools will be using nuggets for anything other then prospecting.
  11. Better Cooking [updated again!]

    Would it really hurt that much to include copper ect pots and such?
  12. Ability to spawn (almost) anywhere in the world

    It'd be way more awesome if we could have a button on the create world screen where we can select different spawn options, like having you spawn along the equator or on one of the poles or somewhere in-between. I'd imagine it would be something where you could select like "Easy" "Normal" "Hard" "Paradise" "Equator" "Polar (circle)" "hemisphere" "Island" and "Totally random" where easy through hard would give you a plot of land without being to specific (Could influence resource spawning if we want to go that deep?"
  13. Melt alloy into alloy mixture

    Shit, it's good that we have mods here 'case i totally missed that point, of course you shouldn't be able to make a "pure" copper bronze ingot! my mistake!
  14. Ingame money

    There was some talk about metal coins and such right? Well myself have a problem when melting ores into ingots the often occure due to poor or rich ores in the mix, if we could divide an ingot into 20 they'd be great for 'coins' and to balance alloys so you don't end up with 1,05 ingot or something like that (Crushing ores into 5mU pieces would also help as chopping up whole ingots might not always be the best solution)
  15. Melt alloy into alloy mixture

    Well since the % of each metal does NOT effect the quality of the ingot, as that would impose the same problems as stated above, so having a bronze ingot melt into a preset % of metals wouldn't affect anything apart from appearing odd when you melt them again but really, who keeps tabs on what you made your ingots of?