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letalhell

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About letalhell

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    Stone Miner
  1. Placing dirt, sand and cobblestone into stacks

    That's a really good idea. But something should prevent it of falling to lowest level like water does in TFC.
  2. Multiplayer and inter-server travel.

    I can only think in cloud computing. If the multi-server stuffs is made only to be able to hold more people without depending on a single super-uber server but instead in some 10 or so small servers, the computing required would be shared evenly between all the servers, so even if a server is with all players in it's "domains" the computing would be done by all servers. Also, I don't know why people are still with the island idea, for me a multi-server solen purpose is be able to hold more people. Perhaps the scheme would be one main server and some dependent servers that would only be used to computing. You could implement the multi way-point if you want to make some kind of "community", but that could work with a single waypoint.
  3. Multiplayer and inter-server travel.

    Rules are there for this. The intersection server sets the rules and the servers have to follow...Now you gave me ideas for somekind of landlord stuff, the server owner are like "kings" and the players can ask for the king for a piece of land, it concedes and you can build there with no problems, else he could simply delete your creations and in counterparty he would answer for you in case some other server came destroying stuffs... Wars and stuffs could be implemented with this! Man, my head is aching with ideas! So you like the second idea, the one with finite size servers.
  4. Multiplayer and inter-server travel.

    The first the servers are infinite in size but the interserver is finite in number of server, the second the servers are finite in size but the interserver is a infinite grid(the one you show preference). Also, each new server would load the the servers it shares borders and try to make a terrain generation smooth in that area, so we could avoid a sea bein cut by a 200 blocks tall mountain.
  5. Gravity and blocks

    Yes I know this happens in vanilla, but since TFC is trying to make more sense of things like this. I guess this could be fixed... The question is, is it possible to fix this or is some kind of problem inherent to minecraft?
  6. Multiplayer and inter-server travel.

    I can't think in two-options:1) The servers in the inter-server network are set a priori of the actual launching, so they don't collapse. And they grow like a "flower", the middle point is the intersection of all servers, and trades would take heavly here. The petals are the servers itself, where two "petals" would touch there's a server interconnection and trades can take place there too... In this scheme all server are infinite in land. but they grow outward, so players settling in very far places would be further from the all-servers interconection. 2) The server can join and leave on the go. All server are in infinite-map, similar to regular minecraft, when a new server joins the inter-server it emergers in the edge of the other server, but all server are limited in size, let's say 10000x10000. When a server disconects from the inter-server it's land isn't lost, but it is a place where all server share and when a new server joins and there's a place like this, the new server will take this land before creating another.
  7. Early power systems

    I totally agree with you.I would like to make some mechanism automated but with some level of restriction. A windmill or watermill would be very welcome, perhaps some of the functions already in TFC like making flux could depend on this. Also wind/water powered bellows... The possibilities are limitless...
  8. Gravity and blocks

    I know this may sound a over-done question, but I've never seen this answer... Is minecraft able to deal with floating blocks? I know that you can take a single block with gravity(by disconecting it from other blocks), but when two blocks are floating one is holding each other so both don't fall... What i'm trying to ask... Is minecraft able to deal with this problem? Cuz for me this is a big issue, sometimes my world generates mountains that are floating with nothing holding it. Perhaps with some adjustments in the cave-ins...
  9. Multiplayer and inter-server travel.

    Now I see your point. I like this, but some islands would be overpower in early games(the ones with the initial ores for tier0 and 1 metals) while the islands with ores for steel would take disvantage in the begining... What size are you talking about? 1~2 biomes seem very small... Could some servers be connected by land? Not only sea...
  10. One post one question topic

    I guess something is wrong with the cooling mechanic. I just smelted some natural copper in the bloomery and when I harvested it with a ceramic mold it took 19 seconds to go from Brilliant White to complety cooled. Is that a bug or now we are working with extreme temperatures?
  11. Multiplayer and inter-server travel.

    That seems cool but, why? This would make things harder and with little gain.
  12. The Problem with Trees - Seeds

    That!Also, trees planted by the player would have to have a "special" tag to prevent them from "dying" and also be able to go over the cap. I'm saying that cuz plains are the best place to make treefarms, as they are flat and ... without trees!, so placing 200 sapplings in a plain would make the cap go way over the normal and would automatically start the Tree-Dying process, making tree-farms inefficient. But that's a great ideia, I can imagine the world changing from season to season... Perhaps if Bioxx make 4 types of the same tree, like Hickory-Autumm, Hickory-Summer, Hickory-Winter and Hickory-Spring. With this the dying process could occur in the mid-late-winter, making things more visible.
  13. Mobs and Damage Overhaul

    I like it, It doesn't have too be so massive as you suggest but I guess this would be cool, perhaps just add a damage for every item. And some special items like torches add the flame effect.
  14. Prospectors' pick madness

    But saying that there isn't any trace while actually there is, it's a lie. If the ProPick had 100% chance but smaller range I wouldn't mind. I prefere strip-mining to pro-pick mining, I find this 40% too much to work with.I guess if Pro-Pick chance was greater the closer you were to the ore would be cool. Like in 24 blocks 99% of false-negatives, 12 blocks 50%, 1 block 100%... This game isn't about realism. So yeah... If digging metals was about 100 times harder this mod would be so boring/frustrating that nobody would play.
  15. Tree Climbing Boots

    I would like belts as climbing with spiked-boots looks like something out a comics. But yeah, that would be nice. And i'm looking at you... Sequoia tree,