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Pete1

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About Pete1

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    Caveman
  1. Kingdoms Brainstorming

    That's why you live in a city with other players. If you can prove yourself to be a realiable trade ally/good person, people will defend your property if they see someone trying to break in. If you're all alone in the wilderness, your primary form of protection comes from being hard to find.
  2. Kingdoms Brainstorming

    I honestly believe the best solution here is to provide very basic tools to allow protection/imprisonment, and allow all civilizations to arise organically from that, without arbitrarily claiming an 128 block radius as "Your City". Allow fortification of blocks that deters attackers, but doesn't stop them. Don't provide players a hardwired mechanic to arbitrarily claim land - if they want to claim it, they have to be able to protect it. Provide tools for player arbitration, like imprisonment.
  3. Kingdoms Brainstorming

    I know I sound like a broken record, but check out CivCraft. They have a method of block reinforcement that honestly works. Here's a list of mods the CivCraft server uses: http://civcraft.org/doku.php?id=mods And here are the important ones: Citadel Precious Stones (Snitch Block) Physical Shop PrisonBed (Has been replaced with PrisonPerl, but that requires access to the End)
  4. Kingdoms Brainstorming

    The problem with complete protection for anything privately owned is that it just isn't realistic. What you need is a way to reinforce blocks/chests so they take a lot more effort for possible thieves to destroy, but still allows them to do that if you do not adequately protect your property. Also, there must be a way to imprison individuals. "Killing" someone and having them teleport to a preset "saferoom" would be one way to solve that problem. Basically what you want for something like this is to allow players to moderate, without actual Mod interference. What I'm saying is, CHECK OUT CIVCRAFT. It's already got all this worked out, seriously. But I don't think we should focus on the multiplayer aspect of TFCraft until the core game has reached a reasonable level of stability (much less frequent updates, need for map resets hopefully becoming a "once every few months" sort of deal, instead of every week). The more a server has to be reset, the less established cities and communities become, the less "realistic" the game becomes.
  5. Kingdoms Brainstorming

    Holy shit, I've got the perfect thing for this! (/ruffles through suggestion forum) Okay, here's something I posted earlier in one of those suggestion threads for economies. Super relevant. TL;DR: Go to reddit.com/r/civcraft to learn about the awesome social/political/economic Minecraft experiment that is CivCraft. Bioxx, contact ttk2 (reddit.com/u/ttk2), the developer and visionary behind CivCraft, about how you two could possibly merge CivCraft and TFCraft, or work out a way to implement TFCraft into CivCraft.
  6. Economy Ideas

    I would highly recommend you all take a look at CivCraft (official subreddit -> www.reddit.com/r/civcraft ) It DOES NOT use TerrafirmaCraft (though there is talk of either implementing it if/when the map resets or implementing their own tech tree) but its goal is to simulate societies and economies through minimal moderation by admins and implementation of specific mods that allow players to reinforce blocks (using smooth stone, iron, and diamond, in order of increasing protection) implement security systems, and imprison players. It depends on arbitration among players and "societies" emerging to protect shared interests. CivCraft was designed by a few Anarcho-Capitalists, but currently has individuals from very unique political backgrounds playing, including communists, libertarian-socialists, and moderates. Huge cities have risen and fallen and much drama has been had. What it's proven to me more than anything is that in order to have a Minecraft server that accurately simulates economies, less intervention is better. Letting players arbitrate themselves and form communities out of necessity results in a much more interesting and "realistic" scenario. Currencies emerge naturally (the "Redstone-Market" helped push for the adoption of redstone as a major currency in Columbia, before Columbia's eventual collapse) but bartering is still common. Communes and capitalist cities emerge from different philosophical background but out of the same necessity (if a griefer imprisons you and sends you to The End, it's useful to have either a group of friends, or a payed security team to help break you out.)
  7. IGN: Pete1 Age: 17 Read and agree to server rules? Yes. Yes. What do you want to do on the server? Play Terraferma Craft with others and expand my knowledge of the mod.
  8. Found a strange green blob on a few blocks

    A small hole appeared while I was walking and revealed this underneath the ground. I guess it's sulfur. What does sulfur do? http://i.imgur.com/iyRtk.png
  9. Here's a picture of what I'm talking about... http://i.imgur.com/umw1c.jpg I tried to break one and nothing dropped. What are these things?
  10. With pre37, sticks have become a bit of a problem for players to deal with. Having various types of sticks could allow for some interesting gameplay (increased durability for tools, different power for bows/javelins, etc) but the problem remains that having different stick types makes gathering/carrying them in the early game, and storage later on, a bit of a nuisance. What I suggest is a system to have a general "Stick" icon in the inventory, and then clicking on that icon could allow for an expanded window to pop up and allow the player to see all the various types of sticks they're carrying. Naturally each stack would still have a maximum limit of 64 sticks, but this system would allow numerous types of sticks all to be held within that single stack of 64. This system could also be carried over to other types of materials, such as stone and wood. Another, slightly unrelated idea, would be to have the player be able to tie up sticks, using string, into "bundles" in order to increase the number of sticks that could be carried at once, possibly doubling the stack size from 64 to 128.