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Solanus612

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About Solanus612

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  1. Believability VS well, just Believability

    ____ Although it would be somewhat counter-intuitive after years of Minecraft lava acting one way with a set appearance, I think it would make more sense to set vanilla lava with a new set of textures. That should be more of black or dark grey with bright standard-lava streaks (cooling outside, but still liquid hot inside). This appearance would work for level blocks or surface flows; falling lava streams would still have standard appearance, as the material would be moving too fast in descent to show much cooling. This would be easier to bunker control, using dirt or stone, pretty much like we do now, and it should cool (essentially) immediately once hit by flowing or source water. High-temperature (active) lava should be hot enough to cause damage when simply nearby (vanilla is Convection Schmonvection). Maybe not enough to immediately set you on fire as well (unless you're desperate enough to get closer), but being within a few blocks should start the damage process. Fewer blocks of active lava exposed (range plus line of sight, maybe) would make it a longer time between damage ticks, while a larger exposure should have fairly rapid damage and a chance for catching fire additionally. Active lava probably would be the stuff to pick up with a blue steel bucket (handwave that vanilla lava wouldn't retain its heat long enough to get to an application site). As above, this stuff should not be easy to control, needing stone (or similar materials) to block it off, although blue steel might be useful in other forms (some sort of sampling port to draw off quantity without taking damage). I don't know if there's anything a TFC Steve could craft to reduce the exposure damage (or make it near-impossible to be set on fire). Magic would, of course, make it much easier to justify protection, but without it, I don't know whether any materials that would be accessible in a Late Medieval era could be reasonably fashioned into such protection. And of course. all of the above conversation about proximity damage assumes that TFC could simulate it without it being exceptionally laggy.
  2. Where is the "club"? :P

    What is your basis for "really are never used"? Clubs of various types have been used for millennia, even in cultures that had access to iron and steel, whether for warfare, law enforcement, or hunting. Simple, all-wooden clubs could be crafted to have a knob toward the end (the Irish shillelagh, the Zulu iwisa) or be long and fairly straight (but still one-handed, like Eskrima sticks, baseball/cricket bats, or tool handles). They can have stone or metal incorporated into them, or be made entirely of the other materials. I think you're seriously discounting the viability of "clubs", most especially in a game that operates in these technological eras.
  3. Roman-style aqueducts and lead pipes

    Mechanically, a pseudo-aqueduct is already possible, assuming you can find a water source high enough to step down from to your destination blocks. It might take up a few more blocks per length than what you seem to be proposing. The big difference between classical aqueducts and the default water physics in TFC is the effective slope of the structure. The first of the Roman aqueducts, the Aqua Appia, was sourced almost 17 kilometers away from the city, but only had 10 meters of vertical drop from start to finish. Part of that was accomplished through very gradual slopes, but there would also be pipes made of lead, stone, or ceramic that would receive water under pressure (from speed or weight) to allow it to be siphoned up short slopes. I suppose you should be able to craft an aqueduct channel piece (probably ceramic, although stone might also be feasible) that would allow a more gradual vertical drop for water travelling along it (maybe 28 or 35 blocks long before it runs out of flow, compared to 7 now). The longer it goes before running out would probably help set the cost of the piece. Pipes could be similar to train tracks in vanilla, being laid on the ground without interfering with walking and angling up to the next level when placed next to another pipe on a 1-block higher surface. Or they could be like vertical/horizontal supports were, taking up a portion of the block space, perhaps with specific pipes and joints instead of universal pieces (like the track example) They would probably need to be more expensive to make, because of their utility, so some sort of metal would likely be required - I don't know what you might use besides lead (and all that that entails), but probably any workable metal (that doesn't have similar health issues) could be used. There might be a limit to the (net) vertical rise allowed with the pipe still having running water, even with the siphon effect. Funnels (any of the above materials) could be used to feed either aqueduct or regular flowing water into a pipe or a valve, in order to force the water to a higher pressure or regulate its flow. If a pipe is laid next to a funnel, the water entering the funnel goes into the pipe. If there is no pipe attached or barrel below, but there is at least one open block below, it exits the funnel below as a narrow column and then reacts normally when contacting a surface below. Valves would be a way to either stop water from flowing in a pipe or direct it between two pipes at a tee. A tee is just two pipes in a formless crafting recipe, that allow water to be split off, once per block. A valve can be part of a recipe with a pipe (to stop flow) or a tee (to determine direction, whether that would be A/B/both or just A/B). If water cannot be split into two (equal) values, then the tee would require a valve in the recipe. Water that exits a pipe either starts a normal water flow, if it exits onto same-height terrain, or drops as a narrow column after angling down and away from the pipe exit. If anyone understood any of that rambling, good. Please let me know if you want me to prattle on further.
  4. Booze

    "Tequila" is made from the agave plant (or mescales), which would naturally grow in more arid regions, but might be able to be transplanted to just about anywhere. The agave plant's interior liquids can be fermented (creating pulque) or the (often very large) heart of the plant can be baked in an oven and used as part of a distillation process (producing mezcal). In the real world, only mescal from blue agave plants, specifically those cultivated near Tequila, Jalisco, Mexico, can be called "tequila", per Mexico and (essentially) US law. If you wanted to have a Minecraft version of "tequila", you could either create an agave-style plant that could generate an agave heart to create something very much like "tequila", or you could really cop out and instead use cactus to make a maybe somewhat similar analogue. If the growth profile for cactus and sugar cane are close enough, then they could have similar usage mechanics. If you instead use an agave plant, you're looking at a possibly rather large plant that could (like other agriculture plants) be plant-and-forget with a lower heart yield or a more task intensive process (pruning with an axe or shovel) to improve heart size and density.
  5. Fleeing Animals and Territory

    If you have the animals retain a "wild" indication until after they've been fed a few times, then they should continue to be skittish around Steves. Once they're used to getting fed by hand, they lose that indication and operate like they do in vanilla. Animals become domesticated over many generations, by having the offspring that are more temperate be the ones that are retained for breeding while their skittish siblings get culled earlier. Later generations are improved on to be bigger or produce more product (e.g., milk, eggs, wool). While the second already can be done in TFC, setting up a process that transitions graphically and behaviorally wild animals over to domesticated would be hard although possibly more rewarding.
  6. Forgotten Beasts

    I don't necessarily think that there isn't a place for a mod that works with TFC that includes "less believable" elements in it. Just that it's something that needs to be entirely a mod, and not discussed in a way and a place that suggests that it should be part of TFC proper. Perhaps take it over to the AddOns forum?
  7. Ranching: tending to your animals

    I just wanted to clarify my earlier entry for dung: - Cows and pigs (and horses once implemented) leave larger, chunk-like droppings, which would be (structurally) closer in nature to the stone/ore samples that sit on the surface layer of the world. Prolonged activity without removal could more heavily impact a block surface, showing visually as multiple elements but as part of a single object, and cause the object to then operate as indicated above. - Sheep and chickens leave more disperse droppings, which would always act as the overlay, but may take longer to appear (especially for individual chickens). - Dung being more of a small surface element rather than a complete, thick coverage, probably should not have a slow debuff, but the slide effect should still take place. - Dung indoors doesn't get the advantage of the sun in terms of drying or dispersing (as long as it's on grass/dirt), but otherwise it should still be able to do both, just slower. - The various types of dung that are collected should probably all end up as "dung" (unqualified) when loaded into the inventory. "Dung" that is in inventory can be moved between inventories, used in crafting, or discarded into the world, but cannot be placed.
  8. Ranching: tending to your animals

    I disagree. Pigs are usually kept in unsanitary conditions, but they themselves are not naturally unsanitary. Given any decent sized pasture to operate in, pigs don't defecate in the areas where they eat or sleep. Pigs, being omnivores, will eat a great variety of foodstuffs, both traditional and "non-traditional" (rotted flesh, feces - especially if given nothing else). But those that are fed a non-traditional (NT) diet do not make good eating. Pigs can live in non-grass pens, if necessary, but would need to be fed directly to avoid dying of hunger. If pigs are fed NT foods (most likely zombie flesh, or dung below), they should have a (strong) chance to show an odd-colored marker in their skin to indicate that they are not a healthy food source. After a random amount of time, the marker would go away, assuming no further NT foods are consumed. ___ Pigs that are allowed outdoors do need a mud wallow in order to coat their skin (acts as sun block, skin hydration, and bug repellent). The desire for a pig wallow would probably require a ground overlay (like snow) of mud. A dark brown panel, it would sit on top of exposed dirt that has been subjected to a significant amount of water (rain, buckets, etc.), based on a random chance of occurring. Pigs can root in grassy dirt to remove the grass and prepare the area as well, perhaps like a hoe tills the soil, meaning it is almost certain to turn to mud upon exposure to water. Mud slightly slows down mobs and players traveling through it, as well as causing the sliding effect seen on ice. Mud can be removed from dirt by slowly breaking it with any object, or more quickly shoveling it away (doing so could collect the mud). It also can go away if it is drier/warmer, with less chance if it sits next to another mud tile or a water source. If deemed appropriate, collected mud could be crafted, with straw, into durable blocks. Another option would be to have a type of water block that is treated as mud, although this should be harder to move in (and possibly produce more mud units for crafting when collected). I haven't seen enough of the game yet to know what kind of marsh or swamp biomes are in existence, but mud (in either form) seems like a natural fit for these types of environments. ___ If there is a desire for more believability with domesticated animals (and even wild animals, perhaps), you could add dung. Dung would operate similar to the mud overlay indicated above: sitting on top of whatever surface, slowing and sliding mobs and players (dry dung has a smaller debuff). Wet dung is slower to remove/retrieve, while dried dung still sits on top of the surface until it fades (into sky-exposed dirt or grass only) or is removed/retrieved. Dung (especially when wet) presents an unhealthy environment for animals and players (both the feces itself and the bugs it attracts), with a chance for sickness after prolonged exposure (animals that are sick would be treated like pigs having eaten NT foods, above). If a player has the animals in an indoor enclosure, they should probably remove the dung on a regular basis, while large outdoor paddocks should have enough room to minimize exposure before the sun and earth reclaim the material. A layer of straw on the floor should also help, in that it keeps dung from being "wet", but still needs to be removed like dry dung. Wet, dry, or straw-infused dung can be used as fertilizer for agricultural crops. Dry dung can also be used as fuel for a fire pit (don't know if that would have any impact on food cooked in a fire fueled in that way). ___ One last thing: Can we get tilled soil that is broken (especially shoveled) to return as a dirt block instead of just disappearing? Can we also have the original MC plants (including pumpkins) to work with the new soil?