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Buzhwaz

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About Buzhwaz

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    Wood Cutter
  1. Ancient crypts? Should i be leaving structures on when i create a tfc world? I havent been.
  2. Larger Biomes - Realistic Biome Transition

    i get it...infinite longitude. that's fine. nobody could sail around the whole world in the iron age anyway.
  3. Larger Biomes - Realistic Biome Transition

    I dont think i understand this completely. It makes my brain hurt a little.
  4. Economy Ideas

    I put this idea on bioxx's kingdoms thread. But it got burried...fast. Maybe this is a better place for it. Anyway... For money to work in tfc it has to be more convenient to carry and trade than goods...which is probably the main reason currency was even invented....but in minecraft, convenience is screwy...i mean, you can carry as much stone as wheat. Maybe implement a money purse that is totally separate from the usual inventory interface. The purse can carry infinite amount of money. Also, i'd like to see towns mint and set the value of their own currency. Whatever the currency is made from is irrelevant, it just needs the town sigil on it to be considered legal tender. A town should be able to build a market or bazaar to sell the goods of its citizens or to allow any player to trade. And it seems a robust stock exchange mechanic is right up tfc's alley.
  5. Kingdoms Brainstorming

    building towns is a great way to include more macro-crafting...or enviro-crafting...or whatever. after you craft a home stone, you use it as a brick in building a great hall. the hall would be a place to buy land, pay debts, hold coffers, etc. however, you shouldn't be able to call yourself a 'town' with only a hall. in order to become a town, you should also have to build a couple of other things... a granary and an armory, for instance. then you're officially established as a town. perhaps the granary and the armory could be built and owned by different players, who will each wield control of their resource, thus making a little room for some politics to flare. one possible function of an armory might be to craft friendly mob spawners, which a town could place at its gate and near its coffers to defend against any thieves or marauders. the wealthier a town, the more mob spawners it can get, thereby offering more protection for its citizens. after your town is established, you can add more structures. like a market, where players could come and trade. citizens in your county would be able to build carts to sell their own goods. add a blacksmith where players can get their weapons and armor repaired or improved. arenas, where players could compete in archery or sword fighting for a purse. lots of things could be done. money is a problem. if you have to have it, it should stay rather simple...allow towns to mint and set the value of their own money. see how it plays out. this would mean that they would also need to have some type of control over tariffs and taxes and stuff. however, unless there's a compelling logistical reason to use money at all, probably the best thing for tfc is a robust stock exchange mechanic.
  6. Kingdoms Brainstorming

    Question...is all of this only for smp or just the politics part? if not, will there need to be separate mechanics for both single and multi player kingdoms and economy? seems towns and cities may need to function differently in some ways....maybe not...i dont know. certainly economy and/or stock exchange would.
  7. Balanced Diet

    yes! thank you, dunk. thats what i was getting at. i know tfc is something else completely. but using its world generator might make a string of really neat mods that have nothing to do with tfc. and i just thought it was a small idea at the end of a long thread that had already derailed. but if it's worth making a new thread, it would almost certainly have to include dunk's awesome intel post to make sense as to why it would be on this forum at all. plus, i think dunk's post made a lot of suggestions across the whole forum obsolete. i still think my food groups idea is solid...but if the world gen works like they want it to, food groups might not even matter. anyway...i would still love for a programmer to make the intergalactica mod.
  8. Balanced Diet

    nice. thanks.
  9. Balanced Diet

    not for tfc per se. just as another mod type that would use the world gen that tfc has in mind. that's why i asked for another team of programmers to make it.
  10. Balanced Diet

    off topic..but oh well, this thread left there a long time ago...much to my happiness. ok.. here's something for very, very, very far into the future....of SPACE!!! if this world generator thing can be pulled off...you could eventually add world-gen parameters that would also construct the elemental make up of the land, air and water (not H2O rivers, but He3C; not an oxygen atmosphere, but neon), thereby creating an entirely new type of planetoid every time. they wouldn't be just earth-esque. it would be more of a terra firma intergalactica kind of mod. mod backstory: you crash land on an uncharted planetoid and must escape by building a new spaceship out of the planet's resources. all kinds of different parameters could come into play for this...how far the planet is from its sun...how many suns or moons it has...rotation speed...etc. you could also have flora and fauna spawn with evolutionary features suited to the planet...generating totally unique lifeforms. if there are some fine young programmers out there that want to take a stab at this, i would love to play that mod.
  11. Balanced Diet

    i agree...balance is very important when it comes to the food mechanic. but i'm torn over whether more complexity or more simplicity is better. it might be easier to balance something simple, but complexity is a little of what this mod is about. however, with more complexity comes more opportunities for unbalance...or just confusing gameplay. at any rate, food should be a highly intuitive mechanic, complex or not. i mean, it's food for pete's sake. and i have feeling ancient man just ate it without much concern for its nutritional value. anyway, one thing's for sure, though...nearly anything is better than the vanilla system.
  12. Balanced Diet

    Whatever works for balance. But i was talking about game hours, not real.
  13. Balanced Diet

    Maybe. But you'd still have to have a variety of food if you wanted to fill up your food bar to max right away. Otherwise you'd have to drink some milk....wait two hours....drink some milk...wait two hours....drink some milk....etc. So, yeah, you could hoard milk, but it really wouldnt be the most efficient use of your time. Best to just have a variety of food.
  14. Charcoal Stacks

    You would still place log piles inside the retort. The logs you feed into the furnace are for fuel. The furnace also then collecs the charcoal instead of ejecting it into the world as a drop.
  15. Balanced Diet

    another variation. way simpler. keep the food groups idea, but scratch the food groups meter and the debuff stuff. keep the vanilla food meter. but...any food group that's eaten will not have any more effect for x number of hours. for example: if you eat a piece of meat, it will fill up a few bars of your food meter, but eating another one won't have any additional nutritional effect. you have to wait twelve hours game time for it to work again. however, for veggies, you only have to wait eight hours. for fruits, six hours. for dairy, four hours. and for grains, two hours. a recipe (like stew or cake) can be eaten any time you want, regardless of it's connections to the food groups. if you keep a variety of food, you'll be able to easily fill your food meter any time you want. if not, you'll have to huddle in fear until you can eat again.