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Donjons

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About Donjons

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    Wood Cutter
  1. [0.2.4] TFC2 Prerelease

    Hi, lurker here! ^^ So happy that Bioxx released the alpha, thanks again for this wonderful mod!! So my game works finebut I tried attacking a boar and got insta-killed, is that intended? (Also I was in peaceful mode)
  2. Agriculture

    I meant that leaving the ground to fallow and weeds to grow is less demanding on the soil than growing crops. I'm no agricultor and I've never studied that field (hehe field, get it?) so I have no idea how nitrogen fixation works, I was just taught in school that crop rotation was beneficial for ground renewal, that's why I was saying that. Thanks for the link I'll check it out.
  3. Water Purification, Plumbing system and stuffs

    I like the idea of distilling pure alcohol to burn in lamps, I would like to see that added. Alcoholic beverages like beer and wine were usually drunk in medieval times, or diluted in a bit of water, because they were more sanitary than fresh water. They could fill the thirst bar without risk of making you sick (well, except drunkness of course).
  4. Agriculture

    For the weeds, we might not need a mini game, I feel it might be too time consuming since most people will have fairly big fields. We could make it so that weeds spawn randomly on tilled soil and can only be destroyed by hoes, thus also increasing the use for hoes. Since in real life weeds help the ground "regenerate", maybe the longer weeds stay on a block of tilled soil, the more nutrients it regenerates? The disadvantage would be that if the weeds are too close to other crops they will smother and destroy them. That way there's a goo reason for crop rotation and fallowing fields.
  5. Food + Taste + Hunger

    I get all your points and I can see that many are against it. Though I would just like to point out that I was not envisioning a high skilled player spending all his time eating, like 4 stacks a food a day or something. To make it relatable, it could be described like this: a new player would eat 1 TFC sandwich a day, whereas a player maxed out on all skills would have to eat 5. If hearty meals are added in TFC2, that could be 1 sandwich for a new player and 1 or 2 hearty meals for the maxed out player. Nothing too extreme, but it would put more value on cooking meals. Therefore the maxed out player would still only have to carry around 1 or 2 items of food, but they would be more nutritious than the simple raw food that the new player could survive on.
  6. Food + Taste + Hunger

    Yes but in that cas there's no reason to eat more food if the more you eat the more you need. Think of it as a bodybuilder for example. The stronger he gets the more food he needs.And, more importantly, the more proper, cookedmeals he needs which will encourage more recipes in TFC2.
  7. Food + Taste + Hunger

    Darn I made two replies
  8. Food + Taste + Hunger

    I agree that it can be fun to try and survive with low food, but if it's as easy for a new player to forage for food, then what is the use of raising animals and having farms? And on the other hand, once you have all those farms you have way too much food lying around and you don't know what to do with it. And when I said metals tools I meant any tools, I'm talking about early game here, like the stone age. I know, that's why I propose that farming skills will deplete the hunger bar quicker than mining or other skills, since farmers will be expected to have more food available.And furthermore, I think it could be quite beneficial for servers since it gives a real purpose to farmers and cooks: they will have to provide food for the rest of the players in exchange for other goods. Currently, anyone can have a patch of vegetables and survive alone on a server. My suggestionmeans that if you want to have your own patch of vegetables, then you might take the risk of needing more food, thus having to go and buy some into town and promoting exchanges of goods.What is the use of having a farm if it's too grindy and full of pests, when you could simply forage? And finally, please don't forget also the single players, not everybody wants to play on a server.
  9. Food + Taste + Hunger

    I really enjoy animal husbandry and farming in terrafirmacraft, however as was mentioned in the "agriculture" topic, it should be balanced and not take so much time as to prevent the playerfrom doing anything else during summer. On the other hand, I would like more challenge in farming and tending to animals, since currently I'm buried under tons of food in my TFC world. The main problem that I see in making food more difficult to obtain/grow/preserve, and also in promotingprepared meals versus raw food, is for the players in early game. If food is harder to come by and preserve, then it sounds like hell for a player that hasn't set up a base yet and has no metal tools. Thus, I propose a simple idea: the higher the experience level of the player, the faster his hunger decays. That way, new players won't be too handicapped by the lack of processed food and can simply forage for what they need. The more they gain experience, the more they're expected to have progressed in the game and have set up simple farms. Once they reach a high level of experience, they need complete meals to fill their saturation (this would give more reasons to implement cooking recipes). "Experience" could be determined by the sum of the player's level, and maybe of all his different skills: farming, cooking, prospecting, smithing, etc. Some skills might have more influence on the decay of the hunger bar than others. (for example, a player who loves mining and has a high level of prospecting might not get hungry quite as fast as a player that has a high level of farming, since a miner might not be expected to have built tons of fields whereas a farmer would) I think this system could add a nice challenge to the game, since it would increase with the player's progression without hindering it.
  10. Food + Taste + Hunger

    I'm all for anything that concerns food. Implementing more conservation methods is a good idea since it'll change from pickling everything. I feel like food should be harder to come by/preserve.
  11. No lava and sad fruit trees

    Thanks for the replys! I'm going to check the ava spawn rate of my world and up it a bit!
  12. No lava and sad fruit trees

    Hello, I was wondering if it were possible for worlds to spawn without lava pools? I have been playing in my world for a very long time now (first download in versions0.79.27.903 or0.79.26.881, I can't remember) and I am now playing int he current version, and never have I seen ANY lava pools, not one! And I've explored A LOT, over 10000 blocks in every direction, sometimes more. Some of the terrain was generated in the old version, some is new. So is this a bug or have I just been insanely unlucky? I once saw a trickle of lava falling down a ravine, but when I got there, the flowing lava had despwaned and no source blocks were to be found. I assumed that a block might have fallen into it and destroyed it, but that's the only time I ever saw lava, one single drip that vanished, no pools, nothing. My second question is about fruit trees. In autumn, only my plumtrees go yellow, all the others go brown. I remember a bug was fixed where plum trees wouldn't give fruit, after the fix the leaves had to be sheared to get the new fruit. Before that the leaves were brown in autumn, then they turned yellow. So I assumed I had to shear all the other leaves to "update" all the other trees, but it didn't work. Even the trees I've planted in the current version have brown leaves instead of yellow ones (except plum of course). Is this normal? Thank you! Oh and PS: I have also never found sequoia trees, even in the correct latitudes/EVT, etc, but I just assume unfortunatly that's really bad luck. Like I said I've explored a lot so I expected to find some eventually.
  13. Nordic Survival - a Playthrough Journal

    I think your barn looks amazing, even though the thatch is blocky! Really enjoying your series, thanks for sharing!
  14. Encumberance Inventory system

    Not forgetting the possibility of using pack animals or animal-driven carts, which would reduce the need to carry around stones. And I'd be quite thrilled with the idea of quarries for construction materials
  15. Food + Taste + Hunger

    If a fruit press is added for fermentation it could also be used in the process of jam making, if ever that's implemented.