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X-Heiko

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About X-Heiko

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  1. What do you think about TFC2?

    I think "depth", for this definition, should be the distance to the nearest sunlit block. I don't imagine it to feel believable to have extreme ore abundancies in the easily-reached base of a very steep mountain.
  2. Only copper?!

    It's actually in the wiki... anything you could make from tin, you can make from copper on a copper anvil. You will need copper for different alloys, too. It's useful, just not yet for you, seemingly
  3. Latest Changes to Chests...

    I think so, I just meant to say I like the idea and to give some examples. Also, you're from Germany, too? You just keep on meeting our kind on MC mods forums!
  4. Latest Changes to Chests...

    That's what I'd say, too. I'm not sure if the changelog means to imply a general maximum of 64, though... I like the idea of having bigger items need their own kind of storage, like log piles. Maybe a cobblestone block should be a number of rocks, similarly to log piles? It's Minecraft after all, I don't think we should realistically store stone. However, I think storage blocks like chests should ignore weight. Makes sense, eh? I like that idea more, too: Add a fourth weight factor, "chest", and make it... 4, 6, or 8 or whatever. Chests will always have big stack sizes, giving them an actual sense. Then, they wouldn't even need to be bigger again. For organizing purposes, I'd like to see different kinds of storage blocks that help me see from afar what's inside while also being an aesthetical component: A blacksmith's house with ingot stacks lying around, food baskets in the marketplace, tool blueprints in a bookshelf. Blueprints are kinda large, too... How about a TFC-specific kind of book where we can put blueprints in? Select the active recipe by right-clicking and browsing, treat the book as that recipe at the anvil. Should have an "Opened page: Axe" tag in that case...
  5. "Organic" Knapping and moar tools

    I feel like, even if we were to make knapping "organic", the function determining what a tools does best will still have optima. These will, at some point, be in the wiki. "Need an axe that doubles as a shovel and weapon? Do exactly this:"
  6. Reclamation of Metals

    I love the idea! Without any good reason, I don't think you should keep the stick, though. I don't know, this just seems out of style to me... About anvils: If you need a hammer of a higher tier, you can't reclaim blue/red steel anvils. I'd suggest you could just throw an anvil in the bloomery. Else, I don't think you can take apart an anvil with a hammer... unless you heat it up in certain places and hit them or so. If it wasn't so overpowered, I'd even suggest that the pure material loss isn't so great. I mean, a severly damaged pickaxe can still mine away like any normal pickaxe, so why should I assume there's less metal in its head? Also, repair recipes :/ I'd suggest some things about that: The scale ranges from a value larger than 0 to a value lower than 1. If you smelt a perfectly fine tool, you get 80% of the metal back. If you smelt an almost broken tool, you get 50% back. 0.5 and 0.8 don't need to be the exact numbers, though.A broken tool turns into, as you call it, a scrap item, which is considered a kind of ore that always contains exactly the lower boundary amount (50% in the above example) of ore. Sell your scrap steel at the Server's blacksmith!Working scrapped metal should somehow be harder. Maybe add a level before it? Scrap tin pieces become unshaped scrap tin becomes scrap tin ingots become tin ingots. Working unshaped scrap into scrap, and working scrap into the metal, should be challenges for the blacksmith.Also, how about dissolving alloys? It's extremely difficult in real life, or so I think after 2 minutes of google... I don't think there'd be a believable way to implement...
  7. My little apocalypse.

    Heh, thanks!
  8. Stupid Ideas

    That's up to discussion, not an inherently stupid or frowned upon idea.
  9. Ash: One possible approach to fertilizers

    I don't know about the inner workings of that, you'd have to ask a developer :/
  10. Ash: One possible approach to fertilizers

    Don't they store their damage value, too? I mean, nutrients would have to be stored somehow anyway, or am I getting something wrong?
  11. Ash: One possible approach to fertilizers

    Yes, I thought I addressed that problem when it comes to inventory. I suggested a crafting recipe: any number of dirt blocks can be mixed to get the same number of dirt blocks, all with the average nutrient values and thus stackable. Or did you mean something else? "Sycamore ash" was an example, I'm not saying the kind of tree must necessarily be in its name. However, I find "ash ash" funny
  12. Buildcraft

    In my opinion, you could make a buildcraft lookalike mod that fits into TFC under one condition: You drop the "it stops at medieval" thought. Then, it'd need the same grade of complexity up to contemporary technology to create pneumatic tubing and the like. If you continue this thought experiment, getting to a simple mechanism will take hundreds of hours. By then, you won't need automation anymore. So we could only lose the much praised belivability. I could, however, imagine a completely different approach to achieving what Buildcraft achieves by using NPCs. If we had NPCs that needed food, a place to live, knowledge and money, they could do all the things you can do with Buildcraft. Want a quarry? Get a team of NPCs and program them to mine! Want an item transport? Get an NPC and a mule and tell them what to do! NPCs would have to be very dumb, though. Unless you show them, with painful precision, what routes they are to walk, they'd fail. They'd have to be too dumb to prospect, make tools, and the like. This could even give books a new purpose: The more bookshelves are present in a building, the more intelligence is spread among the population. A very intelligent NPC could even build a straight wall, spend the day knapping, do as an autocrafting table would or even keep track of all citizens, knowing their values and telling you about them. You guys know... this post kind of started as a half-jokingly attempt of thought experiment cynicism, but... I actually like the NPC idea. Players shouldn't be able to create NPCs if they needed 14 ingame years to become useful, though. You could find nomads and tribes, or they could find you. Yes, it's very, very, very Millenaire, but, as long as you have the option to disable them during world generation... How about a very intelligent class of NPC, like a storage master/accountant/bookkeeper, who, if supplied with a bookshelf every 3 double chests, can pull from a large inventory, for a fee? Suppose you had hundreds of chests and this guy, surrounded by his own library full of books that only say what's stored where and how these books are indexed. Right-click him, he'll say "What can I get you?". You can then type "134 Cobblestone", he deducts the money and immediately, you get the cobblestone and it is deleted from a chest. This would make huge inventories easily manageable. I'm sure there are lots of possible NPC classes that mimic the function of Buildcraft and Redpower machines. Still, it should be quite endgame. Weaker tribes may sell you their slaves for food if they arent self-sufficient, but if you were to conquer a multi-village clan, you would need good equipment to pull it off. Sorry, guys. I like it.
  13. Chicken Eggs become Wheat when cooked

    Had the same problem, deleted the configs, was fixed. By the way, deleting old configs is explicitly a part of the installation instructions.
  14. 46c Experimentation: Ores

    I think what's meant is "I have no problem with looking for ores if they are rare to a certain extent, but if they are practically unavailable, it's problematic." It's a fuzzy statement: rare is good, too rare or almost zero is bad.
  15. New Health and Medicine System

    About "healthy living": How about this: the game memorizes how many different food items you've eaten in the past x hours. If your diet has variety, your maximum health slowly increases. If you are hungry (< 3 food bars) or starving, you slowly lose maximum life. Diet variety could also mean slight buffs to natural armor. If you die, your max health could drop, maybe even way below the starting value, which, in turn, could be less than what we have today. While a society with a good smithery and good mining could rely on high-tier armor to keep their citizens alive, a farmer's community could spend their time building a healthy diet that, with their soldiers having 30% natural damage reduction and 5 times the health. Also, health regeneration and wound susceptibility, buffs and debuffs, poison and illness resistance - all these could make use of a "diet variety meter". We don't even need to go all "25% carbohydrates, 12% protein" on this, it'd be enough to have a "how many different food items" counter. A good farmer can get all possible foods, and if someone accomplishes that and eats them in the highest possible variety, that could be a big plus.