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X-Heiko

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Everything posted by X-Heiko

  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. Is fishing cheating?

    The title basically says it. Killing one spider can mean a stack of food, and it'd be more TFC-like to have the "chance to catch per tick" decrease when you fish, while regenerating only very, very slowly. Right now, fishing is a pretty easy way out of the early game food problematic. Do you consider fishing cheating?
  7. 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...
  8. My little apocalypse.

    Heh, thanks!
  9. Stupid Ideas

    That's up to discussion, not an inherently stupid or frowned upon idea.
  10. Hello there and sorry if this particular idea has already been suggested. I've only seen remotely similar ideas thus far, but please let me present my take on this. Rationale: The new agriculture system incorporates nutrients, there are differently colored dirt types and TFC is typical for the "a player can be valuable because he masters a difficult profession" kind of touch. I noticed how I would go for modification of nutrient values, and that it'd have to do with ash. The idea in short: Instead of actually different dirt types, the dirt color is dependent on their nutritional values and can be modified with ash gathered from burning logs in a fireplace. Different logs give different ash, so that tree types that aren't useful for burning or charcoal can be made nutritious and valuable again. Farmers would need a good eye in distinguishing color, and they'd try to use fireplaces more. Part one: Dirt colors Say, for example, that the nutrient groups A, B and C are each represented by a color hue. Let's take the additive base colors red, green and blue as an example, although there might be better/more realistic choices. Now, let's also add that under- or overnourished dirt loses color intensity and gains brightness: You want to reach pitch black dirt. What would a greenish hue on a piece of farmland mean? It could mean there's too much B or too little A and C. If the color is dark, it means the dirt is basically in good shape, so if you have a dark, greenish dirt you might want to plant something that eats up some B. Differently colored ashes could indicate what nutrients they contain. Even if you're not that experienced as a farmer: If your dirt is extremely pale and red, you give it some of the cyan-ish ash. Which leads to Part two: Ash types Everytime you burn logs in your fireplace, it drops two ash piles in the right slots. These you can place on dirt like you would do with bonemeal. Differnt kinds of connections could be made: Fast-growing trees like willows could be extremely low in nutrients, but give a balanced mix. Long-burning wood could be full of nutrient group A, hot-burning wood could mean it's full of B, or similar! I suggest we'd make it so the less popular trees would make for ash that is most useful, ash where you, for instance, have only one component so that you can manipulate the easiest. This idea is best shown with numbers: If a pile of, say, Sycamore ash has a nutrient value of (150,125,90) - it's an allround wood that grows quickly. Would we now take spruces into the mix, which have no significant strong points, it may turn out the have a value of (0,0,100). This allows an experienced farmer with a good eye to manipulate their soil to their exact wishes. What does it lead to? Apart from different kinds of work (like the fireplace and forestry) being linked to agriculture as well and thus giving a interaction point for players in SMP, and so maybe even being a good idea for the Kingdoms/Politics update, this could lay the foundation to a more complex climate system. Dirt could eventually desertify as a result of this idea being developed further... Seqouia and Kapok could gain totally new qualities: Their ash could be an "easy way" to do it right: Instead of oversaturating, their ash could manipulate all values into a favorable direction. Or they could be "mending ash" that only de-saturates the soil's oversaturated components. What do I think are its greatest weaknesses? There are two major problems I see, apart from how difficult it would be code-wise: Unless every dirt block that has not been made into farmland had statically preset nutrient values, item stacks of dirt may become even more difficult to handle than now. A simple solution in terms of "ooh quick idea" comes to mind: craft different dirt types together into the artihmetically average dirt.People with color deficiencies will hate this idea. At least as part of a config file, there should be an option for a right click to check the dirt and diagnose it via text messages. It could have multiple levels of verbosity, from "This soil is in order" or "This soil is somewhat sour" over "The soil is slightly magenta, but fairly dark" up to "109%, 112%, 75%: Need more C, else fine". This should also be possible for debug purposes.Thanks for reading! What do you think?
  11. Ash: One possible approach to fertilizers

    I don't know about the inner workings of that, you'd have to ask a developer :/
  12. 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?
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. The Poles Distance Poll

    Ooh! I vote edible cactus and sticks dropping from dry bushes! Or even better: Find skeletons (lying around), get bones for tools. I think it'd be awesome to have some kind of desert survival knowledge in the game. Nothing against palm trees, eh? I really like the idea! EDIT: I agree with YourLottery. Why not just configure it?
  19. Is fishing cheating?

    Hunting gives you a lot of food, I'll grant you guys that, but as animal husbandry makes your stock grow exponentially, I take a lot of time to consider before I kill even one animal. I think TFC adds a nice challenge in terms of "what are you doing to Earth?", and in this context, it's favorable to use the Earth in replenishable ways. A group of animals lasts you for quite some time, but I, for instance, still don't overeat or run just because I have a stack of porkchops with me. Not until I have seen one crop grow fully. I try to use eggs as much as possible, too. The thing is just: fishery is infinite. But seeing as it's going to change, I'll interpret the answer as "Actually, yes. Fishing isn't meant to work the way it does, but 'cheating' and 'beta version' are difficult terms." However, thanks for the idea, dudes. I haven't considered playing on a "singleplayer server" or using debug mode. Sorry for asking something probably easy to figure out, but can I configure an automatism for your "skip a week for each day" idea, or will I have to enter a command every night?
  20. Huge Mountains

    Unless, of course, settling down on a mountain is just considered "Challenge Mode". Honestly, though, I'd prefer environments where one profession is easier and the others harder (as in: mining works great in mountains, but forestry and getting food doesn't)
  21. Finding rock for flux

    Congratulations, brave miner! May Mother Earth be with us at all times, and may she forgive our greed.
  22. The Poles Distance Poll

    I voted for 30k. Overdoing it kills the fun in trying to get there, or anywhere close. Seeing as biomes will change according to distance, I think it'd be boring to see all too huge samey biomes. 10k and 20k seemed a little too little, though.
  23. My little apocalypse.

    There's names for it... "Hell", "Atlantis", "the Bermuda Triangle" are some, but God actually keeps backups, so it's not actually there nowadays.
  24. My little apocalypse.

    Yeah, I got that part, it's just... a failed joke.
  25. Huge Mountains

    "Almost infinite" is an interesting concept. I'd very much like huge mountains, but then, they should behave like they were very deep ore-wise. Why should I bother making a difficult to sustain mountain temple if ores are best found deep underground? In that context, I'd even suggest realistic measures, as in "a mountain can even go up 10k".