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Rowist

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About Rowist

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    Wood Cutter
  • Birthday 04/06/1985

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  • Gender Male
  • Location SouthEast USA
  • Interests Rowing (obviously), Trail Running, Construction, Carpentry, Pool

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  1. Placement time for blocks.

    As a player who also likes to build, I am with you guys. Gathering materials is just tedious enough to make it challenging and rewarding. I think that watching it take an extra two seconds to place a wood block, or fumbling through my inventory for hammer and nails would be more frustrating than rewarding. As a builder and carpenter in real life, there is most definitely such thing as a better quality hammer that makes framing faster.
  2. Bring back solid thatch blocks

    We all do fine with the way thatch is now. I don't absolutely hate it the way it is, I just feel like they turned it into a useless block. The change to transparency was just one means of game balancing. Does the end justify the means? In a game about building with blocks, why take away the usefulness of a block? Not every player will use thatch the same way, but that is true of any block in the game. The game is about creativity as well so none of us should limit our perspective to only the way we use a block. If you want a specific example, I used to build dirt roofs that were supported by a horizontal frame of lumber on the inside in such a way that the dirt would not slide off. The lumber frame made it so that the roof didn't have to be two blocks thick and I could see the dirt in the ceiling. If I got the grass spread up there it looked really nice (in my opinion anyway). The same type of lumber frame looked really nice under a thatch roof in 78 to made the roof look supported without being two blocks thick. It doesn't work anymore because I fall through. I'm pretty sure that making thatch a tfc gravity block would take care of any concerns about shelters or bridges. We don't build a shelters or bridges out of just dirt or cobble. Darmo: I see where you are going with that. Gravity defying thatch with the addition of jute would probably not cause balance issues in the early game unless you were super lucky with your seed. And it would be really nice for the builder gameplayers to have a scaffold block that breaks easier than wood. As much as I rely on dirt scaffold in vanilla it would be really nice to have a nice scaffold in TFC. If the price for it is a healthy supply of jute that is fair enough.
  3. Bring back solid thatch blocks

    Those are all good points, but weren't the devs basically policing how we usethatch blocks when they made them transparent. We all got though it, we figured out new ways to survive those first nights, and personally I'd say that it made surviving that much more rewarding. It is a survival mod after all.
  4. Bring back solid thatch blocks

    The only problem I have with gravity defying thatch blocks is that I don't thing you should be able build bridges or scaffolding out of thatch. Even in 78 when we could build houses out of thatch I was never a big fan of the fact that we could bridge over a ravine.
  5. Before you blow up on me up hear me out. I fully supported the dev's decision to get rid of our old thatch survival huts. I always thought that was too easy like the standard dirt hut in vanilla. However, I was not a fan of making them transparent. What if the thatch block was a tfc style gravity block instead. It would be no more viable than dirt for an early game shelter, but could still work for a solid roof with proper support. To compliment the thatch block, I suggest adding a thatch bale that is crafted with thatch and jute twine. That block would be a vanilla style gravity block that could be used as a crude wall, but not in the early game. Just a thought, let me know what you think.
  6. Skill Books and Tech tree

    I hadn't really thought of it that way Kitty. I've only ever played TFC in single player.
  7. Skill Books and Tech tree

    The premise is that books don't really serve a purpose in TFC like they do in vanilla with enchanting. In the real world written language came to be as a means to preserve knowledge. My idea is that in the book writing UI there could be a way to create a book that "records" your skill level in one area. For example, once you have completed the expert skill level in weapon smithing you could "write" a book called "Expert Weapon Smithing". Later on if you died and lost your skills, you could simply go back and "read" that book and you would "learn" your skills back to that point. It would create an incentive to craft books and record your skills every so often. In SSP it would be a means to preserve your own skills. In SMP it could even be a means to teach your friends by sharing books. I don't know if it would just be tedious, boring and unnecessary, but it sounded good in my head. It also opens up the possibility for different types of paper production and book binding. For example there could papyrus made from reeds, parchment made from animal hides, paper made from plant fiber, and maybe even scrolls in addition to bound books. I'm not sure if this is a violation of Rule #2, but I'm doing it anyway. I had this idea just before 79 when the devs did away with losing your skills when you die, so I never posted it. If I am indeed guilty I will gladly move it to the TFC1 suggestion forum.
  8. I'd like Etho's TFC seed!

    Etho did his LP in build 78 so his seed won't work in the current version of TFC. Bioxx and Dunk redid the terrain generation in build 79, so that seed would create an entirely different world. I hope someone else can help you find a seed that is close to what Etho had.
  9. Grass, Hay and Straw

    A while back I made a somewhat unpopular suggestion in this threadabout making it harder to get Thatch early on in order to make the stone age last longer. The idea was to make it so that tall grass no longer drops straw and it can only be gotten from grain. The intent was to slow down pottery and therefore smelting so that stone tools would be the only option for a while. Also it would increase the players dependency on grain farming to keep a supply of straw. Most people hated it because it would be eliminating the thatch block survival houses that we all knew and loved. As we have seen in b79 those thatch houses no longer exist the way they once did, so I wanted to revisit my suggestion with some slight modifications... In real life straw and hay are different things. Straw is the shaft from grains (like I suggested) and hay is dried grass. Straw is yellow in appearance and hay has a light green color. Straw is what thatch is made from and hay is used as animal feed. I propose the following: -Chopping tall grass drops Cut Grass (not Straw) -Straw can only be gotten from grains (Wheat, Barley, Rye, etc.) -Cut Grass will not work in a pit kiln because it is wet -Cut Grass can be placed in 1/8 slab form and left to sit outside for X amount of days to dry into Hay -Hay can be used in a pit kiln because it is dry -Hay can also made into blocks which behave like Thatch It will take a little longer to get pottery going, which is what I am going for. To tie it into animal husbandry: -Animals don't eat Straw because it has no nutritional value, just like in real life -Animals will eat Hay or Cut Grass -Hay blocks left in animal pens will get eaten Maybe even make it so Tall Grass drops Grass Seeds so that players can plant grass for pastures or to gather Hay for the winter.
  10. I had the same problem. I agree that the two are probably the same bug.
  11. Mod or addition to TFC

    I've seen a lot of people hating on the stone wedge idea in a couple of threads on here. I agree that the way it was done in the addon "deliberately undoes an intended game mechanic", and kind of ruins the game. To state the obvious, the issue is that early access to planks opens up the 3x3 grid and gives Steve lots of advanced wood things (doors, boats, barrels, buckets, chests, etc...) WAY too early. Personally I wouldn't want any of those things earlier than intended because I think the game currently has a good balance in that area. However, if it was done slightly differently it wouldn't necessarily undo that mechanic. Having a primitive means of building with wood (other than whole logs) would be nice. That may not have been what Jackd23 was going for, but it sounds like some players would like that.A compromise would be to make a stone wedge that doesn't produce a standard TFC plank, but instead some new type of rough plank (maybe use the log texture or something to differentiate). It could still work like a plank for construction, but it couldn't be crafted into a plank block allowing you to open the 3x3 grid. That would give Steve a way to build primitive structures with gravity blocks, but not let him make advanced recipes. Just a thought. I'm pretty indifferent to the stone wedge.
  12. Not a bad idea as far as gameplay and creating a use for gems. I still think Dunk is on point with using metal oxides. More true to reality. Gems are more or less useless except for decoration even in real life. We shall see assuming that glass work ever gets implemented.
  13. For that post I was talking about your bone or leather vessels. Sorry for not clarifying.
  14. I usually don't have problems finding clay either, but I've started seeds with no trees in sight so you can't make a pit kiln to fire them. The biomes are big so it could feasibly take more than a day to find trees. That is a situation where another type of primitive vessel would be nice.
  15. I like the way you think too. My point is that there is still a demand for glass to stay in the game. People like using blocks and panes for windows and things. Brewing alcohol is making a grand re-entrance in 79, so bottles will be a thing again. It makes sense to refine the glass making mechanism to meet the demand for glass in a more TFC style and so far the developers seem to support that idea. Maybe there is a slight anachronism having glass bottles early in the game, but I don't think it is nearly as far fetched as flying pink unicorns.Throwing any of the 21 types of sand in a fire pit and getting the same clear block every time (or glass at all) doesn't make sense. Crafting 3 glass blocks together and getting a bottle doesn't make sense. Blown glass bottles and crown glass panes do make sense. The idea of messing with glass durability was just to create an incentive for Steve to start using glass. Maybe that was a bad idea, but at some point in the timeline I feel like there needs to be a distinct advantage (or at very least and equality) to glass because it is cheaper to just make clay forever.There isn't a mechanic for sickness yet so being more sanitary isn't really an option. The only things left are durability and volume. Maybe you do a progression of glass tiers (silica, soda-lime, leaded, etc) so that you don't have the good glass till later. Maybe you tie the glass quality to a skill level so that you have to make 200 bottles before you get a good one. There are a lot of ways you could play with the mechanics to make it balanced and believable. The main reason I support more types of glass vessels isn't to serve as an alternative to clay. I have no problem accepting more types of drinking vessels into the game. I'd welcome them because they might work better in place where one particular resource is scarce. A leather or horn jug would be awesome in a plains biome with animals and no trees to where you can't make clay. With glass making I think that if they are going to spend the time to code and model a complicated mechanic that only makes one type of bottle then it would go to waste because it is only scratching the surface of potential. In the real world you can blow not only bottles but jugs, jars, bowls, carafes and more. I'd like to see something like that to keep things interesting.