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NegiMagica209

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Everything posted by NegiMagica209

  1. Scythes

    Based on the awkwardness. How about gaining experience with a weapon as you use it. A skill system could be use for almost anything and as you use the weapon more it becomes less awkward to use it.
  2. Things in the On option are also/or modified in the Hardcore option. I'll change things up soon. I've lurked through all the suggestions and have seen many things that fit well with the TFC feel and some that are out there in the extremes and awsomes. So I came up with an idea nd posted it here ( http://terrafirmacraft.com/f/topic/545-super-hardcore-for-real-badass-players/ ), but it didn't go anywhere so I decided to post it again here, but in greater detail. My idea is to create options in the game menu and in the world generation menu that will give the mod more customization for a wider variety of players. Some of these ideas you might bring up the argument that if people don;t want a hardcore surviving experience then why play it? Well, I say theres more to this mod so far and more to come that can also be fun doing without having to worry about living. Now I personally would love to play this game with all of its hardcoreism including the suggestions here, but some players might find some of it tedeious and frustrating so I devised a chart of menu options to customize your experience. Weither you are a normal survival player, a 'real badass player', or a casual crafter. Survival Setings: Hunger: On - You will get hungry over time. Hunger effects Thirst and Exhaustion, not your Health. Off - You don't need to eat. Hardcore - Hunger will effect your Health. Thirst: On - You will get thirsty over time. Thirst effects Exhaustion, not your Health. Off - You won't get thirsty. Hardcore - Hotter biomes and lower depths effect Thirst. Exhaustion: On - You will get exhausted over time and with work. Exhaustion leads to slow movement. Off - You won't need to sleep. Hardcore - Continuous exhaustion will lead a forced sleep on site. Torches: On - Torches will burn out after a few days. Weather and depth will effect torch life. Off - Torches will not burn out. Hardcore - Torches will burn out after a day. Food: On - Food will spoil after a few days. Cannot stack food. Off - Food will not spoil. Can stack food. Hardcore - Spoiled food will spoil other food quicker. Cannot stack food. Equipment: On - Equipment will require maintainence to keep from degrading over time. Off - Equipment will not degrade over time, only with use. Hardcore - (can't think of anything) Wood: On - Wood will rot if exposed to the weather. Off - Wood will not rot. Hardcore - Rot Wood will rot other wood in piles or lockboxes faster. (Rot Wood can be used for compost.) Water: On - Water is Finite Off - Water is Infinite (Hardcore would be flooding, which is in the environmental options below.) (This is probably very hard to code.) Air: On - The lower you are the harder it is to breath. Off - No need to worry about oxygen levels. Hardcore - Pockets of Methane and Sulfuric Gas will sufficate you. (Quickly, find a low tech way to conquer the hardcore problem which includes was to harness these gases as well.) Heat: On - The location of Campfires and so on are effected by climate, air, weather. Off - Stable heat at any hieght or weather condition. Hardcore - (Can't think of anything.) Environment: Cave-in: On - Cave-ins have a chance to occur in non- supported caves. Off - Cave-in's won't occur. Hardcore - Cave-ins lead to instant Death if on top of player. Cave-ins occur more frequently. And have a chance to happen in supported caves as well. Landslide: On - Landslides may occur in rainy weather. Off - Landslides won't occur. Hardcore - (Can't think of anything.) Hurricane: On - Hurricanes may occur. Damages trees, puts out heat-based items, chance to knock down fence, signs, and glass. Off - Hurricanes won't occur. Hardcore - (Can't think of anything.) Blizzards: On - Blizzards will occur. Freezes both standing and flowinf water. Damages livestock and crops. Off - Blizzards won't occur. Hardcore - Blizzards damage players exposed to it. Sandstorms: On - Sandstorms occur. Dries up shallow water. Covers things in sand. Damages livestock and crops. Makes the Thirst bar deplete faster. Off - Sandstorms won't occur. Hardcore - Sandstorms damage players exposed to it. Floods: On - Floods may occur in rainy weather. Damages crops and washes away Campfires, Signs, Redstone, Logpiles, etc. Off - Floods won't occur. Hardcore - Flashfloods have a chance of happening. Fires: On - Forest fires may occur. Damage is obvious. Off - Fires will only happen naturally with lava pools and the player. Hardcore - Firestorm. Forest fire spreads rapidly. Earthquakes: On - Earthquakes may occur. Damages are very obvious. Causes Cave-ins even when turned off, also in supported areas. Off - No Earthquakes. Hardcore - (Can't think of anything.) World Generation: Dens: On - Monster Dens spawn in the world. Off - No Monster Dens. Quicksand: On - Random Patches of Quicksand will spawn in correct biomes. Off - No Quicksand. Volcanoes: On - Volcanoes will spawn in the world. Off - No Volcanoes.     Tell me what you think and give feed back as to wha to put in the spots that are empty. Also, tell me if you think of anything else that could be added to this options list.
  3. Super Hardcore, for real badass players.

    Thats why I think it's a good idea to have difficulty settings for almost every part in the options menu.
  4. Difficulty Settings and World Generation

    My mind just exploded... @_@
  5. Torches should burn out

    It'd be nice to have and I'm sure it can be done, but for the game to have to update the lighting every time you move could cause extreme lag. I love the idea though.
  6. Difficulty Settings and World Generation

    Thanks for the input guys I'll make some adjustments soon. By the way, anything that is in the On option is also in the Hardcore option I'll change it to clarify more. At the moment I have very little time to be on so I'll change it soon. Jivix: the idea of non stacking food is because there'd be a durability bar. That and this is based off of ideas found throughout this forum. So if you check out my cooking suggestion, there are meals that have multiple uses so it'd justify cooking since you can't stack food. It stacks because it degrades at the same time. You just wouldn't be able to stack two meals together.
  7. Difficulty Settings and World Generation

    Well, to be honest. I made this suggestion not for what would be good options in the options menu, but to have athe ability to change the options if desired. Yes I will fine tune these exmples, but it's really just to bring light to the suggestion of being able to customize your playing experience if and only if most of this forums suggestions are included. Liek the ones stated above.
  8. Cooking (Hunter-Gatherer)(Beekeeping)

    You and your description of age progression for this mod for me is like looking into the eyes of God! I'd be a very happy man if this were to be in TFC someday. Here's to hoping!
  9. Cooking (Hunter-Gatherer)(Beekeeping)

    An idea I had for a mod I wanted to make thats now edited to feel the TFC mood. I'd love to see it come to life here since I have no modding capabilities of my own. The idea came to me when I thought cooking food in a furnace in vanilla that I just smelted iron in sounded nasty. So why not separate cooking and smelting. Due to my lack of chain of thought, new ideas will be bolded like this where as relatively new ideas or modded ideas will be like so. Titles of sections will also be bolded. *(Currently I am researching on how to add brewing alchohol.)* *Some ideas in my suggestion may require the suggestions of a Thirst bar, a Tanning Rack, and Perishable Foods and a slight tweak on the inventory and equiped item section on the inventory interface. I will also include new ways of obtaining food like natural and regrowable bushes if they are not added in the next Beta.* BEEKEEPING: Tools(Block): Hive - Hives can be found in the wild, up in trees, on the surface of the ground, and on the rooves of cave entrences. Honey and combs can be collected three ways when it comes to Hives. You can break the Hive which will drop Honey, Wax, Comb, and Eggs. Craft a Campfire below the Hive, if possible, to subdue the bees; put the Campfire out so the bees can resume production. Or, you can craft Leather Gloves and a Sieve to extract Honey and Eggs from the Hive, takes a few days for it to respawn Honey and Eggs. Skep - An early artificial Hive, made like a cross between a basket and a beehive. This manmade is very ineffective at spawning a colony in it, even at close proximity to a natural Hive, and removal of Honey leads to the full destruction of the Hive. Honey, Comb, Wax, and Eggs can be collected this way, but the time between respawn of the colony is very long; longer than natural Hives respawn time. Apiary - A later design (the direct upgrade to Skeps, Top Bar Hives are a more modern Skep-type hive but is just as inefficient.) Correct management of the apiary can lead to never having to wait for a new brood to move into the Apiary. Along with the fact that the Combs can be removed safely to extract Honey and Eggs. The Comb and Wax can be collected as well, but will require damaging the colony, which will lead to a slowdown in production along with a temporary stop in production to rebiuld what was lost, length depends on how much Wax and Comb was taken from the surplus supply. Tools(item): Sieve - A strainer used to remove Honey from the Comb, Eggs and larva. Smoker - A device used to smoke the beehive to confuse and subdue the bees before extraction. Leather Gloves - Equipment used to protect you from damage while collecting from natural Hives. Items- Honey - Uses of Honey below. Wax - Uses of Wax below. Comb - Can be used in baking and eating straight. Eggs - Can be added to manmade beehives that have lost their queen. The bees will prepare automatically (IRL) a comb fit to produce a new queen when an egg is added. This is needed from time to time to make sure a colony is always present in your manmade hives. If a queen dies and is not replaced, the time for a colony to respawn in the manmade hives will be great. Adding Comb and Eggs will speed up the process. Uses for Beewax and Honey: Wax: --Wax can be used on the string of a bow to help the string last longer. A durability bar could be added to the bows and an application of wax will make it last longer or replenish some of the durability. --Wax can be used to give iron a polished look. --If copper or bronze piping and steam punk like things are added, beewax can be used to perserve and maintain bronze and copper. Can be used along some grease Item to maintain machines and bronze/copper made structures. --Wax and Honey is hardened to be used in jewelry. --Wax is used to maintain and lubricate saws and drills that are used in metal fabrication. --Wax is used in some processes used to make paper. --Wax is used in the process that makes whips. --Wax is used to thread precious metals such as gold. --Wax is used to flux molten bmetals such as bullets and helps remove impurities. --Wax can be used as makeshift waterproofing. --Candles. Honey: --Honey is used as a perservative because of it's long life. --Honey is used to treat burns and open wounds. --Honey is used as food. The comb can be eaten too. --Honey can be used as a cure for hangover. My alcohol section will be like the tea section but alcohol will give better buffs but also permanent and/or temperary debuffs that can be cured with honey. --Honey wont spoil, honey IRL lasts a very VERY long time. Cooking; Heat Levels: *Frozen, *Thawed, Raw, Very Rare, Rare, Medium Rare, Medium, Medium Well, **Well Done, ***Burnt, ^Charred. ^^Spoiled *Precooked Items that have been placed in the Icebox for perservation will freeze and must be thawed and reheated (faster than cooking) before consuming. Items that do not need to be cooked can just be thawed to be eaten. Ingredents must be thawed before use in recipes. **Well Done is when the food has been fully cooked. ***Burnt items can still be eaten, but will make you more thursty. Charred items cannot be eaten, can be added to a compost pile. ^^Spoiled foods cannot be eaten and will remain in your inventory to be added to a compost pile. Hunter-Gatherer = (HG) These items and foods will be present at all times or will require the use of the campfire and other early methods of cooking and hunting. Not all of these will neccesarily be used for cooking. Tools (block): Counter - (Single-block biuld) Crafted with three stone on top, two separated wood in the middle and three wood on the bottom in a crafting table.The counter has a similar interface as the crafting table, but is solely used for preparing ingredents and to make food out of prepared and cooked ingredents and tools such as a pot, pan, bowl, plate, or goblet. Processing food does not require a recipe, only the final product. The interface will have a slot in the top right corner to put a recipe which will allow the making of the meal, as well as a slot reserved for a knife in the bottom left, needed to chop certain ingredents such as friuts vegetables and meats (some recipes will require whole ingredents, too). Yes, this adds an extra task to do before cooking, but the things made in this way will have multiple uses and last longer than just eating and carrying regular ingredents, giving incentive to cook meals rather than just eating the ingredients. Spices can be added to meats here to have them last longer for long journys and prepare them for drying on the Drying Rack which will make them last indeffinantly and stackable. Recipe Table - (single block biuld) Crafted by two separated wood with a book in the middle and three wood on the bottom in the crafting table. A block that is used similarly to the scribing table. Place Markings in a certain arangement in the 5x5 grid ad a recipe will be produced in the top right corner. Fireplace - (Structure Biuld) Crafted by placing five stone in a u shape on the ground leaving the space on the larger side open. Place six stone on top of this. Then add three stone on top. The hole will be replaced by a fireplace looking block that will be clicked on to use the firepit. A pot filled with unboiled or unfiltered water is placed in the Fireplace to be boiled. Once boiled, water can be used in recipes that require water. Once ingredents are added to the pot, the pot must be placed back on the fireplace to cook. Teas, however do not need to be cooked. Oven - Before a pan can be placed in the Oven it must have ingredents added to it on the counter. Ingredents such as: herbs and other flora to be baked before being crushed in the Morter and Pestle into spices; breads for baking, and meats for cooking. Hand Pump - Must be placed near a river to be used. Place a bucket, pot or a water pouch in the left slot interface (which will look similar to a vanilla furnace) and water will begin to fill the item (simulating water pumping in by hand, no actual manual laber required). Once done the filled item will appear on the right slot.. The water acquired this way will not have to be boiled as would be required by just collecting water from the river itself. Icebox - The ice box has a similar yet smaller interface than the chests and can be doubled as well. In the center there will be a 4Lx3H grid and one 1Lx4H grids. If doubled, it will have a 6Lx4H grid and a 2Lx8H grid on the side. The center grid is used as a storage for perishable foods which will freeze over time. The side grid will be used to place crushed ice obtained by an icepick and acts similar to wood feuling a fire. Once the bottom ice melts the next ice will 'fall' and take place. Frozen meals and cooked meat will have to be thawed then reheated to Well Done to be eaten. Ingredients just need to be thawed as stated before. Drying Rack - The drying rack has an interface as such: a 5Lx2H grid. One Spiced Meat can be placed on each slot. Once the meat has sat for a while the meat will turn to Dried Meat which will not perish for those VERY long journeys. (More to add later) Tools (item): (HG)Rock - Rocks are found on the ground similarly to Flint. They can be collected in a similar fashion, but serve a different perpose. They can be used as a projectile to damage animals. This allows for early hunting to be done when you have no ready tools to hunt with. An early method for collecting meat. (HG)Bait Rod - Combined with Worms, the Bait Rod can be used as an early Fishing Pole. Worms and other bait can be added to the Bait Rod by placing both the bait chosen and the Bait Rod in your crafting grid. An early method to collecting fish. (HG)Snare - The snare can be placed on the ground as a trap. After a long period of time, a random small, low-meat-yeilding animal will spawn on the trap, immobile as if caught on the trap. Makes hunting easier. (HG)Fishnet - Made through a crafting table, the fishnet can be placed on the waters edge and will slowly generate fish as you left click on it. If the fish are left for too long, the fish will die. And easier way to catch fish. Knife - The knife is placed on the counter in the bottom left corner in a similar fasion to a hammer and degrades with each use to chop meats vegetables and fruit. Pot - Place the pot in a Hand Pump to fill with water. Once filled can be placed on the counter to use a recipe to add ingredents. After ingredents are added, place in a fireplace to cook. Pot is reusable and will make enough for 5 bowls or 8 Goblets. Place the pot in a shapeless recipe on the counter to transfer the contents to the holders. (5 to 8 uses, will have a durability bar to determine uses left). Oven Pan - Place the pan on a counter to add meats, leaves, roots, mushrooms, flowers, and other herbs to prepare for cooking, or use with a recipe to prepare different doughs for baked goods in the Oven. Pan is reusable and will make enough for 5 plates. Place it in a similar way to the pot to transfer contents. (5 uses, will have a durability bar to determine uses left) Bowl - Place on the counter along with a pot filled with cooked foods to transfer the it to the bowls for consumption. Bowls are reusable. Goblet - Place on a counter along with a pot filled with boiled water or different teas for consumption. Goblets are reusable. Plate - Place on a counter along with a pan filled with cooked food to tranfer the food to the plates for consumption. Plates are reusable. Morter and Pestel - This will be placed on the counter along with leaves, flowers, and mushrooms in shapeless recipies to make herbs, spices, and tea leaves. The Morter and Pestle is reusable. Tanning rack and leather needed: Water Pouch - Three sizes. Filled in a river, on the counter using a filled pot, or placed in the Hand Pump. Unboiled water won't fill up the Thirst meter as much as boiled water will. Small has 12 uses, medium has 20 and large has 35. Each with its own crafting recipe. The reason for this is that only one will be equiped in the equipment part of the inventory. Satchel - Two can be equiped at a time in the equipment part of the inventory. Each will increase the food portion of your inventory, a small 8Lx1H grid above the main inventory, doubled to a 8Lx2H grid if both are equiped. Food Items placed in this inventory grid will last longer. It also frees up space in your main inventory grid. **Backpack - Not a part of cooking, but something I think is needed in the mod to make it more realisitic and to give a need for the Water Pouch and Satchels. Before a backpack is equiped, your inventory will have only be as big as your hotbar(GROAN I know I know, but let's think here even just the hot bar can also be unrealistic(Do you have 8 arms?)). Yes this adds one hell of a difficulty curve to the mod, but hear me out, when was the last time you carried several stacks of 64 ANYTHING in your bare hands. Once a backpack is made and equiped, your inventory size will return to normal.** (More to add later) Tea: Different teas can have different effects so learning them all can be useful and fun. Effects such as more Thirst bar filling. Faster health regeneration. Health regeneration when hungry. Regenerate hunger slightly. Poison resistence and so on. (Slightly unrealistic, but hey it's still minecraft and not entirely the real world.) Food Degradation: Prepare to groan more!! To incorprate degrading food, each food item, be it raw or cooked, will not stack. It's the only way to do this, programming wise, I believe. This will give incentive to learn how to cook meals for though they also degrade, they have several uses to them before depletion. Spiced, Dried, and (Candied: will add more on this later once I think of a good way to add beekeeping) foods will be able to stack for they do not degrade. (Note: place non-perishable foods in main inventory to reserve spots in the satchels for perishable ones.) Thirst: The thrist bar will deplete slowly over time. Eating will drop the bar slightly. Eating spiced, dried, or candied foods will drop the thirst bar further than regular items. To recover, click on fresh water with your bare hands, right click holding a Goblet, or right click on your equipped Water Pouch If the bar depletes while you still have water in the Water Pouch, it will automatically be used.
  10. Cooking (Hunter-Gatherer)(Beekeeping)

    Oh I didnt make any changes to it. It was just a heads up for anyone who hasn't read it yet.
  11. Monster nests (a new model for spawning)

    Wow! A small idea brought out to a full scale suggestion all on its own. Nice job! This is just what TFC needs to replace the spawners and/or dungeons.
  12. Cooking (Hunter-Gatherer)(Beekeeping)

    Add Beekeeping to the OP, fixed the Fireplace part, and check out the few Hunter-Gatherer items that are added.
  13. Progressively challenging enemies

    I agre with giving the undead a reason to exist. I know the point of this mod is to give a harder challenge to surviving and give a skill based experience on it, but nothing says it isn't still minecraft, fantasy stuff can still play a role in here somewhere. Nests! Didn't think of it before but you are right, nests do make a better feel than mob spawners. That and the respawn time should be decreased compared to mob spawners. Flying mobs might be hard to code but not impossible.(look at the mo'creatures mod for instance) I wish there were more flying mobs in vanilla. Bats, birds, insects(collectible for alchemy if kept or changed), heck even the infamous promised red dragon if you'd like.
  14. Migration!

    All I see happening is mobs will despawn and respawn seasonally to emulate migration, if seasons are added.
  15. Super Hardcore, for real badass players.

    Going back to the OP's topic. There seems to be a lot of suggestions here on this site that fit right in with the feel of TFC and there's others that are extreme like torches burning out, food not stacking, and a smaller carrying limit than 64. How about normal mode has the things that fit in well. And hardcore mode Includes the things that are extreme and realistic.
  16. Guide for Anvil

    From what I read, ingots maybe changing to random requirements each time. However I believe this might mess with the skill biulding concept of this mod.
  17. Cooking (Hunter-Gatherer)(Beekeeping)

    I could try that. The only thing is, from what I heard Bioxx prefers that each idea is in a separate thread. But, I don't know if that's for real. For the time being I'm going to expand on the beekeeping in the OP once I wake up. I work late and i just got off so sometime tonight I'll update the OP.
  18. Cooking (Hunter-Gatherer)(Beekeeping)

    I'm trying to do some research on brewing and mead would be great for it. I feel like I should make the beekeeping section in a separate thread for easier finding.
  19. Progressively challenging enemies

    How about dens. A small cave that's home to certain mobs and spawners of the same. And the bigger the den the harder the mob? This way mobs could get progressively harder both in the ground and on the surface. Plus, how about the deeper you go into the biomes the stronger the mobs that appear. (especially since MC vanilla has added a large biome choice)
  20. Cooking (Hunter-Gatherer)(Beekeeping)

    Hahahaha!! Me too man me too!
  21. New bed's

    Hehe good idea! How about a bed that can be made way before those. Like one you'd make before you can get wool and leather. Add fallen leaves to the mod. Collect the leaves and craft with your inventory crafting grid to make a leaf pile bed.
  22. Cooking (Hunter-Gatherer)(Beekeeping)

    BEEKEEPING 2 Sorry for the double post but I felt this should be separate as soon as im done researching I'll add these to the OP Uses for beewax and honey: Wax; --Used on the string of a bow to help the string last longer. A durability bar could be added to the bows and an application of wax will make it last longer or replenish some of the durability. --Can be used to give iron a shine but is useless for this mod. --Oh here's a good one, if copper or bronze piping and steam punk like things are added, beewax can be used to Perserve and maintain bronze and copper. Can be used along some grease Item to maintain machines and bronze/copper made structures. --Used in jewelry. --Used to maintain and lubricate saws and drills in metal fabrication. --Used I the process to make paper somehow --Used in wip making --Used in metal threading such as gold threading. --Wax is used to flux molten bullets and helps remove impurities, can be used to make bullets or through the smelting of metals. --Waterproofing and candles Honey: --used as a perservative --used to treat burns and open wounds --used as food. The comb can be eaten too --used as a cure for hangover. My alcohol section will be like the tea section but alcohol will give better buffs but also permanent and/or temperary debuffs that can be cured with honey. --Honey wont spoil, honey IRL lasts a very VERY long time.
  23. Cooking (Hunter-Gatherer)(Beekeeping)

    BEEKEEPING 1 Now starting on a Hunter-Gather Section that will tie in to the early cooking with just a campfire. I'll edit this post saying its done when I am. Edit:Also adding biulds to the items. I will add more, but my computer seems to want to delete stuff as I type. So I'll continue this once I get ahold of my Ipod again. Idea: Snow can also be used in the Icebox but doesn't last as long as crushed ice. Edit2: just saw that Bioxx may be adding beekeeping so I'm gonna have to hurry up my research on them. From what I gathered you can have anything from collecting honey straight from the hive, to apiaries that have removable slides that contain the combs. The fact that bees help with pollenation could be used in the mod to produce a better crop. Honey in my suggestion could be used in recipes and candying foods for perservation. As well as using wax for many things. I'll look up other uses for honey and wax in more than just for cooking too.
  24. World Height - more room underground?

    Hmm I wonder what he'll do to better dungeons, strongholds and abandoned mines if he's keeping them?
  25. Mechanics

    This was brought up in another thread by Angelitocarc (hope I spelt that right). Adding early and mid technology based mechanics using axles, gears, strings, and pulleys. Yes, I know of Better Than Wolves and the creator Flowerchild, but don't get me started on that. Just because someone else already came up with the idea and 'copyrighted' it doesn't mean we can't have something similar.