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weylin

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About weylin

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  1. Renewal of long abandoned areas

    I imagine that this suggestion could be implemented as a server tweakable option. The server could set values or enable/disable certain bits of it. If you dont want cheaply made abandoned buildings to decay over long periods of no contact, that can be disabled. If you want only certain things to regenerate while you're away, such as only organics, that could be configured. This isn't entirely based on realism, but believabilty and even more importantly, preventing the stagnation of long running servers. After having a map on for several real months, every easily acquired little tidbit in a 10 mile radius around spawn gets collected, and new players have to walk for an hour to come across new untouched frontier, rather than repurposing a long abandoned area.
  2. When a chunk is stripped of loose stone and naturally generated plants, this leaves it a bit of a wasteland for new players trying to start on multiplayer servers. What I suggest is that every chunk has a tracking entity which keeps tabs on how long it has been since a player last loaded it. The longer the time period, the more rocks and plants that will be generated on that chunk when it is loaded in the future. If the chunk already has enough rocks and plants, it wont generate anything. Chunks that see a lot of activity wont regenerate, so players needn't worry about their town getting overrun by random clutter. This could also have a role in eroding player-placed player-made blocks that haven't been visited for several months or years (in game) This would allow nomads to eventually come full circle to find their old land replinished with naturally occuring resources.
  3. Towns are normally established near areas where there's a natural resource to be tapped. Several of the towns I lived near were built to support the lumber industry, but they all ended up turning into tourist traps
  4. Minecraft has always lacked a meaningful economy. There's little to no reason to establish trade, or use methods like minecarts or wagons to transport goods in bulk. Most anything can be done by anyone, and most players would rather establish production of something for themselves, rather than buy it from someone else. Part of this is the nature of minecraft players, they like to be self-sufficient. Rather than buy food, they'd prefer to grow it, and it's easy enough to not be a task one must commit themselves to and focus on. Nearly everyone is a jack of all trades, there's no specialists, and no reason to be one. Most things just aren't involved enough to require specialization. What are some things you think would create a supply and demand, and encourage players to specialize in a particular role?
  5. Well, I'm not sure if it should apply to only unloaded chunks, or in all chunks.I suppose it's better if the server only needs to do a little bit of regen when players revisit old chunks.
  6. This idea certainly isn't intended to be exploited.If someone configured the server in such a way, it would kind of defeat the purpose of TFC. The whole regrowth thing is something that if configured within sane levels, would only regenerate a chunk back to its orginal density of rocks, plants, and trees after 14 days to a month (Real time, not MC time). It wouldn't be a sudden thing, it would be brought back slowly. If someone wants to avoid having their stuff overgrown, player made blocks should decrease the rate at which these things regenerate. So if you build a town, the rate of regen for that area could take several REAL months to ever fully regenerate.
  7. If this were implemented, having a config option would be ideal. This way you can enable/disable and set how fast this kind of regeneration would occur. But right now, there's only one option, keep moving outward. Eventually, if you've had a long time running server, people are gonna have to run out to the far reaches of the world to find a speck of ground with a damned loose rock to be found. This isn't so much a plea for realism, as just a way to help keep old servers from stagnating.
  8. There's both realism and gameplay reasons to have this, but I don't know how difficult it would be to code.It seems possible, and would be such a gradual thing if done right that it shouldn't hit game performance that badly. If you're re-exploring old chunks, it would just do a bit of regeneration, adding some random rocks, plants, and trees depending on how long it has been unloaded. I don't know if it would be a problem that this will in effect create infinite stone and small chunks of surface ore, but I imagine this would be slow enough so as to make it worth it to go onto new territory. With this system in place, nomads could eventually go back to where they began, and provided they were gone for a few years, they would come back to things looking fresh.
  9. I'm not sure if this can be considered a problem, but every server I've ever joined is always wiped clean of rocks and veggies. The land never returns to an original state once it has been picked clean. Perhaps chunks can have have a "time since last load" or "rainfalls while unloaded" that will determine how much has grown back while you were away from it. This way, desolate areas that were once picked clean and abandoned could eventually restore themselves somewhat. This way you can leave an area and let it regrow. Chunks could also actively restore some of these things a little bit every month of ingame time or so while players are present. Rock and vegitable density could be measured per chunk, and would not go beyond a certain limit. Habited areas, (a chunk and the neighboring chunks of an area which contains a certain percentage of unaturally created blocks) could be resistant to the regrowth of vegitables and surfacing of stones. Some of you may not want the wild to retake the land, so perhaps the presence of players and their structures should be detrimental to natural growth, so one would need to travel into the wild to forage. On the other hand, one should maintain what is theirs, and if they are unable do so, then perhaps they tried to claim more than what is feasible.
  10. Clay flasks and maybe drinking unboiled water has a chance to give you a sickness of some sort for several minutes? Perhaps the biome you get the water from could have some implications. For example, if you got water from a block within a swamp biome... yuck
  11. This is tactical melee combat ! Age of Chivalry

    didn't see that the post before the last was posted long ago
  12. This is tactical melee combat ! Age of Chivalry

    The whole time I'm thinking "That armor they're wearing isn't doing a damn thing" I could be wrong, but I'm not so sure you could dismember someone with one chop of a sword when you got chain and plate in the way... Also a bit disappointed that the game has no trial version, I'll probably be skipping this one and play Air Buccaneers instead, which you don't even need to register for to play online
  13. I need Dynamite!

    Hmm, being able to bore holes and blast away rock would be interesting, but kind of pointless since picks dig fast enough as it is. In what situations are explosives desirable over other methods for these kinds of things?
  14. Planks first toughts

    How about a distinction between different types of planks? Being able to cut and recombine them... sorta like red power microblocks, maybe? Not exactly the same, though, I'm sure you could work out specifics.
  15. Planks first toughts

    I didn't actually mean chiseling wood, I meant having planks be 2 pixels thick, which it seems they are now that I see the screen shots.I'm assuming that they would get that width through the use of a saw.