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Stroam

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Everything posted by Stroam

  1. What binds players together

    Goal -This thread is a discussion on what makes players work together. I have come across more than one individual who has wished for players to work together more to varying degrees. Reasons include but are not limitedto create one big city, greater sense of community, create trade, and reducing the load on the physicalserver. My personalexperiences-On most servers I've played on the game experience has been as follows. You log on, there's a protected spawn area, people spread out from spawn and build their own base in different sections of the map usually by themselves or small groups of friends. When someone has accumulated some degree of stuff, depending on the person and how difficult it was to obtain the stuff, are willing to trade or give it away. These servers usually have some sort of grief protection and/or policy regarding griefing from the relaxed to the extreme. The more extreme the policies, and olderthe server, more ghost towns/buildings you seem to come across. They also tend to have limits on the number of crops,animals, and redstone you can have, to reduce stress on the server. What bring people together on these types of servers is usually briefly for trade and sometimes to help tackle a particularly difficult area or mob. When I've specifically looked for it, there has beena few servers I've been on where there has been a small group of individuals from 2 to 8 on the server, where there has been a town collective where everyone lives in the same general area and shares resources and work areas. Generally this has been on more difficult servers. The population of the server in these circumstances, usually is pretty much set shortly after a settlement has been established. From there the server population slowly dies until no one logs on consistently anymore. What brings people together initially on these servers is just the desire to work together in a community. PVP servers have came in two varieties and modes. Free for all and guilds, open world and minigames. Open world, in free for all everyone hides and nolarge bases are usually made unless there is some sort of grief protection. What brings people together on this game style is sometimes briefly for trade but more often than not, conflict.Open world Guilds usually have established grief protected areas and a standard set of gear for all new recruits. Again the main binding force is only one grief protected area and conflict. Minigames are minigames, not much to say there. Take away -What usually brings people together in most these scenarios is trade and that is usually just for the trade. What brings people together the longest is usually a general want to work together as a server, and having only one safeplace that is grief protected. Having the server be very dangerous either from PVPor extremely difficult gameplay also helps. That is why I have a running theory that the more difficult it is to build, survive, and communicate the more people naturally come together in Minecraft without specifically wanting to work together in one big town I'd love to hear other peoples inputas to what brings minecraft players to work together and the reason or reasons why they think that. As always, follow the forum rules, be respectful, and try to stay on topic. Thanks!
  2. A serious issue

    We have a large problem on our hands. You can see it no matter where you go. In the woods, mountains, plains, costs, and seas. It proposes a serious danger to every animal, man, and child. You'll be trying to go to the shore, or cut, maybe traveling on your horse and then all off a sudden it's like someone took the rug right out from under you and you fall. This isn't like you tripped and scraped your knee. No, sir. This is a fall that when you finally land you are either dead or almost dead. Once your head stops spinning and the stars stop moving you can slowly pull yourself up from and stare at the hole, or ravine you are now standing at the bottom of. You look around and of course there's no ladder. If you don't have a pick there's no way you are digging yourself back up, and if you don't have anything to build with you are pretty much stuck down there. Chances are if you don't have the first two things you probably don't have torches to light up the darkness further along. Sure you can call for help and hope someone comes to rescue you. Hopefully they don't meet the same fate trying to find you. These gouges in the earth are unsightly and a menace to society. They are a problem that must be dealt with immediately and without delay. Sure we could just build bridges or fill them in but what if the come back or appear somewhere else. Ohhhh no we can't have that so we must take care of the source of these scars in the landscape. The Giant Worms! I know shocking, most of you have probably never seen one of these worms with giant maws and rows upon rows of teeth. There are stories of them being soooo big they can swallow an entire horse and it's rider. And now they plague our Islands of Terrafirmacraft two. Yes, I am just as shocked and outraged as you are. We must stand vigilantly against this threat to our island nations. We must gather our weapons, picks, and torches and hunt the beast where it nests. We will go down their tunnels and kill every last one we come across. ONLY THEN....... only then will we have to fear no more for us and our flocks safety. We can go to the beach and log in the forest without fear of what may be below us. So join with me brethren! Lets us stand firm and rid our island nations of these beasts!
  3. Simple "playability" changes.

    Feast or famine scenarios are only bad if you are unable to overcome the obstacle such as at the beginning of the game. No matter how much work that is put into making sure there's a viable strategy no matter where you spawn is only going to be good for single player. In multiplayer servers since you spawn with nothing the immediate area usually gets stripped of the starting resources first. Also, new players will not know how to start and can become frustratedwhen they are both trying to learn and not finding the resources they need. I suggest a starting package that is enabled by default. This package would contain all the supplies to survive the first few nights as well as a starting guide to help new players out. I'd go so far as to tag the starting items so that players keep the items on death (not given new ones on each death). The benefits of this are that it requires no changes to world generation and is multiplayer friendly allowing players to travel far enough to find a suitable starting area. You can already see this approach being used in a lot of successful modpacks.
  4. TFC1 1.12+ port

    This port has generated more activity on this site than I have seen for a few months.
  5. Do you check the forum everyday?

    I check the forums once every week or two these days. Since TFC does edit so many things it may benefit by switching to something liketerasologyor other open source minecraft cloneswhere there is more control. It involves a lot more work but the benefits are a more stable and once progressing far enough a mod the size of TFC with an active community backing it could drive development for that project. Meaning it'll cater to the needs of TFC. The downside is attracting players and developers. First is attracting developers willing to take on the task. It's a largetask both because of the scope of TFC and there's more back-endwork which in Minecraftis handled by Forge. Thatmeans slow development. After developing for at least half a year, there's the issue of nurturinga community at that point. I found TFC through Minecraftlike many others and that wouldn't necessarily be the case if TFC broke from Minecraft. On top of that, there's the issue of what is TFC? Is it whatever Bioxx and friends develop? Is it a blocky version that mimics the real world? Does it mean absolutely no magic? If it's development drivensolelyby Bioxx, then that'll be difficult. Permission must at least be granted by him if this site were to be used to promote a non-minecraftversion of TFC. I monitor the suggestion forums a lot and have noticed a split in the community on the lines of "magic". Some enthusiasticallyembrace it while others lament that it will be the downfall of TFC. Either way, an identity for TFC would need to be agreed upon if the plan is to have more than one developer at some point.
  6. Roadmap

    Automated Message:This topic has been moved from Suggestions to Discussion Roadmaps generally come about as a need. Since there's only one developer, who develops what he wants, when he wants, at his own pace there isn't a need for a roadmap. If you check out the GitHub for TFC2, development has not been active since June. Will it start back up? No one knows. I'm betting when the first TFC got started none of the devs knew the scope of what was to come or how long it'd take. Now that they know better what they are getting into and changes in life circumstances, they're probably a lot more hesitant to do it all again. On top of that Bioxx doesn't want to just update TFC, he wants to take it in a new direction. A direction in which alienates some of the community. Which generates negative feedback sapping even more of a drive to develop. I completely get why people are asking for a roadmap or some proof that development is going on. They liked TFC and are excited about what TFC2 could be. I too was in that camp. You can find old posts from me and see the frequency, length, and content of what I posted in excitement. There are some posts asking what, when, and how can I help. Since then I have come to the belief that if TFC2 is to develop into more than what it currently is, then these people who still want it, need to make it. That waiting onBioxxis waiting for something that may never come. It could be done by one ambitious programmer. I see that as unlikely. A few enthusiasticprogrammers sure. What I'd like to see is an entire community coming together to help code and develop a version of TFC. Call it TFC CE, "community edition".
  7. Island Portals Clarification

    Automated Message:This topic has been moved from Discussion to Suggestions
  8. Island Portals Clarification

    What is planned is still not fully formed. What you see is more a test of what's feasible rather than a sketch of things to come. You've got some good ideas. I too was a fan of Dimensional Doors. There's a lot more to consider in this case then dimensional doors had to. First, this seems like it mightbe the primary if not only way to go between islands. Therefore anything related to travel greatly affects play. Something like mob and item transportation needs to be considered. Should players be able to move them? How should they move them? Will there be magical means of transportation/teleportation or summoning? If travel is both ways do you have to worry about people stripping islands of resources? Is that the dev's responsibility to think about or server's? If travel is one way and one person goes west and the other east can they ever meet? etc.
  9. Enhanced Movement

    eh, I'll let it slide.
  10. [0.2.4] TFC2 Prerelease

    Since TFC uses sooo many blocks it does make sense. There's sand, dirt, grass, and stone for each rock type. Several different leaves and logs. Won't need to do the workarounds that we currently do for blocks. I honestly hope he redoes the inventory guimore like baubles or tinkers.
  11. TFC Item Art

    Automated Message:This topic has been moved from Discussion to Discussion
  12. TFC1 1.12+ port

    If you'd like something to happen faster, by all means, step up to the plate and code it yourself. As Tony pointed out it is a massive undertaking. Each small code segment would need to be ported separately or you'd end up performing shotgun surgery. Also unless you are very familiar with making mods for minecraftand TFC code, it'd almost be easier starting from scratch. At that point, you'd have to ask yourself do you want to spend all that time and effort recreating something that already exists or want something new and fresh to put your name on. My personal philosophy is I live for the new and don't wishI had last seasons flowers this year as well, for the beauty of a rose is that it is fleeting. There is no sight I could be perfectly content with staring at forever and no sound I could listen to for eternity.
  13. Mining is very difficult. For the longest time, it was limited to surface veins in relatively soft rock or relied on water erosion. The ancient Egyptians knew of fire setting where you heat the stone up really high and then douse it with water to cool it off rapidly causing it to fracture and break. Large scale mining didn't happen till the Romans had developed a vast network of aqueducts. These they used in a method called hushing where they would create a reservoir and then break a seal causing it to rush down with much force, washing away the topsoil and exposing the vein beneath. At which point they used fire setting to break up the rock. They used similar methods underground and mining with a pickaxe or other handtools wasn't that common until iron tools were developed. In vanilla gameplay, you make pickaxes out of different materials. The material determines how much damage the pickaxe does to the block, and determines if the block drops any resources. The differences between a wood pickaxe and a diamond pickaxe are how long it lasts, the time it takes to break a block and does mining it return any resources. The experience, however, doesn't change. Mining a stone block with a wooden pickaxe is the same as any ore mined with a diamond pickaxe. The mining hazards in Vanilla Minecraft include water and lava pockets, drops, and mobs. They spice up mining by adding mine shafts, caves, and gravel pockets. I'd like to say different ores and stone types but they are so similar in hardness that it doesn't really feel different and are more for decoration than to change the mining experience. Mods have changed things up with adding different tiers such as flint, bronze, and cobalt. Doesn't change the experience, just adds more steps. The mod tinkers construct has changed the experience by changing the way the pickaxe works, All of a sudden you can customize it to mine a larger area, autosmelt, give experience orbs, different repair mechanics, works just as good as under water, and other abilities. If the number of modpacks it is used in is any indication of how much players enjoy it, It'd say it's well liked and all it did was change the tool for the activity. Mods that have changed the experience have done things such as adding gas pockets, chances of an explosion, creatures that spawn upon breaking a block or in the dark, and pools of poison. Mining in TFC1 shakes this up with various collapse mechanics requiring supports or blocks above may fall down and turn into rubble. Similar mechanics are implemented in TFC2. Some additions that would make it more challenging and fun include different stone types should have varying hardnesses, different ways to mine it, air quality, and large snaking veins. Let's start by going over various mining mechanics. The first is that buckets work like vanilla glass bottles. They can be filled but can not pick up source blocks. This is due to no matter how many buckets you take out of a swamp, ocean, lake, or river by hand, you'll never empty one like that. Make air blocks also fill in if surround by at least 5 out of 8 water blocks and water source blocks obey gravity. Gameplay wise this makes water features obstacles to be filled in and not emptied. It also means aqueducts would need to be made if the player wanted to transport it. Which brings me to a mechanical change of dirt. If dirt is exposed to flowing water for more than a few seconds it erodes away, aka destroyed. This will allow people to hush like the Romans did to find ore veins under the topsoil. It also means that players need to be careful when altering sources of water so they don't end up washing out more than they wanted to like their fields. One thing I loved about TFC1 was raw stone and how you obtain it. By making a specific way of obtaining it, raw stone and products made from it became purposeful. You were building with something that was purposely collected for the purposes of building instead of what was left over from mining. This gave extra meaning to the builds and in the same way, could give extra meaning to ore processing. To do this you’d have different levels of crushed stone and ore. In order from large to small, it’d be raw, rubble, gravel, sand, powder. By breaking up the ore blocks you can extract more of the ore from the material with diminishing gains. The player would mine raw stone and it would have a chance of spawning rubble and gravel upon being mined. You’d be able to crush rubble into gravel with a hammer. Gravel, rubble, or raw stone containing ore can then be processed to extract the ore with the finer grains yielding more. This would make mines last longer and allow the player to extract more from a mine than simply the amount of blocks contained within it. By extending the life of the mine, any infrastructure built becomes more useful. Picks may be great for soft stone but what if there was a wider variation in different stone hardness? It makes some stone more desirable to mine through than others. For harder stone there can be the mechanic of fire-setting. The process is simple. Make a fire on the stone and give it enough time to heat up. Then release water that upon contact with the fire will put it out and fracture the stone beneath it turning it into rubble and makes it easier to mine. This adds strategy to mining. By varying the hardness of stone, it'll make some stone less desirable to dig through encouraging different techniques and different locations. This variation also increases gameplay This will make some stone more favorable to mine in than others. With all this rubble spawning and fire being lit underground, air quality may be an issue. Rubble spawning generates dust, fires generate smoke, and some ores when mined or turned to rubble generate explosive gasses. These pollutants can make it quite hard to breathe. Some techniques to help out is letting the dust settle, building mine shafts, and later on maybe dust masks and oxygen masks. Ventilation shafts let smoke escape and the dust settles over time. While in dust or smoke the player's oxygen bar would go down as if they were underwater. These add additional obstacles with different ways of solving them. If a player dives into alchemy they can develop gunpowder and various explosives devices to help them in their mining. The first being a rather crude powder barrel that you set next to a wall and light the fuse. When it explodes it takes out some of the stone around it generating more rubble and gravel that would be generated by mining by hand. This is useful for getting more ore out of the mine. It also has a chance of collapsing more than what was intended. A more refined version may be placed, plugged, and then when the fuse is lit and it explodes it checks for empty spaces and tends to explode more in that direction, collapsing more and in a directed manner. These explosions, however, generate a little smoke and a lot of dust. This adds just another mining tool useful for excavating larger sections resulting in less time spent mining for the player. Also useful for getting through harder stone. Last but not least is large snake like veins. Large to increase the life of a mine, again to make infrastructure more useful, and snake like so the miner has to pay attention to where the vein is going and decrease the effectiveness of quarries. They are a horrible solution to the problem of small, uniformly mixed veins, and boring mining mechanics. These changes would add a little bit more variation to holding down two buttons routine. It adds a little more danger, some different tools for different problems, and requires more active thought to effectively mine. For truly devilish fun, rocks that explode and surround you in a shell of silverfish eggs, filled with water.
  14. While a lot of progress has been made on TFC2, there's still a lot to do. Here's some pretty blocks to distra.... heh,entertain you while development is progressing. I've hacke..... done my best to present you with some aesthetically pleasing blocks to build with while in creative mode. There are no recipes for these blocks. That'll come in the form of another mod. I like to compartmentalize and keep things in there separate boxes that do not touch.My favorite box hasnothing init. Here's a screenshot of some of the stuff added because I'm too lazyit's up to you to make lovely builds and post screen shots! Material Expansion currently adds blocks to the TFC tabs so not everything in them is added by this mod. These blocks follow the gravity and support laws of TFC2 (mostly ...(it's a W.I.P)) and as such don't expect them to float (not for an extended period of time anyway). I will be modifying the support values to match aesthetically pleasing builds, game balance, and as I see fit (Rammed earth needs supports over gaps, get over it. I don't care if dirt is magical). I'll of course be adding all variety of blocks over the development of this mod. If there is something within theme for TFC2 and this mod that you'd like to see please leave a comment below. I an not familiar with pattern names and very few architectural elements. Please use reference pictures to help me out. Features that may be added in the futurewood and slate shingles, wattle, wicker, plaster, mud and mud pit, wood frames you can fill with terrain blocks, various types of flooring and pathing. Currently in Beta until more stable. Feel free to add to any modpack. Download: TFC2ME.jar Changelog:(I'll get to it) Source:(It's very messy. You've been warned) Git
  15. A quote from Bioxx Things to know. The world generates as islands. There are 9islands generating from North to south, all with different biomes. There are infiniteeast and west.You are not meant to travel very far into the water. You move from one island to another via portal. You can't add or remove blocks until you defeat an island boss. Further information can be found here. Things that have been suggested in the past nine pages of suggestions. Biomes above ground Better Forests/Biomes Large mountain biomes Immersive deserts TFC2 Desert Expansion Swamps Flora (plants, fungi, etc) Mushrooms Coconut and bamboo More Flora realistic seasonal trees Berry Overhaul Underground generation features Salt Domes Cave Mineral Formations & Scenery Initial Island as Stone Age Only More Realistic Ore Veins Radioactive ore Oceans and shores Ores of the Ocean Ocean Tides Waves and sea foam Miscellaneous World Generation Settings Oxbow Lakes Ruins Villages Climate based villages Volcanoes Bigger or smaller islands?
  16. Realistic Mining is difficult

    I totally agree that a mine should last almost the entirety of a play. Many mines IRL have lasted multiple generations.
  17. Realistic Mining is difficult

    Thank you, Tony. It's really nice to hear another opinion. I like the idea of different hardness of stone as well. I could see the over-encumbered effectworking, even if I dislike the idea of ever moving slower in Minecraft. Players would definitely need to plan out their mining better. It does involve a mining mechanic, a container, a lift, and a cart pulled by an animal. As far as the lift goes, that's no easy feat. It'd have to have the same sort of functional support that boats have. A cart Bioxx is already working on so that'll probably be a thing. I do like your idea of when damaged it instantly drops what ever is on your back. Doesn't require the player to think and has a nice element that can be played around with. You are right that in order for infrastructure to be at a mine there must first be infrastructure so that the miners can spend time mining instead of working toward food, water,shelter, and materials. If that is needed then either multiplepeople need to be involved or need NPCs to trade with.
  18. Realistic Mining is difficult

    Since there are 9 islands running north to south what if harder stone never showed up in the center, but had a higher chance the furthernorth or south you went? That way if you wanted to avoid them you could. That along with the temperature extremes will also have a natural effect of funneling people closer to the middle islands creating a higher chance they will bump into each other. Players could then choose how hardcore they want to be by moving further north or south knowing that they may encounter these harder stone types. I also like your idea of encasing ore's in veins of harder stone because it lets you mine through the softer stuff quicker so you can get to the ore faster while also being another indicator that you are getting close to the good stuff. Since the veins of ore snake around the harder stone also letyou know the edges of the vein. If you also increase the hardness the further down you dig it would slow the progression of the mine which would extend its life allowing mining techniques to change with depth. It'd also make modifying dungeons more difficult to modify after an island has been conquered. You may be right about the hushing, but players have wanted aqueducts for quite some time. Even if it's not an optimal solution, itstill gives players another choice. I just played the age of progression modpack some time ago and it hurt you instead of being harvested when you tried punching through wood with your hands. I think the same thing applied to stone would be amusing and fitting.
  19. Realistic Mining is difficult

    Since all the islands slope up from the sea to the center you may find hushing to be more effective than it is with other types of worldgen. I don't think the hard stone will be that big of an issue either since you can always go back to the previous island and try a different portal. I guess the stone and hushing would need to be tested. Hushingprobably depends on how much time and effort it takes to make aqueducts and how useful it is vs how easy it is to dig.
  20. Realistic Mining is difficult

    In this scenario, I imagine clay buckets. I actually got so used to clay buckets in various modpacks that for awhile I thought it was a vanilla feature. As the hardening stone till no one wants to mine it anymore. That's a little bit of the point. You may want to soften up the stone using other techniques so that it can be mined easier. Rubble and smaller would be easier to mine than raw stone. Gravel would not wash away and the water must be flowing to wash away dirt. If it's a source block next to dirt it wouldn't wash away the dirt. I think this limitation would prevent the creation of "picturesque flowing streams ". Air being filled by water I am including the diagonals on the same Y level. That may be overkill now that I'm thinking about it. There would have to be gold bearing blocks as you've stated. You've also got the idea for the extraction right but I was thinking less linear more like 20% raw, 40% rubble, 70% gravel, 90% powder, with the last 10% needing specialized processing such as mercury for gold or magnets for iron. Don't want to get too much into the processing but I'd like to see specialized processing for each ore. I dislike how in nearly all ore processing in mods is treated the same. Starting off with a mallet and quern, then moving to an animal, water, wind-powered grinders would be great. Could also be used for making flour and other productsas well. I imagine if crushing decreased weight and size you'd want to at least do that at the mine. I get that getting to the next island and discovering it's a hard stone could be disappointing but it's those disappointments that makes TFC what it is. Most would be bored if there weren't disappointments. I wouldn't want the game too easy, plus I'd take a large vein in a hard rock over a small vein in any rock any day. I also didn't like the powder barrels as they seemed too difficult to make for how useful they were. I'm thinking more like immersive engineering explosives that mine the blocks, but instead of turning them into items drops like immersive engineering does, places the blocks back down as gravel and rubble with a high chance of filling in the air spaces with bonus rubble and gravel from random blocks that were mined. Basically softening up the surrounding stone to make it easier to mine and generating extra ore in the process. You'd still need a pick and shovel to collect the debris. I'm imagining some stone types you wouldn't really want to mine through with just a pickaxe. The harder stone would also make good walls.
  21. Hunting and world generation.

    The portals are a way of connecting the islands without crossing the deep sea which due to how the terrain is generated can have holes in the bedrock. It also allows for the transportation of non-item entities such as pack animals and trains. Itis lockable preventing players from skipping island tiers. The distance between island is vast, so it shortens the distance needed to travel. Dimensions are a well-established mechanic of minecraftmaking it easier for Bioxx. Boats were buggy until recently and increase chunk loading/generation, one of the more expensive server processes. Boating across nothing but water is also boring, where the path dimension most definitelywill not be. I don't know what all is planned for them but I do know they are like a sketch of what is to come as they currently are. For instance, in the future, players may encounter a swiftdeath if they stay in the path dimension too long, even if there might be tempting reasons to do so. TFC2 will have magic and isn't pure tech, so portals are not outside of the scope. A NPC caravan/ship or other such deviceswould have to be indestructible which might make less sense than an indestructibleportal.
  22. Hunting and world generation.

    The animals moving about is already in place. Old world generation broke with the new minecraft updates. I know you are hesitant about the new island system but having played with it, it doesn't feel much different other than you won't be using a rowboat to cross an ocean. You'll be using the path dimension.
  23. Food + Taste + Hunger

    That's a thought. It brings to mind final fantasy 15 where different foods give you different temporary buffs. The parts I like is it is abstracted from reality yet familiar enough to be recognizable. The only downside I see is lining up the buffs with the expected stat. Strengthis directly translatable, but is Endurance more hp, absorption, or resistance and what is Mana fluidity? As long as the buff and the name make sense then it's okay to use RPG terms for nutrition and it might even gain a wider audience for TFC2.
  24. Food + Taste + Hunger

    Inspired by this topicand this topic. While I think the 5 basic food groups is something everyone is familiar with I agree with other individuals it should be abstracted to eight(insert manageable number) groups. By abstracting it and changing the number from five you no longer have the issue of people arguing over how it matches to reality. Next food items should have a different amount of each and they don't have to make sense, for instance, boiled and scrambled eggs could have different nutrients. This makes it easier to balance and code. Each category then keeps track of the last four(insert your favorite number here) foods consumed in that category. If you eat the same thing then the nutrients you get from that item is reduced. As the categories fill up the player gainsbuffs to health or other stats. While this is difficult to figure out what gives what, as long as a player eats a variety of foods they don't need to know what gives what. Those who want to minimize the variety of foods they need to eat or want to consistentlyget the full amount of nutrients will become chefs and greatly benefit from a system like the TFC1 cooking skillbut for nutrients instead of taste. On top of all of this, thereis hunger and saturation which I wouldn't change other than giving a temporary slowness debuff if more hunger is restored thanyou have room left for. A reminder that eatingtoo much is bad for you but that's because I'm evil. Watching someone fighting something in a let's play who then starts eating to regain health and ends up eating too much, causing slowness and dying from it would put a smile on my lips. When I was thinking up this system I had these principals in mind. Rewards those who eat a veryvarieddiet and does not reward those who don't. Rewards those who eat more complex food items over more basic food items. Works even on servers with different food items without being tailored. It accomplishes these goals by Having diminishingreturns on foods you've eaten recently. Having different categories and nutrition values. Evenly distributes nutrition among registered food items. By reducing the number of categories then the player doesn't need as much variety unless you keep track of more foods in each category and reduce the number of categories each food item contributes to. If you don't havecategories and nutritional value simple foods you don't have the complexity needed to represent steak which is simple and restores a lot of hunger, a carrot which is simple and doesn't restore a lot of hunger, and carrot cake which restores a lot of hunger and is complex. The number of categories also corresponds to the number of different buffs you can give a player.
  25. Food + Taste + Hunger

    You may be interested in this thread.