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Wackypat

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Posts posted by Wackypat


  1. Maybe with minecarts/mule carts there could be a button or some thing called build mode where you would have access to all the stuff in that minecart/mule cart but the cart can't move you have to remain within a certain number of blocks from the cart lets say 30 blocks and you can't do this if there's a weapon or piece of armor.

    That way you don't have to keep going to the cart for blocks.

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  2. 2 hours ago, PlatinumAltaria said:

    The whole point of a weight limit is realism...

    Actually the whole point of a weight limit is to add a challenge and incentive to advance to higher and higher levels of technology or work together even more everyone helping to carry big stuff to their base.

    the point as I understand was and is all about having fun playing a awesome mod.

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  3. Magic might hold some possibilities for instance maybe you can craft pouches that can hold a half chest worth stuff but only one kind of item like a stone pouch that can only hold stone and maybe the more stuff is in the pouches the more magic it uses.

    Also you could cast a spell on your donkey/mule that would temporarily allow them to hold more or move faster.

    Maybe you could make item portals for when your mining you could just throw your items in the portal and they would come out the other side into a minecart/wooden cart.

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  4. It would be cool if there was different kinds of meteorites like some could explode leaving nothing while others could poison you if you got to close while their still hot. And it would also be cool if you could summon those meteorites with a special amulet or something.

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  5.  

    On 5/1/2016 at 1:32 AM, Darmo said:

     

      Reveal hidden contents

     

    0GlassWorks.png

    This represents a glass furnace.  The gridded area of small squares would have squares about half the standard size.  This is where the glass gets blown.  The blue boxes are standard inventory size, and are where the sand is put.   Below this is a bed of charcoal.  My understanding of glassworks is that they keep their furnaces running continuously, because of the long time it takes to heat large amounts of glass to melting, which also uses a lot of fuel.  It's more effective to leave the furnace running continually, as I understand it.  And so the furnace would take a long time to heat up, and would use a large amount of fuel.  To the left of the active glass/coal bed, is 3 boxes that accept full stacks of coal, and automatically distribute it into the active coal bed as needed, with the idea that unlike the forge, here we're not necessarily trying to make the player juggle fuel in addition to glass blowing.  Here, the furnace simply uses tons of coal. 

    The player has the choice of only firing it up when needed (this takes perhaps 2 in-game days), or just leaving it running.  In a multiplayer environment, this would incentivize specialization of somebody in glass-blowing, perhaps.  If the furnace uses 1 coal per hour, 201 pieces of coal would last for a bit over 8 days.   So if it takes 2 days to ramp up the furnace, the player has basically used 50 pieces of coal just getting started.  So once you've started the furnace, it's a good idea to make maximum use of it.

    To the left of the working area, at the top are arrows for increasing or decreasing the spin speed of the blowpipe (would not be labeled necessarily).  These come in later.  Below is a simple graphics to represent the blow-pipe the player is using (not actually labeled pipe in the gui).  This is where the molten glass 'attaches' later.  Below the pipe is the GATHER button.  The player uses this to gather molten glass on the end of the blowpipe.  Below that is the BLOW button.  The player uses this to blow air into the glass.  And below this is the box for a successful result to appear.

     

     

      Reveal hidden contents

     

    The following represents the several stages to make a glass bottle:

    0GlassStages.png

    1: The player hits the GATHER button.  This puts four square of molten glass on the end of the pipe.  Note that the pipe graphic is centered on the line between boxes, not a box itself.

    2: The player presses GATHER again.  A second set of four boxes appears to the right of the previous four.

    3: The player presses the BLOW button.  Four 'air' boxes appear as such, moving four of the glass boxes up and down.

    4: The player presses GATHER again.  An additional four boxes of glass appear to the right.

    5: BLOW button again, to add four more air inside.  Note that the number of glass boxes present MUST remain the same, and the player cannot move them outward by dragging with the mouse.  Only by hitting the BLOW button.

    6: BLOW again.  Four more air boxes, but this time above and below the previous two blows. 

    7: GATHER again.  This is the fourth and final gather used for the bottle.

    8, 9: both steps are an additional BLOW, for a total of 5 blows.  The GUI is pre-programmed to add air in certain pattern, essentially trying to maintain a sphere-ish shape.

    10: Now the player moves boxes.  The player drags the four glass boxes indicated inward.  The player might have to have tools - paddles perhaps, in additional slots (like the anvil has for hammer and flux), or in their hot bar.  Wood paddles wear out fast.  Graphite ones last much longer.

    11: This the result of step 10.  The void contained within the glass is the shape necessary to form the bottle.  At this point a bottle appears in the RESULT box, and the player can click on it to get the bottle, which removes all the glass from the work area.  The player has used 4 glass blocks, 5 blows, and moved 4 boxes 1 space each.  Fairly simple, though perhaps should result in 2-4 bottles?

    Now, while the player is doing this, they must continually be hitting the speed arrows, mostly the speed up arrow.  The speed must be at a certain level in order for the glass to expand outward when blown, but must be slower in order for the player to use the paddles to move boxes inward.  Perhaps if the speed drops too low, the shape starts to tilt downward, and the player must use their paddles to get it back upright again.  This will have collapsed the air spaces, and they'll have to start over. 

    If there is a glassblowing skill, then the higher the skill, the longer each click of the arrow lasts in terms of speed.  A low skill player might have to click the speed arrow a lot, making it more difficult to get complicated shapes finished.  Perhaps higher skill also uses less durability of the paddles.

    The process could be further complicated by having zones of heat - a far right hot zone for picking up molten glass, a middle zone for tooling the glass, and a far-left cold zone, which 'freezes the glass in that area in place.  The balancing act here is keeping the speed at the right level, keeping the glass hot, keeping the furnace supplied with sand, and over the long term, fueling the furnace.  The interface is reminiscent of the other crafting guis, but with a twist, in that the player cannot just click whatever boxes they want to make a shape.  They have to follow certain rules, moving boxes outward in one way, but inward in a different way.

     

     

     

    On 5/1/2016 at 1:32 AM, Darmo said:

     

      Reveal hidden contents

     

    0GlassWorks.png

    This represents a glass furnace.  The gridded area of small squares would have squares about half the standard size.  This is where the glass gets blown.  The blue boxes are standard inventory size, and are where the sand is put.   Below this is a bed of charcoal.  My understanding of glassworks is that they keep their furnaces running continuously, because of the long time it takes to heat large amounts of glass to melting, which also uses a lot of fuel.  It's more effective to leave the furnace running continually, as I understand it.  And so the furnace would take a long time to heat up, and would use a large amount of fuel.  To the left of the active glass/coal bed, is 3 boxes that accept full stacks of coal, and automatically distribute it into the active coal bed as needed, with the idea that unlike the forge, here we're not necessarily trying to make the player juggle fuel in addition to glass blowing.  Here, the furnace simply uses tons of coal. 

    The player has the choice of only firing it up when needed (this takes perhaps 2 in-game days), or just leaving it running.  In a multiplayer environment, this would incentivize specialization of somebody in glass-blowing, perhaps.  If the furnace uses 1 coal per hour, 201 pieces of coal would last for a bit over 8 days.   So if it takes 2 days to ramp up the furnace, the player has basically used 50 pieces of coal just getting started.  So once you've started the furnace, it's a good idea to make maximum use of it.

    To the left of the working area, at the top are arrows for increasing or decreasing the spin speed of the blowpipe (would not be labeled necessarily).  These come in later.  Below is a simple graphics to represent the blow-pipe the player is using (not actually labeled pipe in the gui).  This is where the molten glass 'attaches' later.  Below the pipe is the GATHER button.  The player uses this to gather molten glass on the end of the blowpipe.  Below that is the BLOW button.  The player uses this to blow air into the glass.  And below this is the box for a successful result to appear.

     

     

      Reveal hidden contents

     

    The following represents the several stages to make a glass bottle:

    0GlassStages.png

    1: The player hits the GATHER button.  This puts four square of molten glass on the end of the pipe.  Note that the pipe graphic is centered on the line between boxes, not a box itself.

    2: The player presses GATHER again.  A second set of four boxes appears to the right of the previous four.

    3: The player presses the BLOW button.  Four 'air' boxes appear as such, moving four of the glass boxes up and down.

    4: The player presses GATHER again.  An additional four boxes of glass appear to the right.

    5: BLOW button again, to add four more air inside.  Note that the number of glass boxes present MUST remain the same, and the player cannot move them outward by dragging with the mouse.  Only by hitting the BLOW button.

    6: BLOW again.  Four more air boxes, but this time above and below the previous two blows. 

    7: GATHER again.  This is the fourth and final gather used for the bottle.

    8, 9: both steps are an additional BLOW, for a total of 5 blows.  The GUI is pre-programmed to add air in certain pattern, essentially trying to maintain a sphere-ish shape.

    10: Now the player moves boxes.  The player drags the four glass boxes indicated inward.  The player might have to have tools - paddles perhaps, in additional slots (like the anvil has for hammer and flux), or in their hot bar.  Wood paddles wear out fast.  Graphite ones last much longer.

    11: This the result of step 10.  The void contained within the glass is the shape necessary to form the bottle.  At this point a bottle appears in the RESULT box, and the player can click on it to get the bottle, which removes all the glass from the work area.  The player has used 4 glass blocks, 5 blows, and moved 4 boxes 1 space each.  Fairly simple, though perhaps should result in 2-4 bottles?

    Now, while the player is doing this, they must continually be hitting the speed arrows, mostly the speed up arrow.  The speed must be at a certain level in order for the glass to expand outward when blown, but must be slower in order for the player to use the paddles to move boxes inward.  Perhaps if the speed drops too low, the shape starts to tilt downward, and the player must use their paddles to get it back upright again.  This will have collapsed the air spaces, and they'll have to start over. 

    If there is a glassblowing skill, then the higher the skill, the longer each click of the arrow lasts in terms of speed.  A low skill player might have to click the speed arrow a lot, making it more difficult to get complicated shapes finished.  Perhaps higher skill also uses less durability of the paddles.

    The process could be further complicated by having zones of heat - a far right hot zone for picking up molten glass, a middle zone for tooling the glass, and a far-left cold zone, which 'freezes the glass in that area in place.  The balancing act here is keeping the speed at the right level, keeping the glass hot, keeping the furnace supplied with sand, and over the long term, fueling the furnace.  The interface is reminiscent of the other crafting guis, but with a twist, in that the player cannot just click whatever boxes they want to make a shape.  They have to follow certain rules, moving boxes outward in one way, but inward in a different way.

     

     

    There are some manmade gemstones that are made of glass they're made by putting in minerals while the glass is still liquid maybe they could be used for magic.

    Also if they're adding alchemy then maybe since fused quartz is so heat resistant you can make a fused quartz flask or vial if you need to heat up something to a point where other types of glass would melt.

    And glass could be used to make lamps that don't go out when it rains and goggles so you can see underwater and binoculars and telescopes and the better you are at glassblowing the more durability the lamps and goggles have and the binoculars and telescopes will zoom farther and if you're a noob at glassblowing maybe occasionally you could make a really good object and if you're a master at glassblowing maybe occasionally you could make a really rubbish object.

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  6. On ‎4‎/‎28‎/‎2016 at 8:07 PM, TonyLiberatto said:

    Not saying I like or dislike the idea.

    just curious about how one would go to keep a spider in a enclosure, ( They climb walls ) and at the same time be able to feed it without being attacked by the spider. Specially harder if you have to use live food.

    I think your supposed to feed it in the day when it's not aggressive.

    0

  7. My idea:

    *1:Add two new tastes Spicy and Minty even though these aren't technically flavors I think it would help with believability.

    2:Add a new tab to the players inventory called "taste preferences" or just "taste" or even "preferences" and this tab shows the player(s) what tastes he/she likes and dislikes.

    3:Food is always the same taste for every player but the player may or may not like that taste.

    4:When a player starts his/her world they may pick two tastes they like and two they dislike.

    5:A player can eat food they like as much as they want (or at least until they're full.) they can eat food they dislike once then they can't eat it again until they either wait out a timer or clean there palette and they can eat food that they neither like not dislike three times before having to do the same thing.

    *6:The cooking trade/skill now just allows the player to cook food with a better quality and if you're planning on adding more complex recipes cooking would allow the player to cook more complex recipes or cook with a less chance to burn the food. The cooking trade/skill as it is in tfc1 would be replaced with a new trade/skill called tasting. Novice level at tasting will give you a range of three different levels of that taste e.g.(slightly spicy, mildly spicy, spicy) every time you level up tasting it gets more specific until you know the exact numbers of each taste you like and dislike e.g.(spicy:20, 30)

    7:Each time the player eats something he/her dislikes there is a small chance that it will become one of the foods he/her does like that small chance is increased by better quality food also every time the player eats something he/her does like it has a small chance to become a dislike that small chance is increased by low quality food also every time the player eats something that's neither a like or a dislike there's a small chance for it to become a like or a dislike.

    if you go with my idea this * means it's optional.

    I'd imagine that this would be really hard to code but I just wanted put it out there.

    Also just wanted to say no matter what you put in tfc2 I'm going to play it

    0