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logwet

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Everything posted by logwet

  1. [0.79.29.922] Oceania/Asia TFC Whitelist

    Hello, I've been looking for a server close to Melbourne for a long time. Please add me to the whitelist, IGN: Devnithz
  2. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):YesAnswering "no" to the above question will result in your post being deleted. Hi all, this is my first time on the forums so please excuse and remind me if I don't meet forum etiquetteand if my suggestion has already been suggested, please remove it. After casually playing TFC1 single-player over the past couple of months, I've found oil lamps to be immensely useful in terms as a long burning light source. (Please note, this suggestion assumes that oil lamps or a similar alternative will be implemented in TFC2 and I know that there is a chance they will not. If this suggesting if better suited for the TFC1 suggestion forum, please notify me.)However, due to olives only being in season and ready for harvest only for a short period in late summer, I've found that ensuring I have enough olives to act as my light source for the whole year somewhat of a challenge. I propose that an alternative fuel source for oil lamps (or any other similar oil burning contraption) be implemented - Animal fats. (Please note, this is also assuming that in TFC2 animals will drop meat.) When an animal is slayed, it woulddrop meat as normal. However, this meat would be different to current TFC1 meat in one way, it has saturated animal fats. To remove this fat, there could be a similar mechanic to the TFC1 decay trimming technique. After trimming fat, you would be left with two by products, lean meat and saturated fats. The lean meat could be consumed as normal and the fat could be directly burned as normal. In addition, animal fat solidifies, unlike vegetable oil. Perhaps the trimmedfat could be processed with heat to extract the raw saturated fat, and this could be further processed into candles. The advantage of this over vegetable oil is is that animal fat is avaliable all year round and if the fat can be processed just using Stone Age or casting age methods/materials there is no need to forge a hopper. I welcome contribution and criticism; please post your thoughts below!
  3. Yeah, you're right. I've kinda forgotten how short a Minecraft day is. I mean, it feels like I'm waiting an eternity for my pit kiln to finish. When I was trying to balance my suggestions, I was thinking of their burn times in relation to a Minecraft/TFC day; not of how long it would take in real life.But now I need to go back and rethink them and how theywould fit in to theplayer'sexperience, not how believable they should be.
  4. Ershdhudjusdmhsndh! (Facepalm) Ignore that bit! I forgot Maths!
  5. Whaat? How did I miss that? However, (in my opinion) 48 hours seems a bit long. A wooden stick can burn for 2days? Nah. I think that in TFC2 it should be balanced a bit more.
  6. Oh, sorry. I haven't really been on forums before (aside from reddit, this is actually the first forum I've visited frequently) I promise I won't do it again.
  7. Is it weird that I've NEVER made cobble in TFC?I've just never had the need to do so. My first house is always built into the side of a mountain... (I know, not really the most secure of places) And err... um... does it count if I think that it's valuable contribution to the discussion? Am I not allowed to do that... Sorry!
  8. Steam Logic

    Fair enough, you are right. Even though the player won't settle down on his/her first islands (Stone Age islands) they will probably settle down on an iron island anyway, which is convenient because you need casting and Iron Age resources to implement steam logic. However, I know that this isn't very suited to this thread but thesuggested pagan religion system(or something similar) could serve as an incentive to settle down on an island. Live near your shrine and you have easy access to buffs/God boosts. However, back on to steam logic, I can actually see some very useful implementations of it. If in TFC2 body heat and clothing is implemented, boiler plates for example could be used for central heating. For example, if your body heat was lower than 5 degree Celsius, you'd get a slowness debuff. Therefore, when you were at home it may be worthwhile to set up a home heating system.
  9. You're right, it is up to the devs. I'm sorry if I'm sounding a bit controlling, I reallydon't mean it. Yeah, I guess that my 9 block idea of a firepit isn't really viable and would be very annoying. But what if, instead of having to place 8 rocks in a ring, you put three sticks on a block, three rocks (of any kind) on the block and then light it. It's almost exactly like the current TFC1 method, except you place 3 rocks as well. This way it would add a bit of believability, without being too annoying. Im not explicitly against your idea of having firepits only being able to be made on cobble, per say, I think that it would be an interesting game mechanic. However, personally, I just think that it's too much work for the player to have to make cobble at the start for light. However, the devs should go over this and see if they like it and add it if they want. But one thing that I fully support is firepits being 3D! This could allow the possibility of meats on spits, interactively grilling food and cooking things in pots and pans! I'd love to see it implemented. However, I envision fats to be an early game light source, avaliable to the player from the very start. Your suggestions for ways to filter suet and tallow are all great, and would really add to the interactive process of making fat but I don't think that the player should be forced to filter fat because jute (for burlap) and saws (for making looms) are either not easily found at the start of the game, orCasting Age resources/tools. Anyway, we're actually going really off topic from the subject of lighting. You should post a new thread on suggestions for cooking and the firepit.
  10. So what you are suggesting here Tony are changes to the firepit so you only require a few logs to last the night. I like it. IRL, you don't need like 13 logs to keep a campfire burning all night. If you make it right, and pick only dry logs, you only really do need a few logs. However, I don't like the way how current TFC1 fire pits work. Dropping a few sticks on the ground and lighting them isn't reallya firepit, it's more of a blaze. A firepit is a self-contained controlled blaze. Lighting sticks on the ground would do nothing but start a bush fire. However, when you contain the sticks, usually by surrounding them by rocks, the fire cannot spread any further and is contained. Here is how I suggest firepits in TFC2 work: 1. Place 8 rocks (of any type) in a O shape (A square with an empty block in the middle) 2. Drop 3 sticks (or any other suitable fuel) into the centre 3. Light with firestarter. 4. The 9 blocks will automatically be converted into a one block format (Basically into the current TFC1 texture. Done, now you have a self contained firepit/campfire that isn't going to make you an arsonist (Note: The rocks could possiblybe replaced with clay) Personally, I don't think that there is any need for a 'fireplace' of any sort. A firepit could serve as a rudimentary way of cooking food and extractingtallow until the player can create another cooking device. (Perhaps a clay oven as outlined here?) In addition, tallow/suet lamps/candles should be easily avaliable to the player after they have a firepit but preferentially before they have clay oven. I am aware that I have delved away from the topic of lighting and a little bit into cooking mechanics, so perhaps the things I've suggested here would be better suited as another post on the suggestions forum. I am aware that my upgraded firepit design will not suit everyone so I'd appreciate it if you could contribute to/criticise/comment on the things ive outlined above.
  11. Even though candles IRL don't give off a lot of light, if they were to be added to TFC2 they should at least be as bright as torches, because otherwise there wouldn'tbe any incentive to make them. To begin with, clay cannot be used as a building material in TFC1 (I'm pretty sure) but there areadd ons for that; So I think you are referring to them. As a side topic, it would be nice if fired clay bricks were to be implemented in TFC2, it would add a strong yet easy to make Stone Age material. But anyway, clayand other non-flammables wouldn't be affected by torches, candles or other open flames but thatch, straw and wood would be. So if you make a starter house entirely out of clay bricks, you wouldn't have any issue with candles or torches, but if you built it out of wood or thatch, there is a chance that it will burn down. But anyway, If you are suggesting that candles and torches be manually extinguishable by the player, I think that it would be a useful feature. Assuming that candles and torches pose a fire hazard, it would be immensely useful for the player to unlight the candles when they go out. This could perhaps be implemented by a simple right click by the player onthe torch or candle in question. Please contribute to, criticise or comment on the points outlined above.
  12. Steam Logic

    From what I've seen so far in the discussion and suggestion forums for TFC2, the island based generation is very geared towards exploration and adventure. If every island is only so large and has finite resources, it means that players would constantly be skipping from island to island, always looking for new resources and adventure. The question is, will there be a reason forthe player to set up large scale infrastructure like this? Just my two cents.
  13. However, wouldn'tmaking the player have to go through two steps to get tallow be overkill/too much effort/against easy game progression? Personally I think that the player should be able to extract tallow from suet without filtering and get a 'dirty' tallow that doesn't burn for that long and not at a high brightness. But if the player filters the tallow, he/she gets a higher quality tallow that burns for longer and at a higher brightness. The textures would be the same, it's just that the tallow used is better. I think that this could be achieved using NBT tags but I may be wrong. This way the player gets the best of both worlds; if they want tallow quickly they don't have to go to much effort but if they want a higher quality tallow they can make it. In addition, I think that we have different ideas of candles in mind. You're thinking of stick candles that don't have shells and I'm thinking of smaller candles that are contained in some sort of containers. Fire hazard is actually a real issue for stick candles because the wax is hot but not for contained candles. We need to clarify which sort of candle should be implemented into the game. ps: Stick candles shouldbe made the exact way you have suggested, but contained candles would be made by filling a bowl or other container with tallow, then sticking a wick in.
  14. I can understand how torches could light thingson fire, after all, it's just a stick on fire that has been stuck in a wall. It could easily fall out. Candles however, are a lot safer. At its most crude form, candles would be an enclosed, controlled burn inside a ceramic bowl. Unless the bowl spills, or unless if the fumes it emits are hot enough, I can't see how it could light wood or even thatchon fire. If torches light wood on fire, the player still needs something to light up their homes. And in the Stone Age, the player doesn't have access to stone and other non-flammable blocks. I'd prefer it if the player didn't have to constantly worry about their roof burning out when their away from home, or even worse, when their still inside. Of course, this is just my personal opinion and others have theirs, so please contribute, criticise or comment your thoughts!
  15. TFC1 torches currently burn for 8 (edit: 48 hours)hours and I think that if we replace the pure wood torches with sticks binded in thatch that aren'trelightable I think that it would be very balanced. Torches coated in tallowshould burn for at least 12hours and should be relightable. The next tier of light source should be very crude candles that are basically composed of a ceramic bowl with tallow inside and a string wick. It would burn for 16 hours and would be relightable. Beyond that are blubber candles, wax candles, oil lamps etc. I really don't have any plan on how those would work so I'd appreciate your thoughts. As for a way to extract tallow from suet, I think that having to make a double boiler is kinda overkill for TFC. Personally, Ibelieve that the player should be able to crudely extract tallow by heating the meat with a bowl underneath to collect the dripping fat. (This assumes that there will be a firepit/campfire or an other similar method of heating meat) Later in the game, the player could extract a more pure tallow from the suet, maybe by using a double boiler. Contribute, criticise or comment!
  16. Personally, I believe that having torches make soot stains would just be overkill. Not only would it be kinda difficult for the developers to implement the behaviours you are describing, it would also be somewhat of a waste of time because soot would be entirely aesthetic. Unless soot has any other negative consequences other than aesthetic it wouldn't be very useful for the developers to implement it. I agree with IJuanGB suggestion of torches just causing fires however. However, if the developers don't mind and if it has any other implications other than being purely aesthetic it may be worthwhile to make a seperate suggestion on this.
  17. I don't see what you are criticising; what we are suggesting is not to remove pure wooden torches, but to instead replace them with sticks binded in straw or thatch. They would burn for 8 hours but wouldn't be reusable. Edit: Sorry, I misunderstood what you were saying
  18. If blubber and blubber oil (as Darmo has suggested) was to be incorporated into the game, I would be worthwhile to discuss: The spawn frequency of arctic animals and thus how easy they would be to find How much blubber can be cut off How much oil can be extracted from said blubber Where exactly should blubber sit on the resource tree (See the comment above for my rendition) In addition, it would also be worthwhile to discuss how animal fat (suet) can be trimmed of animals, and how tallow can be extracted: A system similar to the one in TFC1 for trimming mould? Integrated into the suggested newButchering System? Similar to the scraping system for leather preparation? Requiring a specialised tool perhaps? More importantly, it is essential that as a community, we establish a generally accepted resource 'tree'. This tree will dictate what ages certain resources should be avaliable to the player. I (as outlined in the above comment) believe that suet, tallow and candles should be avaliable in the Stone Age but I'm sure that not everyone has this opinion. By setting rules for when certain things should be avaliable, it will make it easier to balance suet, tallow, blubber, beeswax and candles so they aren't OP. Please comment your thoughts on the points outlined above.
  19. I agree with you. I didn't actually think of a stick with straw or thatch on top but I think that it would be a very balanced torch. In addition, my suggestion of three tiers of candles was probably also overkill. The structure you have outlined so far is (in my opinion) is the best one so far, and I will use it as the basis for any further posts. I think now that candles, tallow and suet should all be Stone Age resources and also should be very crude. When you start of in TFC2 (let's pretend suet, tallow and candles have been added to the game) One of the first things you want to do is butcher an animal, trim of its suet and extract the tallow by melting it off. Now you have long lasting, relightable candles and torches. Tallow candles would probably be your main lightsource in the casting age while your trying to set up a farm/beehive for olives and beeswax. Towards the end of the copper age and at the start of the Iron Age you would start using blubber oil as a light source, which is harder to extract than tallow. Blubber oil would burn for lesstime than but atthe same brightness as TFC1 olive oil lamps, but because arctic animals are hard to find and to extract their blubber, you'd soon want to move on. In the middle of the Iron Age (When you have a hopper for extracting Olive oil) you'd switch to olive oil and beeswax which have long burn times and high litchi levels. As always, I implore you to contribute or criticise my idea.
  20. You're entirely correct, there does need to be some processing in order to balance the game a little more, but the question is what 'era' should it be avaliable in? Stone Age, Castingage, or even the Iron Age. Personally, I believe that (as outline above) the current torches that are just sticks on fire should be replaced with sticks dipped in crudely moltenfat. This would make it a lot more believable than just a stick than can burn for 8 hours. For this reason, I believe that these 'fat' torches and some sort of crude candle (also made from crudely molten fat)should be avaliable in the Stone Age. This crude molten fat could just be (as outlined above) collected by cooking meat. However, the higher 'tiered' candles would require the player to reach Casting Age, perhaps in order to cast a copper container. In addition, after some further thinking I believe that some sort of wax could be used as a fuel as well. Beeswax, perhaps? The idea of using waxes really does need fleshing out so I'd appreciate it if you guys could list your ideas. Again, contribution and criticism is welcome.
  21. Thanks! I've looked at your addon - It's awesome! I look forward to TerraMisc2! If it isn't too obtrusive, may I please ask how much relative effort went into implementing suet, tallow and candles? It would give me a tough idea of how complex/difficult to implement what I am suggesting will be.
  22. Ohsorry, I didn't know that. Does Bioxx have any plans for implementing candles likethe ones in TerraMisc in TFC2?
  23. Looking at the development forum, it appears that arctic animals like walruses will be added. These could be a great source of fat and blubber. However, you mentioned that candles wouldn't burn as long as olive oil; doesn't animal fats hold more energy than vegetable oil? This isn't a subject that I'm particularly experienced at, so please correct me if I'm wrong. However, if animal fats do burn for longer than oil, perhaps it will make them OP because all you have to do is to kill an animal. Therefore, here is how I believe it should be structured: 1. Animal fats can be crudely extracted when cooking the meat. When the meat is heated, the fat will just drip off and be collected. To burn the fats, just dip a stick in the fat and light it; this produces a crude fat torch.The fact is, I find the fact that you can simply pick up a stick,light it and it will burn for 8 hours without any other fuel apart from wood unbelievable. I propose that TFC1 torches be replaced with sticks dipped in animal fats. 2. Instead of melting the fat off, the fat can be trimmed off. This method extracts more fat from the meat but doesn't melt it. In solid form, you can just put the trimmed pieces into a clay dish, put a stick or string,and light it. (A crudecandle)This would burn for longer than an animal fat torch and would also let off more light. 3. After trimming the fat, you could also process it (perhaps by smoking it with a bucket underneath). This would result in pure, unadulterated saturated fat. You can use this fat in twoways, by melting it and pouring it into a bowl (Creating a fat candlethat would last for longer than a crude fat candle,and let off more light.) or by again melting it and putting it into a metal shell. This would form an advanced fat candle. The shell could be cast out of copper, for example, and could be used again many times after the fat inside has been burnt. The shell would randomly break after 6full uses. The advanced fat candle would last as long as the current TFC1 oil lantern lasts, but would let off less light. However, when you put the candle into a lantern, it would give off the same light for the same time as a lantern with oil. I believe that replaces the current TFC1 "Stick" torches with fat ones, it will make the game more believable and closer to what cavemen used in the real Stone Age. In addition. By making it so that advanced fat candles require a cast shell to be made, and crude fat candles and fat candles require a clay bowl and string, I think that it will balance the game so animal fats don't become OP. Please comment, contribute to, or criticise the points I have outlined above.