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Winterbrass

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About Winterbrass

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  • Location Victoria, BC
  1. Re-Introducing fear (Part 2)...

    Fear is night-time with Gamma set to -0.5. Everything is black past a handful of blocks, and even light sources don't illuminate much; a cooking fire will illuminate about a three-block radius. For best results, as was mentioned, drop your render distance to short or tiny. Never use beds, and try not to go full Blair Witch.
  2. Ethics Question

    Male, 26. Would take from the bowl only with permission or if I was in desperate need and could replace it within a week. Even then, I'd text and ask, and I'd feel obligated to not only return the money but also contribute random change from my pockets to the bowl.
  3. Anyone seen Peat lately?

    Definitely confirmed. I was at a friend's place and his starting biome was essentially the intersection of mountain with chert visible in the walls and not an igneous stone block to be found, and a peat bog.
  4. New Developments

    annals*I have no portfolio, haven't demonstrated any facility with Java, and am batting 0:1 on 'sharing the same vision as dunk/bioxx'. *I* would reject me, though I'm deeply flattered by the suggestion, as unrealistic as it is.
  5. Villagers

    Well, I don't play vanilla MC. Like, ever. Having said that, it's a less ambitious way to start building a mod portfolio. I'm ambivalent. I'll think about it.
  6. Villagers

    Right, well, I guess that solves that. I'm still going to do it, but I won't be distributing it, then. Requesting a lock.
  7. Villagers

    If they were a general, a land-holding knight, or a king or one of his agents, or even just a mayor, I imagine they would.My primary point of concern is the development on TFCII, though, to be honest. I don't expect that TFC maps or mods would be terribly compatible between versions unless specific effort was made to not break compatibility. Obvious implications are obvious. I still plan on making this mod for TFC, but so everyone knows - when TFCII is made available, I will discontinue updating. Additionally, if TFCII is available before I hit a testable beta, I will not be releasing a TFC version but instead will be putting the effort into a TFCII version (obviously).
  8. New Developments

    Okay, curiousity is piqued. It might be time to buy Colloquy so I can keep up-to-date.
  9. New Developments

    As a thought, you could outsource work that you'd wanted to do and put a thank-you in the readme so that things are still getting done at a decent clip.
  10. Kingdoms Brainstorming

    The home stone, if we're going to have one at all, should instead be called a 'keystone'. As in, the block in the central portion of an arch that allows the forces acting to pull the arch to the ground to instead balance. A keystone requires that all blocks in the arch be in place, much like actually having a proper settlement would require having all of the appropriate things in place; it represents the teamwork required to build a successful settlement, and the leadership of the village is the keystone, whether it's a single ruler or the collective will. No mechanics suggestions to add, just a suggestion of a name change to something a bit more symbolically-heavy. As for the rest of it, for what it's worth, I like the implementation that Haven and Hearth has. Complete block protection with caveats; in Minecraftian terms, you'd need an alternate set of tools to destroy blocks if they were placed by a player (or maybe within a certain radius of blocks placed by the player). So I might want to tear down a wall of my own - I might use a saw or a pickaxe, or another appropriate tool, but if you wanted to do it, you'd have to use a crowbar or a sledgehammer with, as was brought up by cevkiv and Jed, a much-lengthened block-breaking delay. Not only would you have to take longer to destroy something that I built, but you'd need to put in extra resources, too, just to prove how bloody committed and serious you are. ETA: Sorry about the page 3 necro, but it was topical.
  11. Villagers

    Erh... That's a whole 'nother ballgame. I'd have to see how player villages are handled; without some way to recognize them, probably not. At least not initially. Once villagers can make their own villages, then we can see. I expect that I'll also implement a way to attract villagers to PC villages, and allow restrictions to be made on what sorts of villagers you'll accept. If I was going to have player villages be recognized, it'd be by building a multiblock structure for traders and temporary residents/travellers. Probably an inn-like thing. It'd be a pain-in-the-ass for players to have to designate buildings manually, and I'm not sure what I could do about that. A better bet would probably be for players to track down villages in the process of being built and join up with the NPCs, but something could probably be done.
  12. Villagers

    I can only extend the olive branch; others have to take it. If a server admin or his or her players have an issue with NPCs, they're welcome to not install the plugin on their servers. I would be out of my mind if I seriously expected Bioxx and dunk to install it on the TFC server that they may be running... I can only aim for a quality and attention to detail that might make them think twice.
  13. Villagers

    Considering that the villagers will age and die permanently, but players do not, I think that marrying and having children would be outside the scope of this mod. If marrying and having children were going to be added, many, many things that will happen to the villagers due to aging would have to be extended to players. I don't know if I'm comfortable with that, in all honesty, but I'll see. If I do add it, it'll be a toggleable option off by default, and it won't appear for a few revisions. Keep in mind that I likely won't be starting this until the end of January. The only work that I've done so far is on paper, though it has accelerated since I discovered TFC. Also, to everyone reading this thread, since it hasn't been said yet, installing any Villagers mod that I make is at your own discretion and risk, and any problems with compatibility rest explicitly on my (and your) shoulders. If you install my Villagers mod, you forfeit your right to use the TFC support forums until the problem that you're having is determined to NOT be a problem with my Villagers mod or compatibility between my Villagers mod and TFC. The only way to ensure that this is the case is currently to PM me, though when I'm comfortable having other people actually try the mod, it'll be as BETA TESTERS, and there will be a bug tracker that will be mentioned in the readme. Capiche?
  14. Villagers

    Very valid, but dormant villages' growth can be modelled mathematically with appropriate block modifications in the world around them. Basically, anything that can be shown to players while the server is loaded can be abstracted and simplified when there are no players around.Villages would only spawn in discovered areas, and it wouldn't be a village spawning per se, but a small initial group like Dwarf Fortress. Other villages of the same culture would be formed by individuals breaking off and forming new villages (probably based on personal compatibility). I want to look at genetics, too, though I realize it's not realistic. Variations on movement speed, physical size, ability to craft, carrying capacity, and then the obvious ones like skin colour, hair colour, and maybe eye colour. ... I'm way too nerdy.
  15. Villagers

    It can be tracked like Millenaire or vanilla Minecraft tracks NPCs - if they're not in a loaded chunk, they go dormant. Also, as I am on a mobile and can't multiquote, I have no mod portfolio. However, I was looking at designing a seasons mod, bringing the finiteliquid mod up to date, and then introducing my villagers. I also wanted to redo worldgen and ditch biomes like TFC's done. My rework was going to utilize temperatures and would take into account the ability of different materials to dissipate heat.