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Ser-Matticus
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Posts posted by Ser-Matticus
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1 hour ago, TheSnarkyKnight said:Nice ideas !
As for number one (greenhouses and bamboo tubes), I don't know how to feel about it. On one side, it would be awesome to just grow all crops regardless of outside temperature, but on the other side I feel that there should be a significant "resource gate" that stops the player from making it early in the games and thus removing all the challenge of living on a hot or cold island. So I think that it could be this powerful if you had to put a lot of effort in it, such as having to use special insulating glass and frames, or having to do something else #cough#magic#cough# to prepare the structure. Other than that, a greenhouse would be great. I have no qualms whatsoever with the bamboo tubes, and think it would be a pretty useful earlygame - and lategame too- solution for moving water around.
The still is a pretty good idea, and I would absolutely love to see detailed alcohol-making, however you do not make you booze by distilling wheat. The idea of making fertilizer from spring water is good too (not as good as the booze but eh, good anyway). I think it should be available after the player can work iron. I know this might sound stupid,
but I'm fairly certain they didn't have distillation in the bronze age.Nevermind, apparently the Egyptians made distilled beverages from cider and wine in 4000 b.c. The more you know...About dulling and sharpening, I think it is better the way that stone tools can be repaire now: you work it together with its base material and repair its durability, however its max durability is lowered.
Wasn't there already some other way of making charcoal more efficiently? It there isn't/it isn't planned then there should be, even if its just an oven designed only for that.
Overall, your suggestions are good, however you could put more depht in them: what would make the greenhouse balanced? wwhat is needed for a still?
why should anyone want booze?We all know why anyone would want booze.yes i do think on the greenhouse material costs should be further up the chain, probably around the same point you'd be making a crucible for your forge using fire clay you'd need to make a glass kiln then with that a special sand blend to make greenhouse glass, which you use either as blocks or materials to craft the doors, roof pieces, and walls, secondarily you probably need a saw or another tool to make the proper supports to build the frame
Still: there are various things you can make booze with, wheat being one of them, most grains/starches fall under this category.
dullng and sharpening; stone tools could still break but any metal tool should simply dull out, though not being at mac durability might still put incentive into making new tools after a while0 -
So i came up with a few ideas while playing with friends and id like to express some of them, some of these might be alternate versions of what has been posted but variety is a good thing
Greenhouses and bamboo: simply put if you can grow plants in a hot enough biome year round with fertilizer why not add that to be an option everywhere? with the right materials one should be able to make a greenhouse to keep the plants within nice and warm and in doing so have some supplies year round, this could be good for MP servers with a currency and trade system so farmers can sell fruits, veggies, and grains during the winter the second bit of this entry the bamboo, is an overhead irrigation method, using bamboo tubes to carry water from a distant source to your farms, additionally you could use this too keep the plants in the greenhouses hydratedStill: this is a evolution of those evaporation pan of the Udary mod, simply allowing you to make salt without the sunlight and create salt and fresh water with some fuel and a copper still, additionally the still could be used as a means to make young booze, and fertilizer from spring water
Dulling and sharpening: simply put a sword or a pick, shouldn't shatter into bits once the durability runs out, maybe a much like energy for an RF tool once it hits zero the blades, or tool heads dull out and need to be re-sharpened, a whetstone/grindstone would be are repair tool
Charcoal burner: A pit of charcoal in default TFC is a bit... inefficient later when you have the bloomery, forge, and blast furnace. when compared to a coke oven from rail craft or IE maybe once you have the materials a more specialized charcoal cooker that makes charcoal in better ratios? as a by product you get tannin or creosote? additionally if boats are a thing maybe you use creosote treat wood to make workable raft blocks,
what i got so far i might post more if i can think of them and these ideas are at least liked or ajusted0
ideas from train of thought and playing TFC
in Suggestions
Posted · Edited by Ser-Matticus
Adding onto it
Food: given we have all these crops and meats i wish you did more with it than just ways to preserve and slap them together in a bowl or between some bread slices, why not make it more... unique with alternate dishes, and food types some examples...
Structures: much like the cellar mod for TFC 1 we have structures that can be made early or much later for different purposes
Alchemy gardening: for the next entry after this but the ability to grow various flowers, mushrooms, and even some vegetables that allow for use in chemistry, to get plant seeds that aren't normally grown for food simply use a knife on them
Chemistry: later down the road with resource investment you could dabble in alchemy and chemistry but you'd need the proper tools and materials
The still and more: Unlike my prior entry of the still this has more to it and info about it
bugs: not the type that make coders want to rip their hair out as fixing some makes more of, but the bugs around us all, well some of them.
Metal and glass works: with some ideas mentioned above there would be new recipes for the anvil and glass kiln
-Anvil
-kiln