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Khalkists

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Posts posted by Khalkists


  1. Electric lights are outside the time-frame of TFC. The oil lanterns in that picture are also a later technology than the simple oil lamps, which cannot be hung, that are implemented in TFC.

    A simple hanging bowl of oil with a wick was used pretty far back, with the downside of being damn easy to spill.

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  2. I think the chance to break would be from normal usage, and not happen from sharpening, it would make sure you don't have a tool that lasts forever, and only has to be sharpened.

    This^

     

    Sharpening your weapon just reduces its max "true" durability. Sharpening really involves removing metal to refine the edge anyways...

     

     

    Sharpening (in this suggestion) only affected their damage. But I could see it being necessary for most tools, with their efficiency/mining level degrading as they get dull. (a dulled pick might not be able to mine ores for example)

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  3. making sandwiches up untill .79.7 was bad as they were literaly poisoned, giving you negative nutrition. I dont think this is an issue anymore though because of this change in.79.7

    "Taste no longer directly affects the nutrition gained from eating a meal."

     

     

    Wouldnt that make things messy for stacking bowls in the cooking menu.

    Aah true. Didn't even think about stacking. Though, I personally wouldn't care if they stacked or not. Maybe just assign a random chance to not return a bowl, and make the wood inferior to ceramic.

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  4. From where I stand this should be the bowl progression:

     

    1. Wodden bowl - is consumed after each use

    2. Ceramic bowl - has a chance to break after each use, the chance gets smaller after each breaking (starts from 20%, gets smaller by 1%, stops at 1%)

    3. Metallic bowl - never breaks

     

    I would also make them placeable objects that you can stack in a pile like ingots, but that's just me being crazy :)

    I would give wooden bowls durability. A few uses and the wood is shot. Think of it as a tool used in cooking that is just untouchable for a time. The durability could be saved on a random NBT tag/data value, and upon consumption, it spawns a bowl in that condition. (easier said than done)

    Ceramic... could be unbreaking. Aside from porcelain, ceramics are pretty strong; only really determinate by the quality of the clay; and this clay can handle molten metal so...

     

    If you wanted ceramic to break, metal could be the next step (and a good drain on resources)

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  5. On this subject, I feel we can slow the rate of progression utilizing something that already exists within the game.

    The mod has skills which currently don't do too much. For smithing, you should have a minimum skill threshold to properly utilize a metal and a certain category of armor.

     

    So, a lowest level smith may only be able to work bronzes properly. They would get normal durability for all bronze level items.

    This same smith could craft ingots, and work higher level materials for much faster skill progression, but until his smithing is up to snub, the items he makes will have significantly lower durability. They won't be disabled, just probably less useful than bronze for the time being.

     

    More or less, this is a sort of artificial slowdown in progression. This would slow progression while expanding the importance of skills.

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  6. Sacrifice zombie flesh to appease murderdeathevil god

    Use wood sparingly/eat no meat to appease naturebalancepeace god

    Advance technologies and discover things to appease wisdomsmartleader god

    I like it. Spirits are the perfect blend of subtle/supernatural and fit the tribal theme of the mod.

    The original idea sounds painful. There should be no randomness to this feature, just ambiguity.

    Randomness could be allowed, if there was a method of seeing through it.

    Namely, how did tribal people 'commune' with their spirits? Near-death experiences and drugs.

     

    Find a plant, consume it, and potentially gain a small vision of an item, but othewise no context. If you burn the item and something good happens, you know the sprit was please. If you feel worse, the spirit was angry.

    An alternative/earlier method is to just draw steve to the precipice of death.

     

     

    On the subject of actual validity towards this suggestion... I am split. It seems to touch into a deeper aspect of the supernatural than what the developers are willing to accept.

     

    If anything, religious practices should give a few more minor benefits, like temporarily gaining skills faster, heightened awareness with the stone hoe (nutrient awareness) and the sort. Also, the benefit should be somewhat random, so we can't condense it down to a formula. The player sees a vision mid-ritual, in which the "god" or "spirit" is telling the player what he should do.

    Realistically, is this true? Who knows.

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  7. Tall grass already regrows in TFC. You don't need existing tall grass to spread, actual grass blocks can spawn tall grass on top of them as long as the climate is fitting and the light levels are high enough.

     

    Roads have already been discussed to death, and the general reply from the devs is that roads will only ever be added as an aesthetic thing. You won't ever get a buff from making and using a road.

    Hence why I said they should propagage instead. Only because if it spawned up erraneously on everything, it would be annoying.

     

    I personally just find the fields in TFC to be rather flat. Either way, rocks or just tilled soil, I don't care if things improve speed. I just think that when nature crops up rather tall, you should either cut your way or take the slow down to pass through it. Idk, my recent save I ended up between two jungles in a grassy plain. If I want anything beyond some bismuth, I have to go through the jungle.

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  8. So, I like this overhaul as a whole (this is how I play TFC, slow but satisfying. Its the process, not the goal) and here is my two cents on roads.

     

     

    First off, tall grass should propagate rather quickly. For functionality sake, it should spread similarly to normal grass. It searches for an adjacent grass block lacking tall grass, and spread to it if possible.

    This propagation is only to remove some of the tedium in maintaining the land you live on. A simple barrier of some sorts (tilled land, a fence, etc.) would prevent tall grass from invading.

     

    Tall grass should give a minor speed debuff, similarly to leaves, animals should be largely unaffected by this though.

     

    In early-game, a player could till the ground with a hoe. Re-tilling the ground would turn it back into standard dirt, as added functionality.

    Tall grass would be unable to spread to the tilled soil, and you would be able to travel easily without a speed penalty., especially if you are living in the plains. (This would all function better with an additional setting on the pickaxe for roads)

     

    For more advanced roads, you could take rocks (notice, not cobblestone blocks) and use them directly on this existing tilled soil to place stones on the path. This would give a modest speed bonus, since the road would be as a whole smoother. To make a prettier road... cobblestone could be placed directly, but improved roads don't necessarily require excavation of the soil.

     

     

     

    Anyways, the more time spent struggling in the primitive years... the more entertaining it seems to be for me. Metal is just such a big difference. I've been on the same save for a while now, and I still live in a small house of logs and thatch, because I focused more on food, animal husbandry, and the sorts before metal.

    I got an established farm with multiple plots making crop rotation easy.

    Fenced off a large area for animals I drag back, built a simple barn (I have the localized weather mod installed... tornados can wreck your livestock) and I am just starting to really work on metals now. I didn't really settle in the best location though.

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  9. Dont drag me alone into this. Bioxx and I talked about it. People commonly set up their home very far from world spawn. Its completely reasonable to need to venture away from that home and want to skip the night. Our solution is to allow you to sleep in a bed without resetting your spawn. The current idea is that shift-clicking on a bed will allow you to sleep without setting your spawn. We may add a proper travel bed, but that requires textures and new blocks which we dont want to bother with for 79. It doesnt make spawn setting too easy: you still need a bed at home, but at least dying wont send you half way around the world to the middle of no where.

    This really is the attitude I appreciate with TFC. Too many mods make their functionality overly dependant on blocks, blocks, and more blocks. They often make things vastly more complicated than need be in the process.

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  10. The closes thing to magic that I feel could fit in base TFC is religious icons, and the psychological effects they have on people.

    Oh, and drugs. Norse berserkers were believed to either take drugs... or just get really pissed off. Either way, has to be frightening to stab someone and have them grin.

     

    Problem is, for us, this isn't magic. We understand the concepts behind it now. Throughout history though, they didn't really know what was causing an effect, just that there was an effect.

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  11. As a person (see hillbilly) who lives in the boonies and heats their house via fire in the winter; I would say your a bit... reversed.

     

    The heartwood seems to ignite more easily than the sapwood, and bark. By experience, cut firewood actually burns much faster and hotter than a large log, which we can leave burning most of the night without concern.

     

    And of course, you are dead on with the need for seasoning, though leaving wood out in the rain really doesn't matter much. Unless its submerged for a long period of time, only the surface of stacked logs tends to get wet, and that will dry rather quickly. It can be tossed directly into an active fire with a coating of snow, and it will strip away all moisture rather easily. Though, obviously, you don't use the dampened wood to start the fire (hence the sticks)

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  12. the hard focus on making the game entirely realistic is what caused it, as it is a great deviation from the initial goal of this mod, which was to make minecraft more believable, not realistic

    believable meaning, if we can implement it in a way that logically makes sense and isn't making a sword by slapping two diamonds on a stick, then it would work with this mod.

    but, we have sadly turned from this, and the focus has become "making this mod as exact to real life as we possibly can without making things hopelessly infuriating"

    that, is why i have stopped, because this isn't the same mod that i played last year.

    This is one of my larger fears... I feel like some of the initial ideas have been overshadowed by other changes. For one, I feel almost no reason to store wood in piles anymore, since the stuff stacks in my inventory to the same level that it sits in a pile... I just get what I need and use it. I loved it at first, when wood only stacked to 4 or so. It didn't make things excessively complicated, it just gave us a reason to stash our wood near our homes (aside from the ease of access benefits)

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  13. As it is, all you need is "dig a hole and now I never have to be worried about monsters again" because monsters can't break blocks. The only thing the bed changes here is the ability to bypass the ten minutes wating for night to pass. I mean, you can't even make doors that can be broken down by monsters until you have planks, but once you have planks you can make full beds.

     

    I think nightmares are a more prudent solution to the problem: you pass the night, but you risk waking up to a nasty surprise.

    I said timescale to make the coding a bit easier. Other than that, it would just accelerate the unusable night, imagine it like a fitful sleep. You keep waking up in fear of mobs, or due to weather conditions.

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  14. who knows? when Japanese attacked Korea(a long long time ago)

    The Koreans opted to use bows instead of guns that the Japanese used, because the guns were slower, weaker, had shorter range, missed a lot, and tended to have 'accidents'. the bows were a superior weapons to the guns, and the only advantage the guns had was that it was easier to make (it can take seasend craftsmen months to make a good war bow), and the fact that it was a lot easier to learn. the old guns were more of a quantity over quality deal.

     

    on the same note, a crossbow had better range, and power than the longbow, and you could get tons of good crossbowmen in a short time, a longbow had a much faster firerate. once a crossbowmen fired, he was out for the count for at leas 30 seconds

     

    Also, the reasons an army used the old flintlocks en mass wasn't just because of the aiming thing. if they did individual shots with a flintlock, there was a good chance that sparks from one man could light(and fire) the gun of the man next to him.... while he was reloading. if not carefully drilled, the guns could be more of a danger to the users then their opponents.

     

    Really, the only upside the guns and such had was the ability to train fresh troops faster. as I said, quantity over quality

    It didn't matter if you only killed 10 archers while they killed 100 of your men. you could train a extra 200 before they even got 10 new bows

    The crossbow wasn't quite so slow as you think. Lighter crossbows could be quickly drawn back with your hand, and could be relatively close to the draw and fire rate of a good bow (mostly because of the rapid aiming)

    The fact of the matter is though, a crossbow requires on average, 3x the draw weight to have the same power as a bow, and because they utilized heavy bolts in the past, generally had a shorter range.

    In the end, the most effective crossbows (in action) were usually the lightest ones, that were pulled back by hand, or had a simple lever. People could utilize them quickly without much training or physical strength. They could also be used from horseback.

     

    In medieval warfare, the vast majority of the structured archers were novices, with only a handful of well trained ones in the bunch. They were raining arrows down by the hundreds, so you only needed a few skilled people to gauge the distance, and the rest were, more or less, mimics. They obviously took the basic training on how to handle a bow. The archers on the wall though, those were a different breed. Generally more skilled, more practiced, and needed to be able to function on their own.

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  15. We decided we wanted to allow players to set their spawn points but not skip the night. It's a case where the bed was made to fill a role, not finding a role for the bed. A lot of players choose to wander great distances before setting up a house, and not being able to set their spawn can be an issue. it allows players to move their spawn around without making a saw first.

    So my original idea of modifying the timescale while in the bed seemed... impractical?

    Oh well~ skipping night also seemed like a bad move from my perspective, so I thought doubling the rate that time passed would be enough. Night is quite frightening in TFC after all... not to mention that it isn't a very usable time. You have to sit there and do nothing.

    1

  16. I just made a hunting overhaul post a few days back. Not too far down, so no need to hunt for it. its done it such a way so that only 'wild' animals flee unless you're trying to tame it, for which you need to attract it by scattering grain and then it eating it, so you do lose grain. that plus the need to feed animals with troughs would take away the 'take all, give none' aspect of animal husbandry.

    the bolas item is what's used to capture wild wolf cubs without hurting them to tame them.

    Yes, mine was way more difficult to code, but it IS an overhaul, so that's to be expected. It also makes use of visual and hearing to determine of a mob should flee. and it gives players a reason to sneak and hide as well as a disadvantage to wearing metal armor while going hunting. (you're hunting pigs and cows, not dragons)

     

     

    More or less, you hit the nail on the head. The "0" damage thing was just a way to forcefully trigger the behavior without adding new features. I didn't really take too much in to account when I typed this up. I was at the very end of my lunch break, so I was trying to get the idea down while I still had time. It would have been better to save it as a .txt while I had time, but I didn't really think about it.

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  17. Good idea, though I don't see why wearing a smelly predator fur would be any better; the prey smells it thirty thousand miles away.

     

     

    In nature, animals often mask their own smells by rolling in the dirt, mud, or on other things. Their other method is to stand down-wind, but remember that i'm trying to keep this low impact. (no wind direction)

     

    Also remember that humans have a very unique odor. Smoke, sweat, the forge... and steve doesn't exactly bathe often. The smells of a normal predator are common place in nature. Animals keep an eye out, but its not uncommon for something predatory to pass by you without the intent of hunting you. Even then, the most obvious odors are of feces and urine, hence why dogs mark and why elk mark their territory with piles of crap. Those smells are obvious on approach, but an animal skin often doesn't carry far enough.

     

     

    This would also further establish bows are the best hunting weapon, even in their primitive state.

    Another idea to enhance on this, if one animal dies, anything nearby should probably enter a "flee" state as well, but that might be excessive.

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  18. Simple idea to make the game harder...

    Your have an "aura" that does 0 damage blows (no damage) to nearby animals at an interval. This means that animals in the wild would flee continually from you, just from seeing or "smelling" you. You then need to chase them to kill them, and we know how irritating it can be.

    This same function could also apply to mobs that are passive-hostile. It would act as invasion of their territory, so as long as you determined the area of the radius, you could know how close you can approach before you cause agro. This would add a bit of a risk/reward possibility for adding drops to bears and wolves.

     

     

    One more way to enhance this is to cause the radius to decrease with your character level. Attribute it to experience in hiding yourself.

    A second manner of improving this is to add and utilize "fur armor".

    Furs would have the advantage of hiding your scent, while providing little defense. It would favor the hunter.

     

     

    The appeal of this, it uses vanilla mechanics. Doesn't require a lot of extra script, so it would be extremely low impact. The bigger the radius of the "aura" the more realistic it would seem.

    To make it more appealing, they could extend the vanilla "run" time.

    More or less, this would simulate animals "seeing", though hiding behind blocks would become ineffective.

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  19. I'm not so good with graphics stuff, but it could look something like this :)

    Posted Image

     

    ..but this is only me playing around with different things. Don't expect to see this in TFC.

    I like those ladders... and the fire pit is nice as well.

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  20. Currently in TFC, all items have the same base input. All tools require 1 ingot, or 1 stone, so I would say, for a recycling process, all tools give a random quantity of "scrap metal" which can be processed afterwards into a full working ingot.

     

    The simplest way to do this would to make the "chunks" renamed small ores. They would looks identical, which might be a bit distracting, but they wouldn't stack with the base small chunks, and would function in an identical manner. It would be a low-impact way to add this.

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  21. That was my whole point of my post. Sure thin peices of metal that are long (shovel, spade) can bend, but they can also be bent back. On the other hand, something like a pic, which is very thick is not going to bend as easily. Sure it will, but not if a human is wielding it, as i don't think they wouldn't have the strength to bend a piece of 100mm steel.

     

    Its more of a balancing factor than anything. Thats why I suggested this strictly for swords and knives. Other tools need to break, otherwise there would be little reason to gather more than the bare minimum in materials.

    Another thing that we don't do in TFC is melting down the remains of the metal after it becomes unusable. Of course, both the ease in which they break and the inability to melt it down could be explained by

    1- Primitive smelting methods might be leaving the metal brittle.

    2- It is easier not to do it, from a play and design standpoint

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  22. I find clay in strange places.... when I DO find it. Sometimes, I can go for a week in-game without coming across any at all. Obviously, this makes it hard to progress any further. Those are the worlds I seem to enjoy the most... when I have to fight for my progress. When it all falls in my lap... yeah.

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  23. Tools breaking has never really made an sence to me. I understand that something has to affect them, otherwise they would be OP, but in my life, i have never had a toolhead break. It's always the handles (if they are wood) that break, and most of the time, they break where they join the head. Sure, when ive  been working, bit's of metal would chip off, but it's not enough for my whole tools to break. If eventually, my tools did start to crumble because it's got so many chips, i could always re smith the whole tool head. That would be the sort of system i would like to see in MC in general. I think it would have to have some sort of durability bar still, but it would be hidden. ?????

    You have to push a tool through some pretty rough conditions to break it usually. I finally broke a rock bar; which is little more than an 6ft iron rod with a blade on one end, and a pointed tip on the other. Last summer got so hot and dry, the soil baked tight enough to bend it... and in the process of straightening it, we broke it.

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  24. Rather than a hidden durability tools could have a random chance to break. This would be extremely low ((Probably less than 1%)). If the tool is of higher quality materials and more skillfully crafted ((Using the already in place smithing mechanics)) the percentage would be even lower. Each time the tool is sharpened the break percentage would increase by a random small amount. If the tool ever reached a point where it had a fair chance of breaking the name could be changed to "Battered X" or "Flimsy X" to let the player know that the tool is reaching the end of its life. The rest would stay as you have written it. I just feel that a random break chance would be better than a set durability.

     

    That aside though, no matter how the devs do, it sharpening should be added in some form or another.

    My problem with the "random chance to break" is that a computer calculated RNG can be wholely unreliable. Ever played a game with critical hits, and your effective rate was <1%? While playing said game, you manage to pull off successive critical hits? That is the problem with an RNG system. Nobody would want their tool to break, and them immediately have their fresh one snap as well, especially if they are high tier metals that took a lot of investment to get.

     

    Aside from that, I'm somewhat against a durability bar. We don't know without a fair amount of practice when our tools are going to break, and even with a master's skill, their estimates tend to cover a broad span of time. Tools also have a very long lifespan with proper maintenance. A blacksmith would often give his apprentice, upon completion of his apprenticeship, his old set of tools; and said tools could last the new journeyman many years to come.

     

    Of course, we aren't constructing our tools in the same manner... ours tend to be hunks of metal on a stick, though the stick would probably be the first to give out. Many well made instruments have a metal cored shaft, and are wrapped/coated/sheathed in another, easier to grip material.

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