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EternalUndeath

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Everything posted by EternalUndeath

  1. Braziers -heating (and cooking)

    See what happens when you think your posts through, follow all the forum rules, have genuinely inventive and useful ideas, and make sure you're giving careful thought to game balance?'S like magic, innit
  2. Where is the "club"? :P

    Honestly, if we remove the hammer as a weapon (I mean yeah hammers can certainly deal damage, but the same hammer you use for metalworking is not a good weapon, it has to be an actual battle hammer like so), clubs would be an excellent stone-age source of crushing damage. Perfect for fending off those gods-awful skeletons. Spiders? Javelin 'em to the wall. Zombies? A stone knife'll cut their heads clean off. But skeletons are a DAMNABLE nuisance early game, and a club could turn 'em into bonemeal with the same efficiency as knives and zombies.Not to say it would do damage like a mace, that's insane... you still switch to a sword when you get the chance, even though knives can cut zombies apart just fine. But knife -> sword means zombies go from 10 hits to 2 hits. Getting a mace means 2-shotting skeletons after previously requiring something like 50 damn strikes! It's bloody madness is what it is. I vote for clubs.
  3. Frames and Plaster (scaffolding and building block)

    Honestly, I don't see what y'all are bitching about. The OP seemed alright, though I liked the recipe he changed it to with the wood block a bit better. Still though, this would be a nice way of sprucing things up before the advent of paint.
  4. Braziers -heating (and cooking)

    This almost smells like one of my posts. Smells good. I have no negative feedback for this one, job well done soldier. A +1 for you, and I'll point Dunk this way on skype if he hasn't already seen it.
  5. Transportation Infrastructure

    you didn't read a single word of this thread other than the OP, did you
  6. Buckets and fishing

    I've been looking at your posts, kid... You and I? We're not going to get along well. Follow. The forum. Rules.There are already like 5 fishing threads, and I was JUST in a thread about buckets not even 5 minutes ago. This here is spam, and you should be grateful to people like Kitty and Maga for salvaging it into meaningful discussion. Think before you post next time.
  7. Items with building (structure) requirements

    This exactly. Also, the block would only generate above the forge block every x seconds, or would have a chance-per-tick of generating a few blocks in a rowThat way you'd have little smoky trails rising into the sky like a real camp fire, that would despawn upon reaching the build limit
  8. Some companion mods suggestions

    Either I'm high, or this thread belongs in the Discussion forumMods?
  9. Exploration Incentive (structures)

    I'd actually made a sort of mockup stone henge when I was designing some of the ruins... but honestly it's kinda useless unless the sun changes rising point with the season, which I feel is a bit much to ask of D&B. Then they'd also have to remove the calendar. I have to say though, I VERY much like the idea of building a structure that uses monolithic stone structures to indicate the season, by finding out what the highest and lowest setting points of the sun were, marking them, and then using the midpoint to plan your crop planting and harvesting... fuckin TFC astronomy... yeah...
  10. Exploration Incentive (structures)

    Waaaay too much. If it happens.. IF it happens... there'll probably be maybe 6-7 different structures all in severe disrepair/decay, and they'll all be incredibly rare. Anything else just doesn't... feel very TFC.
  11. Items with building (structure) requirements

    ooh, that.. actually gives me an idea...Instead of having the chimney requirements, you could make an upward-flowing 'liquid' block called smoke, that would behave in a manner similar to flux gas from Thaumcraft 4, only it would stack on top of itself and therefore accumulate. It's only texture would be a 'smoke' particle effect, and having it in the same block as your head would start suffocating you exactly the same as water.
  12. Items with building (structure) requirements

    Isn't that... already in the game?
  13. Items with building (structure) requirements

    ...Slightly off topic, but I LOVE how that picture blends in like that. Can we do this more often guys? Can this be a thing around here?
  14. Plans

    And it would also be HORRIBLY forced. Not organic at all.
  15. Exploration Incentive (structures)

    So... When I was talking with dunk (I know I keep bringing up this 10 minute conversation like it was a 3 day philosophical debate, but it's just always relevant), I mentioned 1 structure spawn in every 100x100 chunk square. Do you guys think that's pretty reasonable? Remember, you can walk across 1 chunk in roughly 2-ish seconds at a sprint. A little 16x16 chunk isn't all that much.
  16. Exploration Incentive (structures)

    Interesting is one word for it, lol
  17. Items with building (structure) requirements

    Feasible, but the internal pathfinding necessary for that amount of detection would lag HORRIBLY, and make multiplayer near impossible.Do remember, this mod is played predominantly on servers where people form towns ANYWAY, and so development follows this. Not to say that developing for SSP is unimportant, and there are plenty of SSP changes I would like to see, but it's simply not a priority unfortunately.
  18. Plans

    That's a loooot of code for something that makes a relatively low impact. If it was added, it'll be a finishing touch tacked on way the hell at the end.
  19. Exploration Incentive (structures)

    I'd actually mentioned this to Dunk when we were talking about it. I kinda forget if he said it was feasible or not though. I suppose you could always pull from the generation code for the top stone layer, but that might make for some.. interesting structures on stone borders lol.
  20. Exploration Incentive (structures)

    I specifically avoided the chisel here, with a few exceptions - the arrow loops higher on the wall were done with the chisel, and serve the same purpose as they did in meatspace - easy to fire out of at (due to the tower's position on a hill) long range with a wide view, but next to impossible to shoot into. I spent a good 15 minutes trying the design out with a bow and infinite creative arrows, seeing how far and wide I could spread my shots from the inside of the area, vs. how many shots I could land in the building from the ground below. Once I found a good high ratio, I duplicated that design on every wall. This tower only has 4 arrow blind-spots, and they're fairly narrow. But that said, I used the chisel detail mode as little as humanly possible, because those puppies will LAG YOU SILLY, especially on a server. Here's another view of the same tower: On the inside of the upper floor, there's several (I think 3?) tool racks along the walls, and 2 bows total hanging on them. There's also 2 chests in opposite corners, one of which is empty and the other contains a small smattering of arrows. Less than a stack I believe.
  21. Bones to Lime

    Nah, just throw the bones on a fire, they'll be fine. Hell, you could even heat up some metal for a sword or something while you wait. ...oh wait...
  22. Exploration Incentive (structures)

    I can tell you that I've personally talked at length with Dunk about generated structures - he's a fan of the idea, and there was even a sorta-not-really contest a while ago to see who could come up with generated structures that might possibly be implemented. (Here's one of mine: ) This all said though, I have NO idea what Bioxx's thoughts are on the matter, and he has a tendency to just put a 'no' stamp on a bunch of Dunk's non-animal-related ideas - many of which are community-derived.
  23. More stable straw

    #Hype
  24. More stable straw

    I enjoy this.
  25. pegs, nails, rivets, and mortar

    There's a thread about most of this. It was just late when I saw this thread pop up, and I couldn't be arsed to shoot it down properly