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Shiphty

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Everything posted by Shiphty

  1. I made up my mind, this time around, that I would find an area that met a specific set of criteria before deciding to make it my home. I did list those criteria in another post but I'll reiterate them here: -Rainfall of at least 1000 -EVT of 2 -Average Temperature between 18 and 20 -Plenty of trees -An upper layer of igneous rock -Close proximity to both fresh water and salt water I wandered for months until I stumbled upon the perfect location; a small clearing in a hickory forest, west of a lake, just north of a saltwater gulf. (I can't quite figure out how to find what the seed is or I'd link it and give the coords.) Here is the little survival dugout which I called my home for the first year and a half. I didn't come up with the idea, someone posted it on the forums (can't remember where I saw it) but I did improve on it by adding a spider-safe cross trench in the middle. Standing atop a douglas fir in the rain over my camp. You can see the land still needs to be cleared. Please notice the lone potato plant. I call him Luther. He's still there. Time to slay trees! The land to the east of the lake, which I have not yet named, consists of rolling hills as far as the eye can see. These hills are rich in minerals, I stumbled upon exposed tetrahedrite often and also ran across visible veins of other sorts including kaolinite and graphite. In my first mining attempt I tapped a lode of tetrahedrite near to the surface and partially exposed in a rocky column. Unfortunately I was so preoccupied with staying alive that I did not take any pictures. I neglected to bring a hammer and chisel when I set out to make the mine and so it was quite a dangerous endeavor in which I nearly cut myself off from the surface entirely. Don't forget to bring a chisel when mining kids! My second delve into the earth was much safer and comfortable, you can see I brought a chisel this time. I unearthed a great deal of cassiterite. Mining is work. Here is a level of the mine. Each level consists of a floor, a three cubit high space, and a ceiling, five cubits total. I know that some folks like to leave more stone to save time and tools but this sort of mining is easier on my psyche. I'm pretty good with a pro-pick though so I think it balances out. You will also note that I've made my supports over smooth stone, this is in case there is a chamber below. If the floor gives way at least the ceiling won't follow it. I found a fresh water spring very close to the mine entrance. It seemed to go down for hundreds of cubits. I plotted where the spring would be and carefully poked a hole to create a water supply within the mine. This made trips to the surface unnecessary. I wanted to build my home on a hill which I could shore up for safety. There were two hills close to my camp. The hill to the southeast was shorter but wider. The hill to the southwest was taller but skinnier, it was mostly more of a ridge. You will also notice my imported flock of sheep. I made rope and dragged them from the western hills. The trip was around two thousand cubits. Dragging livestock is harrowing. I ended up choosing the southeastern hill. Oh, and did I mention that this place has ridiculous amounts of clay? I've got nearly two double chests full just from excavating this one spot here. It took some doing but I acclimated the sheep to my presence by feeding them grain regularly. At first I thought I had to keep them from eating grass so that they'd want the grain but it turns out that they'll always choose grain over grass. Now I can sleep through the night in a comfy bed! It was a long job but I cleared around the hill and terraformed it quite a bit. I also added a plank to protect my fire pit in the dugout from rain. Here's where I decided to build my house. That patch of gravel is the location I sunk my mine shaft. It's one thing to dig a slip-shod mine to quickly gather resources when you're far from home. But given the luxury of time and resources I like to do things the right way. And the right way is, of course, the dwarven way. I needed (and still need) a huge amount of smooth stone, stone, and cobble stone for my building project. I found what I thought was a boulder in the eastern lee of the hill opposite my own. The boulder turned out to be a ledge where the stone layer poked out of the soil. This became my quarry. I employ a three dimensional grid to gather as much raw stone as possible. Full disclosure: Those supports are standing on smoothed stone which is floating. I'm not even sorry I generally would've made my quarry more believable but it appears chisels have been nerfed a bit. I'm not complaining, just stating the fact of the matter. I think I'd also be a bit more concerned with believability in my quarry if I was playing with other folks. As it stands, I was in a hurry for a great deal of stone and I got lazy. The quarry needed to be expanded twice more so far. I mined out a small bit of basement and after nearly three years of wilderness living, I slept in doors. Excavating the full basement took a great deal of time but cutting all that raw stone was the real time-eater. The walls look like they're cut from the living rock but they were mostly dirt and gravel before. I know, I know... it's a square basement... very cube-y. I never claimed to be some master artist/architect. But perhaps as I build it'll take a shape that is more pleasing to the eye. It's deep enough for a level of cat walks to reach any supplies that are stacked up high. The floor is cobble for a flag stone look but because I don't trust cobble I had to lay smooth stone beneath it. I did that under the bottom of the raw stone walls as well. I'm kind of a perfectionist. I may switch out the diorite cobblestone for rhyolite from the layer beneath at some point, just for a bit of variety. I'm using oak for the wood floors above, I'm not sure that I'm happy with it but all the other trees in the area are either too pale or too dark. I had to import the oak. Two thousand or more cubits east, on the other side of the hills, there is an oak forest. I don't think I like that stair case, I am almost certainly going to move it. Here's a look at the floor from ground level. You may notice that malnutrition has set in, I've been mostly scavenging. After this I did plant a little garden on the edge of the pond just north of my first camp. And yes, I'm still using some stone tools in an effort to make my bronze last, I don't want to have to go mining again until I finish building my home. A skeleton outline of the first floor. Speaking of skeletons... I found some strange crypt while I was excavating a side chamber to the basement.
  2. I like listening to youtube dwarf fortress tutorials and walkthroughs while I play.
  3. Security vs. Adventure

    I know the subject of whether torches should go out is old hat and different ideas of protection have been talked to death but I've been thinking about the subject and I don't want to talk about a game mechanic so much as the desires behind the different inclinations. We all have different play styles, different desires, different ideas of what is fun and what is not. Because we're game nerds (if you're playing TFCraft you're a nerd, plain and simple... no need to be ashamed) we take our game time seriously and it can be difficult not to get dogmatic about how games should be played. Rather than say "I like to play TFCraft this way" we are more inclined to insist "this is the way TFCraft should be played and if you disagree, you're obviously not cut out for TFCraft, go play creative vanilla." I think that way. I disdain playing creative minecraft. I see it as lazy, cheap, and flat out cheating. I also see it as immensely boring. Where's the challenge? Why not go one better and pay someone to play for you? However, it isn't fair. Minecraft is a game, TFCraft is a game, if someone is having an absolute blast just flying around and spawning whatever they want to build with, what does that have to do with me? Good for them! Now, TFCraft is a more challenging version of minecraft than most other mods or modpacks. And among all the challenging modpacks I think TFCraft keeps the challenge level high the longest. It makes sense then that this mod would draw folks who enjoy challenge. And that might explain why many folks involved in the forum exchanges tend to push for more difficulty whenever any possible or actual change is being discussed. I like challenge or I wouldn't be playing TFCraft or writing on this forum but I like accomplishment as well. Perhaps that's a moot statement, who doesn't like accomplishment? Maybe I should phrase it like this; I like moving beyond challenges, conquering them. I suspect that every TFCrafter gets a thrill out of surviving the beginning of the game. The mobs are tough and you have nothing. Resources are hard won. You have to scratch and claw for every technological advance. Having said that, I like the sense of really having arrived once I have carved out a piece of safety, civilization, and abundance in TFCraft's untamed land. I think torch forests are ugly and I go to great lengths in my builds to eliminate them as much as possible while still making mob spawning impossible in my house and on land that I tame. However, I would rather see the torches than be constantly interrupted in my building and crafting by surprise visits. I'm not writing here to suggest that TFCraft or TFCraft 2 needs some kind of mechanic whereby a player can make land permanently safe (though I do really like that idea) I'm just trying to articulate the desire behind the torch forest crowd. If there was a way to make land civilized and settled, difficult or easy, I'd go that route rather than hinder the suspension of disbelief with torches everywhere. But there are some folks who seem to be on the other side of the fence. Please do not allow me to misrepresent you but it seems to me that you guys are driven by two motivations. One is simple believability. Torches can't burn forever, so torches shouldn't burn forever. Plain and simple. The consequences of that are what they are. The second is perhaps a desire for more difficult or challenging game play. You like the fact that you might have a creeper spawn in your living room while you're out. Tied to the second are what I'll call sub-motivations. Some folks like the idea of scratching and clawing so much that they don't want to move on from it. They don't want to move up the tech tree very much. And some folks like the grind, everything should be drawn out and take much longer to accomplish. "Can we need to eliminate physical and liquid waste?" "Can we need to bathe?" "Can we lose our teeth unless we floss?" I'm teasing a little bit. I hope I didn't misconstrue anyone's position. I think that there's a little bit of each position in all of us. It depends upon the issue. Anyone have any thoughts?
  4. Regional Difficulty

    I withdraw.
  5. Mob Destroying Blocks

    Before I read this suggestion I thought I wasn't going to like it. But I do. I think the difference between what I thought it would be and what you wrote is the fact that the player can do something about the challenge or difficulty, there's a solution. However, I think this feature won't work so well unless there's a way of securing land and making sure that enemies won't spawn within your wall.
  6. Regional Difficulty

    If you go back and re-read my response and re-read what you wrote, you will see that what was being discussed at this juncture is general play-styles. What I took exception to was the suggestion that the way I play minecraft, in general, is somehow cheating, that it ought to be scoffed at, that it is some lesser form of playing the game. If I can take the time and mental energy to remember that your way of playing minecraft is worthy of respect simply because it is your choice, you can do the same for me. It is, as you say, a game after all. In my family we've always improved and changed the rules of games. We invented job classes and combat rules for monopoly and three dice charts for Jenga. For someone to tell me that unless I approach a game the way they do I'm doing it wrong is offensive to me and I'm almost inclined to do things differently out of spite, even if I'd otherwise done things the same. Tell me, will the creative option be gotten rid of as well? What about those people who will fly to the top of the tower? You think Bioxx will lose sleep over them? One of the great things about gamers in general is that they find loopholes. It can be hugely frustrating but it's actually a wonderful boon. Their consistent ability to find ways around things that you didn't think of forces you to grow. I'm not a coder, in case there was any doubt, but I have done some DMing for various RPGs and they've constantly kept me on my toes. I think using a heavy-handed invisible wall is an easy way out. And it's a shame. It punishes everyone because some folks might abuse the system. We saw this with the cave in mechanics. Simply because some folks were throwing caution to the wind and not using tunnel supports cave ins became immensely harder to avoid. I think it made the game less enjoyable, not because I didn't want to employ safety measures but, for one thing, afterward I could never come close to tunneling into a cave system without half the thing collapsing before I got there."There's a huge difference between tunneling in a map that was designed explicitly for tunneling, and tunneling in a map that was designed in such a way that they don't want players tunneling." Thing is, I understood this forum to be a place where Bioxx gets feedback from folks who play TFCraft and who will want to play TFCraft 2, a place where he bounces ideas off of us and gets our opinions. He obviously isn't bound to following our opinions, as I said a couple comments ago, it's his baby and anyone with half a brain will respect that. However, since TFCraft certainly is a "map designed for tunneling" and one would assume that TFCraft 2 would be at least loosely based upon its namesake, I'd no previous reason to believe that the sequel will be a game which is not designed for tunneling as a default. If Bioxx wants to go that way, it's his prerogative but I don't think any of us knew that before this conversation. And so, as a first response to the idea "Hey guys, what do you think about making TFCraft 2 a mod where you can't tunnel at certain junctures" my response is that I don't care for the idea at all.I think if TFCraft 2 is made without the option to place and destroy blocks before you take towers, at least in the config files or game menu, you'll be narrowing the scope of players. Though I do reserve the right to be wrong, I've said before that I want to like TFCraft 2 and I'm going to try it before I officially knock it. I don't think written anything unintelligent or disrespectful in this entire discussion. My major exception, as I wrote above, is that I find it demeaning for folks to talk down on the way that I play. There's a huge difference between saying "I want to design a minecraft map/mod wherein players will not be able to break the blocks until they've done x." and "Players who build or destroy terrain during combat are cheating." I've played maps where you weren't supposed to break the blocks and I didn't enjoy them very much (except one mystery map which had a pretty incredible plot so I actually played the whole thing through) so it's possible, maybe even likely, that folks like me won't be terribly interested in TFCraft 2 if that's the direction it goes in.One of the most lovely things about minecraft is that you can alter the terrain, it is one of minecraft's defining features. How many other games have you played where you couldn't move or destroy or place something which, in real life, you ought to have been able to move or destroy or place? When I first played minecraft one of my inward responses was "FINALLY!" I'd also like to say that I think there could be other ways to solve this issue. I remember playing an awesome map for vanilla minecraft a long time ago, it involved looting a pyramid. The player started a good distance from a huge Egyptian tomb with a little treasure chest and a patch of grass or some such. You had to survive and build up enough strength and resources to loot the tomb. All of the blocks in the tomb that you weren't supposed to break were made of bedrock. I loved that map. I died quite a bit and always restarted because I wanted to leave the tomb with all the treasure and many of my deaths involved my stuff melting in lava. Anyway, couldn't these towers simply be made of an unbreakable block? Or a temporarily unbreakable one? That second option might be a tall order, I don't know. Or what about making the blocks from which the towers are constructed out of a material which can only be broken by the metal tier which you will be gaining once you have taken the island? I think that's a really good suggestion, I hope it's considered. It's one thing to try and stop folks from pillaring to the top and it's another thing to stop folks from placing a block here or there on their way up the tower to gain a tactical advantage or block off the area you've made safe from the area that you haven't. I have been participating in this and other discussions on this forum because I want to help, albeit a little, to make TFCraft better. Everything I've written thus far has either been with the aim of productive brainstorming or a defensive, yet civil, response to what I see as disrespectful comments or suggestions.
  7. Regional Difficulty

    I've never played Ragecraft 2 or watched anyone play it so I can't speak with authority on that particular map/mod/thing, but have you ever played Vech's Super Hostile CTM maps? I suspect they're made with tunneling in mind. As a matter of fact, off the top of my head, I can think of a huge area in the sea of flame that you cannot get to without altering the terrain. It's under the lava out in the sea, you have to discover it and then create a way through the lava in order to get to it. His maps are made to be played over the long haul. That is, you don't just bee-line your way through, you conquer them and make them into a home. In my opinion the man is a genius. And there's a huge difference between enjoying watching someone play a game and enjoying it yourself. I don't think I'd be terribly interested in watching myself play minecraft. I take a LONG time to do anything. I work on major builds. It wouldn't be fun for someone to watch me play. But I have a tremendous time playing the way I do. Again, I'm going to push for respecting the way other people derive enjoyment from the game. Talking about the way I play as though it's cheating or deserves to be looked down upon for whatever reason is a darn good way to alienate me. I think it's disrespectful and rude. You think I play minecraft wrong. There goes the conversation. Edit: I want to add that it is a challenge for me not to look down on people who, in my view, foolishly rush right in instead of taking their time and "doing things right." I see it as a waste. Instead of taking their time to gain every advantage they can reasonably acquire, they run in, get killed over and over, and use up what little resources they have. For me to watch someone play that way... well, it's similar to watching someone use their pick to dig dirt. But if I looked down on folks for playing that way it would be wrong. That is how they get their fun. I've no right to demean them in the least. It's a kind of enjoyment I cannot relate with but that doesn't make it wrong. I also have to ask, if altering terrain to gain an advantage is distasteful to you, then do you not burrow in and wait for day ever? There are some folks who see that as wimpy or cheaty, they want combat... that's what the game is about to them and any attempt to avoid combat is cheating. Do you see? We all play differently.
  8. Regional Difficulty

    I'm definitely not sold on the idea. It took me three and a half years of wandering before I settled down. That trek would've been made much harder if the mobs got harder as I traveled further from spawn. I don't like this idea at all.
  9. Regional Difficulty

    When you say that this will probably be toggleable, do you mean that the no-build/no-break mechanic? "Don't take this as an attack but your favorite way to play that game you like so much is wrong and you're cheating." I obviously disagree. I still die to mob attacks. I still fight mobs. A lot actually. Even in vanilla minecraft if you want to build up a defensive position it takes time, and during that time you're going to be attacked. In TFCraft it takes years, literally years in game, to build up a base to the point where the enemy cannot get in. I think it's pretty unfair to call a style of play which incorporates a more creative way to facing your opponents "cheaty." Placing and destroying blocks to create a tactical advantage is far from peaceful mode. It'd make just as much sense to say that wearing armor and creating a better weapon in order to gain a tactical advantage is cheating. A person who enjoys melee combat might call someone who fights with a bow a cheater as well. I guess I refer to them a lot but the Super Hostile Vechs maps are really hard. If you tackle them by altering the terrain... they're still nearly impossible to beat. You still end up fighting countless mobs. One thing that really makes them fun, aside from the fact that Vechs is a genius when it comes to creatively torturing the player, is that there are no holds barred concerning play style. That's a huge difference between those maps and the maps where one of the rules is that you cannot place or destroy any blocks. I was careful to avoid using descriptive terms like 'lame' in speaking about play styles I don't enjoy while typing this up. I've mentioned this before but I think we all tend to view our preferred play style as the "right" way of playing and other play styles we enjoy less (or not at all) as "wrong" in some way. I have an eleven year old sister who plays minecraft in creative mode and just stacks blocks on top of one another in a haphazard fashion. She spawns in tons of neutral mobs, all the while talking about how she made them a home. I could NEVER enjoy that kind of play style... but she loves it. She's having a good time. Who am I to say she shouldn't play that way? Gamers are largely nerds. Nerds are passionate about their interests. Passionate people tend to be elitists about the object of their passion. Minecrafters are usually elitists and TFCrafters more so. Maybe it's inescapable that most folks are going to look at someone else's preferred way to play the game and decide they're doing it wrong. I dunno. And, at the end of the day you, Bioxx, are calling the shots. It's your baby. You're the one who had the idea and labored over it. I don't think that it's unfair to say that anyone who doesn't recognize and respect that shouldn't be on this forum. Having said that, I hope you will consider acknowledging folks with play styles such as mine as legitimate players and make room for us in TFCraft 2. I did say that I was holding out judgment until I actually try to play TFCraft 2, I really want to like it. But if that mechanic is mandatory, I don't have high hopes.
  10. Why I will never smelt Bronze Again...

    Thanks! I'm still laboring away... up to February 4th in the year 1010. I've got the base of the wall surrounding my land and I'm focusing on filling in all the dangerous pits and replacing any exposed stone or gravel with grass for the whole lawn. It's slow going.
  11. 2016

    The right to bear arms was written into the Constitution, not for the purposes of hunting or defending one's home, family, and life against individual criminals, but as a check against tyranny. That was the intention. The founding fathers believed that a people cannot remain free if they pose no real threat to their own government. The pro gun control folks who want to have any kind of reasonable discussion need to address this position, not the straw man positions of hunting and individual protection from low level thugs. You will never win an argument against someone if you do not address his actual position. I'm not saying you'll win the argument and persuade the folks who are against gun control anyway... but... ya know... bad form and all that. I personally agree with the founding fathers.
  12. Suspend Decay on preserved food

    Yeah, I try to refine them as soon as I harvest but sometimes it has to wait till I get back to the house... which only takes about thirty seconds. I've been really slow to use the food and preservation mechanics of the game because I'm so geared toward mining and building. I cook because it makes sense to cook, but it even took me a long time to start cooking after I settled in one spot. I finally earned master chef... which is a huge leap forward from the previous level. One of these days I'll have to sit down and figure out how to make the best sandwich for my character.
  13. Suspend Decay on preserved food

    I think I want to retract much of what I wrote about preservation. I'm finding that pickling the food makes it last more than long enough for me. My only trouble is that you cannot pickle grains. It'd be nice if there was something you could do to grains... dry them out maybe.
  14. Regional Difficulty

    After thinking about it for a little while I've come up with an idea which might be a sort of "meet in the middle" solution. Rather than not allowing the player to place/destroy blocks on an unconquered island, what about simply prohibiting farming on unconquered islands? This would keep other styles of play besides straightforward combat viable and also prevent players from really living on an island till they've dealt with the malicious occupants.
  15. Regional Difficulty

    If you've understood this accurately I may not be playing TFC2 very long. My play style involves altering the terrain and building in order to gain an advantage over the mobs. When I played the Super Hostile Vechs maps, for instance, I often burrowed along-side tunnels filled with hostiles and broke intermittent holes to lay down torches, thus making the hallway safe. Again, I'm keen to try TFC2 in whatever form before I knock it but if it involves straight up fighting alone and no alternatives, I'm probably going to move on to something else. It's one thing to gear a mod to incorporate various play styles but if you exclude a play style, particularly one which (I think) is pretty popular, you have to expect that you'll narrow your audience. That's not necessarily a bad thing, just a true thing. I will be a bit sad though, I've been a real fan of TFC thus far.
  16. Regional Difficulty

    I doubt it.
  17. Regional Difficulty

    Actually Kitty, first her referenced the better gear... and then he said that you ALSO level up. He didn't mean better gear but the actual levels.
  18. Security vs. Adventure

    Yeah, the mobs despawning wouldn't be for me. If you don't build some kind of defense the baddies should be able to get to you. Another problem is the question of whether the town protection goes all the way down to bedrock. It's one thing to have protection where you've actually built up and civilized a place but if you didn't go down and clean out those caves... they should still be crawling with nastiness. Another plugin I saw which kinda sorta addressed this issue had protection stones which you could buy and place, the protection, depending on the level of stone you bought, went out a certain radius in all directions from where you placed the stone. I don't remember the name of the plugin though.
  19. Regional Difficulty

    "Leveling up" means having more hit points. You don't hit harder or faster or have better armor from gaining levels. I'm not complaining and I'm not necessarily against this (I enjoyed Vechs' CTM Super Hostile maps) but I will say that it seems to me that some folks are way more into combat in TFC and regular minecraft than I am. I see combat as a spice added to a food I like whereas I think some folks see it as either a large side dish (mashed potatoes to the game's steak) or even the main coarse. My version of combat usually involves outsmarting the bad guys. I enjoy a challenge so, as I said, I'm not necessarily against the greater difficulty, but if I'm constantly going toe-to-toe with zombies and/or being jumped by them while at home, I've either failed or I'm playing the wrong game.
  20. Security vs. Adventure

    Another approach might be to employ whatever mechanic is used by different servers to make certain areas free from mob spawning. Perhaps some kind of multi-block structure... totems or something like that... which marks off an area in which mobs cannot spawn.
  21. Regional Difficulty

    This scares me but I won't knock it till I try it.
  22. Security vs. Adventure

    The last time I tried to place dirt it began with zero nutrients. It takes player placed dirt a long time to gather nutrients and be useful for gardening.
  23. Why I will never smelt Bronze Again...

    It might be useful if you are working with a community.
  24. Ceramic bowls - another tedium

    I really doubt we'll see plastic in TFCraft. I almost skipped salads entirely. I made a set of bowls, discovered they are paper plates and moved on to sandwiches. Perhaps food could be rethought into travel rations and home meals. Most people don't (and didn't) carry food around with them in a pot, they went to a central location and prepared food or ate the food which was prepared for them in that location. Travel ready food is bound to be less nutritious and sustaining.
  25. Shiphty's Shiftless Slog (A photo journal)

    I keep going to start working on upgrading the way I preserve food and take care of my animals and cook but whenever I start I lose interest and find another project to work on. I'm currently building a wall around the perimeter of my land and cleaning up the coal field. The wall will extend into the bay and there will be a sea gate. At first I was swimming down to place each block but then I had an idea; why not just let the cobble block carry itself to the seabed? This worked, they stack by themselves nicely under water and I get to stay dry. Not so with the corners where I'm using smoothed stone. I quarified the coal field. I like working on projects which serve multiple purposes. Here I can gather coal and cobblestone at the same time. Of course I had to take the time to build a solid roof because I'm not interested in marring my yard with a pit. I started on this project when I ran out of cobblestone for the wall. Yes, I ran out. I suspect I'll eventually run out of gravel and dirt when I finish making my lawn pretty. I think what I lack is someone to take care of the domestic stuff, I'm no cook and while I can catch animals, I'm not much use with breeding and taming them. Ah well, one does what one must. If anyone is sitting there thinking about a mod or addon or whatever to write for TFCraft my vote would be another tech tier in food preservation where you could rest assured that your food would keep after you labored to preserve it. :shrug: Just sayin'.