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Everything posted by Ranadiel

  1. On the Kiln and Ingots

    Creating a forge is relatively easy. The first couple cobblestone blocks i mined i used for an open forge. When i started building a proper "base of operations" then i created a full forge with a chimney out of brick blocks.
  2. 0.77.19 - The Stairs that WOULD NOT DIE!!

    Well you could always use a 4x4 plank step (side view): AAAAAAAA AAAAAAAA AAAAAAAA AAAAAAAA AAAAPPPP AAAAPPPP AAAAPPPP AAAAPPPP A - Air, P - Plank When you have stairs they would look like: AAAAA AAASG AASGG ASGGG GGGGG A - Air, S - Step, G - Ground/Plank block
  3. 0.77.21 Anvils not working.

    It would be better to use a Pit Kiln for copper tools. Faster and easier.
  4. Gems?

    I have a proposition for the gems. Why not just make them a bit magical? Imagine that each gem has some inner energy stored in it, different gems have different energies. Using some new tool (or existing ones with modes) you can create sockets and place the gems in various places - different blocks or tools. This borders on magic, but it would have to be properly described to be "believable". The gems have some mysterious energy in them, giving special results (divination, hardness, speed or whatever). The effects would be small and dependant on the gem size. I have created a fictional world for one of my stories where people use various size and type of gems with hidden energy as catalysts for magic.
  5. Believability VS well, just Believability

    This is a really tough issue... Considering the temperature of flowing lava (yellow/red hot one), holding a bucket with your bare hand would make the hot fumes from the lava flow up towards the handle and hand... Wouldn't be able to move it like that without being burned in a similar way as with the close proximity to flowing lava.
  6. Where is the "club"? :P

    Not really. A club could be without the big lump of rock/metal/mineral to be used as a weapon, it would only have to be thick enough. Making it more "clubby" would require the club to be cut out of wood log with a knife or something. Another thing, isn't the hammer already being used as a weapon?
  7. Coal, Peat, and Turf: The beginning of Pit-Coke

    I would suggest making a new recipe for a Coal/Peat (or whatever its called later on) block. It would be an appropriate mixture of both (3 to 1 or 1 to 1 or whatever) which can be used in a structure similar to a charcoal pit. It's not like you can put anything into such a pit so you will get charcoal...
  8. Studying seeds..

    I would see this suggestion made well if there was a really enormous change in the GUI for object descriptions: 1. Player would have to spent some time researching objects he uses (make a flat rock or any "special block" used as a Workbench to check the items size, color, hardness, etc. More advanced Workbenches would include more tools for this, even a simple ruler for measurements, a small hammer for breaking, a scalpel for cutting, cup of water for water absorption, etc.) to identify the object. Once identified additional info would be in the object description. 2. Player would be able to name the object from the Workbench even when it's not fully identified. Every such object would have the same name as the player defined. The attributes would be divided into tiers, where tier 1 could be discovered without any tools, tier 2 with some and tier 3 with all. Many similar objects would have similar tier 1 attributes, some tier 2 attributes but using tier 1, 2 and 3 attributes you would be able to discern each object. 3. As at the beginning most players usually don't care about growing food (as there are other matters), just like which type of wood they use to fire up the pit kiln, this could be done as well with copper tools and blocks. I don't see a point where you have (in this case) seeds that have different size (wonder how you would show that, as even small rocks are pretty big compared to most seeds), texture, color, hardness, size of the rind, color inside, maybe even smell or taste and can't really show it properly. I am a bit generalizing, but many seeds are pretty similar, only small details discerning between them (if not the subtle color difference, then subtle change in shape or size).
  9. Studying seeds..

    If you want to have iron made from 10% of ore and 90% of coal or something then why not change the physics as well? Why not vary sounds between animals (cows clucking, wolves mooing, etc.)? Why not Why not vary the differences between trees, rocks and ores themselves? Why not replace their textures so each new world will have them messed up? Why not hide the ore names and you have to "discover" which ore is which through trial and error? The names are there for specific reasons (not to mention TFC code consistency). If you mine an ore, you have the knowledge to identify it (makes one wonder where that knowledge comes, but whatever...). The color, texture, hardness, weight and other factors determine what it exactly is. There already are a lot of things to remember to discern between various resources. Making it impossible to discern them correctly is pointless. The same goes for rocks, trees, animals and plants. You suddenly don't expect eating something that looks like raw chicken meat to taste like a carrot. You don't expect planting a big blue acorn to see a small rose grow from it... Differences between various seed types, wood types, rock types, ore types, etc. are there for specific reasons - to discern them correctly. One thing that I could be for is to turn off the naming for seeds (and possibly other resources), letting the player name them themselves. This would require a lot more thinking through and changes to let one examine a seed, an ore, a log, a rock, etc. This could be a new mode for survival, where Steve doesn't know everything about the objects around him and you have to visibly recognize everything around you by various means.
  10. Gems?

    Why not just use the gems as decoration? It could be done in both armors and blocks. This would add the a bit more fun where you could brighten your rooms with nice crystals. Why not make it like planks, where you can place them in various spots and various levels of gems would give them different shapes and size (hard to implement i imagine) or different textures. Another option (and a bit bigger one) - implement optics and using light as a means for mechanisms. Cutting smaller and bigger gems into lens, creating windows and mirrors from gems that can cast light into different spots. Even another option could be to be able to crush the gems in a special contraption (built from various metals or stones) and such powder could be used in some way.
  11. where did all the evil mobs go

    If the threat comes to that so i have to kill them by the hundreds... I could be shoving them into the pit as fast as swinging my mace or sword. Especially, as such weapons are when i get to bronze or something, which i don't have yet.
  12. Believability VS well, just Believability

    If you really want to go towards believability, why not have two types of lava: 1. Standard lava - Can be found above Y: 0.can be cooled with water and the resulted stone/block could be mined. Most items can be destroyed by throwing in this lava, though high temperature resistant will not (tools, armors, weapons from high quality metals). Texture as the regular lava texture. 2. High temperature lava - Can only be found around Y = 0 to 15 instead or around bedrock. Cannot be cooled as its temperature (due to depth and being close to "center of the earth") is too high, making water just evaporate. Burns any object thrown into it (including players)in an instant due to high temperature. Can't take this lava in a bucket. Texture could be a brighter version of regular lava and giving more light. This way there could be a natural burner for unwanted objects (for a future update where items don't dissapear but after some time return to a solid or placed state). Another thing would be that the core of the planet would be similar to hell and hardly accessible. Imagine the possibility to explore a hellish cavern (like in Terraria, but similarly to the Nether).
  13. where did all the evil mobs go

    That's when you start using a deep pit... Something i posted in another topic. One punch and the mob flies down the pit to a crushing doom. First i created was too small, cause jav skelly survived the fall... Now i can punch anything down there and it will die It is survival and if you play on normal, be prepared for "enemies" during the night. It's like when you go to a wild forest IRL and expect no wild animals to attack you... If you find them and attract their attention, you should act, not complain "OMG, you spawned here?". You're in a hostile territory, what do you expect? Anyway, my pit is near my home wall with one block of a ledge between the wall and the pit. Two blocks above the ground i have a door, so when i lure mobs close, i open the door, attract them close to the pit and "prod" them down to death The most difficult are spiders, as they climb walls O.o
  14. Alchemy would be a grand! This could be a mixture modification where you would be able to "cook" and prepare various solvents, drinks and substances in order to start cooking or creating other items. Though creating it would be, like mossman said, a great and big system, similarly big to smelting and working on metals.
  15. Rotting wood and weathering?

    Moss growing would be similar to vines on Kapok trees. This could be an interesting mechanism where some trees, stone and rocks can be covered in moss. Mining such stone would give moss and rocks, so it could be an additional resource. This could also explain how vines on Kapok trees occur, as well as maybe allow them to drop seeds and grow.
  16. Blast Mining

    I think the main point is for TFC and Minecraft in general to be played on SMP instead of Single Player. SP is as good as finishing the game... Nothing more. Where on an SMP you can do multiple things, other people do a lot also and the collective of various ideas mix. Not to mention different aspects of gaming that can be done - Roleplay, City building, great building projects, Strict Survival, etc.
  17. (solved) two bugs not major at all just a bit anoying

    Verify that the metal you are using is copper (i presume you mention the basic metals). The problem is that using Zinc, Tin, Bismuth and some other metals that can't be crafted into tools, the tool mold will fill to 99% but not allow to finish. Went through it in my initial noobery. Verify below the metals you can use to craft tools, weapons and armor: Note -> Creepers are rare to meet. Try checking out some plains or travel a lot. You'll meet them eventually.
  18. Avoiding The Grind

    Thanks Kitty, that's what i meant... Sometimes heard to say what i really mean eh... Anyway, it could work in a manner of using the pro-pick on a rock (or stone deep underground) and the information would be present there. Like you use the ProPick with a new function and get something like "There are traces of hematite and bismuntite". I would be all for showing all possible ore and mineral possibilites the rock can have. The difference would be that the range of the pro-pick would be increased to lets say 100x100x100 (or like rocks 50x50x50) and only in the rock type you have tested, showing that there are traces of some minerals and ores, without saying how much of it is there (pointing to location). Pinpointing exactly where it is would be through the standard ProPick functionality. This way you can find traces of some ores in the stone - not big enough to really be ore, but enough to let you know that you're near a hematite, sphalerite, etc.
  19. Bauxite (Aluminum Ore)

    I think because these metals could be used at one time... Adding something that won't ever be used is pointless.
  20. Avoiding The Grind

    ---------------------------------- Concerning the size of the textures and actual size of some rock, i'd find it hard to distinct between a rock having iron or any other material. Take into consideration also that we have many different type of rocks with different visuals. Making them even more diverse would be hell of a confusing...
  21. Avoiding The Grind

    I agree with you Hyena on one the copper thing. I was frustrated that i lack the skills to mine properly, but i managed to dig up a nice copper vein. Then i found another one and then some tetrahedrite. I could say i have enough copper for a long time and probably will find other deposits soon. I think it's a matter of bridging this first gap, when you jump into unknown territory (mining, farming, exploring) and things get easier when you get the hang of it. Sadly, mining doesn't get easier - you still have to dig through a lot and have luck with finding ores/minerals, doing mostly the same for higher tier ores/minerals.
  22. Avoiding The Grind

    My first search for copper was frustrating, mostly out of inexperience. New tiers are worthy as far as everything that you did before can go a bit easier and faster. I like the idea presented in BTW where each step you take brings you additional technology to work things faster. First you use a hand cranked mill, just to substitute the hand crank with gears which help build the windmill. The next step is to create the water wheel, making it a more permanent solution. I imagine new mechanisms and specialized tools that help one find and dig up the ores or obtain other materials. Why not go Leonardo Da Vinci and build strange contraptions that help you with everything? Use the more advanced materials to make them more sturdy and reliable? If everything was going into electronics, things would get out of hand, but why not use gears, leather belts, mechanical and wind power to get things faster? This has been pursued in other topics, so i won't go much further with my ranting
  23. Ships

    In my opinion expanding the building of boats should go parallell with expanding how the oceans and seas look. Any life visible on the ocean floor (from fish, crabs to corals and various plants). Building boats would be required if you wanted to hunt some fish, squids or even sharks (if they get implemented). You could try catching them bare handed, with a spear or an axe, but why not jump onto a boat and use a net, harpoon or some traps and do it properly? I agree with building blocks for ships, this way you could design your own ship: 1. Put as many masts for sails as you like (of course the mast blocks can't be next to each other for the sails turning or something) to increase maximum boat speed (to a degree). 2. Put in as many rowing blocks as you like - don't like masts, put some paddles and row! Do it with a group to gain more speed even (you could build a slave ship, where you steer and 10 others row) 3. Create paddle segments where you sit and use your strength to speed up the boat. Make bigger mechanisms for the boats so they move faster, etc. 4. Add storage holds, being able to transport big amounts of items. This would be restricted by the weight sum of all the items. Can't have a whole castle transported or it will sink your boat. 5. Put net stations where you hang nets from the side or back of your boat and gather fish while swimming. 6. Add harpoon stands where you have harpoons stocked and can fish for bigger game. Possibilities are endless here.
  24. Saltwater oceans and aquifers.

    The first idea is very interesting. The lands have changed significantly, having stones, some basic plants (still could use more), different types of trees, varying animals, etc. Whether the ocena/sea bed is barren of any life... Maybe generate corals, reefs where fish dwell, some kind of underwater plants, crabs, etc. Liven it up a bit, that's how i see. It shouldn't be in a matter "going from a lively land into a dead ocean/sea". Oh yeah, there are squids... hooray... Creating underground water rivers, water flow etc. will definitely require a more sophisticated world gen. Interesting idea, but requires a big think through on the influence and coding. Would be interesting to dig a hole, find an underground river and ride it into a massive cave system.
  25. More believable plank size

    I understand that cutting up the log will use up some of the wood that is there, but it's a lot to consider when thinking of building items from planks. Imagine that the planks in TFC are the same as IRL. Can you build a cube or a box with just 4 planks? It requires 6 planes (sides) to be a fully closed object. We use 4 planks and even considering each as a separate side at most we have 4 "walls" for the box without the bottom and covering. The recipe for even the crafting table would require at least 5 planks (even without the bottom and just the hollow inside). So what with the wooden blocks? Separate matter is the materials you get from sawing the log. You get 8 planks, which can be converted into 2 blocks of wood or 1/8th of a full block if placed separately. To make it more believable you would have to (in my opinion): 1. Sawing at one direction at a time you get 4 wooden sheets. These would be 1 block length, 1/8th block width and 1 block height. Can be placed like normal planks but only in a full block, not able to place half in one and the rest in the other. Only used in some recipes (would be more practical to create a boat, crafting table and additional new items). To craft a full wooden block would require 8 wooden sheets (2 sheets in each of the 4 crafting slots or just using up 4 sheets in one crafting slot). Why? Sawing the log cuts off the bark, etc. so you lose up to half the log in the result. 2. Sawing at the other direction 1 wodden sheet would create 8 wooden planks. These would be 1/8th block length, 1/8th block width and 1 block height so just like the current planks. Such planks one would use to craft items where sheets shouldn't be used (fences, tool holders, etc.). This would rule out the sticks use a bit, but i would consider the difference between a stick fence and a wooden plank fence. compared to: Other option would be to differentiate between the quality of tools when using a stick or a wooden plank for building of it, as its more sturdy, not bent in some strange places, etc.