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redundantusage

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Everything posted by redundantusage

  1. Gems + XP = Idea!

    Tool racks could be used to "hang" herbs so they can be dried before use. Forgoing high fantasy magics such as mystical giant netherbeast blood and blood being the gateway to win, gems could simply be used as a catalyst in alchemy, either crushed or as a focus, whichever makes more sense to the devs.
  2. Quern (bug)

    Anyone else notice that sometimes items don't stack right unless you shift click them into your inventory? I've had ink do this, food dishes (that are the same but have been manually placed) and ceramic molds (all not heated but sometimes won't stack unless shift clicked) Using build 64 currently, using recommended forge, player api, and smart moving only.
  3. Loose Rock Placement

    The noise generation makes trees, I see no reason a variable couldn't be added to produce random small rock formations.
  4. Bloomery and charcoal...

    Yeah, it'll be burning the charcoal as time progresses, so you have to place some additional charcoal in there in addition to the 1:1 ratio. It can help to keep an eye on the amount in there and top it up as needed.
  5. Spawn Problem

    Still happening in b64
  6. Spawn Problem

    I'm not sure what others' experience is with this, but it seems that nine times out of ten when you first spawn on a server it's underground, suffocating to death. Nothing is more discouraging for me or for people new to the mod than to have to sit underground dying slowly with nothing to do about it, since spawn is protected. Could spawn be changed so that you have to spawn in air?
  7. Gems + XP = Idea!

    ECC's stuff does a good job of covering some basics and pretty much the entire branch of blood and health specific magic, anyone have any additional ideas on more elemental and environmental based magic?
  8. Official Death Penalty Discussion

    Rangry post is rangry.
  9. Seed pouch

    I learned how to make skins so I could make a semi-naked caveman skin after I started playing this mod. It gave me a reason to make leather pants. Also, an idea that I had for pockets and whatnot: No inventory beyond the bar until you make backpacks and packs that attach to it: I'm not an artist, but you get the general idea I believe.
  10. Meals?

    Reminds me more of rune factory actually.
  11. Gems + XP = Idea!

    It's not the name that's the problem, it's the system of acquisition. If the experience of killing others is the primary source of magic then I have been lied to by every forum of entertainment regarding magic save for the graphic novel, which then apparently got it right. This isn't to say that the act of killing or the desecration of said kill shouldn't provide magic energy, far from it. It should be an alternative, not the primary source
  12. Meals?

    Just cook it?
  13. Gems + XP = Idea!

    As long as it doesn't use experience as experience currently is, it'll probably have my vote. Making magic require that I kill a metric assload of mobs is a little less magical than I'm willing to believe.
  14. Tomahawks as an upgrade to Javelins?

    I guess what I'm trying to say is, tomahawks don't seem like a particularly viable addition to a game that already has a couple options for ranged damage already in that could be expanded. Expanding axes to have a tomahawk-like function would provide additional utility to them even after reaching metal and you've gained the use of saws, would be reasonably believable based on their shape in game, and would mean the coders not having to add the 24-26 items in game for an otherwise over glorified metal-tier javelin.
  15. Tomahawks as an upgrade to Javelins?

    Instead of making a whole new item for this, why not just make it that if you hold the right mouse button for long enough while wielding an axe, you start drawing it back and can soon thereafter throw it like a tomahawk?
  16. Official Death Penalty Discussion

    I agree that not everyone agrees. Honey badger From Wikipedia, the free encyclopedia This article is about small mammal. For other uses, see Honey badger (disambiguation). Honey badger Temporal range: middle Pliocene – Recent Conservation status Least Concern (IUCN 3.1)[1] Scientific classification Kingdom: Animalia Phylum: Chordata Class: Mammalia Order: Carnivora Family: Mustelidae Subfamily: Mellivorinae[2] Genus: Mellivora (Storr, 1780) Species: M. capensis Geographic distribution The honey badger (Mellivora capensis), also known as the ratel (/ˈreɪtÉ™l/ or /ˈrÉ‘ËtÉ™l/),[3] is a species of mustelid native to Africa, Southwest Asia, and the Indian Subcontinent. Despite its name, the honey badger does not closely resemble other badger species; instead, it bears more anatomical similarities to weasels. It is classed as Least Concern by the IUCN owing to its extensive range and general environmental adaptations. It is primarily a carnivorous species and has few natural predators because of its thick skin and ferocious defensive abilities. Contents 1 Etymology 2 Taxonomy 2.1 Subspecies 3 Physical description 4 Behavior 4.1 Habits 4.2 Diet 5 Range 6 Relationships with humans 7 In popular culture 8 Notes 9 References 10 External links Etymology Ratel is an Afrikaans word, possibly derived from the Middle Dutch word for rattle, honeycomb (either because of its cry or its taste for honey). Taxonomy Skeleton from the Muséum national d'histoire naturelle The honey badger is the only member of the genus Mellivora. Although it was initially assigned to the badger group in the 1860s, it is now generally accepted to bear very few similarities to the subfamily Melinae, instead being much closer to the marten family. Differences between Mellivora and Melinae include different dentition formulae. Though not related to the wolverine, which is a large-sized deviant of the marten family, the honey badger can be considered an analogous form of weasel (polecat). The species first appeared during the middle Pliocene in Asia. Its closest relation was the extinct genus Eomellivora, which is known from the upper Miocene, and evolved into several different species throughout the whole Pliocene in both the Old and New World.[4] Subspecies As of 2005, 12 subspecies are recognised.[5] Points taken into consideration in assigning different subspecies include size and the extent of whiteness or greyness on the back.[6] Subspecies Trinomial authority Description Range Synonyms Cape ratel Mellivora capensis capensis Cape ratel.jpg Schreber, 1776 South and southwestern Africa mellivorus (G. [baron] Cuvier, 1798) ratel (Sparrman, 1777) typicus (A. Smith, 1833) vernayi (Roberts, 1932) Ethiopian ratel Mellivora capensis abyssinica Hollister, 1910 Ethiopia Turkmenian ratel Mellivora capensis buechneri Baryshnikov, 2000 Similar to the subspecies indica and inaurita, but is distinguished by its larger size and narrower postorbital constriction[7] Turkmenistan Lake Chad ratel Mellivora capensis concisa Thomas and Wroughton, 1907 The coat on the back consists largely of very long, pure white bristle-hairs amongst long, fine, black underfur. Its distinguishing feature is the fact that unlike other subspecies, it lacks the usual white bristle-hairs in the lumbar area[8] Sahel and Sudan zones, as far as Somaliland brockmani (Wroughton and Cheesman, 1920) buchanani (Thomas, 1925) Black ratel Mellivora capensis cottoni Lydekker, 1906 The fur is typically entirely black, with thin and harsh hairs.[8] Ghana, northeastern Congo sagulata (Hollister, 1910) Nepalese ratel Mellivora capensis inaurita Hodgson, 1836 Distinguished from indica by its longer, much woollier coat and having overgrown hair on its heels[9] Nepal and contiguous areas east of it Indian ratel Mellivora capensis indica Indian ratel.jpg Kerr, 1792 Distinguished from capensis by its smaller size, paler fur and having a less distinct lateral white band separating the upper white and lower black areas of the body[10] Western Middle Asia northward to the Ustyurt Plateau and eastward to Amu Darya. Outside the former Soviet Union, its range includes Afghanistan, Iran (except the southwestern part), western Pakistan and western India mellivorus (Bennett, 1830) ratel (Horsfield, 1851) ratelus (Fraser, 1862) White-backed ratel Mellivora capensis leuconota Sclater, 1867 The entire upper side from the face to half-way along the tail is pure creamy white with little admixture of black hairs[8] West Africa, southern Morocco, former French Congo Kenyan ratel Mellivora capensis maxwelli Thomas, 1923 Kenya Arabian ratel Mellivora capensis pumilio Pocock, 1946 Hadhramaut, southern Arabia Speckled ratel Mellivora capensis signata Pocock, 1909 Although its pelage is the normal dense white over the crown, this pale colour starts to thin out over the neck and shoulders, continuing to the rump where it fades into black. It possesses an extra lower molar on the left side of the jaw[8] Sierra Leone Persian ratel Mellivora capensis wilsoni Cheesman, 1920 Southwestern Iran and Iraq Physical description The honey badger has a fairly long body, but is distinctly thick-set and broad across the back. Its skin is remarkably loose, and allows it to turn and twist freely within it.[11] The skin around the neck is 6 millimetres (0.24 in) thick, an adaptation to fighting conspecifics.[12] The head is small and flat, with a short muzzle. The eyes are small, and the ears are little more than ridges on the skin,[11] another possible adaptation to avoiding damage while fighting.[12] The honey badger has short and sturdy legs, with five toes on each foot. The feet are armed with very strong claws, which are short on the hind legs and remarkably long on the forelimbs. It is a partially plantigrade animal whose soles are thickly padded and naked up to the wrists. The tail is short and is covered in long hairs, save for below the base. Honey badgers are the largest terrestrial mustelids in Africa. Adults measure 23 to 28 cm (9.1 to 11 in) in shoulder height and 55–77 cm (22–30 in) in body length, with the tail adding another 12–30 cm (4.7–12 in). Females are smaller than males.[11][13] Males weigh 9 to 16 kg (20 to 35 lb) while females weigh 5 to 10 kg (11 to 22 lb) on average. Skull length is 13.9–14.5 cm (5.5–5.7 in) in males and 13 cm (5.1 in) for females.[14][15] There are two pairs of mammae.[16] The honey badger possesses an anal pouch which, unusual among mustelids, is reversible[17], a trait shared with hyenas and mongooses. The smell of the pouch is reportedly "suffocating", and may assist in calming bees when raiding beehives.[18] The skull bears little similarity to that of the European badger, and greatly resembles a larger version of a marbled polecat skull.[19] The skull is very solidly built, with that of adults having no trace of an independent bone structure. The braincase is broader than that of dogs. The dental formula is: Upper: 3.1.3.1, lower: 3.1.3.1. The teeth often display signs of irregular development, with some teeth being exceptionally small, set at unusual angles or are absent altogether. Honey badgers of the subspecies signata have a second lower molar on the left side of their jaws, but not the right. Although it feeds predominantly on soft foods, the honey badger's cheek teeth are often extensively worn. The canine teeth are exceptionally short for carnivores.[20] The tongue has sharp, backward-pointing papillae which assist it in processing tough foods.[21] The winter fur is long (being 40–50 mm long on the lower back), and consists of sparse, coarse, bristle-like hairs lacking underfur. Hairs are even sparser on the flanks, belly and groin. The summer fur is shorter (being only 15 mm long on the back) and even sparser, with the belly being half bare. The sides of the heads and lower body are pure black in colour. A large white band covers their upper bodies, beginning from the top of their heads down to the base of their tails.[22] Honey badgers of the cottoni subspecies are unique in being completely black in colour.[8] Behavior Habits Black ratel (M. c. cottoni) Although mostly solitary, honey badgers may hunt together in pairs during the May breeding season.[21] Little is known of the honey badger's breeding habits. Its gestation period is thought to last six months, usually resulting in two cubs, which are born blind. They vocalise through plaintive whines. Their lifespans in the wild are unknown, though captive individuals have been known to live for approximately 24 years.[6] Honey badger feeding on a snake Dentition Honey badgers live alone in self-dug holes. They are skilled diggers, being able to dig tunnels into hard ground in 10 minutes. These burrows usually only have one passage and a nesting chamber and are usually not large, being only 1–3 m in length. They do not place bedding into the nesting chamber.[23] Although they usually dig their own burrows, they may take over disused aardvark and warthog holes or termite mounds.[21] Honey badgers are intelligent animals and are one of a few species known to be capable of using tools. In the 1997 documentary series Land of the Tiger, a honey badger in India was filmed making use of a tool; the animal rolled a log and stood on it to reach a kingfisher fledgling stuck up in the roots coming from the ceiling in an underground cave.[24] As with other mustelids of relatively large size, such as wolverines and badgers, honey badgers are notorious for their strength, ferocity and toughness. They have been known to savagely and fearlessly attack almost any kind of animal when escape is impossible, reportedly even repelling much larger predators such as lions.[25] Bee stings, porcupine quills, and animal bites rarely penetrate their skin. If horses, cattle, or Cape buffalos intrude upon a ratel's burrow, it will attack them. They are tireless in combat and can wear out much larger animals in physical confrontations.[20] The aversion of most predators toward hunting honey badgers has led to the theory that the countershaded coats of cheetah kittens evolved in imitation of the honey badger's colouration to ward off predators.[26] The voice of the honey badger is a hoarse "khrya-ya-ya-ya" sound. When mating, males emit loud grunting sounds.[4] Cubs vocalise through plaintive whines.[6] When confronting dogs, honey badgers scream like bear cubs.[27] Diet Next to the wolverine, the honey badger has the least specialised diet of the weasel family.[12] In undeveloped areas, honey badgers may hunt at any time of the day, though they become nocturnal in places with high human populations. When hunting, they trot with their foretoes turned in, moving at the same speed as a young man[clarification needed]. Honey badgers favor bee honey, and will often search for beehives to get it, which earns them their name. They often follow a honeyguide (a bird that eats bee larvae) to find the beehives. They are also carnivorous and will eat insects, frogs, tortoises, rodents, turtles, lizards, eggs, and birds. Honey badgers have even been known to chase away young lions and take their kills. They will eat fruit and vegetables such as berries, roots and bulbs.[21] They may hunt frogs and rodents such as gerbils and ground squirrels by digging them out of their burrows. Honey badgers are able to feed on tortoises without difficulty, due to their powerful jaws. They kill and eat snakes, even highly venomous or large ones such as cobras. They have been known to dig up human corpses in India.[28] They devour all parts of their prey, including skin, hair, feathers, flesh and bones, holding their food down with their forepaws.[29] When seeking vegetable food, they lift stones or tear bark from trees.[21] Range The species ranges through most of sub-Saharan Africa, from the Western Cape, South Africa, to southern Morocco and southwestern Algeria and outside Africa through Arabia, Iran and western Asia to Turkmenistan and the Indian Peninsula. It is known to range from sea level to as much as 2,600 m above sea level in the Moroccan High Atlas and 4,000 m in Ethiopia's Bale Mountains.[1] Relationships with humans Honey badgers often become serious poultry predators. Because of their strength and persistence, they are difficult to deter. They are known to rip thick planks from hen-houses or burrow underneath stone foundations. Surplus killing is common during these events, with one incident resulting in the death of 17 Muscovy ducks and 36 chickens.[21] Because of the toughness and looseness of their skin, honey badgers are very difficult to kill with dogs. Their skin is hard to penetrate, and its looseness allows them to twist and turn on their attackers when held. The only safe grip on a honey badger is on the back of the neck. The skin is also tough enough to resist several machete blows. The only sure way of killing them quickly is through a blow to the skull with a club or a shot to the head with a gun, as their skin is almost impervious to arrows and spears.[30] A short article on the honey badger published in The Independent on the 4th of February 1904 mentions that "The Boers of South Africa hold them in high respect, as do the natives, and assert that a pair of these beasts will occasionally attack a human being. I have heard of men being treed by these animals, but whether the tale was true of false I am uncertain."[31] During the British occupation of Basra, rumours of "man-eating badgers" emerged from the local population, including allegations that these beasts were released by the British troops, something that the British categorically denied.[32][33] A British army spokesperson said that the badgers were "native to the region but rare in Iraq" and "are usually only dangerous to humans if provoked".[34] The director of Basra's veterinary hospital, Mushtaq Abdul-Mahdi, confirmed that honey badgers had been seen in the area as early as 1986. The deputy dean of Basra's veterinary college, Dr. Ghazi Yaqub Azzam, speculated that "the badgers were being driven towards the city because of flooding in marshland north of Basra."[33] The event received coverage in the Western press during the 2007 silly season.[35] In many parts of North India, honey badgers are reported to have been living in the close vicinity of human dwellings, leading to many instances of attacks on poultry, small livestock animals and, sometimes, even children.[citation needed] They retaliate fiercely when attacked, and are reviled in North India.[citation needed] According to a 1941 volume of The Fauna of British India, the honey badger has also been reported to dig up human corpses in that country.[36] In Kenya, the honey badger is a major reservoir of rabies[37][38] and suspected to be a significant contributor to the sylvatic cycle of the disease.[39] In popular culture Main article: List of fictional badgers A honey badger appears in a running gag in the 1989 film The Gods Must Be Crazy II.[40] The viral video Crazy Nastyass Honey Badger became a popular Internet meme in 2011, attaining over 44 million views on YouTube as of May 2012.[41] The video features footage from the Nat Geo WILD network of honey badgers fighting jackals, invading beehives, and eating cobras. The video includes a comical voiceover by "Randall" in a vulgar, effeminate, and sometimes exasperated narration, including lines like "Honey badger don't care!" and "Honey badger don't give a shit!"[42] Randall subsequently published the book Honey Badger Don't Care in the same year. The video has been referenced in an episode of the popular television series Glee and commercials for the video game Madden NFL 12 and Wonderful Pistachios.[43] The video has also influenced references to honey badgers on the show American Pickers.[44] In Alvin and the Chipmunks: Chipwrecked, a honeybadger makes a brief appearance. Former LSU Tigers' football player Tyrann Mathieu's nickname is "The Honey Badger". The nickname became popular during the 2011 college football season, when it was often referenced in the national media. "He takes what he wants" said CBS sportscaster Verne Lundquist of Mathieu, in reference to the Internet meme.[45]
  17. Tree growth speed/size

    This would work on vanilla because you cut down the tree and saplings happen after you walk away. On TFC if you've gone through the pain of deleafing a tree for those saplings, you won't be walking away from them.
  18. Gems + XP = Idea!

    I believe in theme, and the theme of this mod is survival. The magic of the mod shouldn't have a sudden and different theme. Maybe I'm playing wrong, but when was the last time creating the apocalypse aided anyone elses' survival?
  19. Meals?

    Spear fishing is already in, I hunt squid with javelins all the time.
  20. Meals?

    Since paper in the game is made from sugarcane anyways, you should be able to combine paper, rice, and raw fish on the meal prep table.
  21. Gems + XP = Idea!

    A few thoughts on this; Why does blood magic and necromancy have to be taboo or forbidden? Use of life to fuel magic will likely be a quick and dirty means of fast paydirt on energy, at the expense of having to rest, there's nothing inherently evil about that, and it's no more destructive than killing an animal. Necromantic magic is really just picking an already well shaped vessel for animation, or drawing the last bits of energy from an already dead/dying body. If we don't paint this as evil and dark, then it doesn't have to be in game. One thing I think that would set this magic apart in game from so many other systems is the boundaries we place on it. If we define things as "dark magic" or "earth magic" or "swedish magic" then we place restrictions on the system as well as the player. If you make the magic in the game follow guidelines and otherwise let the player at least play with the illusion of freedom in that system, it will be more enjoyable. The most restricting thing in the system I imagine is the part about gems being a focus, and really that's just there to simplify things for Bioxx and Dunk if they were to try to code it. How you get the energy and what you do with it should feel like an undirected field of discovery. "Oh wow, when I used the chipped jade on the sapling it grew a few branches, and when I used a fully charged chipped ruby as a sub-gem for the jade, I grew a sequoia and killed all of the grass in the chunk and nearly killed myself." A way to make the system more open in design would be that when you have an activated set gem, you've either set it as a focus (ways to gain energy) or you've directed it (putting the energy to use) to add to the variable is position of the gem (worn, in fire, in water, embedded on a wall/on armor/weapon/ect) and is the gem linked as a sub-gem or is it a sub-gem (augmenting the nature of one gem with another) Among all of these you open a vast experience to be had by the player as they discover the magic of the world and what it can do, while keeping it (hopefully) manageable enough to code and not so overwhelmingly powerful that magic is a requirement in the game without which you can't manage. Like every other part of this mod magic should be something you can focus on or totally ignore, possibly making the game more challenging than if you'd decided otherwise, but still doable. TLDR: You probably didn't miss much.
  22. Spawn Problem

    If we're going for realistic breathing mechanics, we should all get at least 30-60 seconds of breath time before Steve starts suffering health damage.
  23. Gems + XP = Idea!

    Ok, so my thought is that pure magic (high fantasy) in Terrafirmacraft seems out of place. Something that tends more towards low fantasy, where magic exists in much the same way that science is an application of the knowledge of nature feels much more intuitive. Before getting too deep into my own view on magic, one important thing I'd like to point out is that if magic is directly reliant on "XP" then you have a system that requires (currently) for you to roam the world at night or in caves slaughtering as much as you can so that you can use magic. I'm not sure about anyone else, but this doesn't sound entertaining, it sounds like the worst kind of grinding that you can get from any type of RPG. There may be grind in Terrafirmacraft, but so far it's centered around the concept of difficult survival which is the focus of the game, not grinding for the sake of grinding. To start, in the system I propose you would define magic as an "animating force" that essentially makes the world work. Rock is sturdier than dirt because of the animated force in it. Fire saps the animated force from nearby objects and expends it as a purer form of energy. Creatures (to include Steve) move, breath, eat, and create new creatures because of their own animated force. Even the undead have an animating force, as the flesh which lost it's animating force was empowered with an outside source of energy that makes it move again. This means magic is inherent in everything, as nearly everything has this energy. The next step in a magic system is being able to manipulate the energy and, as so many point out, gems are the perfect fit for this. Each gem is a characteristic of energy in the world solidified into a physical form, and by themselves are completely inert. However, a gem can be activated by submitting it to extreme heat for a short period of time, after which time the characteristic inherent in the gem will remain awake and useable. To begin using magic there are a few basic things you'll need. To start you'll need a gem, it's type largely determining what you'll eventually be able to do with it. You'll also need a gem setting made of some kind of metal, pure metals being the best to work with to better focus the abilities of the gem. You'll need a way to get the gem Brilliant White in temperature in order to activate it initially, so a forge will likely be required. All of the things listed are early to mid game things, this means you will not have to wait till you have advanced alloys or a large city in order to start working magic. That said, you will not be performing miracles with a chipped sapphire in a zinc setting, your abilities will be very basic. Once you have your gem activated and in a setting, you're ready to start gathering energy. As stated above, energy is everywhere, and a gem can absorb energy from just about anything. That said, different gems will be better at absorbing energy from different sources. All set gems will gain a steady stream of energy from a fire, but a ruby will have a bonus to the energy gained from it. Any set gem will gradually drain energy from the local stone if embedded in a wall, but a jade will do so faster. And of course, the obvious things such as killing animals and monsters (as well as taking damage yourself) will feed energy into the set gems, though a diamond will catch more of it. The limitations on what magic you can actually perform comes back to gem type. Using the energy from a ruby on a sapling or the new crop you just planted is liable to net you a pile of ash, use an emerald on the other hand and you may notice that your crop/tree/fruit tree is days, weeks, even months ahead of schedule in growth. Using the previously mentioned ruby more appropriately on a firepit may provide a sudden sharp increase in burn temperature, rapidly heat a targeted ingot or piece of food in your inventory, etc. A sapphire, depending on the strength, could do anything from slightly changing the humidity of a chunk, to changing a block of lava into basalt, or if you have a flawless/perfect gem with enough stored energy, cause it to start raining for a short time. There is a lot of room for expansion to this system of course, having linked setting would allow combining of different types of energy, with a primary and secondary. TLDR: Magic in TFC should be a natural system that manipulates the world and the things in it, not donning your wizard robe and hat.
  24. Gems + XP = Idea!

    I had a long an in depth response to all of this, and halfway through googling information and formulating concepts, I found a random web comic and here I am 3 hours later.
  25. Spawn Problem

    I've had this happen on at least two different servers now. In fact, on one of the the servers, you could always tell if someone was logging on to the server for the first time because they would shortly afterward "suffocate in a wall." Believe that example was on build 55-57? Been a lot of updates so it's hard to keep track. That said, I post this now because the most recent example was when I spawned on a server running 59 and it took me the better part of two minutes to suffocate properly and start the game with half health and hunger. If I have to suffocate to join the server, at least let me suffocate faster. Thank you.