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Donjons

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Everything posted by Donjons

  1. Grain silo for storage

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted. Hello, So I just watched a video from a youtuber who added a silo mod to TFC1 , and I thought that would be a great idea for long term storage of grain. It could be a multiblock structure that only accepts grain, and the taller you build it the more grain it could contain. And then for the vegetables, maybe a drying rack..?
  2. Food + Taste + Hunger

    A way I thought of keeping the taste profile of TFC1, but also adding more food, would be to separate this taste in two. For example: "Meal" taste in which there would be savory, salty, and bitter, and "dessert" taste, with sweet and sour. Some taste could overlap both categories (sour could be both part of the meal taste and the dessert taste) For the player to feel satiated, he would have to eat a meal corresponding to his taste profile (meat, grain, vegetables) and then a dessert that also corresponds to the second taste profile (fruit, surgar,.. alcohol?). This would prevent strange sandwiches with fruit in them, in addition to enable the creation more different meals. This would also mean that the player can simply make himself a sandwich, or munch a fruit, and eat "on the road", but restore less hunger and satiation, or eat at the table (ie: full meals that can't be carried, like roasts and fruit salads) and get the full benefits.
  3. Decorations And Landscaping Ideas

    Not sure about some of you suggestions (tablets seem overly complicated, and I don't get the beauty bark thing), but it sure would be nice to have more decorative items. I can think of: -Hanging plant pots -Tables, chairs -Small bushes that could be sheared and replanted
  4. Fishing nets and crab pots

    I really like this idea. The oysters could be a good way to get protein early on in the game.
  5. Sounds

    Panting noises when the player gets effects from lack of food or water?
  6. Settlements and Human Mobs

    I prefer the idea of conquering an island by befriending the local population (either by trade or maybe sometimes by combat) rather than the having the conquer the island by killing mobs and being unable to place blocks (as mentioned in the topic "regional difficulty")
  7. Apiculture in TFC2?

    To link this post with the animal husbandry one, the grass produced by beehives could help with animal keeping: in summer they would produce grass that would be eaten by the animals, or cut down as hay to give them in winter. In addition to increasng (or being a requirement?) for crop growth/yield.
  8. Clay multiple ingot mold

    Yes that's what I had in mind
  9. Regional Difficulty

    After reading this post sounds like I'll be playing TFC2 in peaceful lol.
  10. Domestication through Mendelian Inheritance Revisited

    I love the idea
  11. Animal husbandry

    Please remember that a lot of people like single player. I would hate it for the devs to make a game solely for multiplayer. As for what you say IJuanGB, i've always played single player, and i'm at red steel age, with a big farm and a huge house. I have so much food I don't know what to do with it. I feel that even if they added magic and specializations, I'd still have time to do the same in TFC2. It's just a question on what you'll focus the early game on. You don't have to try and do everything at the same time. Having a viable animal farm is like steel, it's an end game thing. If you need wool, just take care of a single sheep and go hunting venison for leather. Or focus on farms first. Once you have heaps of food you can then focus on magic. Anyway, I'm not trying to sound aggressive at all, I just hope the devs take into account us single players, but (for me at least) the more content, the better.
  12. Animal husbandry

    I only play singleplayer so I'm not too concerned, but like subarctic_guy says it could be a addition to the butcher profession in multiplayer. The butcher of the server would also be farmer. Though it would be more beneficial on servers if the animals didn't die. Regarding what dunkleostus mentioned, filling the troughs shouldn't be done ever single day, but maybe every two or three days (after all it can hold a lot of food). The more animals, the more troughs. If you're going on a trip, just add another trough or take the risk that the animal loses weight. Just like you're not going to feed your animals every single day, they also shouldn't lose weight in one day. Maybe 5 days to lose production and 5 days to gain it back? That way with one trough full the player could leave for at least 6 or 7 days before getting too penalized (good for servers and the adventure part of the game), but at the same time this keeps the management part of the idea since he'll have to provide enough food to fill up the troughs before he leaves, in addition to food for himself. As for the idea or sheparding and herding the animals to different pastures, why not, if we can get pas the fact that moving animals is a nightmare.
  13. Slings!

    What would we use as ammunition? If the stone weight is implemented, then using stones as ammo would take up an incredible amount of inventory space. Maybe knapping ammo?
  14. Animal husbandry

    What could also be implemented (but maybe that's going to far) is a weight variable. Animals fed solely on straw (or left to starve) would be thinner and produce less meat, less milk, less wool... The player would have an incentive to feed his animals properly. And i'm totaly up for hay or alfalfa, I love having a variety of crops to chose from. It would also mean I have to dedicate a small part of my farm for animal feed.