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munin295

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About munin295

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  1. 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. https://www.google.com/search?q=mine+timber&tbm=isch historically-accurate termalso relevant to those who use support beams for buildings and decoration
  2. I'd like to recommend iBLT's series to all of you. He's making a very nice effort to role-play his experience, even to the point of changing his Minecraft skin every few episodes to reflect his changing condition. Take a look, here's the first episode:
  3. [Won't Fix] Ocean biomes are too big

    Vanilla 1.7 was the update that added the biome temperature zones which are much larger. If TFC was hooking into those calls, its regions could have increased without knowing it?
  4. [Won't Fix] Ocean biomes are too big

    I remember Bioxx or Dunk posting a similar map last year. I can't find it, but I remember calculating a typical width of 500 blocks for each stone region -- i.e., much smaller regions. Am I remembering wrong?
  5. How are you guys dealing with caves?

    (from memory:) When you mine a raw stone block (and only a raw stone block), there is a 10% chance that a 9x9x5 (2 up, 2 down, 4 out sideways) will be scanned for unsupported collapsible blocks (raw stone and ore blocks). If it finds an unsupported collapsible block that is not in-range of a horizontal support beam, a cave-in begins to propagate. While the cave-in scan is 9x9x5, support beams only "safe" a 9x9x3 region (1 up, 1 down, 4 out sideways).So it doesn't matter if the block you're mining is in the support beam's safe zone, only that unsupported collapsible blocks around your mined block are.If your horizontal support beams are at height y, and you mine a stone block at y+1, you expose a stone block at y+2 which is outside the support beam's safe zone and can thus be chosen to initiate a cave-in. So mining upwards is never safe, you're just playing the odds.
  6. Brass

    I'd be willing to bet money that it's just that "brass" and "bronze" sound similar and people get confused, either reading them wrong or getting them mixed up in their heads. I suggest also adding notes to the Alloys table on the Metals page (I never use the Alloys article myself because it just duplicates information in the Metals article which has a lot more useful info).
  7. But you can change what they do in response to a neighbor change. If they don't do anything, the neighbor change won't cascade. So what if leaf despawn due to tree chopping was handled by a tile entity, and we re-install random leaf decay to handle other causes (validating logs lost due to fires or explosions, leaves not connected due to weird douglas fir generation, etc.)?
  8. Well, that's really a design choice. Vanilla already solved this by allowing leaves to despawn randomly rather than doing a massive neighbor update cascade. I'm not suggesting we go back to the vanilla mechanic, simply objecting to the use of "no way" when talking about a computer program. If we keep talking about it, we might be able to figure something out that doesn't crash everyone's servers.Above, I suggested using a single tile entity at the chop position to handle the log breaking over multiple ticks. Perhaps the same could be used for leaves despawning. The programmers would have to work out the details, but as a rough-out: when the chop occurs, scan for logs that should be removed and store the list in a new tile entity; each tick after, the tile entity removes some logs (say, 16 at a time) without updating neighbors; once the logs are removed, the tile entity starts scanning a sufficient space around the chop for leaves that should be removed, a few layers or something at a time. It might make sense to scan first for remaining logs and place them in a position-keyed hash, or mark their valid leaves in a boolean array, etc., so that each leaf doesn't have to do its own search, repeatedly questioning the same spaces as other leaves nearby already did.
  9. Although blocks and tile entities normally go together, I don't think there is any actual requirement for it. So most of the time blocklognaturals would have no tile entity, but when a log is mined you place a single tile entity at the position which was mined and let it handle some blocks per tick until it's done and then it deletes itself.In order to retain the "chop from top down" mechanic, you'd have to store the entire "scan"* in the tile entity though (probably better than repeating the scan each tick). I've been trying to think if that would cause problems if things were changing while the tree processing is ongoing (another tree grows close by, someone else finishes their chop soon after, or maybe the forest is on fire), but as long as you check that the block id and meta of each block you want to remove this tick matches that of the original chopped block, I think it should be okay.Although I'm guessing it's all the light updates that make sequoia-chopping so laggy/crashy, another thing to look at is the number of item entities created (80-ish?). Instead of having each block drop its own item, maybe the tile entity keeps count and only drops an item entity when it's got a full stack, reducing the number of item entities by a factor of 16 (for example, 5 instead of 80).* not the massive array of booleans, but a 1-D array of log positions to remove.
  10. Unable to store food in small vessels

    Is that in the changelog? I can't find it (I mean I already knew about it, but I can't find it).
  11. What pages should be updated first?

    My mistake. I had forgotten that the seasons were displayed in-game.
  12. Simple addition to split food

    Yes. Also, display weight, not as white bar, but as a number just as if it were a stack. Maybe color the number to indicate decay.
  13. Use for Obsidian?

    Obsidian was highly desired for paleolithic and mesolithic knapped knives and arrowheads. It could also be ground and polished to make the superior neolithic polished stone tools, but other stone types were much easier to grind and polish and didn't fracture as much during use so it was used mostly for decorative objects (bowls, etc.). Applying real-life to in-game, there's really no reason that obsidian blocks couldn't be broken/mined with stone tools such as hammers (people used to mine flint and other tool stones with picks made from antlers or horns). The obsidian "rocks" could be used to make tools, just like any other rocks, perhaps with a damage boost for knives (and arrows?). Maybe there could even be small pockets of obsidian generated in the world with obsidian rocks on the surface to be picked up.
  14. Fire can only spread to air blocks in a 6-high (1 down, 4 up) 3x3 area around the fire, and only to air blocks that are next to flammable blocks. And, of course, flammable blocks once lit can turn into fire blocks. This means that flammable blocks in an 8-high 5x5 area around the fire can catch, if they are next to air blocks in the 6-high 3x3 area. There doesn't need to be a "path" from the fire to the air, it just checks the whole volume, so you can't "fire barrier" part of the volume with stone, etc. So, roughly, you need your flammable blocks at least three blocks away horizontally from the fire (fire, something, something, flammableblock), going down two blocks and up five blocks, unless you've made sure to fill up the endangered air blocks around the flammable block. Knowing this, it's certainly possible to make a 3-wide fireplace, with wooden walls coming right up to its sides. Just make sure you keep the stone going up high enough that a wooden roof won't catch either. See Fire#Spread. Also, more than you ever wanted to know about vanilla fire.
  15. What time affect?

    TFC just won't work if you mess with the time. It determines how long it takes for crops to grow, barrels to process, pit kilns to finish, food to cook, etc. Try simply playing on peaceful mode and just working through the night. Maybe only turn the difficulty back up when you want a challenge like exploring a cave or something.