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  1. Greetings esteemed forum goers, particularly Bioxx! I am quite happy to see a meaningful simulation of structural physics making it into TFC2!!! After watching the recent video you (Bioxx) tweeted, I was left wanting to ask you a few questions about what you plan to implement and how. So far, here is what I have. I see that a given block type has a set number of other blocks it can laterally support over the air. Is this affected by the amount of blocks supported total in addition to the distance? In other words, if I build a beam five blocks long off of some block that can support 5 blocks laterally, and then stack a million blocks directly on top at the very end, will the structure fall apart? Alternatively, if I build with this same kind of block a beam 5 blocks out and then build laterally off of the end block, will the structure collapse? If not, how much can you build off of it? Can the amount of blocks supported be modified by making arches? Will this representation of strength be configurable? Is there a limit to the amount of blocks that can hang down from a block over the air (given that it is a block that obeys this kind of physics you will be implementing)?I hope my questions are clear... In any case, I am very excited by this and look forward to where it goes. If you are looking for any sort of inspiration, by far the best Minecraft mod that simulates structural physics is/was the Block Physics mod by id_miner on the Minecraft Forums. Enviromine and all the others don't really do a good job with their attempts. The only problem with that mod was that it was not updated past 1.6.4, or at least not correctly. The 1.7 and 1.8 versions were updated by others, and they both made mistakes that make certain structures impossible that should be possible.
  2. Real Fluids

    Liquids in Minecraft behave in a very odd manner, and I think TFC2 shouldaim to change how they work. Instead of having infinite sources that spread outwards like an egg on a frying pan, perhaps water, lava and any other fluids in the world should spread out evenly, creating a puddle of one pixel tall liquid. The only infinite sources of water would be rivers, lakes and oceans. Basically the Finite Liquids mod spliced into TFC. Another thing is those fluids that come from barrels and metallurgical appliances...They should all be real fluids that can be placed in the world, scooped up again, pumped through pipes and stored in other mod's containers. This way it's compatible with other mods and is generally more immersive. I know I'm not supposed to base my postoff things from TFC1, but I've always yearned to make cheese,alcohol and metal smelting factories along sideother mods, and I'd be overjoyed if TFC2's possibilities were broader than it's predecessor. Finally, you've probably noticed I named this topic Real Fluidsand notliquids. That is because gases would be a great addition to TFC2 as well. There could be underground pockets of toxic, or explosive gas to spice up the mining experience. (Maybe you could even bring canaries down in cages to test the air.) The gases could be both block and chunk based.(Like Thaumcraft aura, but not top-to-bottom chunks, that'd be silly.) Large, thick concentrations of gas could occur as blocks that can affect yourbeing, but if it spreads out enough, it goes to the chunk based system where the gas is present in the area, but isn't concentrated enough to do anything. I'm not sure if the gases are possible, but I thought I'd throw that in the post too.
  3. My Ideas

    +Tables, Chairs, Bigger beds (4x4), Dying beds. +More flower pots, Hedges, Dyeable ceramic stuff (not molds and other things like gold pan). +Bear tracks in trees when you are 5 chunks within the bear spawn chunks (11×11 chunks). -Bear tracks are scratches on only first 3 trunk blocks of a tree. Bears can eventually leave scraches on logs, though if placed by the Player. -Bears bigger (not stronger). +Monsters spawn only in magic places and there are animals and hostile believable mobs in nature. -Humans are player-like mobs that want to survive, build, trade, get rich, accumulate resources (if a human find a resource and take it you must foind other resource or trying taking it by hook or by crook.), grief, steal, or simply have someone close. -Humans won't be work FOR you but WITH you if they are friendly. -If hostile they will try, depending on the level of hostility and the human himself, to steal, grief or eventually kill you and other humans -Relations between humans, they can be friendly or hostile and can create communities (an human can join or, more rarely, leave a community) and communities can be friendly or hostile among them. -Every human have him personal character, that will change their reactions to events (some of them will flee when attacked and some will fight. -Anyway, Humans are VERY RARE to find, I think I don't have to explain why. +Item physics. -Items more light than water float. -Some stone types, cobblestone types, rock types, gems types, blue steel don't burn in lava. -Stone, cobblestone, rocks, gems, metals, ores, don't burn in fire. -some food decay faster when wet (in the ground or the inventory during rain or 2 blocks underwater). -Light items move when there are wind (rainstorms or on hills). +Damage and effects change depending on the body part hit, for example; -Head: 150% damage 90% chance of stunning III 20% chance passing over armor defense (and then 50% chance of blindness and 20% chance of instat-kill) 2% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Body: 100% damage 50% chance of stunning II 1% chance of bleeding 15% chance passing over armor defense (and then 5% chance of instat-kill) 5% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Arms: 50% damage 1% chance of stunning I 10% chance ofbleeding 15% chance passing over armor defense (and then 25% chance of mining fatigue and 40% chance of weakness) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Legs: 75% damage 5% chance of stunning I 10% chance of bleeding 15% chance passing over armor defense (and then 80% chance of slowness and 2% chance of instat-kill) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Damage is calculated on the weapon's base attack. -Stunning I makes you see blurred for 0.25 seconds, when you take damage. Gives slowness I for 0.25 seconds. -Stunning II makes you see blurred for 1 second and doubled for 0.25 seconds, when you takes at least 250 damage. Gives slowness III for 0.75 seconds. -Stunning III makes you see blurred for 5 seconds, doubled for 3 seconds, and a red outline effect for 10 seconds, when you take at least 500 damage. Gives slowness IIII for 3 seconds, then slowness III for 2 seconds and then slowness I for 1 second. -Bleeding makes you losing 1-10 health points every second for 15-120 seconds. When you begin bleeding the games choses a random width for the injury between 1-10. You will take the same damage per second for all the duration of the effect, and the damage will be based on the width of the injury -Passing over armor defence won't comsume durability of the armor and will ever happens if the target doesn't have armor in that body part. -Piercing armor will give same effects as passing over armor defence, plus 10% damage a reduction of 5% of armor and weapon's durability. Space for more ideas... Excuse for my english, i'm italian. DD