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Stroam

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Posts posted by Stroam

  1. There's a few things on my TODO list for primitive construction.

    • Different textures for stacked stone for every stone type
    • Get rammed earth out of the crafting grid by getting a ramming tool to squish dirt together
    • better textures on wicker block
    • Different textures for adobe for each sand type

    I would like users of the mod to please post on what they would like to see implemented first or stuff they'd like to see added to primitive construction. Thanks

     

  2. A Story - Reading optional

    The hunter slinks through the woods on high alert. The local farmers here have warned him of a wolf they call Long Fang that inhabits this part of the woods. It is said that Long Fang was responsible for no less than 5 deaths in the past few months. If he, the hunter, manages to take down this fearsome beast he knows it'll help bring him fame. The hunter creeps silently constantly turning his head on the look out for this fearsome beast. He stops briefly to pick some berries. These will be useful if he gets hurts. The hunter turns sharply as he hears a howl. The hunt is on!

    He moves towards the source of the howl and then he hears another one that sounds much closer. The woods are dense and it's difficult to see very far due to all the leaves. Growling! Oh no! The hunter sprints to higher ground as fast as he can, pulling out his bow. It won't kill the wolf by any means but it will slow Long Fang down. Up on higher ground with a better view he sees the wolf. An arrow launches from bow toward the wolf and flies over top it's left shoulder. Not enough time to take another shot so the hunter pulls out his sword and prepares to strike the wolf as soon as it comes into range. Slash goes to the blade as it connects with the wolf. The wolf tries to bite him but the hunter manages to step backwards and to the side to avoid it. Slash goes the blade again sinking deep into the beasts flesh. The wolf takes another bite at the hunter this time managing to wound him quite badly. The hunter stabs the wolf one more time and it falls over dead. Rejoice!

    Eating some of the berries the hunter collected earlier makes him feel much better. He's managed it... another growl comes from behind him. His eyes widen in terror as he turns around to see the largest wolf he's ever seen. Almost twice the size of the one he just killed! It has scars on it's face and body. The last marks left in this world by the victims it has claimed. Frantically the hunter swings his blade as what can only be the real Long Fang goes for his throat. The sword connects but so does the powerful jaws. Bones snap and blood gushes as the hunter falls lifeless on the ground below. The latest victim of Long Fang.

     

    The Proposal

    There's two parts of this proposal. Naming the mobs and leveling the mobs. I'll start with naming the mobs.

    Named mobs have a name that appears above the mob just like it does for the player and they don't despawn. Mobs can be named in one of two ways. First is with a hot branding stick and the second is when they kill a player. I choose branding stick because I see no reason to lock it behind metal and it goes back to 2700 BC in Egypt where it was used to inscribe protective sigils onto the animals. Every one in awhile I hear someone's animals despawned. This would prevent that.

    When mobs obtain a name from killing a player they gain a bonus that changes the mob along with the name. Such changes could be a title, scaled up model, more health, wider roaming area, increased jump height, etc. As the animal kills more and more players over time it would continue to gain bonuses definitely becoming a beast of legend. In order for this mechanic to work though the animal would need to heal over time or else it would get weaker with each battle and eventually would be trivial to finish off.

    While this would make for a great story, it could be frustrating for the player who has lost their stuff and is trying to get it back. Right now materials are easy enough to get this loss wouldn't be so bad, but as more items become difficult to replace in game this would definitely anger individuals especially because fallen items have a time limit before they despawn. If items did not despawn and fell to the ground and converted into blocks, this would definitely help out and now there's a bunch of goodies temping adventures into the dangerous lands of a named beast which is exciting.

    • Like 3
  3. Too many. First Operation Nuptune, Donky kong, Jame bond Goldeneye, pokemon, zeld: Ocarina of time, Final Fantasy 7, Dune, Age of Empires, DnD, WoW, disgea 3, Demon souls, Go, LoL, Minecraft, Minecraft Blood n Bones modpack, Minecraft TFC, now Vintage Story. To think of what I could I could have mastered if I spent all that time on other things... Yep, I'm addicted, it's a problem, I'm working on it, I don't need your concern or advice, I get it, leave me alone already, I can handle it myself, GO AWAY.

    • Like 1
  4. @heptagonrusI disagree with firepits repealing mobs. I don't think you should be safe just because you have the night light turned on. I do agree with mobs avoiding things that can light them on fire. I agree the mobs are too powerful for bows currently. The bow should probably do a lot more damage. The fact you can only get one or two shots off on a wolf before it gets to you (if it can),  and takes around 5+ shots means it sucks for actually hunting. My view on weapon damage is unchanged. You can get decent with the bow with practice. 

    • Like 1
  5. The slot by slot annoyance I imagine going something like the first slot getting disabled at 50% durability and the last slot getting disabled at zero durability. With the other slots, if there are any, getting disabled closer to the last slot than the first. Something like: 1st at 50%, 2nd at 25%, 3rd at12.5%, .... , last at 0%. Very similar if not the same to how copygirl imagines it.

  6. unless leather is required in metal armor and you get damaged often by mobs or the armor wears pretty quickly what amount of demand do you think that'll create balanced by the increase leather supply from less threating animals? Also what other renewable demands for leather or textiles?

    EDIT: It entirely depends on what triggers the bags to wear. There are different options listed above. Three of them are not based on distance traveled so long distance travel wouldn't do anything. Currently in game I have 34 slots and I'd say most the time I could do without 12 of those slots since things like dirt, sticks, and stones are so common and abundant I don't need to lug that around. I also don't carry around equipment I don't need for the task at hand. For instance, when I come back from mining I put everything but food up and then grab what I need for the next activity.

  7. This sparked a very lively debate on Discord so I thought I'd make a post here so ideas don't get lost. There are a few schools of thought on the subject. By adding durability to bags it creates an economy by adding a flow of materials into the game. It also opens up the usefulness of a leatherworking skill by providing the ability to increase bag durability or making more durable bags. All options have you lose slots based on durability. The thinking is the first slot loss would act as a warning that you need to repair your bags soon.

    One idea is that the bags would wear out as you travel simulating average wear and tear. The first issue is on really long trips you'd need to bring spare bags in case the ones you were wearing start to wear out. The other issue is what to do with an item when the slot it's in gets disabled? Does the itemstack get dropped on the ground or does it wait till a slot frees up and then disables it?

    The next idea is that durability would be subtracted to when items are removed from bags. That way there's a good chance a slot will be free when it needs to be disabled. It adds a new issue in that smaller bags wears out faster as you don't have the extra slots so the player ends up shuffling around items more often. Generally when you have smaller bags is when you can least afford to have them wear out. There is also the issue of stacks such that if you take half a stack out of a slot would it take durability damage or not?

    The third idea, and my favorite, is bags only wear when overburdened. In this case, items would have weight and stacks would multiple this weight. If too much weight is in a bag it starts wearing out as time progresses. The more overburdened the bag is the faster it wears out and as it wears it starts to eventually disable item slots. I like this idea because you can shuffle items around to avoid overburdening your bags otherwise known as load balancing which I've done on many a hike. Smaller bags are less likely to get overburdened than bags with many slots due to their low capacity. It still has the issue of what to do with the itemstack when a slot becomes disabled but the great thing is if the itemstack simply drop to the ground it lightens the load and either slows down the durability loss or stops it depending if the lost weight stops it from being overburdened or not. Lastly, when transportation becomes a thing it'll encourage using the use of the appropriate containers to prevent overburdening.

    The last idea is treating bags like armor and having it lose durability whenever the player receives damage. As slots were disabled the itemstack would drop to the ground simulating a hole poked into the bag.

     

    • Wolf Bait 1
  8. Too bad we can't do a poll. That's three for buckets unable to place water source blocks. How do you imagine pumps would be made and how would they work? I am familiar with modern water pumps and the Archimedes cork screw. Romans used siphons. 

  9. 7 minutes ago, Tyron said:

    The water placed by water buckets couldn't be used for powering a water wheel, was my idea.

    Oh, so natural water carried by aqueducts would be able to power water wheels. What prevents an aqueduct from branching and powering an infinite amount of machines? Or do we care how many machines it can power?

  10. 5 hours ago, Tyron said:

    I would make river water infinitely extendable with aqueduct blocks crafted from planks.

    The only issue to aqueducts making infinitely flowing water is what's the point if water buckets can create water sources? Also, wood in contact with water is a good way to foul slow moving water. Romans used terracotta and lead though preferred terracotta. I've seen stone used, and of course, copper or copper alloy works great.

    Slime channels only use one block id but move entities fine though they don't slope which is probably why you need more than one ID. 

    River gradients tend to be measured in meters per kilometer which honestly means in a block world it'd be one to three blocks per 1000 blocks. 

     

    If I were to make water, I'd have water source blocks with the flow direction. Flow direction would be the eight cardinal directions, zero, and down. There would only be one non-source water flow block. Source blocks would be created by having the non-source water block over a solid block that isn't soil based(dirt, grass, gravel, etc). at which point the flow block would turn into a source block with the flow direction of the non-source block. The second way a source block would be created is if air is under the non-source block or a downward flow source block, it creates a downward flow source block. With this system, farmland could be irrigated by making channels from a river or creating aqueduct to bring in water from far away. Buckets would not be able to place down source blocks, nor would they destroy them. Wells would be a multiblock structure allowing one to fill up buckets as long as the center of the well had nothing but air between the top of the well and a water source below. This would make underground water useful and more of a hazard while mining. I would also make the oceans a separate source block that returns salt water and ocean blocks would void state to the ocean block. Meaning if you remove an ocean block by placing a block and then removing that air block would automatically turn into an ocean block. Basically stops people from hollowing out the ocean.

  11. I got tired of having so many different mods adding building stuff and then multiple mods needing the same tools so I combined them all into one large building mode. I welcome you to Brick by Brick!

    This mod adds a number of building materials. Grants access to some vanilla building materials only available in creative mode. Also includes smithing recipe for the chisel. Search the thread for the latest updates.

     

    1.8.6-BrickByBrick.zip

    1.7.3-BrickByBrick.zip

    1.6.7-BrickByBrick.zip

     

    BrickbyBrick(1.0.0).thumb.png.3512ad109a07572bc98ad63e91f13da9.png

    If any recipes say something generic like sand, it means any sand can be used.

    Special thanks to:

    • Milo for helping out with the lamppost code.
    • Novocain for doing various art such as the roman roads.
    • Tyron for advice and creating such a wonderful game.
    • Like 8
  12. @DMKW With stats increasing with breeding I don't know if players will need more encouragement.

    Any command is possible with enough code. I purposely used "wolf" instead of "dog" when talking about training to emphasize that while trainable, there are just some things that would be exceedingly difficult to train a wolf to do.

    @redram To go from a wolf to most of the breeds we have today would be unrealistic. Some of the older breeds could be in the realm of possibilities. While breeds do add on another degree of complexity programming wise, I do think it could be a good way to visually differentiate different breeds from each other. Especially if the graphical changes corresponded to functional wolf stats such as how I state strength changing how large the wolf is.

  13. This is an idea for a mod and not really for vanilla game content. No guarantees on if it'll ever be a thing but I thought I'd post is here for the sake of discussion and in case any ambitious modder was looking for ideas.

    I assume at some point wolf pups will be tamable. Everyone who has played Minecraft knows the tamed wolves are pretty useless. They do attack things the player attacks, scare off skeletons, sit, and follow. I think a wolf training system would make tamed wolves more useful and be entertaining.

    First wolf training would be a skill. Each time a player successfully teach a wolf a skill they get a skill point up to a max of 100. Some wolf skills can only be taught by a skilled wolf trainer. Simple enough

    Step one Bonding:

    Before a player can teach a tamed wolf anything the player must bond with it. Basically, the player feeds it when it's hungry and eventually hearts particles will popup letting the player know they are ready to bond. Once a wolf is ready to bond the player gets +1 wolf training and must name the Wolf. To name the wolf, take a whistle and click it on the wolf. Once named, a radial overlay will pop up when sneaking with the whistle allowing the player to quickly give it commands. This would work similar to switching wand foci in Thaumcraft if you've ever done that. Basically while holding a doggie treat and sneaking your mouse would appear in a center circle with all the commands appearing on the outside allowing you to quickly select an option.

    Step two Training:

    When after a player has bonded they can begin to teach their wolf tricks. The player commands the wolf and watches to see what the wolf does. If the wolf follows the command the player should reward it with a treat. Rewarding the wolf has a chance to increase how often the wolf obeys. Different wolves will start off at different levels of being trained determined by the parents or random if from the wild. So one would might right off the bat obey about 50% of the time while another might only obey 10% of the time. They also have different learning rates. Some wolves will catch on quickly while others not so much. As the players training skill increases so too does the chance that the wolf will learn to obey more often when given a treat. At first, the players radial menu will start off with only sit and follow commands but more options will be added as both the players' training skill increases and the wolf learns more. The player needs to be careful not to give the wolf a treat when it disobeys an order or it might start unlearning a command.

    Step three learned skills

    Once a wolf obeys a command 90% of the time or higher it is considered a learned skill. At that point, the whistle may be given to another player who may not be high enough to teach that command but will have access to that command because the wolf already knows it. 

    learned behaviors

    Wolves will get gain a deeper understanding of skills over time as it gains expierence. For instance, if a wolf is told to guard an area it will bark at any mob or player that enters the area. If it is barking at a chicken and the player commands it to stop all the time, it'll eventually learn not to bark at chickens. If it keeps getting attacked by wild animals or players, the wolf will start to attack other players and mobs on sight.

    breeding

    Over time by paying attention to how quickly wolves pick up things and how obedient they are at the start you may breed wolves to become more obedient, learn quicker, have more hp, and do more damage.

    Under the hood Mechanics

    Spoiler

     

    player stats
    trainer level - how skilled the player is at training wolves

    Wolf stats
    ID - wolf name
    namable - tells if the wolf is ready to be named
    health - how much HP the wolf has
    strength - how much damage the wolf does, wolf size, how much it can carry, how frequently it gets hungry.
    domestication level - determines how obediant the wolf is to start.
    cunning - how quickly the wolf learns

    Whistle stats
    Bound wolf - the ID of the wolf it is bound to
    skills - the skills and chance of obeying those skills for bound wolf
    aggression - determines how likely the wolf is to attack things on sight.
    exceptions - A hashtable of ID'sandchance of not being aggressive toward entities it is told no about.

    
    		OnCommand{if(obey([domestication level], [skill level])) executeCommand()}
    		OnReward{if(commandResult == success) skill + tryLearn([cunning], [trainer level]) else skill - tryLearn([cunning], [trainer level])}
    		onBreed{babyStats = average(motherStats+fatherStats) + [60% chance to increase]}				
    			

     

     

     

     

     

    • Like 1
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