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Mac Mcleod

Very supportive Vintarian
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  1. Yup, no infinite money glitch. A 55% loss.
  2. Oh yes, I did have an include list of items that would be allowed to enter the world even if overcrowded. These were all player items mostly to cover players dying in an overcrowded chunk but also fat fingering and tossing their premium sword on the ground in an overcrowded chunk.
  3. My Suggestion was inspired by the official in game Cat Mask we found recently, an episode of "What's My Line" where each panelist had unique hare masks, and decades of TTRPG artwork with drawings and paintings of people wearing animal items inspired by the romans and others. I went looking for other cosmetic items and found them missing. It struck me as a gap worth suggesting both to form clans and for halloween. I'm a fan of Anime but my tastes run to Full Metal Complex, Frieren, and so on rather than beast animals tho I have been watching Frontier Noble without Subjects (or something like that ) the last few weeks which has the a gamut of "mostly dog" to "mostly human" characters so that could be in there too.
  4. Yes, a "fwush" is exactly what I was thinking because they already have that sound asset created and use it somewhere else in the game.
  5. Not like you are thinking. 1) I get distracted with a phone call... and the entire pile is cold again. 2) I run out of fuel.. and before I can collect more.. the entire pile is cold again. 3) I get booted from the game... and before I get back through the queue.. the entire pile is cold again. That type of thing.
  6. The following is native american And this is Roman (Bear, Wolf, Lion) which generally kept the pelt so this was a form of cloak. Also, I came across a video that said medieval people wore small animal (with head) pelt hats for luck. Anyway... back to mining the fireclay I found. Generally my feeling is that it is low effort and enhances player freedom of expression.
  7. Just fyi, I have found it is MUCH easier to prepare quicklime in small batches of 8. The way the math is set up, heating a huge pile of lime is very likely to lead to failure but 8 at a time has a high success rate and is very granular (prepare as much as you can bear and then go play or just prepare 8 more each time you return to base).
  8. I hear you, however the Star Carr evidence from 9000 BCE does demonstrate that prehistoric people were quite willing to make headgear that preserved and emphasized the animal's identity. So it is not anachronistic. (similar to neolithic bone bladed shovels that look *exactly* like our current in game flint shovels and which would make shovels renewable).
  9. When you light a charcoal pit, you get a text message saying it is lit. It would be nice to have it make a "catching on fire" noise in addition.
  10. I think making some animal ears (head/face slot) and tails (sash/belt slot) would be entertaining and popular. Bunny (craftable), Cat, Dog, Fox Ears... Bunny (craftable), Cat, Dog, Fox tails... Horned headgear (craftable from the various horned animals) This would be some work for the gear model designer that probably would not require programming.
  11. Just kills me to constantly throw away copper arrow heads. You could treat them as a copper "bit" that won't stack with a copper bit in crucibles and melt them back down.
  12. I was reviewing the mod and I also check the number of mouse and button events coming from the player. If they exceed a configurable amount per second, then I boot them with a warning message, "you are clicking too fast". This was to block the auto-recipe loading server attack. By default, I used 32 events per second as the limit which is well out of normal speed for a human being. I also check if the client says the player is clicking somewhere too far away from the player. This is configurable and the default was 12. This was used to "ping" nether gates in cheat clients to see which players were going through nether gates to locate their bases. It's a fairly small mod but it relies on config file and line commands and lacks a gui.
  13. With the whitelisting of TOPS, I thought I would make some suggestions. I wrote Harder Cheating for Minecraft which is a server protection mod. Here is what I do in my mod. On a chunk by chunk basis, when entities move, a count of chunk entities is performed. The count is only created once per tick which makes it very light server impact. If there are too many entities in the chunk, then further entities are prevented from entering the world in that chunk. If there are way too many entities in the chunk, then further non-player entities are removed from the world without drops. This suppresses breeding, breaking lots of chests, using water to push mobs into a single chunk, etc. as a way of killing servers, An optional report line of where the problem chunk is located is added. I also check for various other cheat conditions... all once per tick for performance reasons. From what I hear about the issue on TOPS, a player is sending a request to remove many blocks in a short time period. That doesn't happen in the other block game because the server doesn't trust the client. Here is how I would handle it: Attach a "blocks changed over the last 15 seconds" counter to the player. If the counter ever exceeds a set limit then report and boot them with a short temporary ban and cancel any queued block changes. Even roll back their last changes. In my experience with the game, a non-creative player cannot change more than 1 block per second so you could probably use a configurable "warn" level of 16 blocks and a "tempban" level of 32 blocks. This is very lightweight (75 counters for 75 players) and the weighty stuff only happens at the warn and tempban level. Good luck with your issue. I'm sure you will find a solution to this kind of griefing.
  14. I could see this as a function of "open" crates. You just "dump" the contents of the bag into the top of open crate.
  15. For hand-cut peat in northern Europe: First few days: Freshly cut sods were left lying flat to drain and begin drying. In Scotland, they might be left for several days until they were firm enough not to flop over. Next 2–4 weeks: They were stood on edge or arranged in small stacks so wind could circulate around them. Scottish sources describe roughly 3–4 weeks in this stage. Total: About 4–8 weeks was a reasonable traditional expectation in a good drying season. Historical Scottish material gives 6 weeks to 2 months for some hand-cut Highland peat. In poor, wet conditions it could take 2 months or longer. An 1832 Irish account says peat normally needed 1–2 months, and longer in wet seasons. Scotland Guides: Peat Cutting Library Ireland: On the New Mode of saving turf or peat fuel from Irish bogs.
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