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Mac Mcleod

Very supportive Vintarian
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Everything posted by Mac Mcleod

  1. That's a cool, immersive idea. FYI, it will show the words "High Fertility Soil" when you look at the block (but grass blocks it) in the tip box in the top middle. There are patches of it near large ruins at a rate higher than chance. So if you find a large ruins, you can carefully spiral out looking at the bare blocks. These are often flat with no edge so the words are the only way to find them. I struggled with cataracts and they also make visual games difficult since everything is shifted towards yellow and actual yellow things vanish next to other light colors.
  2. One simple option is to simply treat cellars as 5C cooler when they are checked, if they have ice blocks in them. Have a message as for greenhouses, "This cellar is 5C cooler due to Ice." Slightly more complex would be to require a certain number of ice blocks based on the size of the celler. To be renewable, you could cut ice blocks from ponds with a saw. Simple options for thawing include: 1) Ice in cellars thaws in any Fall month that it is loaded. 2) Use a modified version of the thawing option for pond ice.
  3. Yup, no infinite money glitch. A 55% loss.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. 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).
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. I could see this as a function of "open" crates. You just "dump" the contents of the bag into the top of open crate.
  17. 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.
  18. You can smelt 16 flint in a bloomery now. 10 game minutes, reliable.
  19. Okay, in 1.22 it's slightly higher in the sky. It still has the white stars around it and the Sulphur and Rusty companions. It could also be higher/lower based on the month or my latitude.
  20. Just noticed the stars are different in 1.22.7 than whatever I'm running in my one player game. I'll bring up a creative game and see if I can find a set of stars on thsi version.
  21. The Southern Falx swings through the southern sky every night. It starts at dusk at SSE, is due south at 1am, and is at SSW just before dawn. The North Star
  22. I did a little research and historically powered mining had *large* groups of humans working. Not a one man operation to build or operate. Sluice mining was more possible for a single person. Water wheels were used for Stamp Mining which pre-crushed the ore. I do think if they were to implement powered mining, it should require multiple people to operate at anything above minimal efficiency. Constantly loading raw material, durability on the parts that has to be repaired, unloading of the finished products, disposing of the less valuable waste material, etc. I also see the potential for more efficient mining or smelting equipment powered by temporal gears.
  23. One thing that gets me is I watch Primitive Technology and other channels literally make clay from dirt by putting it in water and letting it settle out. So there should be a mechanism involving mixing water and dirt to make small amounts of clay. Here: "The traditional method is surprisingly simple: Collect the dirt preferably soil from a place where the ground is naturally sticky when wet. Remove large debris pick out rocks, roots, leaves, etc. Mix with lots of water stir the soil thoroughly into a muddy slurry. Let it settle briefly. Heavy sand and gravel sink quickly; the very fine clay particles remain suspended much longer. Pour off the suspended muddy water into another container, leaving the heavier material behind. Let the clay settle in the second container. The clay particles eventually form a fine layer on the bottom. Pour off the clear water. Dry the clay somewhat until it reaches a kneadable consistency. Knead/wedge it to distribute the remaining moisture evenly and remove air. This is essentially levigation, and it can produce remarkably pure clay from ordinary soil."
  24. There is a very obvious red star and a very obvious yellow star about 15 degrees above the horizon. I can't see why they would rotate the star bitmap so those may already provide stable directions
  25. I agree pretty strongly with this. There should be broad categories of very different looking armor that basically have the same / very similar stats. But the flip side is player agency and *some* ability to make a meaningful choice. Leather for traveling is something I've seen. Gamboise armor for light caving and travel. Mixing in a piece of chain (chest or head) as you delve deeper. On the high end, I think some kind of gear powered crafted armor that reduces (but doesn't stop) stability loss would give high end players something to pursue (instead of hitting the top and then quitting as so many do). Armors with percentage reductions will be more powerful against powerful drifters(-10% of a double-headed is 5.4 damage) and not as powerful against weaker drifters (the same -10% might only stop 0.5 damage in that case).
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