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LuuBluum

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LuuBluum last won the day on August 11 2021

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  1. Unless the wiki is mistaken, that seems to already be a thing.
  2. Right now out of the large number of ground storage options out there, there are none for small rocks. I don't know about you but small rocks tend to be the item that tends to accumulate in my inventory more often than not. So, simple suggestion: ground storage for small rocks. Nothing fancy, just a pile of rocks.
  3. LuuBluum

    Lime Pit

    Ah, fair enough. I suppose it'd require other changes to make it more cohesive with plaster-before-metal as a concept. Oh well; I suppose I'd be better off doing things like this with mods of my own.
  4. LuuBluum

    Lime Pit

    Right now lime, oddly enough, requires metal production (hammers) to produce and doesn't require anything beyond crushing some limestone. However, this seems both oddly limiting (lime certainly was produced before metalworking) and also just not really able to get the sort of volume of lime production that existed back in the day. After all, quicklime was both useful in plaster and mortar. Also of course realism concerns (lime requires cooking limestone, not crushing) but that's more of just an added perk to this proposal rather than the underlying goal. So, doing this would be simple enough. Dig a reasonably large pit in dirt, line the sides in cobblestone so the dirt doesn't fall in (or not; all that matters are that the sides are fireproof). Leave a hole in one of the sides of the bottom that leads out to open air, so the fire can burn without issue of airflow. Line the bottom with firewood blocks, cover on top with limestone (just the straight stones. I don't recall if stone piles are a thing but they'd probably have to be made a thing for this, but that seems reasonable as a way to store stones?), light fire through the bottom channel hole, and then simply let burn until the stones start to glow red. Takes a few days, ideally would require some stoking of the fire but that can be omitted for the sake of making it easier to do. Then the fire is simply left to burn out and the stones to cool off. What's left, besides a bunch of ash, is a bunch of brittle rocks that, if broken up (can be done by hand, or just make it that when collecting the burned rocks you just get lime powder in inventory) and mixed with water, turn into quicklime. Putting it simply, rather than have lime be the product of smashing limestone with a metal hammer, replace it with something that's a mix of a firepit and a charcoal pit that can be done without the need for metal tools. Neater, more realistic, and brings the benefit of lime without needing metal tools first.
  5. int charCoalQuantity = (int)(logQuantity * (0.125f + (float)Api.World.Rand.NextDouble() / 8)); That's how much charcoal you get per pile of logs.
  6. Having sufficient artificial light will also keep wolves from spawning.
  7. Another option is to simply have berry regrowth time be more reflective of actual berry regrowth time, which is to say roughly once or twice a year. Though I think that would only realistically be an option once fruiting trees are also added.
  8. At least from what I gather having done some quick Wikipedia summarizing is that the only thing the water did was cool it off faster.
  9. LuuBluum

    Grass!

    Ah, you are actually right on that. I guess that's to prevent tall grass spam, since otherwise over time fields of grass would become completely overgrown with tall grass. Perhaps that really means that we just need more wildlife to eat the ever-growing tall grass?
  10. LuuBluum

    Grass!

    Simple. public override void OnServerGameTick(IWorldAccessor world, BlockPos pos, object extra = null) { base.OnServerGameTick(world, pos, extra); GrassTick tick = extra as GrassTick; world.BlockAccessor.SetBlock(tick.Grass.BlockId, pos); if (tick.TallGrass != null && world.BlockAccessor.GetBlock(pos.UpCopy()).BlockId == 0) { world.BlockAccessor.SetBlock(tick.TallGrass.BlockId, pos.UpCopy()); } } Whenever it receives a server game tick, and specifically is told to grow grass in that tick, then it grows grass. Of course, that begs the question: when should it receive a server game tick? public override bool ShouldReceiveServerGameTicks(IWorldAccessor world, BlockPos pos, Random offThreadRandom, out object extra) { extra = null; if (offThreadRandom.NextDouble() > growthChanceOnTick) return false; if (growOnlyWhereRainfallExposed && world.BlockAccessor.GetRainMapHeightAt(pos) > pos.Y + 1) { return false; } bool isGrowing = false; Block grass; BlockPos upPos = pos.UpCopy(); bool lowLightLevel = world.BlockAccessor.GetLightLevel(pos, EnumLightLevelType.MaxLight) < growthLightLevel; if (lowLightLevel || isSmotheringBlock(world, upPos)) { grass = tryGetBlockForDying(world); } else { isGrowing = true; grass = tryGetBlockForGrowing(world, pos); } if (grass != null) { extra = new GrassTick() { Grass = grass, TallGrass = isGrowing ? getTallGrassBlock(world, upPos, offThreadRandom) : null }; } return extra != null; } Which is to say, first it rolls a die to see whether it should even grow, based on growth chance. Then it checks whether it should be getting rain and, if it should, whether it does. If all of that is met, it then checks whether or not the grass should grow or die (die if smothered or in darkness, grow otherwise). If in fact it should, then it does. So, if you want grass to grow, make sure it is exposed to rain and not smothered, and is in good lighting. Then wait.
  11. LuuBluum

    Grass!

    It does. The wiki is wrong in this regard; grass grows and regrows over time just fine.
  12. Given that "mountable" entities are already a thing (that's how beds work), I imagine horses and whatnot are already intended to be worked on at some future point.
  13. I'd have to dig up quotes, but from what I gather almost every change to the game made at the moment is made to the components that are open-sourced. Specifically, the "essentials" mod and the "survival" mod, which both work as mods on the engine base. With the mod patching system, you can make mods that do whatever changes you want to the game, fixes or otherwise. Hell, I imagine if you presented it to the devs they might even just pull said "fix" mods directly into the base mod, with some credit in the changelog. Though of course, it can't hurt to ask the devs themselves about that directly; I'm just someone who spent a lot of time reading the code for fun.
  14. Dry stone is an alternate form of cobblestone, made with a stone brick in the middle instead of clay. It seems that that, specifically, was removed, rather than the stones themselves.
  15. Depending on the implementation this would be perfectly fine. If it's just "branchy leave blocks can fill adjacent empty blocks with leaves", that'd be both easy (you'd just override whether or not branchy leaves should receive server ticks on that condition, and when they do fill a random empty adjacent spot with a leaf) and computationally lightweight (every single dirt block in the game is constantly getting server ticks (or checking whether they should) to work out whether grass should grow on them, and performance hasn't slowed to a crawl; clearly it isn't that costly). Hell, could even apply this to branchy leaf block or leaf blocks adjacent to branchy leaf blocks, etc. Though I suggest perhaps a lower limit, lest forests become incomprehensible overnight with all their leaves.
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