Yeh the way I was thinking is that there would be ammunition made of different materials, with stone being terrible, iron being okay, and diamond being excellent. Then there could be a toolkit for creating conical rounds (as well as cartridges) to increase damage/range at the cost of more resources.
Like making a bullet mold from steel, then crafting a bullet, then the bullet with a casing to create a complete round.
My first thought is a flintlock makes far more sense. For one thing, the game has flint and steel, for another, this is a game about punching trees, then eventually punching rocks into furnaces, which you use to make powered carts, to run on tracks that you made from steel, that you baked in an oven from rocks popped from walls with a tool you created with your fists. If anything, the most consistent gun for this game is one made of diamonds and leather, which fires a rare dropped material from a nightmare creature you can only kill with fists. Oh, wait, gunpowder already comes from a nightmare creature, so we're almost there.
Besides, the arquebus is not Medieval, it's a Renaissance weapon, and the game is not Medieval, it has powered mine carts and magic record players.
The hand cannon is Mediveal, and it's nothing but a small tube, sometimes with a stick out the back to brace it or held in a thick leather glove, and touched off by a completely separate match. Well, there's your leather gun. That weapon would be next to useless in comparison to the bow, except in huge numbers. Realistically, guns are stupid, if you buy the Medieval game argument. I don't.
I think crafting a rifle should look like the below.
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I like the idea of crafting the ammo into the weapon with each firing, since it does control the rate of fire. I think the loading should be in order of how the ammo would actually be loaded. Weapon, powder, wadding (fabric), bullet (stone). I feel stone is the closest we have to lead, since both get heated into form.
[>>-i>] = Rifle
[>>-i>]
There could also be cartridges, making the weapon fire like the bow and arrows.
= red dust
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Wha!? I here you yodeling. There's no bronze, but gold looks right, and stone was explained above. Red dust is so we have something like primer, although sand would make sense in the context of the TNT. This ammo is very pricey, so you should get a stack of ammo for crafting this to offset the price. Maybe 8, or 16 rounds. Yes, you use it in the same gun as the loose ammo gun. Just repeat to yourself, "I punched a tree. Now it's diamonds. I'm on a pig."
Loose ammo should fire a lot flatter than arrows, but shouldn't be less precise, and should do single hit kills on most stuff to offset slowness. All the arguments for the gun being imprecise miss the point that bows and arrows are realistically horribly imprecise, too, unless you have a lifetime of experience. Guns are easier to learn to a competent degree. The cartridge ammo should fire flatter, thus longer distances in less time, and hit harder than loose ammo.
One disadvantage for the gun will be that you can't see how you missed, as you can with the arrow. That alone should favor relatively close range use until the arc is determined. The speed of the bullet doesn't have to be perfectly realistic, so it can have much more arcing than a real bullet.
The bullet shouldn't have a max range, except for view distance, it should be like the bow in that it's only limited by speed and player ability to compensate for the arc. Since the gun would be pricey and complex it should be over all better.
I would actually like to see magic bullets that have different effects on monsters and animals. Teleporting ammo anyone?
Maybe it could be thusly. Diamond is a gear crafted by yet unknown means, gun powder is red dust. Below we have red dust leads from the sides powering the center mounted motor.
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Alternatively, solid rails, with end to end connections.
Assuming a purely mechanical system, we have a shaft from one side driving a gear. But, it could be a shaft going through both sides. Also, whole logs could be used as shafts in the crafting as a way to boost price, and under the idea that the shaft will be under lots of strain in comparison to a hand tool. [edit] Keep in mind that you get a bunch of rails for one crafting of rails. Thus, despite this using less steel, it is in fact more expensive as long as it gives only one motor track segment, or even just a couple such segments.
Yes, barrels would be placed like chests, and currently like chests if you destroy them to move them they'll empty themselves. Potentially quite dangerous. Perhaps a hand truck is needed, it could be used for moving barrels and chests intact.
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Square wheels.:biggrin.gif:
I was thinking of something like what you describe for extraction and insertion of liquid since the over all idea is really to free up buckets and bowls. I think you described it better than I was thinking it.
Barrels! Currently we only have buckets and bowls. Not good enough, we need the ultimate in fluid containment: the barrel.
Ye Olde Barrel: For water, Milk, and Oil (if we're so lucky), I almost forgot Soup. [] []
High Strength, Thermally Resistant Molten Material Containment Unit: Otherwise known as HSTRMMCU. [] []
Magic Barrel of Holding [] []
Liberace Barrel [] []
The normal barrels can only hold one type of fluid at a time, you can't mix milk and water, or any other combination. Each fluid unit acts like a tool, or piece of meat, eg they can't stack in the same slot. The Gold Barrel is different in that it has double the holding slots, like a double trunk, and can have multiple types of fluid, similar to how a trunk can hold any number of different types of goods.
Wood and Gold barrels can't hold lava, only the steel, or diamond barrels can hold lava. All barrels can hold lesser fluids. Diamond barrel also has double capacity.
All barrels can act as a trunk alternative. Only the gold barrel can hold liquid and solid goods at the same time. Putting any liquid or object into a lava filled barrel will destroy the non-lava liquid or object, unless it is fire proof (steel, or better objects), in which case the fireproof object simply will not enter the barrel.
Step two: spigots.
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Just the two, wood wood barrel and gold barrel, steel steel barrel and diamond barrel. The spigot barrel, of whatever type, can be turned on and off, with switches or red dust. Oil trap, anyone?
Craft TNT and a barrel should create a TNT barrel.
There is already an alternative to torches, burning logs and planks. If those are still in the game once the change happens we will have a low-ish cost alternative to lanterns. Although, it is relatively pricey in comparison to a torch, and dangerous to the ignorant. I love having fire places.
I really like the paper lantern idea, I also like the steel/fuel/glass idea for a lantern from some pages back,
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There is room for other versions. I hope I'm not unknowingly repeating suggestions (big thread). = clay ball, ]" title="-<->" /> = fabric, coal represents oil.
Clay Lamp
]" title="-<->" />
It could produce infinite light, at current torch intensity. Personally, I rarely find clay, but it does given four balls, so if you do find clay it will give you a cheap alternative to the lantern. Another alternative I thought of is a Lava Lamp. It uses two stone, six glass, and one lava. I suppose this would need some way to empty a bucket into the crafting table, or a way to extract the bucket as the item is crafted. I realize it may be a wast to make one, but I find it amusing.
A burnt out torch could also be rechargeable, so it isn't pure junk.
]" title="-<->" /> Fabric Spent Torch
Not a great idea, but I'm hoping fabric will break down into thread at some point. That way thread would be more common than coal, and practical as a torch recharger. Another benefit of fabric breaking into thread is that it means you can carry thread as fabric, and break fabric as you need it like wood to conserve storage.
Torches could also die by half-life and stop diminishing once they reach the level where you can still see but monsters spawn. 1 day = 50%, 2d = 25%, 3d = 12.5%, 4d = 6%. A two day half life would be more forgiving.
I have a proposal for fuel creation. There is no bukket symbol, so I used steel as a placeholder. The idea is, you make a coal filled bucket. Stick that in an oven and cook it. In return you get an Oil filled bucket, because cooked coal creates coal oil.
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To put the oil in a wood bowl you put the bowl below the bucket. Perhaps the bowl can disappear from the crafting window into the creation window, with oil in it, while the bucket only empties. This gives me an idea.
A, Barrel, for storing large quantities of fluid. Maybe it could act like a fluid chest, but for a single type of fluid. Metal Barrels would be required for holding lava.
It might be a little imbalanced, since you are getting four torches of light with two. The system could be made to work with only direct light and sunlight, or sunlight only.
However, it may be balanced by the amount of work that goes into glass making, which admittedly is not so much. But for long conduits it would definitely balance.
With one torch at either end it should be like having two torches at either end. I'm not sure how the light works in the game, so I don't know if this would double the intensity in both squares or what. Torch light doesn't combine though, so you may get no result at all.
[edit] I meant to say torch light does not combine above a certain intensity, the lesser intensity squares do combine their light.
If glass only conducts light when insulated, and only when exposed to light, and in a degree proportional to exposed surfaces, then a glass house shouldn't glow any more than it currently does. I suppose conduction of light will also need to be first come first serve style, with the closest surfaces exposed to light getting the most light, then subsequent surfaces emitting consecutively less light. That way there should be no danger of a glass house being evenly illuminated by just a few torches.
Currently glass just acts as a window, wouldn't it be interesting if it could conduct light? This way we could have day/night detectors deep underground, and illuminate fortresses with nothing but glass tubes. Torches would still be useful since the conduits won't work at night.
Taking this further, placing a torch near a glass conduit should conduct that light. However, the more openings you have in the conduit to cast light, the weaker the light should get. This means you have to insulate the conduit with material to keep light from leaking in dark spaces. On the other hand, having a huge collector should mean more light in dark spaces.
From the side, here is a multistory conduit.
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That'll make a spot light. For a flood light, you would do something like this.
It's five times weaker since it's shining from five facets instead of one. You can compensate by placing more collection segments open to the sky, or to whatever your light source is.
If you look up through it it works like a normal window, the image isn't carried though, only the light. That way windows will work mostly normally. Perhaps light transfer could be made to work with only 1x1xN conduits. It should allow turns, rather than only straight line runs. Example below.
0
Like making a bullet mold from steel, then crafting a bullet, then the bullet with a casing to create a complete round.
0
Besides, the arquebus is not Medieval, it's a Renaissance weapon, and the game is not Medieval, it has powered mine carts and magic record players.
The hand cannon is Mediveal, and it's nothing but a small tube, sometimes with a stick out the back to brace it or held in a thick leather glove, and touched off by a completely separate match. Well, there's your leather gun. That weapon would be next to useless in comparison to the bow, except in huge numbers. Realistically, guns are stupid, if you buy the Medieval game argument. I don't.
I think crafting a rifle should look like the below.
I like the idea of crafting the ammo into the weapon with each firing, since it does control the rate of fire. I think the loading should be in order of how the ammo would actually be loaded. Weapon, powder, wadding (fabric), bullet (stone). I feel stone is the closest we have to lead, since both get heated into form.
[>>-i>] = Rifle
[>>-i>]
There could also be cartridges, making the weapon fire like the bow and arrows.
Wha!? I here you yodeling. There's no bronze, but gold looks right, and stone was explained above. Red dust is so we have something like primer, although sand would make sense in the context of the TNT. This ammo is very pricey, so you should get a stack of ammo for crafting this to offset the price. Maybe 8, or 16 rounds. Yes, you use it in the same gun as the loose ammo gun. Just repeat to yourself, "I punched a tree. Now it's diamonds. I'm on a pig."
Loose ammo should fire a lot flatter than arrows, but shouldn't be less precise, and should do single hit kills on most stuff to offset slowness. All the arguments for the gun being imprecise miss the point that bows and arrows are realistically horribly imprecise, too, unless you have a lifetime of experience. Guns are easier to learn to a competent degree. The cartridge ammo should fire flatter, thus longer distances in less time, and hit harder than loose ammo.
One disadvantage for the gun will be that you can't see how you missed, as you can with the arrow. That alone should favor relatively close range use until the arc is determined. The speed of the bullet doesn't have to be perfectly realistic, so it can have much more arcing than a real bullet.
The bullet shouldn't have a max range, except for view distance, it should be like the bow in that it's only limited by speed and player ability to compensate for the arc. Since the gun would be pricey and complex it should be over all better.
I would actually like to see magic bullets that have different effects on monsters and animals. Teleporting ammo anyone?
0
Beer is also a great idea. Maybe we could set creeper traps with it. :biggrin.gif:
0
Alternatively, solid rails, with end to end connections.
Assuming a purely mechanical system, we have a shaft from one side driving a gear. But, it could be a shaft going through both sides. Also, whole logs could be used as shafts in the crafting as a way to boost price, and under the idea that the shaft will be under lots of strain in comparison to a hand tool. [edit] Keep in mind that you get a bunch of rails for one crafting of rails. Thus, despite this using less steel, it is in fact more expensive as long as it gives only one motor track segment, or even just a couple such segments.
0
Square wheels.:biggrin.gif:
I was thinking of something like what you describe for extraction and insertion of liquid since the over all idea is really to free up buckets and bowls. I think you described it better than I was thinking it.
0
Ye Olde Barrel: For water, Milk, and Oil (if we're so lucky), I almost forgot Soup.
High Strength, Thermally Resistant Molten Material Containment Unit: Otherwise known as HSTRMMCU.
Magic Barrel of Holding
Liberace Barrel
The normal barrels can only hold one type of fluid at a time, you can't mix milk and water, or any other combination. Each fluid unit acts like a tool, or piece of meat, eg they can't stack in the same slot. The Gold Barrel is different in that it has double the holding slots, like a double trunk, and can have multiple types of fluid, similar to how a trunk can hold any number of different types of goods.
Wood and Gold barrels can't hold lava, only the steel, or diamond barrels can hold lava. All barrels can hold lesser fluids. Diamond barrel also has double capacity.
All barrels can act as a trunk alternative. Only the gold barrel can hold liquid and solid goods at the same time. Putting any liquid or object into a lava filled barrel will destroy the non-lava liquid or object, unless it is fire proof (steel, or better objects), in which case the fireproof object simply will not enter the barrel.
Step two: spigots.
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Just the two, wood wood barrel and gold barrel, steel steel barrel and diamond barrel. The spigot barrel, of whatever type, can be turned on and off, with switches or red dust. Oil trap, anyone?
Craft TNT and a barrel should create a TNT barrel.
0
I really like the paper lantern idea, I also like the steel/fuel/glass idea for a lantern from some pages back,
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There is room for other versions. I hope I'm not unknowingly repeating suggestions (big thread).
Clay Lamp
It could produce infinite light, at current torch intensity. Personally, I rarely find clay, but it does given four balls, so if you do find clay it will give you a cheap alternative to the lantern. Another alternative I thought of is a Lava Lamp. It uses two stone, six glass, and one lava. I suppose this would need some way to empty a bucket into the crafting table, or a way to extract the bucket as the item is crafted. I realize it may be a wast to make one, but I find it amusing.
A burnt out torch could also be rechargeable, so it isn't pure junk.
Not a great idea, but I'm hoping fabric will break down into thread at some point. That way thread would be more common than coal, and practical as a torch recharger. Another benefit of fabric breaking into thread is that it means you can carry thread as fabric, and break fabric as you need it like wood to conserve storage.
Torches could also die by half-life and stop diminishing once they reach the level where you can still see but monsters spawn. 1 day = 50%, 2d = 25%, 3d = 12.5%, 4d = 6%. A two day half life would be more forgiving.
I have a proposal for fuel creation. There is no bukket symbol, so I used steel as a placeholder. The idea is, you make a coal filled bucket. Stick that in an oven and cook it. In return you get an Oil filled bucket, because cooked coal creates coal oil.
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To put the oil in a wood bowl you put the bowl below the bucket. Perhaps the bowl can disappear from the crafting window into the creation window, with oil in it, while the bucket only empties. This gives me an idea.
A, Barrel, for storing large quantities of fluid. Maybe it could act like a fluid chest, but for a single type of fluid. Metal Barrels would be required for holding lava.
0
What about melting it, then insulating it, or is that one too many steps?
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However, it may be balanced by the amount of work that goes into glass making, which admittedly is not so much. But for long conduits it would definitely balance.
0
[edit] I meant to say torch light does not combine above a certain intensity, the lesser intensity squares do combine their light.
0
Thanks, to all who like the idea.
0
Currently glass just acts as a window, wouldn't it be interesting if it could conduct light? This way we could have day/night detectors deep underground, and illuminate fortresses with nothing but glass tubes. Torches would still be useful since the conduits won't work at night.
Taking this further, placing a torch near a glass conduit should conduct that light. However, the more openings you have in the conduit to cast light, the weaker the light should get. This means you have to insulate the conduit with material to keep light from leaking in dark spaces. On the other hand, having a huge collector should mean more light in dark spaces.
From the side, here is a multistory conduit.
[]
[]
[]
[] [] [] [] []
That'll make a spot light. For a flood light, you would do something like this.
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[]
[] []
[] [] [] [] []
[] [] [] [] []
It's five times weaker since it's shining from five facets instead of one. You can compensate by placing more collection segments open to the sky, or to whatever your light source is.
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[]
[]
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[] [] [] [] []
[] [] [] [] []
If you look up through it it works like a normal window, the image isn't carried though, only the light. That way windows will work mostly normally. Perhaps light transfer could be made to work with only 1x1xN conduits. It should allow turns, rather than only straight line runs. Example below.