Board Thread:Suggestions forum/@comment-26172435-20170426191637/@comment-26172435-20170427060859

Minecraftmage113 wrote: mithril ore is about ten times as rare as gold in Moria, which is in line with the notion that 'mithril is worth ten times its weight in gold' mithril is far lighter (or rather less dense) than gold, i see no reason why that should mean it is 10x rarer, in fact being worth 10x its weight in gold would be maybe 2-5x its mass in gold, which while that is still possibly saying rarer, it is also far more helpful for practical purposes... i went into that planning on fighting for rarer mith, but ended up on the other side, oh, well.

Yeah, weight, mass, volume. What do we know about units of measure on Middle-earth? I'm just taking the middle ground. Thanks Camp! :)

Strictly speaking: weight would indeed correspond to mass and I stick to my assumption. If we'd assume the ore represents volume and mithril would for instance have a specific density that is half of that of gold, and an ore block in the game represents a specific volume of an ore in its pure form, two mithril ore blocks would represent the same (weight) mass as on gold block, and we would have to further half the occurence rate of ores. In fact, my proposal to make smelting mithril give a relatively low yield can be justified by this reasoning, so I added that to the first post. ;)

Minecraftmage113 wrote: also, you are spelling quite a few things wrong... please remember to take advantage of source mode's spell check.

Yeah, excuse me, but I prefer to first make sure the contents make sense and I usually do some final spell checking later on. Please forgive me the spelling errors I didn't correct and also note that my source code spelling checker apparently uses another lingo as it doesn't point out spelling errors correctly atm. I'll see if I can adjust that to use proper Brenglish instead. :)

Minecraftmage113 wrote: I actually see no need nor logic of either lore or realism to limit the ability of smelting mithril ore to any faction alignment.

the logic of lore is that it is only found in dwarven vaults/hoards throughout the books, and while it could be viewed as sufficient lore, I, and i am guessing that alte as well, will agree in the fact that it is not. in my argument this would be largely due to the fact that bilbo gets an elven vest, which is mithril formed for or by the dwarves worst enemy that is not shown as evil. also because dwarves tend to be strangely good at collecting and hoarding metals of any kind, although most specifically precious metals such as gold.

Eh, I don't understand what your point is here. I feel we're adressing different issues in our quotes.

Minecraftmage113 wrote: On the topic of mithril smelters, would it be possible for these to be larger such as 2x2x2, or even 3x3x3 with fancy textures and such? this would also possibly deter from moving the monstrosities (perhaps take up 9 inventory slots? that would be cool, although i doubt it would be remotely easy, and compared to what else he could be working on... well, that part would hardly be worth it.)

Eh, yeah that would be nice and certainly interesting for this specific smeltery, but I feel that would add a new feature to the mod and it would be inconvenient and unnecessary to address that here.

Minecraftmage113 wrote: Mithril clad gear... 2 things, first shouldn't it be craftable for any factions gear through that logic? and that is not supposed to happen. Second is that considering you are forging it by basically dipping an iron thing in liquefied/molted mithril, so by that logic repairing mithril gear in that fashion is feasible, it would merely not completely repair it, and would increase weight, decreasing swing speed, as well as not hold edges as well, meaning a reduction in the damage of bladed weapons save the warhammer which would merely get a lower and lower max durability and a lower and lower attack speed until it is no longer a good choice over other faction weapons.

I prefer simplicity over realism at some point, but as a chemical engineer I have some ideas on justifying simplicity here. But consider the following to add to your reasoning. If we assume reforging pure mithril to repair pure mithril gear by adding mithril to the worn off base material, the smith would need different, more specialized tools and equipment to be able to handle the hotter, ductile melt and ensure it adheres to the equally hot base material. If we assume that addition of a thin layer of mithril to a more reactive surface layer can be done at milder temperatures, resulting in a quick and easy, but simply more brittle/vulnerable adhesion, the entire proposal holds and isn't too far-fetched from a realistic point of view.

Minecraftmage113 wrote: now as far as the previous point about faction gear, i am not suggesting faction mithril be craftable by any means, but rather make its stats variable to the item used to make it (wood could not be used as it would burn on contact, as far as other metals i do not know enough of the forging process, nor of melting points to make suggestions on it) with stone or gold having drastically less durability than a steel sword (i believe that normal steel is planned for the mannish factions of gondor and some others, although not positive, but if added i would assume it would get its own factionless set) as far as differences in textures or damage and the such, if there is a counter on the weapons increased damage (such as a berserker warhammer being added with larger damage, but drastically less speed than any other weapon (as far as damage it is likely excluding mithril) it should keep a damage boost, meaning weapons should be set by class, not faction. also excluded from these clad items would be items of the factions mentioned later as not being able to do this, as well as purely mallorn tools/weapons. as far as textures are concerned, merely a silver colored overlay on the original item would likely serve, or alternatively have it shorn down to the mithril equivalent.

Yeah, all good thoughts, but again, I'd prefer to keep it simple. This is already beyond the complexity of what many people feel comfortable with, even if it's only for the lengthly text we need to explain our notions. ;)

Minecraftmage113 wrote: factionless mattocks should now be craftable.

Could still be kept 'Dwarven CT only'. But on the other hand, a mattock is simply a matter of tool design and it seems actually a bit odd to me that it would require a special CT to be able to craft it. But to me that is a minor issue and I can be perfectly happy with either way. :)

Minecraftmage113 wrote: As soon as a player has acquired +1000 alignment with any faction, he can be assumed to be introduced to the secrets of mithril working by the smiths of that faction

So... what about factions with little to know smithing knowledge (at present) such as the moredain, the tauredain, and likely quite a few others

Yeah, good point. Let's leave that up to the mod team anyway. They may choose to not account minor factions to acquiring the skills to craft mithril gear and only count major factions for meeting that requirement. I added that as an option to the first post.

Minecraftmage113 wrote: um... think thats it, kudos! i'm one of the few who actually like the role playing aspect of the mod enough to stick to faction gear, and tend to get rekt because of it. if it is made less powerful, or as a relic as proposed, it would be far more realistic, and be quite conveniently easier to deal with than the people who strut around in god mith with hidden align so that you don't know what faction they are unless they tell you or kill you, also it would prevent "noob farming" AKA kill hard working new players to the server be having OP gear to get stuff faster than getting it yourself. rambling now, so, yeah, kudos, done with this shpeal. and i probably misspelled that after my comment about you spelling stuff wrong, ironic isnt it? I'm sure you're not of a rare breed. After rereading some of the text I entered I adjusted a bit to take out some thing I felt I unnecessarily exaggerated a bit.

Thanks a lot for your extensive feedback!