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  2. Erik

    Food decay

    Yes, I'm wrong here, you're right, assuming the DC increase rate is still linear (which still means a non-linear DC increase) your system would work without any stacking issues. But the system has still the issue of of there being no place for the rot to go when eating with a full inventory, which a deterministic version of the system wouldn't have. However the deterministic version needs a constant decay (i.e. DC increase) rate or eating will cause food to spoil faster, which is clearly not wanted. So it's a choice between a more realistic chance based system with a minor gameplay issue or a less realistic deterministic system without gameplay issues.
  3. Yukihira_S

    Food decay

    Please, try to think about dice: every time a die is drawn you have the same chance to obtain a certain number. No matter if you draw 64 dice at once or a single die 64 times. About linear decay, I should say again that I don't think that it's good and it should increase overtime.
  4. Last week
  5. Ah. Tyron brought stone hoes back in 1.10, thank goodness! There is a stone hoe mod by Melchior that is quite nice and doesn't add anything else to the game.
  6. Thanks again for the help. Haven't found any mushrooms yet. At least now I know where to look. I want to try farming but can't make a hoe till I can smelt copper. Thanks much
  7. Lol! Well, I can't help you with the love part, but brown coal is found in sedimentary rock. I think charcoal is a better fuel source (made by burning full stacks of firewood within a fully enclosed space; blocks such as tilled farmland do not count as a full block because it is one pixel lower than a standard block). Let me know if you need more detail on making charcoal. Horsetails can grow spontaineously on tilled farmland (not sure if it needs to be moist), just like grass but it is more rare. It grows in the wild in areas that also favor mushrooms. I'm not sure of the actual requirements. I associate them with woods too -- the places where you are apt to find sticks on the ground -- often with some elevation, but not necessarily. There are other poultices that can be made with linen and do not require horsetails. Are you in 1.9? In the most recent version (1.10 pre-release) the chance of finding bees has been increased x3, if I remember correctly. However food also decays in 1.10, so there's that. Anyway, bees spawn during world creation and require a dry climate. They are associated with the type of climate that favors soybeans. They're most often found in acacia trees or oaks (sometimes in those really huge oaks, and the hives can be way up high too!). Some hives will hang openly from the bottom of trunks, but they can also be found in straight trunks. Most people will hear them before they see them.
  8. Erik

    Food decay

    While I really like the general idea of your system, this last piece ruins it from a gameplay perspective. It does not only not fix the issue with a linear decay rate, but amplify it: 64 stacks of one potato still decay much faster than one stack of 64 potatoes AND combining/mixing stacks with a high DC with stacks with a lower ones (but not too low ones, because that would waste some decay rate) is vital because the lower weighted average DC lowers the decay rate. It's micromanagement hell and exploiting the system correctly is hard, which leads to more micromanagement. With a half-life decay rate this system would work however and would be the best system yet, having no gameplay issues. I especially like how it avoids the rot problematic, by giving you the rot when you find it (failing the DC check when eating). The issue is minimized (so not fully eliminated) to the rot having nowhere to go only when the player eats with a full inventory. The issue could be fully eliminated however, by making the system not based on probabilities, but having the bar represent the actual rotten potatoes in the stack. So when the player eats the last non-rotten potato in the stack, or it decays, the stack turns into a stack of rot. I.e. the half-life system, but decay doesn't decrease the stack size, but adds to the "rot bar". BY THE NINE DIVINES, A SYSTEM WITH SEEMINGLY NO ISSUES (apart from it not being fully realistic).
  9. I've been doing quite a bit of exploring but have not found any coal or horsetails. If I understand I need coal for forge and horsetails for a poultice. Also bees have eluded me, much like love. Thanks
  10. Yukihira_S

    Food decay

    Hello everyone. It took a while but I red all the interesting contributions that you added. About this topic I can share with you my real life experience. That's why I'll use potatoes instead apples. I hope you won't mind. I start from the assumption that a single potato shouldn't have a decay but be simply edible or unedible. Well, when I go to supermarket and get a 2 kg bag of potatoes it's likely that all of them are edible but anyway I check every single one when I prepare them. Obviously I don't use 2 kg of potatoes in a single shot then I have to store the rest. The day I cook potatoes again I look in the bag and sort out if there are some potatoes which are went bad. If there are I just discard them and use the good ones. How to adapt it to the game? Simply a bag of potatoes is a stack. A stack should have a bar which don't equal the decay of the stack or of a single potato but the chance (DC decay chance) to sort out an edible potato from that stack. For example, if I have a stack of 40 P with an empty DC bar I'll be able to sort out 40 edible P. If the DC bar is 25% full I should obtain (it's a probabilistic calculation) 30 edible P and 10 rotting ones. Combining 2 stacks should give a single stack with a DC bar which is the ponderate average of the 2 stacks. For example. S1 (40 P with 50% DC) + S2 (20 P with 0% DC) = S1+2 (60 P with 33% DC). The same mechanics should apply to the single potato which is a stack made by 1 item: you will still have to sort out if it's edible or not which, in my opinion, is realistic. The DC should have a non-linear increase. In other words, higher the DC, bigger will be the next increase. For example, if stack's starting DC is 0% i should wait 7 days to reach DC=5% but if DC=60% I'll have DC=65% after just 1 day. This is the opposite of he half-life system and more similar to reality.
  11. Thanks so much for watching. I am enjoying the game, I need the wiki open all the time to help me along.
  12. I watched your video! I hope that you do a series. My daughter was here visiting and we both enjoyed your commentary. As to your question though... thought you might like to know that there are some above-ground ruins that have subterranean rooms too. There are also ruins to be found in caves. If you find any underground chests that cannot be opened, it is because they are empty (temporarily -- some in-game items are currently being worked on and balanced and, I am told, that stocking those particular chests will come afterwards).
  13. Released version 0.4.4 to fix a crash caused by binary incompatibility when trying to pick up or place down blocks, so you should be able to use CarryCapacity with the 1.10 pre-releases (and beyond).
  14. They're ruins of past civilization. Once in awhile you'll find loot vessels in them - sometimes they're out in the open, sometimes they're buried within the ruin.
  15. While out exploring I've come across several cobblestone structures including a rather large one. I see any type of entrance are these a dungeon? Thanks
  16. 50 blocks seems like an acceptable range, if the landforms get updated to it. But some things, like the big open caverns created by landforms below the surface wouldn't be possible, as landforms would only be possible to edit the upper fifty blocks. Landforms being able to fill out all the remaining area would ofc make the whole system irrelevant, because it would make oceans impossible again. Probably. The terrain generation would require minimal changes, but a whole new terrain generator for the stuff below the column would need to be added. Chunk loading would require an extension or replacement to have 3D chunk loading. The terrain saving structure may also be needed to be overhauled. And the lightning engine would need some changes. The good thing is that chunks are already cubic, so it wouldn't be a total redesign, but it would probably still take a month.
  17. Erik

    Food decay

    It would fix the issue. It would just put the rot/compost into a very different position, as a resource the player has to actively produce if he wants it and not something he gets if he screws up his food storage. Think of it more as a removal of rot and addition of compost. Doing this, not keeping the rot mechanic and replacing it, would imo be better than trying to keep the rot system and making it work in some weird hacky way like the extra slot you suggested.
  18. redram

    Food decay

    That wouldn't fix the issue. Players always want all their food, at least in times when decay matters. Decay is a mechanic that tries to keep food relevant as a limited resource, and drives the player to use other game mechanics like cooking and preserving. It's not to force players to 'count their calories' and throw out food they don't think they'll need in the next few days. When you're running around looking for a place to settle in the early game, you're fighting decay, you want every scrap, but it's a race against time, and composting isn't even relevant. I think the only way to fix this issue of a half-life system might be to have all containers (and the players inventory) have a special 'output' slot that they cannot put anything into. That slot would basically be reserved just for rot. Might even only show up if the container has food, otherwise it's hidden. However that single slot would need to be able to accept an entire inventory of rot, otherwise you're back to the same problem. That or there would need to be able to be a dynamic number of these output slots. As many as required. And theoretically they could dynamically place the rot back into the regular chest slots, once slots open up due to the entire stack decaying. That would be more helpful if not for the infinity issue, of course. If chests auto-combined stacks as they rotted, that would help a lot though, I think.
  19. This is very welcome thank you
  20. I'll go back and speak with the trader.
  21. redram

    Unique armors

    Nothing prevents a tier vs tier system from having other factors like speed reductions or damage type specific reductions. That can still be based on the actual type of armor, rather than material. As far as basic reductions go there's always going to be a statistically superior one, even in your scheme.
  22. The heightmap in my example is primarily for establishing oceans-mountain-river relationships, and giving rivers direction. It would - for the reason you mention - need to be limited in it's max height. Perhaps to 80% of world height or something. And it would be a uniform smooth slope, unless occasional jumps for waterfalls were necessary/possible. The landform heights would essentially be added on top. That would hopefully leave room at the 'top' for mountain-like stuff to happen. So your chunk map might have an elevation of 160 at one chunk, but then the landform noise on top is what adds the interesting detail, perhaps adding up to 50 additional blocks of variation in height. That's be total 210 blocks at the example point (160+50). Even at the max chunk map height of 200 (for a 250 world height), 50 in variation would be safe (though not allow for trees, so there'd perhaps need to be a 'tree line' elevation). It'd take some consideration and condition, but I think it's doable. This would probably have an effect on the max continent size you'd want. If sea level is 110 and the max elevation of the chunk map is 200, then you've got 90 height gain max from ocean to mountains. 90x32 gives about 2900 individual blocks of 'run', if elevation decrease by 1 at every chunk. So a max continental 'diameter' of about 5800 blocks. Which is a lot, but far short of 32k. Which may be alright though; it'd allow for large oceans and bays and lakes internal to the continental box of 32k square, which would help break things up so the 32k box is not as obvious. Of course if there could be areas where the elevation doesn't decrease at every chunk, that'd help extend the width of the continent. The chunk column stuff would be great of course, but I imagine would be an incredible amount of engine overhaul?
  23. Also I think your active item slot has to be empty (bare hand)
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