ArcticWarfare Posted September 19 Report Share Posted September 19 (edited) This first idea applies to all ignitable appliances that can accept fuel or raw material from the player's hand. Similar to how suddenly-empty slots from broken tools and thrown spears are automatically replenished from the player's inventory, it would be nice if this applied here as well. Clearing my entire hotbar to add many stacks of iron nuggets and charcoal to bloomeries is a bit tedious and introduces needless friction that doesn't add to the experience and may detract from immersion. If the player were able to just add one stack each of nuggets and charcoal to their hotbar and fill a row of 10 bloomeries without needing to fiddle much in their inventory, I think this would be a solid improvement to my enjoyment of this process. This second idea applies specifically to the bloomery. Unlike other ignitable appliances, the bloomery only provides visual indication when it's lit. I would really like to see the block info overlay display the lit/unlit status for bloomeries the way it does for firepits, forges, etc. Nearly every time I do a run of bloomeries, I find there is one that I failed to light. Obviously, a textual indicator of lit/unlit status would help prevent this. Thanks for your consideration! Edited September 19 by ArcticWarfare 1 Link to comment Share on other sites More sharing options...
Guimoute Posted September 21 Report Share Posted September 21 On top of that, bloomeries take 5 nuggets at a time in "bulk" mode and that's not changeable with a simple json patch unlike shingles and bricks for example. It takes a code mod to change that. If not made easier to modify, it should at least take 20 nuggets in vanilla because that's the only number that makes sense (1 full ingot). Link to comment Share on other sites More sharing options...
ArcticWarfare Posted September 21 Author Report Share Posted September 21 I've been thinking about it some more and imo, the automatic replenishing mechanic should apply to a lot more things. One example is clayforming. Would be nice if I didn't have to switch to the next stack of clay and change the tool mode back to what I was using before every time I run out. Link to comment Share on other sites More sharing options...
AdrianNumbers Posted September 21 Report Share Posted September 21 2 hours ago, ArcticWarfare said: I've been thinking about it some more and imo, the automatic replenishing mechanic should apply to a lot more things. One example is clayforming. Would be nice if I didn't have to switch to the next stack of clay and change the tool mode back to what I was using before every time I run out. I wonder if it would be possible to make clay forming take clays from other stacks than the one you are holding first (if you have any in your inventory) that would be functionally the same but take away the need of saving tool mode between stacks , so should be easier to implememnt i think. 8 hours ago, Guimoute said: On top of that, bloomeries take 5 nuggets at a time in "bulk" mode and that's not changeable with a simple json patch unlike shingles and bricks for example. It takes a code mod to change that. If not made easier to modify, it should at least take 20 nuggets in vanilla because that's the only number that makes sense (1 full ingot). Alternatively devs could shorten the delay between "batches" for blumeries since irl we would simply dump the mesured amount into at once. Link to comment Share on other sites More sharing options...
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