Trex_Crazy Posted June 4 Report Posted June 4 So I've been making a water wheel (and diverting rapids) and I've two issues/things I'd want to change. I can understand the restriction that you can't just make rapid water anywhere, but it be nice if the water flowed two or three blocks further for the long distance re-routing. Or let you make rapidly flowing water but it has certain restrictions, like it has to fall so many blocks and requires a "lake" at the top. Or make it require a structure demanding strong materials idk. This is just a minor gripe as I understand letting you make a constant supply of mechanical power requiring no input, anywhere. Could be a little unbalanced. My second complaint is the four way part of the waterwheel's middle. Its is absolutely abhorrent to make, mainly because it requires you to fiddle around with the smithing mechanics in a way that a first time player wouldn't understand. But also because if you don't know how it will go together it is almost, almost, impossible to correct after all three ingots have been added. And even when you do know how its just not fun and irritating to make. I have fun manually making plates and chains for armor for the better part of a 10hr play session (this game is like crack I swear) so it isn't the tedious-ness that bothers me but rather that it consumes my hammers (went through four hammers ( two tin and two copper) just to make the first one (had an iron hammer finish it up and make the second one) I feel that tweaking the recipe would be a good change. Now how exactly to tweak it I'm not sure, which could be part of problen solving the issue. Unless you made it smaller and require only two ingots, but make the middle section cost two ingots (in the form of rods or nails etc.) in addition to the four ways. So the overall cost is unchanged.
williams_482 Posted June 4 Report Posted June 4 I think smithing should reward skill, and hubs requiring some experience to make with three ingots instead of four is a part of that. Personally I do enjoy smithing hubs, because for me they are large enough that I have to think about how to do them instead of being completely rote, while presenting a manageable challenge. The trick to efficient hubs is placing your three ingots with the workpiece at different rotational positions. Each ingot will form most of a spoke naturally, and leave the fourth spoke as an open space which can be easily built up by pulling material from the center. With that said, punching out the side holes in the final steps is dicier than it maybe should be, punishing a misclick very harshly even if you left some extra material. I'll admit to rage-cheating in a hub after punching out the wrong voxel and spending multiple heats trying to move a surplus voxel into the right spot to replace it. One thing I wish for that would make smithing hubs, anvils, and other large projects a bit easier is an indication of where a fresh ingot will actually be added to a workpiece (and if voxels will be stripped off due to the height limit). I still tend to guess wrong by a voxel or two exactly where an ingot will go. 4
LadyWYT Posted June 4 Report Posted June 4 1 hour ago, williams_482 said: I think smithing should reward skill, and hubs requiring some experience to make with three ingots instead of four is a part of that. Personally I do enjoy smithing hubs, because for me they are large enough that I have to think about how to do them instead of being completely rote, while presenting a manageable challenge. I have similar feelings; to me it feels like a nice little reward for getting better at the game. Most smithing recipes are pretty mindless. 1 hour ago, williams_482 said: With that said, punching out the side holes in the final steps is dicier than it maybe should be, punishing a misclick very harshly even if you left some extra material. I'll admit to rage-cheating in a hub after punching out the wrong voxel and spending multiple heats trying to move a surplus voxel into the right spot to replace it. I'm not really sure how this could be fixed, aside from maybe splitting the hub into halves and then welding them together like one does iron+ anvils. However, that drives up the material cost and locks the waterwheel behind borax, so...maybe not the best option. 8 hours ago, Trex_Crazy said: Unless you made it smaller and require only two ingots, but make the middle section cost two ingots (in the form of rods or nails etc.) in addition to the four ways. So the overall cost is unchanged. You'd need to shrink the hub recipe somehow, which is a little difficult to do without it feeling overly simplified.
qualicabyss Posted June 4 Report Posted June 4 (edited) I successfully made the hubs first try, though they are by far the hardest thing I've had to forge so far. You need to understand how forging works pretty well to make them, though the design isn't that complicated, its just hard to see with the wireframe. I think changing how ingots are added could help, petting 3 ingots side by side world make much more sense then on top of each other for this project Edited June 4 by qualicabyss
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