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Skru

Vintarian
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  1. Skru

    Climbing rope

    When I explore steep caves, I usually use ladders to climb down. When I climb up again, I cannot take the ladders with me because I am always higher than the ladder I want to take down. I have to leave them in the cave and they are basically lost. If I explore many caves, ladders become expensive in the long run. With a climbing rope (or a rope ladder) you could climb in caves and take it back afterwards. A rope has a length (e.g. 32 blocks). If you attach it to a block, it unrolls automatically until it hits a block underneath or unrolls completely. In order for it to unroll, it must be attached to the side of a block. It can only ever unroll downwards. Unlike ladders, you cannot build a standing rope upwards. You can climb the rope in the same way as on a ladder. If you remove the rope, it drops directly into your inventory, so it won’t fall down the cave. You can take it down at any place (e.g. also at the lower end). With such a climbing rope you could explore caves, take your equipment back afterwards and move on to the next cave. That would also fit to the reality aspect. I wouldn't install ladders for quickly exploring a cave or climbing up a steep hill. I would use ladders for a cellar or for a frequently used mine. With a climbing rope you can save a lot of ladders. So, it should be accordingly expensive, e.g. 3 x 32 flax twines. You might also need a metal anchorage for the rope so that you can attach it to blocks like rocks at all. With an anchorage you could also place it at the bottom of a block. At the end it should be expensive enough that you can use it for explorations in the later game but you would still use ladders for permanent installations.
  2. Sawing one log returns 12 boards. This works fine up to 5 logs which return 60 boards in total. However, when I saw 6 logs, hold "shift" and saw them all at once, I get 64 + 12 = 76 boards when it should be 60 + 12 or 64 + 8 = 72 boards. For 16 logs, which would be exactly 3 stacks with 64 boards, you still get 12 extra logs. Here an overview: It seems, the game calculates how many complete logs would fit in one stack (=60) and calculates the number of stacks to fill and the remaining boards (for 16 Logs: 3*60 + 12). Unfortunately, one complete stack is 64 and not 60. Reproducible for all types of logs and all types of saws. Reproducible in different worlds. Game version: v1.13.4 on Windows 10
  3. Thank you. That's a cool feature. I wonder what else is hidden in these worlds that I have never seen so far. I really like the world generator.
  4. Personally I like the implementation of knapping, smithing and pottery - at least in the early stage of the game. In my eyes this is an interesting feature that should be kept. Later in the game I sometimes get annoyed by this manual and repetitive work and wish there would be an easier way. As far as I have read, this feature is often discussed. Some would like to have the feature removed or have an easier mode, others want to keep it. I thought about a compromise that would suit both criticizers and defenders. I thought about a skill system and an automated crafting mode. They are separate features but could work together. Automated mode The automated mode would be an additional crafting mode you can select when you press F. As long as you focus somewhere at the tool you want to craft, the automated mode picks the microblocks automatically automated without needing you to aim on them.. For pottery it works similar to the copy mode. As long as you click, 4 microblocks are added/removed. But instead of copying the blocks from the last layer this mode would simply first remove all unnecessary blocks for the layer, than add all required blocks, than perform the same for the next layer until the craft is completed. For knapping the removable micoblocks adjacent to blocks of your future tool are automatically identified and removed one by one. For smithing, it is calculated which microblock should be moved to which position and they are automatically hammered towards their final position. Spare microblocks are automatically removed at the end until the tool is completed. For each skill, the time to perform an action to a microblock keeps the same. Each knap and hammer stroke are single actions. Automated knapping and smithing would be as fast as an experienced knapper/smith would need to create the same tool. Only pottery would be slightly faster, because you don't need to change brush sizes and to aim that much. You still need patience and have to wait until your craft is done. For smithing, you would still wear off the hammer over time. You are always able to switch to one of the manual modes and do the whole craft or parts of it by yourself. The only advantage of the automated mode is that you don't need to concentrate so hard on what you are crafting and may be more passive. You can turn this mode on/off at world generation or by command. So if you don't want to use it, you can forbid it. Skills You can train skills for knapping, smithing and pottery. Each object you create gains you one point in the respective skill. Each skill has a maximal number of points after which you have completed it.. The more points you get for a task, the faster you can craft. As an example, with skills turned off, one action takes 100% time. With skills turned on, one action takes e.g. 150% time at the beginning and 75% time with the completed skill. Also, when the skill is completed, you get the automated mode as reward (assuming automated mode is activated). Maybe, also the resource usage could reduce slightly. As you become better in pottery, you might need less clay to build something. Or in smithing you are more experienced how to handle a hammer and with each stroke you have the chance (e.g. 25% on completed skill) that this stroke doesn't cost a point of the hammer. At world generation, the option for skill could be: Off, fast training, normal training, slow training. When you activate automated mode and skills, you would be able to use automated mode only after completing the skill. If skills are turned off, you can use automated mode from the start, if you activated it.
  5. It might be luck but I usually started on the northern hemisphere and climate changed along the north-south-axis. I had the same problem a while ago. Running some thousand blocks into the wrong direction until I see a clear climate difference would have cost a lot of time. I recreated the same world and teleported 10000 block towards north and towards south and looked where it is warmer. You could maybe do the same to find out. I think the temperature changes usually along the north-south-axis but I am not sure about this. You could maybe check east and west, too. My impression is that the direction of the sun doesn't indicate the temperature direction. In my current world the sun rises at the north, is at noon at the west and sets at the south. However, the warmer regions have still been still at the south. Beside that, I once searched for the southern hemisphere in a test world to see how the climate differs from the northern hemisphere. Like on earth, there is summer in December and winter in June. So if you live at a place where it is colder in December than in June, you are most probably at the northern hemisphere and need to go southward. What do you mean they die of hunger? I haven't have much experience yet with animal husbandry. Can they die of hunger if they are not feed for too long?
  6. While walking through my world I found an area with mostly shallow ponds, but a few of those ponds have a huge cave system below them. It is too wide and too huge for a normal cavern and I haven't seen anything similar so far. The deepest point of the hole is at height 16, so it is nearly 100 blocks deep. The pools are different entrances to the same system. They are connected beneath the surface. It is very cool to explore it, but my question is, is this intentional? Have you ever seen something similar? I recreated the world and found the holes again which means they are reproducible. Here is the world config if you want to take a look by yourself. Seed: 437952797 Pole-Equator-Distance: 50k blocks Coordinates: /tp 227 109 4072
  7. When I cook a meal or melt nuggets, I try to minimize the used firewood and use the remaining heat of the pot. It regularly happens that the fire cools down until it is cold again while the meal is still cooking or the nuggets are smelting. When the fire is cold, the progress arrow and pot temperature are not updated anymore. Reproduction: Place 4 x 6 carrots in a pot Add exactly one firewood Ignite and wait until the fire is cold again. The meal will still cook (about 2/3 finished). The progress bar won't move any further. When you close the fire window and open it again, the meal temperature is not shown anymore. If you wait longer, the meal is suddenly finished after a while Optionally: if you add some firewood e.g. 10 seconds after the fire got cold, the progress bar jumps to the current progress and is updated again. VC v1.13.4 - Windows 10
  8. I am not sure if this is a suggestion or a bug. When I click on a block to break it and an animal runs between me and the block or waits behind the block, I accidentally hit it and it becomes aggressive. It is nearly never my intention to hit an animal when I began breaking blocks (or the other way round). Also, if I wring honey into a bucket and finish wringing the last piece, the slot is empty for a moment and I am still right clicking on the bucket. So the game decides that I obviously want to take the bucket into my hand. This also is usually not intended. I wanted suggest a distinction between action types. One mose-click-and-hold can only perform one action type. If I want to do anything else, I have to release the mouse button and click it again. So, when I start to break a block, breaking blocks is the only action I can do as long as I continue holding the mouse button. If an animal moves between me and the block, nothing happens. If it moves away again, I continue breaking the block. I won't accidentally hit the animal. Or if I attack a drifter with a knife, I won't accidentally cut grass. As possible types I at least think of: "breaking blocks", "attacking entities", "take items", "interacting with items". There may be some more. The action "breaking blocks" would mean blocks in general, not a certain type of block. Maybe there could be a distinction between a block the currently used tool is intended for and other blocks (I especially think of accientally breaking tall grass with a shovel while actually removing some dirt), but I am not sure if this is needed.
  9. When I hold a honey bucket with e.g. 1 liter of honey in my hand and right click on another on the floor that holds 10 liters, the one in my hand has afterwards 10,75 liters and the one on the ground 0,25 liters. The other way around - putting honey from my hand into a bucket on the ground - works as expected. I made a few tests up to 3 L, where I always have a bucket with 10 Liters of honey on the ground and different amounts in my hands: 0,25 L - 1 L: 0,25 L remain in the bucket on the ground 1,25 L - 2 L: 0,5 L remain in the bucket on the ground 2,25 L - 3 L: 0,75 L remain in the bucket on the ground A bucket in my hand, when filled from other buckets or barrels while pressing "shift", can hold as much as 39,25 L of honey. By looking at these numbers I would guess "liter" and "units of honey" got mixed up somewhere. VC version 1.13.4 - Windows 10 Reproducible in different worlds
  10. I made some experiments today. Here are my results in case anyone should encounter similar problems with breeding. I only tested the breeding conditions for sheep, but I guess the same mechanism applies to chicken and pigs. Sea level is not relevant. They can reproduce at any height (I tested height 60 to height 150) Sunlight is not necessary. They can reproduce without any light. Nevertheless, they need a light level of at least 10 to live. Artificial light sources are sufficient. Males and females don't need physical contact. They may be separated by fences or walls and may be kept in different rooms or fields. The seasons don't seem to influence the breeding. They can also breed in December at -5°C (my testing area didn't become very cold in winter). The female animal must be ready to mate and (in case of sheep) have a saturation level of 10. There must be a male sheep in at most 10 blocks distance (circular radius, not cubic). The male sheep must eat at least one portion of feed to be "activated" to breed. Even if all the females have full saturation, they will not become pregnant until the male has eaten one portion. As far as I observed, one male that ate one portion is enough to breed forever, even for future pregnancies (I tested about a year by adding time and increasing the time speed).
  11. I captured about 10 sheep (7 female, 3 male), 8 pigs (6 female, 2 male) and a hen and a rooster ingame between May to June (1 month = 12 days). I fed them until all female sheep had saturation 10 and the sows had saturation level 8. It took me until August until I had enough food. Since then they are all fed and ready to breed. Currently it is end of November, but they don't get pregnant. In the same time I fed my hen, which got pregnant and the first generation of chicken is already grown up by now. I wonder what I am doing wrong. In another world (in version 1.12.14) I kept male and female sheep and pig separated by a fence and they still got pregnant. In the current world (version 1.13.4) I tried the same, but none of the animals got pregnant. I released at least one male a while ago into the herd of females, but still nothing happens. My pigs are currently in an underground cellar. My sheep and chickens are in two block deep pits because they glitched out of the fence sometimes. What are the breeding conditions for animals? Do they need sunlight? Do they need physical contact between males and females? May I keep them separated? Do they only get pregnant in certain seasons? Do I have to keep them above sea level? Do the males also need food (I saw them eat, but they don't get any saturation)?
  12. I really like the ingame map and think it is a very valuable feature. I use it a lot and over time I thought about some improvements to make it easier to use and to extend its functionality. Locating the player A button/key to re-center the map on the player again. A button/key to highlight the player. Like e.g. when pressing control, a bold red circle is displayed around the player. If the player is outside the visible map an arrow at the side of the map appears, pointing towards the player. A small set of colors to choose the players display color from, e.g. white, red, blue, yellow, black. Especially in snowy areas I regularly need to search for the player-symbol for half a minute. The color should also change on the mini map. Move waypoints An option to move waypoints would be great. This could be done by command, by showing editable coordinates in the waypoint menu or by clicking them with a special key + click combination (e.g. shift + left click or control + left click) and moving them around. Recent colors Below the color input box there could be a row of the 10 most recently used colors. If I want to reuse one, I don’t need to type it again (or to even remember the color name / hex-code). Waypoint templates When I work with waypoints at the map, I usually use the same symbol and color for the same item. E.g. each shallow copper deposit I find gets a red pickaxe as symbol and “Copper” as name. The same for other ore deposits, ruins, wild seed-growing plants and so on. Thus, I have about ten to twenty regularly used name-color-symbol combinations. It would be very helpful to have a template system for waypoints. When I enter a waypoint, there is an additional button “save as template”. To load a template, there could be an additional window with a list of all the saved templates. When I click at one of them, the waypoint window is filled with the respective name, color and symbol and the “save” button is already selected, so that I can simply hit Enter and the waypoint is saved. The templates in the list should be orderable, so that I can group them however I want. A nice to have would be the option to create categories for the templates. Keyboard shortcuts for waypoints There could be an option to assign a number from 0 to 9 to a template. When I open the map and press the number (or something like control + number), a waypoint from the respective template is automatically created at my current position (completely without any waypoint-dialog). Prospection results as waypoints When prospecting an area for ores I usually try to do this systematically and save the results as waypoint. That means manually typing all the findings into the waypoint-window. It would be great if you could add a link/button “save as waypoint” to the prospection result. The results are then automatically saved as waypoint. This waypoint should have a special format. The name should allow line breaks to keep the results readable. The name is not editable and the waypoint can’t be moved. The map interface could get a “settings” option where the user can define the default symbol and color of saved prospection waypoints. Maybe you could also add a new waypoint symbol for statistics (e.g. a bar chart with three bars). Pause the game In some cases, like during long winter nights, it is really useful to scan the map for interesting things while I wait for dawn. In other situations, it would be good to pause the game when the map is open (e.g. when I find a nugget of a rare ore while being hunted by a wolf). Could that be a togglable option to pause the game while the map is opened? This might be part of the game balancing and not being able to pause the game is on purpose. If so, I am fine with it, but at least I wanted to suggest it. Same for the handbook. Waypoint symbol selection There is a dropdown menu to select the waypoint symbol. Currently I can’t select the symbol using the arrow keys but have to use the mouse to select it. Could you add this function? This is btw an issue of all dropdowns in the game (e.g. with the advanced options at world creation). What do you think? I would already happy with a subset of these suggestions.
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