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Guimoute

Vintarian
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Guimoute last won the day on September 7 2023

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  1. @Streetwind I see the problem. In the mean time, I also think it doesn't make any sense to be able to sow crops and come back at any time to harvest it. That's part of what makes the south OP, both for people who live there (no need for conservation since everything is stored in the ground) and for people who live in the north but come every 6 months to sow or harvest. My secondary suggestion about self-seeding plants alleviates the problem a bit and makes crops closer to fruit trees, as in you must use the right time window but you don't lose anything if you missed it. People in servers need to adapt. Salted food in cellars, carrying some food in their inventory (+ the mod to avoid offline food spoilage). It's a problem that is not caused by my suggestion so I won't brainstorm on it too much.
  2. Jumping on the idea that crops are officially in an in-between state, here is a way to add realism without requiring new systems. It's only using the existing crop stages system and changing the drops. Currently, only grain crops go to seed (fixing the fact that food item and seed item are separate is outside the scope of the present suggestion). Vegetables should flower and go to seed too but that poses the problem of seed vs food, as unlike grain, the ripe crop is not a seed. My suggestion is simple: Keep the current systems. Maturity stage: vegetable crops yield the maximal amount of food items but no seed unlike now. Flowering stage: the model is different, the food yield is drastically reduced (think fibrous carrots), still no seed. Gone to seed: different model, food yield is zero, large amounts of seeds. After some time, whose length can be tuned to balance fun and punitiveness, the crop should die. Currently dead crops still yield 1 seed, you could remove that drop and let the farmland be self-seeded the following year. The seed did mature and fall on the soil after all. That gives players a second chance at the cost of patience (the farmland plot is taken, they didn't get any food, the net seed count is 0 for that year). That also opens up the possibility of new food drops for specific crops. Cabbage flowers are delicious stir-fried for example. That makes missing the mature crop time window less punitive for new players.
  3. That would let people create large underground dwellings without having to relying on the Stone Quarry mod or having to multiply mining speed by 5. Cracked rock doesn't have anything interesting over regular rock right now except the visual difference. This change would actually make you rejoice when you find a pocket of cracked rock as it means your ore blasting mission will be a bit easier there. I can also foresee a fun interaction between the proposed change and the new cave-in system.
  4. I do like the cave-in system but I don't want to ruin the aesthetic of an underground area with a million of support beams, so I keep it disabled. The system can only be on or off, affecting all rock blocks or none. It would be interesting to have a "soft" compromise where it only affects cracked rock, plus the visual hint is quite strong.
  5. Yes, you can hold right-click + sprint or sneak (which?) and set things on fire in 1.18.x. I haven't tested in 1.19 yet.
  6. I'd rather have a high tree seed droprate like IRL with a nursery system than a low droprate where seeds germinate 100%.
  7. Guimoute

    Marble?

    Surface marble: https://redd.it/12lrxaf
  8. Comfort food like jams and wines affecting (restoring?) some of your temporal stability would definitely be interesting. Mine too deep for too long, sip some ale to hold a bit longer, like a real dwarf! That would give them another purpose than roleplay, as they aren't great for storing fruit satiety points. Apples store for more than a year so no reason to ever waste honey on jams.
  9. Every time waterwheels are mentioned, someone brings up GaMe BaLaNcE and how easy it would be to power them. I want to ask: so what? Windmills are not hard to power either. Waterwheels are a visual alternative to sails. Make crafting the parts expensive if you want so that people naturally start with wind power, but talks about water being too easy to move have to stop.
  10. It was registering the keyboard layout fine before 1.18.8. I suspect .NET7 messed up something.
  11. I believe that would add educational value to the nice agriculture system we already have, and be a fun optional game mechanic. Those who do permaculture IRL will agree. Right-clicking farmland with a dry grass item in hand should apply a layer of hay to it, providing a small moisture bonus (say 10%) and arguably a few percents of nitrogen. It would have an overlay texture similar to what is found in the `Vintagestory\assets\survival\textures\block\soil\fertilizer` folder, except it would be a bit fuller on the first stages, maybe slightly 3D. The moisture bonus would decay the same way slow fertilizers decay.
  12. Reminder that disabling all the FPS limiters (in-game "VSync Mode" and "Max FPS", in your GPU's control panel) is equivalent to asking your graphics card to run at 100% to produce as many images per second as possible, which in turn can cause framerate instability. Cap it.
  13. I didn't check in 1.18.7, but in last version and the previous ones, using slanted roof blocks would not could as a proper closed roof.
  14. Hello, First of all, let's list the issues with the current implementation of the temporal storms: — They warn you through the chat system, not necessarily the best approach for immersion. — They affect the whole world so you cannot escape them. — You cannot build large fortifications because drifters spawn on you. Now imagine if temporal storms were implemented as a large cloud of about 1 km²: — You see them approaching, physically, because the horizon is getting rusty. There is a balance to find between cloud size and cloud movement speed in order to conserve the same warning duration and storm duration as now. Storm intensity could be told from afar, from new visual clues. — They would affect only the area they are hovering over. That means static players would essentially have the same experience as in vanilla currently, and people who want to flee the temporal storm / wait it out in-game (instead of going AFK / disconnecting from the server) could move to a safer location for a moment. Daring players could even follow clouds to try and extend the temporal storm duration. A cloud should probably have a limited lifetime to avoid infinite farming of temporal gears that way. — Drifters would spawn the same way as rifts during the storm so that artifically lit (= inhabited and fortified) areas are safe and the outside is teeming with them, regardless of the sun, so that you get the feeling they are coming from somewhere rather than just spawning on you Minecraft-style. The drifters could possibly attempt to follow the cloud to give a horde feeling. I believe this would catter to every player, regardless of experience and game progression. Fresh and inexperienced players can hide in their dirt hut without getting spawns on them, roleplayers can weather the storm in their fortress and defend it for X minutes, adventurers with good gear can follow the cloud. I think the most important aspect of this suggestion is that it gets rid of the "just go in your room with a low roof and pebbles placed on the ground 20 minutes every 10 days" playstyle which is probably fun for no one.
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