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Guimoute

Vintarian
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Everything posted by Guimoute

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. I hope this is the start of a story you'll narrate in 20 years to your children! Marry her!
  6. Glycine and campsis radicans would be lovely!
  7. Yes you understood it right! Regarding the drop rate, if it is truly a concern, the rock block with 5 free faces could have a chance of dropping as a full block or as a few stones like it does currently. For me it would feel more intuitive at 100% but I could see this becoming part of a json-adjustable property.
  8. With the current system, if you want to get a stone or ore block, you have to destroy all 6 of its neighbouring blocks then the main block will drop on its own. My proposal consists in adding a second system where you destroy only 5 of the neighbouring blocks to "make wiggle room", then break the main block to get its block form, not small rocks. This solution has the benefit of wasting much less stone as you truly get 50% full blocks per layer cleared. It also yields a clean flat ground/ceiling after the quarrying is done, you don't have to go 1 block past the targeted blocks. Attached is a screenshot where all the top stones could be quarried if this system was implemented: __________ Edit: the behavior has been added via a mod. I'll publish the mod in the next few days. It looks like this: https://imgur.com/97Uo8g5.mp4 Edit2: mod was published at https://mods.vintagestory.at/show/mod/7349
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