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Terosism

Vintarian
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  1. Aging would be a interesting mechanic as it would mean that if you dont remake your marks every lets say 2-3 years ingame (betters tools leave longer, practically permanent marks slightly faster, while flint tools would take slightly more to leave marks and have more durability damage, but not too much then it would simply be a very annoying mechanic), years you eventually risk them disappearing (most of the time they shouldnt disappear, just become much harder to spot) and getting lost. Painted marks should probably just be permanent as it would be really annoying otherwise (and paints should have a good process of manufacturing, hard to get it started but afterwards you should have good amounts to last you forever, similar to finding iron). Chalk/charcoal marks should require reapplying from time to time (very rarely and should be quick enough to be done while just passing by) Maybe walking over the same grass blocks many times if you have a very frequent route could also cause path blocks to replace grass blocks in a gradient fashion, but they shouldnt be square as that wouldnt be a nice aesthetic they should blend in with the surrounding dirt/grass blocks, kind of like painting a texture on top of the blocks.
  2. Right now, making/repairing plate/chain armor is an extremely time consuming business (not particularly resource consuming as once you find iron, you usually find it in massive quantities, now if you are making copper/bronze/steel armor, that's a different story). The process of making chain-mail should maybe be tweaked as follows. Metal rings should be made in 2 ways: Punching rings into a metal plate. Something that can currently be done but only manually. (faster, more waste) creating metal wires, cutting it in multiple pieces and twisting the pieces into chains using a new metalworking tool (slower, basically no waste) The chain punching technique would be much easier to automate in a way similar to the helve hammer, but it would be less resource efficient. It would be either a 2 step process by using 2 separate hammers that punch circles of different diameters, or a alternating hammer mechanism that requires less human oversight. Meanwhile making metal wires and twisting them would produce less waste but its a process that is harder to automate. (i guess it should be possible using mechanical power only but it would be kind of convoluted) Shingles and basic bowls should be able to be formed through a mechanical process similar to the helve hammer. For bowls you would make a inverted & upside down cutout into a certain material the clay wont simply stick to (or if it does then the clay needs to be fired up inside while inside the shape and it will drop out after it dries. You would put the clay on a weaker hammer similar to the helve hammer and it would automatically fill in the shape. Or you could just stuff it in manually. To be honest i'm not sure how realistic this might be as the only clay molds i can find online are made from silicone so yeah, maybe the clay part wasn't the best idea. But clay shaping should have some additional mechanics as opposed to the current add/remove voxels, maybe something similar to the strong hammer hit in iron working. Edit random addition: while thinking about sillicone i realised latex could be added to the game as it has been used historically for very long in certain places. Dont have many ideas for possible uses, only better footwear comes to mind.
  3. Multiple types of trail signs would greatly improve navigation of caves and wilderness (especially if you dont play with a map). (and also add to immersion) There should be 2 types of marks: carved, easy to do, a bit harder to spot (with knife not chisel) colored marks, requires a bit more resources (maybe more dye alternatives should be added) (discord pointed out this is apparently already possible with chalk and charcoal, would nice if we could get a few more alternative colored marks, maybe using flowers or other naturally colored objects) (as an addition, charcoal and chalk should maybe be able to be crafted into smaller pieces made for writing with a durability of their own, maybe even the possibility of creating makeshift chalkboards) wood scorching (only on wooden materials, done either with a very heated metal tool or very simple and innacurate done with a torch) (this can also be used in builds similar to chiseling). Edit addition: Wood scorching should work in a gradient fashion. The longer you interact with a voxel, the more scorched the wood should get. Maybe lightly scorching the surface of cut wood would have the effect shown in the second photo. Lightning strikes that hit wooden blocks could cause certain scorching patterns on them that span over multiple blocks.
  4. Ive been running RC2 on windows for a few days after i had a run-in with the same bug and i havent had any issues with it. Guess you could just backup your world if you want to be on the safer side of things when changing versions
  5. What if we could instantly make certain basic shapes, such as lines, flat square, circle etc (in larger sizes than max 3x3 brush), add them to the bunch, and only then be able to sculpt 1x1 on top of it.
  6. You can place tools/weapons like that by pressing ctrl+shift+right-click.
  7. I would like to leave my hoe resting on the fence of the farmland. As an addition would also be nice if ceramic bowls could also be used as a way to water crops, albeit a less efficient one. Having to build a floating farm just to get proper ground moisture isnt very aesthetic. Dont have proper metal tools yet Just discovered theres a watering can you can make out of clay....
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