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Sengorn_Leopard

Very Important Vintarian
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Everything posted by Sengorn_Leopard

  1. Alternate crafting method: 1.) For recipes right click a material on crafting bench to open up a dynamic menu like in clayforming. 2.) Select a recipe 3.) This creates on the bench a model that represents the crafting item 4.) Right click the materials required onto the model or table to add them (maybe model changes dynamically as you build it in steps) 5.) When all ingredients are added the model turns into the item and pops off Add materials to the crafting one at a time in a specific order Could do right click to remove an ingredient and shift+right click to remove, and each ingredient must be added in a specific order and will be removed in reverse? To implement bulk-crafting rather than one at a time. Perhaps you can when adding the first ingredient to the model you can keep adding until a max capacity is reached, then you must add the then required amount of the following resources. Of course basic items would be able to be crafted anywhere on the ground
  2. I would love to see the ability to place a large gear vertically, it would greatly improve our ability to compact mechanical systems. Historically this has been done as Cogwheels
  3. I notice that as you place meat, foods, crucibles, the firepit will change textures to show that item being cooked. I would however enjoy the logs in the fireplace being replaced with peat, coal, and a final misc texture as those fuels are being used. This would hopefully cover the main fuel sources, and an extra one for all texture for any misc item you may use as fuel.
  4. I would like the ability to pull up a list on my map of all of my waypoints, and to sort them by name, symbol or color. A search bar to look up names, and filter for color and symbol would be lovely. I would also like the ability to select one from a list, to modify it, and jump to it on the map. One could either double click a waypoint in the list for the map to center on it, or click a specified button. I would like the ability to modify waypoints on the list so that I could pin them. For example search "Iron" for all waypoints with iron in the name, and filter symbols so I can decide if I want ones marked with pickaxe as untouched deposits, or filter by ladder for deposits that've been turned into mines. To filter by colour would allow for people to color code deposit quality like poor, rich, or bountiful. Then I could pin the ones I want to travel towards/ I explore far and wide and make many waypoints to mark things in much detail. To find and set a destination without scrolling clumsily through the map would be nice. With days of exploration, scrolling around on the map can sometimes take a bit to load area and make it painful if I am zoomed in trying to click on each dot to find out what exactly it is.
  5. These are also building blocks which most would mass produce to form any sort of decent base. If we did a voxel creator for wood boards, planks, ect... it would stifle builders to an egregious degree. A tool one doesn't need to mass-produce, and it is useful many times after you spend time to craft it. However to spend a similar amount of time to craft building materials that you place rapidly and in large quantities wouldn't be very feasible. The only thing which I think could make it bearable was the promise of a sawmill operated by mechanical power to turn logs to boards in just as quick a fashion we can do now with a hand-saw. For example shingles use voxel crafting, and take ages to make even through they are a simple design. It's an explicit roofing material but the voxel crafting for a block you need mass amounts of leads many to choose another block altogether. Wood is used far more prolifically and slow voxel creation would hurt badly.
  6. Mushrooms have been cultivated as far back as 600 AD in china. I do believe realism isn't too big of a deal, we have magic gears and other distinct fantasy elements in the game already. I don't think it would be too much of a leap to simplify the mushroom growing process for the game by having lighting conditions and letting one transplant a mycelium infused dirt block. All of the "realistic" game features are already extremely over simplified.
  7. I would like to also see mushroom cultivation. Perhaps some rarer species one could collect, same as some love to hunt down and collect rafflesia flowers.
  8. We all know that nobody likes to make blue or fire clay tiles. Sitting in once spot churning grid after grid of clay for an hour or more. I ask that a new roofing variant be introduced, with a form of mass production. The first tile I would ask for is the Monk & Nun tile, and the second is the Pantiles, you can google search more images of these! Now we don't want new people to start mass-producing roofing, that would take all of the fun out of the progression. We're in luck because in real life, these would require some late game methods! The machine I would like to propose is a Tile Press, similar to a Gutenberg book press. You place a mold in it, click on it with some clay to fill it, then hold down your button to run the press, creates the tiles in one easy push. This machine could require a player to use a metal chisel to craft. The tiles themselves in real life the clay would be fired at above 1,400 F to remove molecular water. This would need be done in the iron age kiln or even a brand new construct. This high temperature mass manufacturing being both realistic and keeping it into the later stage of game progression. Perhaps one similar to real life would need to use an artificially crafted clay, and the benefit for the extra steps would be a greater amount of finished clay tile blocks per batch. It would be a major bonus if the tiles could have a 3d model rather than just a block, though I could see issues with people being unable to form pre-modeled roofing to their homes. Currently regular blocks are easy to chisel into any desired roofing shape.
  9. I also suggest finding ways to improve how chiseled blocks are processed, several servers I tried to play have disabled chiseling due to performance cost. i don't know if it is even possible to make them better...
  10. I agree with adding a magic system. I know many people think magic shouldn't have a place in the game.. but teleportation. If we're going for realism it simply does not fit. Nor do the unusual aspects of the game world The teleporter is shown to be mostly mechanical, with perhaps a tiny battery-like structure hooked to it. Look at modern tech, and we cannot produce the power required to teleport. Temporal storms, temporal gears? These reek of enchantment, it is surely not mechanical or technological for a blue gear to effect the world this way. -The gravitational forces needed to disrupt time and space would destroy matter at a subatomic level. -The only reasonable explanation would have to be some sort of magic system.
  11. Snares for smaller animals and gin traps for larger ones would be convenient. Metallic gin traps catching tougher prey would be a nice progression mechanic, and using crops to lead rabbits to a snare for passive meat farming early game
  12. Mechanical systems: 1.) Different radii gears and system for calculating mechanical advantage --Small, Medium, and Large gears, perhaps 15, 30, and 60 teeth respectively. --Internal gears --worm gears 2.) Gears of different materials; gears would break if too much power is transmitted through them for their material. --Weak wooden gears barely able to power one quern, metal required for helve hammers 3.) Energy Storage; you may wish to store mechanical energy for larger tasks or when wind is low. --Crafting springs that can 'wind up' --Lifting weights with rope where gravitation can draw them back down later to provide some power --Constructing Flywheels of different materials and masses which can be spun up to store energy (a favorite idea of mine) 4.) Water --Water wheels --Archimedes screws to move water; perhaps an irrigation system --wooden channels which can fill with "water" 5.) Constructing Cam shafts as a timing component to machinery -- rotating rod with offset nodes 6.) Wind-Pumps, wind powered pumps to move water in channels or vertically --Have irrigation on multiple y levels? Move water up using this -- have an animation for water falling from one channel to another lower 7.) Beyond Gears, chain-drives -- chains or belts to transmit power over a moderate distance
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