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Sengorn_Leopard

Very Important Vintarian
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Posts posted by Sengorn_Leopard

  1. 6 hours ago, Streetwind said:

    There is far more to this than you realize. Temperature does change gradually and smoothly (though not necessarily linearly) between poles and equatorial regions, depending on your pole-equator distance world config setting. But that's not the only thing that influences temperature. It also varies with the day-night cycle, with the seasonal cycle, with the current weather, and with your altitude relative to sea level.

    So what exactly are your requirements - that you can plant all crops side-by-side year-round? Or that you can plant hot crops in summer and cold crops in winter?

    And how much cheese are you willing to pull, like splitting your farm between a hole in the ground and a platform in the mountaintops?

    I am okay with changing the crops seasonally, I currently have a mountain so elevation change is possible. I had no idea that elevation would have such an effect. I suppose my primary goal would be to have as many fruit trees as possible in the same general area, then see what i can do about crops. 

  2. Crops have a maximum and minimum temperature, and fruit trees may have a minimum temperature to fruit. 
    1.) How gradual is temperature change across latitude? 
    2.) Is it possible to find a perfect spot where you can grow tropical and temperate plants in the same farm?
    3.) If there is no area where all crops may be grown, which area may the maximum be grown? 

    If anyone wishes to help answer these questions, perhaps together we can find the perfect location for our Gardens. I plan to compile this information on a map-graphic if I manage to solve it myself. Currently exploring from temperate to tropical to take readings of temperature extremes. 

  3. I'd like if the anvil made different sounds depending on what item was being worked. A sharp ring for ingots and work items; A hollow thudding with metal undertones for blooms, a muted banging sound if the anvil is empty. I think this would have an opportunity to make a helve hammer setup on idle sound a bit less annoying, and also allow for me to tell when an item is done by ear while i am attending to forges or other tasks without having to look. 

    • Like 1
  4. When I play, every once in a while the rain is red. Not temporal storms, regular raindrops are red rather than blue. 
    I am not wanting to make temporal storms worse; temporal storms spawn drifters and drain stability yes. 
    I am suggesting regular rain which is red, no other optical effects; and temporal stability drains. No immediate spawning of drifters, just a chance to enter the 'rust zone' if you remain exposed to the rain

    • Like 1
  5. "It is a relatively shared issue/opinion that berries are too strong." -This is the first time I've seen someone make this claim as well, I love how berries currently work.

    I think berries are just fine the way they are; without them I would easily starve over, and over, and over as a beginning player on any server. We need an easy basic food source for new players; something that is almost guaranteed to have food ready on login. No tools required, no specialized knowledge of the game required. 

    Silent Shadow is correct in my opinion, eating solely berries would already provide an adequate stat nerf just because only fruit bar would be filled. 

    • Like 1
  6. I have an idea for a mechanism to make flowers reusable. I do not suggest that flowers die, only that they grow and change with the seasons. 
    It would be great if you planted flowers like a crop, and as the seasons change they appear as a bulb, then plant, then their flowers show, and finally turn withered and brownish.
    They could do this at realistic intervals and not all at the same time. If they had a very slow spreading mechanic, such as a 2% chance per season. It would also be nice if they could regrow in the area they've originally generated at every year. 

    In game they exist in small patches, but in real life flowers spread and can cover entire fields. The method of changing through the seasons would also make things feel alive and make spring totally exciting to look forward to. 

    On aesthetics of nature, fall would also be more exciting if the reds, oranges, and yellows were much brighter than they currently are. It's a bit sickly/faded currently and I suppose that would fit with a horror/lovcraftian theme. IRL fall is an amazing time and the brilliant colors can be awesome to take in. 

    • Like 7
  7. I love the butterflies, they add to the "fullness" of the environment. One thing however seems to be missing are Birdsong. I would love if birds were put into the game in the same manner as butterflies along with the sound of birdsong. In my rural area, I constantly hear birds; the following are the most common I hear:

    1.) Northern Cardinal
    2.) Mourning Dove
    3.) American Robin
    4.) American Goldfinch
    5.) Song Sparrow

     

    • Like 6
    • Thanks 1
  8. I would like to see heavier storms. The clouds approach black in color, rain becomes louder, and fog greatly obscures viewing distance to mimic heavy downpour. Lightning would become more frequent; perhaps just the thunder component if one is worried about triggering epilepsy. I would also like to see the rain sound become heavier and lighter in waves as is common in real storms where wind gusts affect the downpour. I would also like to see stormclouds approach like you often see on the plains of the USA; a great wall of a cloud sweeping across the land with a white fluffy top and dark bottom. 

    Perhaps if such a strong storm appeared sticks would generate on the ground near trees; and perhaps add a new form of sticks on the ground that have 'leaves' on them to mimic storm damage. (when broken would just provide a stick"

    I know I'm asking for a lot in terms of work; but this type of weather event would scare me in game, and provide quite a thrill.

     

    • Like 8
  9. I honestly can't fathom why the door breaks so often- if at all. I've made shelters in the woods IRL for fun before, using grass and sticks to fashion a door. Several years, door never broke. Made from simple materials it can still be durable; unless a Seraph viciously slams a door shut each time they use it. 

    • Like 1
  10. I dislike when people say "it should be a mod"  as well for a couple reasons. I play multiplayer exclusively, I can't add a mod to someone's server, and I cannot code my own mod. I have to hope something is added to vanilla if I want to play with it, and that usually my goal when I suggest an idea on the game's suggestion forums. When people say 'there is a mod for that' or 'make a mod for that''... i already get that; I'm trying to suggest an addition to the base game not a mod. 

    I think being able to craft a tool/armor for every unique metal would just be too cluttered. There is a decent variety with alloys already and I prefer a more streamlined progression from a gameplay design pov. I don't think the clutter this would add to the game file is worth the occasional player making a leaden pickaxe and being disappointed with performance. There are *a lot* of unique metals. Gold and Silver are acceptable, there are plenty of cultural references for such materials being made into mythic weapons for some novelty. 

    This does appear to be some post-Apocalyptic world and with the guidebook the Seraphs seem to know how to progress rather than trial and error starting from 0 knowledge

    • Like 1
  11. 5 hours ago, AdrianNumbers said:

    That kinda makes the whole idea stand on its head because its the tops that grow from mycelinium not the other way around. 

    It's just a way for making older mushrooms in the world make sense if the new mechanism is implemented. Wouldn't make sense for some mushrooms to be growing out of plain grass. The grass-mycelium conversion I promoted is a one time event that happens only as part of updating your world version. I did not propose mushrooms always turn grass into mycelium as a basic game mechanic. I don't see how it turns the idea on its head. 

  12. On servers you can often log in to find all of your food rot.
    Thankfully there are some foods that can last a while; soy, peanuts, flax grain, cheese, honey. 
    However there is a food that was extremely common IRL called Pemmican that could last 50 years if you used just meat and suet, and about 20 years if you added grains or other stuff to it. This food would also provide a compact yet high protein saturation food source. And if you add fish/fishing, dried fish could last a similar amount of time. Could even add potted fish, fish sealed inside butter. 

    For balance, I propose that a Buffalo creature can give the item suet if fully domesticated. One could cook redmeat, bushmeat, or fish along with suet in a crock; allowing one to store a food that can last decades. 

    • Like 1
  13. I would like the introduction of dangers that appear specifically in a base over time. Some people suggest that builds may decay over time, but I oppose anything which can detract from hard work. My first idea is to introduce more bees. Yellow Jackets or Wasps; the idea is that these nests will be naturally hostile to a player within a certain radius. Since bees are weak, I do not expect them to pose a significant danger to the player. My hope is that in spring time they would generate on player built structures rarely; and prove to be a nuisance. This occasional and interactive danger I hope would make the world feel more so as if it were alive. 

    This idea has came to me after recently spotting a very large wasp nest on my house; it is a danger that appears every so often irl and reminds me that the natural world still exists. 

    • Like 1
  14. I wouldn't appreciate a large chiseled build, or an irreplaceable tall pine forest being ruined by extreme weather events. That would be a lot of hard work gone or heavily damaged. Even if it were a 'setting', I wouldn't like it because there is no choice but to accept it when you are established on a server that runs default settings. 

    • Like 1
  15. I'm revisiting this topic after playing a while in 1.15, the server i play upgraded.

    As it's multiplayer, i cannot disable this mechanic. I've been building quite a big castle, working very high up near the build limit. If I shift, the wind will push me backwards easily where i am just barely hanging onto a ledge. When I walk without shift, the wind pushes me at an angle and i fall off my build often and die. It is a far more annoying experience than I have anticipated. I am astounded such a mechanic was added to the game at all. I can understand fluffy leaves blowing around on a windy day, but an armored me shouldn't be affected at all lest there be some sort of major storm. 

    • Like 4
  16. I wish I could use such a mod! Sadly I play exclusively on a multiplayer server, and i think it would be easier to get a change in the vanilla gameplay then have a mod added :( 
    I like the idea of taller trees requiring better growing conditions, perhaps planting them atop terra? 

    • Like 1
  17. The current idea of planting 4 tree in the air and building the trunk when they grow results in very ugly artificial trees. I love large pines, but if anyone came near my base and chopped it down for wood, the damage is done. I can't replant it. I would love to see a mechanic to grow larger trees, or let us obtain the leaf block item to build completely custom trees. 

    • Like 1
  18. The polished stone slabs have a line in the middle of their tops. This is quite annoying because i wish to make floors from polished stone, and using slabs would greatly help being efficient in material. But the seam in the top surface ruins it and makes them look quite ugly. Couldn't polished stone slabs have the same smooth texture that the full block has?

    • Like 1
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