-
Posts
27 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
EndlessOats's Achievements
Stone Age Settler (3/9)
25
Reputation
-
Mod That Makes Sailboats Go Without Holding w
EndlessOats replied to EndlessOats's topic in [Legacy] Mods & Mod Development
I did see that mod even, it just didn't occur to me that it would work for boats and still be stable for 1.20. Guess I'll give it a go -
EndlessOats started following Persistence Hunting , Mod That Makes Sailboats Go Without Holding w , Are there any "soft" chisel materials? and 1 other
-
Literally just that. I would hope this is being worked on by the devs as it's kind of the only bad part of this update (everything else is great), but it's an incredibly pressing issue and very very annoying to get halfway across the world having to hold the w key for literally hours at a time. Therefore, if someone could make/point me towards a mod that makes boats control like an elk with a curb bit, I would be ever grateful. For reference, this is my obsidian orb which I have been using to press w for me over the hours it takes to get from my place to the story locations. Behold:
-
Absolutely agreed, I would imagine that's what the halyard cleat is for? Tying it in a more open sail position would make the boat go more IRL (I believe, haven't done a whole lot of sailing). The entity interaction is already there, were they having trouble with getting the "button" to work? Even still, this update is awesome, can't wait for the polish to come through.
-
All I want is to make a chair, but I can't find any "soft" blocks to use with the chisel. No wool, leather, linen, or anything else that makes sense as a material for a soft surface. Obviously I can just use stone or wood or some lookalike material, but it just doesn't feel the same. I've seen certain trader outposts with leather tents that are chiseled, but those were probably from a mod. I'd like it if I could get a vanilla material like this. Does anything like that exist in basegame?
-
Already said it so completely agree, bump
-
Git gud lol
-
Thank you a lot I didn't know pre.4 was out that's so awesome thank you
-
Playing the new preview update.
-
Not sure if it's working yet or not, but I can't get flint to cook. Tried crucible, tried firepit (it gives you the "needs container" message like metal), tried cooking pot. Haven't tried baking in an oven cause I need the flint for fire clay to make the oven. Is this feature just not implemented yet, or am I missing something, or is this a bug? In any case I guess I have to go hunt underground coal before winter so I don't have to exist on porridge for 6 months.
-
Agreed, cool idea
-
Structural Stability For Everything (Optional Obviously)
EndlessOats replied to EndlessOats's topic in Suggestions
Actually, I don't think caverns need redone at all. I think the current cave in stability system works just fine and shouldn't be changed at all. I'm simply saying the same system we already have should be expanded to include blocks which don't currently have it, and those blocks are pretty much all unnatural blocks. I'm not advocating to tweak cave ins or sideways stability, although is pretty cool. Maybe not entirely the same, as I do actually like the shiftiness of current terrain (you wouldn't think so, but it's actually really accurate to how uninhabited places are. Ground near cities and population centers or in flatlands is much more stable, and that's what most people are used to, but trust me, I know from experience that one wrong step in mountainous terrain can absolutely cause some serious landslides) but the thing with trees is cool. Rooted dirt as a separate thing is what Dynamic Trees (Minecraft mod) uses to take care of floating trees. I like that system and dislike floating trees. Cool idea. -
Cave ins and dirt gravity are a really cool mechanic. I like to play with both of those on pretty much no matter what. I like the realism and restriction it brings, making building and caving a lot tougher, especially early game. This makes accomplishing hard goals and creating large structures a lot more rewarding than in any other builder game for me, but it's a bit lacking. The idea that I can just have my whole house float a few blocks off the ground to make me entirely immune to drifters makes the fun go out a little bit. I think we should take stability mechanics one step further. Building blocks such as packed dirt, all stone masonry, bricks, and pretty much any other full or half block should have a stability contribution, similar to raw stone in relation to cave ins. For chiseled and furniture/ruin blocks you can either give them a stability contribution dependent on the total amount of voxels in them (which may be performance intensive) or go the other route and basically count anything with more than a slab's worth of material a full block and anything less a slab, and assign values based on material. What's better is this system already exists in the game, just needs expanded to other blocks and tweaked per material. The real reason I want this change is a feeling of accomplishment after successfully engineering a large structure. Players will feel much more gratified knowing they created something difficult not just because of resource grind, but because they actually had to think about and design the structure with given materials. Pyramids and great Roman structures aren't just cool cause "wow lots of rocks", it's because of the absolutely monumental amount of logistics and impressive design which went into them. I'd like at least the option to feel this and I imagine may other do as well. This game rocks honestly
- 3 replies
-
- 11
-
-
You can't put roof bottoms on the top half of blocks. They're locked to being "bottom slab". They should be able to be used to create half grades Roof angles are sometimes too sharp and the roof bottom is the perfect solution, except that it's locked to the bottom half of the block and so cannot be staggered to create shallower angles. Please fix, I am very irate after designing a shed around that concept and now I have to start over. Thanks!
-
- 6
-
-
Persistence hunting is an ancient technique which was used in the stone age. Essentially, you just follow a deer or other larger game animal for a day or three and it will eventually collapse due to exhaustion, making it an easy kill. This would be amazingly easy to implement- just add a timer for how long a large game animal can be pursued before it collapses. Obviously this will have to be balanced towards how long a player's hunger bar lasts (with Blackguards having a slight disadvantage in this area, preferring more hands on hunting techs) and won't be truly realistic due to that, but the hunger mechanic is a little unrealistic to begin with (it takes more than 2 days to starve lol). TLDR; Follow a deer or goat for a day or so and it will collapse making for an easy kill.