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ThreeHeadedDingo

Very Important Vintarian
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ThreeHeadedDingo last won the day on December 17 2019

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About ThreeHeadedDingo

  • Birthday 04/05/1986

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  1. I've done it, I made my own thread of all the things I've always wanted to see happen. A lot of them are QoL changes that I feel will get lost in the Discord shuffle and I would not like to repeat, so I'm compiling them here hoping they'll be seen and considered. Option in Settings for conversion of temperatures from Celsius to Fahrenheit, for the terminally American among us. We don't learn to commit this conversion to memory in the US, so this makes various aspects of the game a bit fuzzy, like knowing what a good temperature is to bring an oven up to, whether our body temperature is in a normal range or not, and so on. This could just be a localization update where the displayed number is what is altered, no actual underlying numbers would need to be changed. I would like there to be text in the tooltip of clothing to specify what clothing slot it occupies - this is especially to differentiate between shirts and outerwear before committing to buying/crafting something, as it's not always obvious what slot a clothing item belongs to. Currently, you cannot seal and age fruit juices into wines if the amount has a decimal. This is more annoying because when juicing 10 liters of something, you frequently get slightly less than 10 liters (so I often only juice 5 liters at a time, which works reliably). Even that bug aside, it would be better if non-integer amounts of juice were sealable. Double doors are very odd to place sometimes, often fighting to get the knobs together. I wanted to suggest a new crafting recipe where you place 2 doors side by side in the crafting window, and create a "double doors" item that you can place that effectively just properly places double doors in one easy click. I got this idea from the trunk recipe. When left-click dragging a stack of items across slots in the crafting window in MP, server lag can mess it up unless you do it very slowly. Unsure of how to do it, but would like to see this responsive client-side when done quickly.
  2. ThreeHeadedDingo

    Class survey

    Ehh. Blackguard already gets a damage boost and it's against everything, in addition to all the other combat related boosts. The tiny 5% additional boost to only mechanical enemies really makes the Clockmaker feel completely pointless, especially since it gets minus damage to everything else. All the other positives the Clockmaker has are kinda just fluff. Clockmaker needs more theme-appropriate positives, maybe some unique recipes, etc.
  3. Can just adjust the rot time. What I find way less fun is everyone just saving up infinite food that never perishes and then eventually it's all meaningless (basically what happens in Minecraft). Besides, rot feeds into the gameplay loop because you can compost it.
  4. I agree that, at the moment, there is no reason to use the watering can. The Minecraft-style irrigation is a bit OP and feels like autopilot for the farming system. Personally... I'd just remove it for now. Rainfall and watering cans are plenty.
  5. Nice! I'm a sucker for item piles. Please implement as many in-world piles as you like.
  6. Weird, I only just complained about no bees when I went to bed last night...
  7. If only it wasn't so darn processing intensive to simulate fluids in a cubic grid. Then again, we live in the era of Ryzen and threading! I'd like to work on something like this but I haven't learned the modding API at all yet.
  8. Hm. I hate to bring this up again, but I had another possibly strange experience with this bug (or maybe a cousin of it) coming back to haunt me. I was playing multiplayer, ate a meal, and I guess I was just barely not hungry enough to eat it all. I placed the bowl on the table, and it said 0 servings. Maybe this is just a decimal thing, I presume the portion remaining is only represented as one decimal place. So if the portion remaining is very low, like 0.01, it will show as 0. Hard to say if this was a bug or just a formatting issue. Perhaps the remaining portion should be shown as a percentage? Don't know! Unfortunately I wasn't around to see this bowl consumed, but I'm assuming someone was able to eat it without issue.
  9. I know the post is a bit old, but "world options" are still high on my want list as well. See a game like Zomboid as reference. It should almost be illegal how many world options you can configure in that game. Would also severely reduce the need for modding in many instances (if you just wish certain entity spawns were higher/lower, wanted to alter day or night length, etc.)
  10. I have to say, all this time I've played Vintage Story (which is quite a lot)... Never once seen a bee hive. I've possessed 2 honey combs total in like 100 hours of play since the bee update and they were from a vessel. Never made a candle. Sad!
  11. If armor were added to Vintage Story, I'd like it to be done... let's say, intelligently. Moderately high cost sink, and wearing it has drawbacks as well as benefits. That's how I tend to think of a lot of systems in Vintage Story - you have options, but options aren't always clear upgrades. They're situational upgrades. For instance, to make torso armor, you'd probably have to use multiple ingots and bang out 2 torso plates, and connect them with leather. Then, when wearing it, probably suffer some sort of move speed penalty so that you're trading nimbleness for being able to take blows. Then perhaps offer as the only way to repair armor, having to put it back on your anvil and bang out dents, but maybe even put a limit on how much you can do that before the armor is just too far degraded. For instance, some kind of system where armor has a set durability, and as you take damage from wearing the armor, the armor becomes beaten up and provides less defense, and loses durability. But also, make it so beating the dents out and restoring its defense rating ALSO reduces its durability. So you can't just keep fixing a piece of armor indefinitely, because combat AND repeated repair is slowly chipping away at its durability. As for the current way of cheesing combat where you can sit on top of a short pillar and attack things, I think a quick fix would be that if enemies can't path to where the player is standing and the player is more than 1 block above them, they should disengage to force you to come off your perch - maybe not full-on run away, but refuse to get close.
  12. I think it'd be nice if we could get block connectivity for tables, so that we can place multiple tables together and have them visibly join without excess table legs.
  13. IMO this problem isn't a problem. It's only a problem with people who don't understand the game, oversimplifying what it is. TerraFirmaCraft will forever be bound by the inherent limitations in Minecraft, and since Minecraft almost never evolves under the hood, TFC will forever be hamstrung and marred with Minecraft's deep engine flaws. The game can't even keep up with other versions of itself - Minecraft for Windows 10 runs substantially faster at drastically higher draw distances and implements all the same features. When I heard about Vintage Story, I bought it almost instantly because I knew the implications of a standalone game based roughly on TFC, made in C#, with mod support (many people forget, Minecraft to this day doesn't actually support mods - all mods require interim jar hacks/injections, like Forge or Bukkit, a mess that splinters the player base). It runs better, it looks better, it plays better, and it's gotten more attention to detail in less than a year than Minecraft still has in a decade. I also need to emphasize that the marketing push was positive, despite the negative "it's a clone" responses - I bought the game because of it, I then convinced a friend to buy it, and I may have convinced yet another person to be buying it soon. As a programmer, I recognize good, well thought out game design, and I want to make sure it's rewarded so it doesn't go away. I'll do a lot to make sure this game doesn't go away - it's way too promising.
  14. If you eat from a bowl that's placed in the world and you're not hungry enough to eat all of it, it doesn't seem to remove partial portions correctly. However, it does work correctly if I hold the bowl in my hand and eat it that way. I was seemingly able to eat from the bowl unlimited times while it was in-world. Once it even showed as "0 servings", so that was strange.
  15. Honestly I think the "right" answer to little fiddly bits like questions of season length, year length, crop growth rates, etc. are that these values should simply be modifiable prior to creating a new world. Games like Minecraft really throw away a lot of potential customization by not letting players dial in parameters without full-blown modding the game. Think of a game like ARK, or Project Zomboid, where you have tons of variables you can edit to tweak the survival experience exactly the way you feel it's balanced, with the defaults just being the "suggested" way to play. For instance, right now I feel like getting and storing a lot of food is still a little too easy, even after the spoilage update (though the spoilage update is, on the whole, awesome). But rather than have the defaults changed for everyone, I'd like to just have control over the values.
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