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Torondor the Builder

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Posts posted by Torondor the Builder

  1. On 1/8/2024 at 8:57 AM, Malnaur said:

    Please add a config setting to wake up at dawn. Watching the clock leap in large intervals and having to close the character window and THEN hit space is beyond clunky and unreliable. Minecraft had this right all along. Alternatively, allow a choice when starting sleep to 'only sleep until dawn' if your bed will take you beyond it. Daytime is too short to waste.

    I have an optional idea:  Feathers have very little use outside of making arrows.  Perhaps add a new bed recipe that uses comfort (either feathers instead of hay, or a feather comforter or pillow, etc.) to have the bed come up with a "Sleep for _______ hours" when you lay down.  Similar to other games.  So that you could do anything from a nap to a full night etc.  or at least up to the maximum allowed on the bed.  Just a thought.   

    Another option would be to allow for said "feather beds" to allow you to sleep through temporal storms (obviously this would require some tweaks to the current settings).

     

    • Like 1
  2. Understood.  In some ways it’s a bit like a repair ability (for now of course). Glad to know that.   I know the game can be “finicky” sometimes (like when the trader wouldn’t take my bismuth bronze lantern in trade because it was made with clear quartz vs glass). 
     

    thank you!  

  3. 9 minutes ago, redram said:

    If you have dirt gravity turned on (which it is not by default), the exposed blocks may have been exposed in an avalanche at some point potentially.   However there is no mechanic that would generate new surface nuggets, to best of my knowledge.

    I don’t.  Just sand and gravel.  And the mountain face was fairly sheer, so there was no avalanche that I did not create.  I must have just been oblivious.  Definitely need to be more observant.  Thanks all!

  4. Torondor’s questions of the day #3:

    When creating armor that requires other armor as part of its base (chain requires leather jerkin, scale or plate requires chain, etc), does the base armor need to be undamaged with full durability?  
    If not, how does the previously lost durability, say on my existing chain leggings, show up on my scale leggings created from those chain leggings?

  5. Torondor’s questions of the day #2:

    Can something be done about the strength of “flowing” water blocks?  Or can they be more visible to the eye or more noticeable when fixed?   
    “I created a “well” in my fort and I also had a pond in my pig pen.  In both cases, the excavation of the second depth of block created such flowing water downward that my player could not climb out of the water and would have drowned if that were a mechanic in the game.  Similarly my pigs got stuck in the pond and it took a great deal of effort to rescue them and fix the pond to just one block in depth.”

  6. Torondor’s questions of the day #1:

    Do specialty logs (leaking pine logs, pine/oak/maple/etc log with wild bee hive in it) have the chance of spawning in tree that the players grow from saplings, or are they purely formed during world generation?

  7. The hides Into pelts?  No.  Just place an animal fat over a hide in your crafting area and it will provide you with an oiled hide I believe.  Then you can put it anywhere (or keep it on you) and it will cure over time (it will show you the progression as it does).  I placed mine into baskets and left them be while I did other things.

    (The process to make actual leather pieces is far more complex, being a 4 step process involving 3 barrels and several different processes.)

  8. So as my world entered its second year since generation, I headed north through a gap between two mountains I had often traversed.  I previously had not noted either the native copper bits on the ground near the mountain, nor had I noted the copper ore vein in the basalt blocks making up the mountainside above me (about 5 blocks were exposed to air).  
    So did I truly just miss this vein the entire first year, or did something happen and this just appeared after winter?  (Perhaps the rains or snows exposed it?)

    Thank you for the help.

  9. Is there something special on how to harvest a skep?  Or is the only way to do that to break it?    
    So far I have always had to break mine.  As a result I have had to make sure to propagate my skeps with new ones because when I break the existing ones to harvest them, they either lose the entire population in that instant, or else the population becomes an angry swarm and then vanishes after it tries to kill me.  Help.  I love the bees but I need that honey and wax.

  10. While I realize that this thread is old, I paid $17 USD in Sept. 2020 for the game.  Given that it appears to be regularly updated and the modding community (which I have not yet even bothered exploring), I would easily have paid $25 for it.  That said, I am someone who rarely takes on a new game so I can see how keeping it a bit lower makes it more appealing and accessible to people who are more varying in their gameplay and may not immerse themselves in every game they get.  I can certainly say that I have already easily gotten my money’s worth out of it and am likely to donate via Patron once my move is complete and the new year begins.  Thanks again!

    • Thanks 1
  11. On 6/10/2020 at 2:19 PM, redram said:

    Not trying to say the suggestion has no merit.  But this statement is patently false.  There is nothing forcing you to 'stand still and do nothing' at night.  If you're going to accuse others of 'tunnel visioning', you may want to try to be a bit more cautious in your own statements. 

    I tend to agree.  First off, if the nights are so safe and easy, make torches, set them about the area you will be working in and keep working.  If the mobs aren’t a danger to you then stay up and keep working.  there are mechanics to enable you to drive away the darkness and the creatures of the night.


    Meanwhile, I don’t know when you all are starting the game (in the “year”) but I started in the late spring or early summer and I very rarely had a night that I couldn’t sleep through with a simple (“day one”) hay bed.  And even as winter came on I would work late into the night within my walled (and lit up) fort.  I would do my smelting and smithing then, pottery working, cooking, etc.  I have plenty to do before turning in at around midnight or 1 AM and then crawling into my now upgraded proper bed and sleeping until daylight.  I have oil lamps and brass torch holders sufficiently to light my base Inside the walls and have no fear within them.   I mean if one doesn’t like the night, what would you say about the winter?  I haven’t had trees or crops grow for 3 months of game time...  but then that’s the intriguing part of survival for me. 

  12. Well maple syrup cannot be turned into honey.  But basically maple syrup is the sugary sap of several kinds of maple tree that is heated to remove excess water, thus concentrating the sugar in it as maple syrup.  My thought was that you could use it just as they use honey: as the “liquid” sugar medium for the jams.  Maple syrup could be used similarly based on the current game mechanic (I’m not sure how often honey was used for jam in antiquity, everyone modern that I know of uses refined sugar.  *shrug*.
     

    I just liked the idea of being able to preserve more fruit nutrition as jams in the game early on even without having to rely upon finding bees and honey.  And yet using the “maple log leaking sap” to ensure that, like resin, it’s not too easily obtainable.

    Torondor 

  13. So at the end of my first winter, the one thing I’m super low on is fruit nutrition.  I’m at 0.   So in discussing jam making with several friends, they confirmed that sugar was an ingredient.  But i was giving the forums a look and while several people mentioned sugar cane, I wondered if there was a simpler solution:  maple syrup.  We already have pine trees with leaking logs with resin, why not the same with maple trees with logs leaking sap?  The sap could either qualify as sugar directly or go through cooking or processing of some sort to convert it to sugar.  It could then be used for making jam just as honey is.  A bung could be crafted from two sticks and a knife that could be left in the log (“leaking maple log tapped”).  Then bowls or buckets could be used to gather the sap.

    That’s my thought.  Next winter I need more fruit in my diet...

    Thanks for reading,

    Torondor

    • Like 1
  14. On 3/15/2020 at 12:38 PM, Balduranne said:

    Thinking of suggesting something? Might want to check the list below for some things that frequently show up both on Discord and here.

    Note that the list does not include things that are already planned in the Roadmap
    Please note - Unless otherwise noted, this is not a list of things that will be added. Just things that frequently show up.
    The list is subjective, non-final and I don't comb the Discord for these, just update as I notice things being repeated. 

    Worldgen and Mechanics:

    • Oceans, rivers and seas - Including saltwater.
    • Boats and other vehicles, including carts.  Also multi-block ships.
    • Taming animals and mounts - The former is in the works and there is a basic implementation of it.
    • Watermills
    • Thirst
    • More limestone/chalk generation
    • Making farmland drop soil

     

    Combat, Armor and Tools:

    • Gear Repair: Comes up very, very often. Whetstones and sharpening for tools, repair for armor. 
    • Shields / Combat Revamp
    • Blacksmithing leftovers and broken tool scraps. 

     

    Crafting & Cooking: 

    • Tofu and more ways to use soy beans
    • Making sticks out of planks
    • Freeform cooking - Ie mixing meat with rice and such.
    • Steel - It's coming, shush.
    • Dyes/Freeform painting
    • Kilns and proper ovens.
    • Cheese


    "Other":

    • Player Customization, including custom skins
    • Stackable/placable everything
    • Removing the crafting grid completely
    • Steam, the client, not power.

    If you're looking for mod ideas, consider Lazy Warlock's thread, too.
     

    These are great ideas.  I for one would like to see a kiln or clay oven that would extend the length of any fuel used by a set amount (25% or 50% increase perhaps).   Also you could have the ability to add more cooking pots so as to be able to cook multiple batches of up to 6 meals at once.  This would save time when it came time to “cook for the winter”, being able to take all the meats and veggies you’ve harvested over the summer and cook them all at once. (Or more at once at least).

  15. While I’m sure that there are elements in the works for moving from the “Iron” Age to steel, may I make the following suggestions:

    To smelt steel ingots, you use a foundry.  This should be a place able item similar to the Bloomery base and the forge.  Constructed perhaps by starting with a forge and placing a double layer of fire brick around it.  In addition, you would need to add a bellows (planks and a copper chute and linen cloth) and that bellows would have to be connected to mechanical power (making moving to the steel age inherent with gaining mechanical power.

    Finally, you would need to place the iron ingots into the foundry along with fuel and flux.  Flux could be lime or potash (ash from failed charcoal pits?). Anyway.  Just trying to start a thought process.  Hopefully I haven’t missed a huge steel thread somewhere in the forums.  I’m new, so I apologize if I have.

  16.  

    5 hours ago, redram said:

    Also, the despawn time is 10 minutes.   So if the chunk containing your loose items is loaded for over 10 minutes, the items will vanish.

    That’s good to know redram.  I had wanted to know the despawn rate.  And now for a follow up, do you know how big a chunk is and how far from your death site must you be for it not to be loaded?  (Or does that depend on my world settings?)

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