Jump to content

Chuckerton

Very supportive Vintarian
  • Posts

    142
  • Joined

  • Last visited

  • Days Won

    1

Chuckerton last won the day on April 26 2025

Chuckerton had the most liked content!

Recent Profile Visitors

1625 profile views

Chuckerton's Achievements

Bronze Caster

Bronze Caster (6/9)

159

Reputation

  1. I simply do not believe in temporal stability. Incomprehensible knowledge? I dont get it
  2. Theres actually some kind of casting furnace in one of the procedural dungeons I dont know what ore that is, theres a pile of "impure ore" or something along those lines at the top so it could probably be anything. It looks like its either copper or heavily rusted iron. Point is, larger scale metal production is not unprecedented in this game and i hope we get to make stuff like this. If you were worried about game balance/progression, i would say theres a number of things they could do, but theres one solution that i can think of that i feel is fair. Requiring steel nails for a blast furnace. The blast furnace can bulk cast only up to iron. Bulk metal production is now a steel-tier production option that takes over the crucible/bloomeries. I dont like the idea of making it require high tier refractory bricks, this game has enough of "scour the map looking for this absurdly rare deposit" (looking at you halite). By the time youre making steel, getting fire clay bricks for bloomeries is more of a chore than a challenge. I would rather run a blast furnace and get enough iron for a few batches of steel and have to patch up my blast furnace.
  3. I have a guaranteed accurate answer. Itll be between now and later.
  4. There are many ways one COULD implement thirst. These are two approaches that I like. One is a very lightweight (gameplay wise) approach, which is to just make drinking water a buff to your temperature resistance to heat. So, drinking water cools you down for a few hours or so. Not needed most of the time, but during summers or in hot environments, you might need it. It adds a unique challenge to hot environments without being too overbearing elsewhere. Two, I actually quite like project zomboids approach to water, which is that if you have a container that is holding water, you drink from it automatically when you're thirsty. So it's almost like a shield against the effects of dehydration. It sounds like it's still just another "bar that has to be managed", and it kind of is, but its less of a pain than you would think, as auto-consuming the water lets you mentally away needing to drink water now, so you can better focus on getting water later. Maybe just add an idle animation of your character drinking from a bottle if you arent holding a sword or doing something else to indicate that you do still have water in your container. Now, SHOULD it be implemented? I mean... the game does advertise itself as "uncompromising wilderness survival", and when i hear that i think of like, green hell, which does have thirst. I find normal food to be kind of annoying (limited freedom in cooking, frequent needing to eat), so i wouldnt complain if they decided against it. That being said, if they want to stick to the original vision i would think they would add it, but i agree with this, +an "alchemy" system, so water can be a more important resource than just for your drinking (and so alcohol/aqua vitae is useful for something), and +rivers. So basically, not yet, if ever. Sometimes a game changes beyond its original vision, and they have seem to have been walking away from the "uncompromising wilderness survival" in favor for more homesteading and crafting stuff, so needing water might not fit in the future.
  5. This whole subject has me going down the history of various foods lol From what i can find, the focaccia is the closest thing to a precursor to pizza. It was basically a flatbread that they sometimes put stuff on (one type being the pizza bianca which has a reference to italy in 1666), but generally it only started resembling pizza as we know it in the late 1800s. Gameplay wise, i would hope that you could make them like we do pies, so you put a "not-pizza" dough on the table, you can add your "tomato jam" or something and then your cheese and toppings and stuff. I would honestly like more prepared meals in that sense that take a bit of work to assemble. Almost like valheims feasts but more involved. Give a proper chef feeling, because you can definitely just make stews and cooking pot stuff for all your nutritions, but I feel that there should be options for those who are okay with killing some time and feeling immersed or just like cooking/homesteading in this game (like me ). I dont think that we could call it a pizza, but the process of making a modern pizza i dont think would be immersion killing at all, as long as its in the game's art style i think it would fit in (just not the name). Maybe like, flatbread with cheese and (ingredients) or something? sandwiches on the other hand have a more interesting history and still have a bit of debate as to what a "sandwich" is today. Theres also a lot of "sandwich like" foods that were associated with them, mostly through wraps with flatbread. In the Middle Ages, "trenches" were coarse and usually stale bread used as plates for other foods and were usually fed to dogs or beggars. These would be, to me, close to "open-faced sandwiches", which were in the Netherlands in the 17th century. Sandwiches as we know were called "bread and meat" or bread and cheese" historically through the 16th and 17th centuries, but only got the name "sandwich" by, im not kidding, "John Montagu, 4th Earl of Sandwich" (allegedly) popularizing the name because he could eat sandwiches while gambling and not getting his cards greasy from eating them with his bare hands. Modern sandwiches still cant quite get the story straight. The USDA says a closed sandwich is at least 35% cooked meat and no more than 50% bread, and also lists that burritos and fajitas are "sandwich like" and frankfurters are "sandwich type" but stromboli is explicitly excluded. The British sandwich association says that a sandwich is "any form of bread with a filling, generally assembled cold" so bagels and wraps are included but can exclude burgers. Im american but im gonna have to give it to the british, they kind of popularized it anyway. Gameplay wise, i feel like the crafting table would be fine. And just call it like your suggestion. Bread with (ingredients)
  6. Sandwiches in general would be nice. We even have the ingredients for burgers! Meat, bread, various vegetables, I'm American for crying out loud I need my burgers!! (i dont know that they would be called burgers, but sandwiches in general would be nice to give more ways of getting your nutrition goals with grain, protein, vegetables, etc) That and pizza. I know that pizza has been around historically for a while, although I'm not sure that it was pizza as we know it. Quick internet search says that even as far back as the romans there were at least precursor "breads with cheese and other toppings on top of the bread" "pizzas", so the concept of putting toppings ontop of the bread/dough has been around for a long time. I dont think it would be out of place. More cooking stuff lets us get new ways to combine ingredients, which gives us new ways to fill out the nutrition bars so i will always support it if it fits in the theme of the game.
  7. A deep, or maybe temporal storm variant of bowtorn that has a very long charge up time for its shot, but has lots of range and very high damage, and can hold its fire once charged until it has a shot on you. Imagine youre walking around in a cave and you just hear somewhere in the darkness *click - click - click - click - click - click - click - * and then it stops. And now there is a tension because you know theres a very dangerous enemy primed and waiting for you to poke out somewhere. If youre worried about it feeling unfair to go against, it might give you some kind of audio cue of the ballista mechanism unlocking to fire, or maybe it has a faint light around it, or a dim spotlight where its looking (imagine stepping out into a cavern and suddenly being illuminated by a red light coming from the dark just before it fires ). I always hesitate to go too specific with suggestions and rather just stick to the concept. I like the idea of it being more mechanical like the bell siren thing, so i dont feel like it emitting light would be all that out of place. If i knew how to make mods i would just make it myself but i dont.
  8. Hunting overhaul. Ranged weapons cause animals to bleed, and can cause injuries that slow down the creature or debuff it in some way. Maybe ranged hits to the body cause more bleeding but hits to limbs cause these debuffs. I feel like hunting just feels bad. I dont like having to chase a deer across a biome just for 1 kill, AFTER hitting it with a spear the length of its body. Even a crude one, while it may not necessarily be an instant kill, would cause an injury that the creature cant just shake off and run forever after receiving. I would prefer have to sneak up on the creature, but be able to deal a decisive wound rather than have to chase it across a field for 15 minutes. There was a previous discussion about hunting, and the 'game design' perspective as i understood (or, preferred) for how this kind of hunting could be balanced is that upon taking a lethal hit (lethal due to eventual blood loss), the creature might still be able to run quite far. That the total damage dealt in one hit determines the severity of the injury, with larger animals being more resistant to bleeding/injuries, so deer<boar<moose. A crude arrow will cause much slower blood loss than a steel one, therefore a creature might be able to run many hundreds of blocks further before eventually bleeding out than if it was hit by a higher tier weapon (hunter might have blood trails be more visible). This also applies for less immediately life-threatening injuries, like limb shots. A crude arrow might not slow a creature enough to let you outrun it, but a steel arrow will. This lets crude weapons still be capable of hunting provided the hunter is precise, while still making higher tiers worth using during hunts, as higher tiers can make for a more controlled hunt and a smaller chance the creature falls into a cave or off a cliff or runs into a bear or something, which would ruin the hunt. The goal isnt to remove the early game struggle, but to change whats actually engaging about hunting.
  9. +1, wonderful idea
  10. I definitely think this is the way to go for classes. Making certain classes the ONLY way to make certain items only incentivizes me to just not use class exclusive recipes and pick commoner. Having strengths and weaknesses statwise is much better. Class exclusive recipes only make sense on servers that have enough people to fill out all the classes.
  11. but its so much fun! Although to be fair, a forum is literally for exactly this. Discuss and share ideas. People are going to disagree and as long as things don't escalate, I don't see that the conversation should just be shut down. Now, THIS forum might not be the best place for THAT discussion, but it is still a forum being used as its more or less expected to be used.
  12. i might have to make one to take with me in caves then because sometimes i have an assault launched against me, and other times looting creatures with the knife sometimes bugs out. If there were human enemies or more non-drifter enemies, then i would say its fine, but theres just too few enemies and too many of them are drifters for a bonus from x weapon type on y enemy imo. So if they do give it a damage buff, then i would hope for new enemy types beyond drifters. I do still think considering realism with fighting drifters isnt a good idea though. We dont know exactly the mechanics of how they are injured or killed in the same way we wouldnt necessarily know how regular zombie media handles injury or death unless the media goes into detail, and currently vs hasnt done that other than saying the falx is the weapon of choice and a few pieces of information about the enemy that doesnt go into very good specifics. I always see realism in gaming as a canvas for which to paint on, it's the starting point but you cannot be afraid to paint over it, most masterpieces do to some or a large extent, because *realistically*, plate armor does not slow you down that much and *realistically* a bear or wolf will absolutely maul you and you are not fast enough to run away from it, and you cant sprint at full speed backwards, and you would have to recraft candles or refuel lanterns, and theres alot more that goes into making a structurally stable structure than the building mechanics in this game... and the list goes on. I usually prefer "authenticity" over "realistic". It doesnt need to copy real life but it can certainly feeeeel realistic.
  13. Autoloot feature? I didnt know it could do that, i basically never use the falx. I just use stone spears until i can make a blackguard sword. I hope they dont give it a monster fighting sword buff though. I dont like the falx as a weapon design. Sure its unique but i like regular old swords. Not to mention having a single weapon dedicated to an entire enemy type and then having a bunch of other weapons, all worse at dealing with this enemy type would suck. What are you going to use all the other weapons for? Wildlife? Why would we get new weapons if we end up being stuck with realistically one choice of weapon anyway? i get why, lorewise, the falx would be a good weapon for these enemies, but we wanted to consider the realism of this (which i think is a mistake, its a fictional time abomination creature, do we even know if they have vital organs? As far as i know all we can infer from them is from bowtorns as they have bones, so we know they have those), then theres still other weapons that would probably be better. I mean the pickaxe is right there, or if you prefer the military version, being a warpick, maybe a 2 handed version like a lucerne. Or a billhook, or a poleaxe/halberd. I guess it really depends on how exactly the metal is in their bodies. If its a thin layer under the skin, or if its like metal tumors in their bodies. If its the former, then any of these options would be fine as they could punch through the metal layer. If its the latter, which i think it might be, then i get the falx, as you cut through the drifter until you are stopped on a metal tumor, you can pull the sword backwards and rip up flesh on the way out, and potentially pull the metal out (which would be my guess as to how that autoloot feature works). Either way, all of these other options would still work. Its still metal weapons being driven into a creature that is more or less fleshy and killable. If i were to figure out the niche for a falx, it would be that autolooting feature. Its unique and interesting and it makes sense, and it could still stand out as the abomination killer without offering an advantage that makes it the ONLY option.
  14. I mean at least this would be nice for hunting. I dont really care for advanced butchering but i think hunting could use some love. If people are uncomfortable with any amount of blood then maybe there can be a toggle to turn it into hoof/paw/footprints when a creature is injured or running away. But red would stick out well against green grass or white snow They might change that lorewise though. Coming from nobody but my own thoughts i guess, but that was in the item description for the falx as the reason that we dont have regular swords, saying that "A simple sword will not do here", but if theyre adding new weapons in the combat update, then will a simple sword still not do? I guess if we dont know what new weapons theyre adding, then maybe it wont change in the lore because we might not get a simple sword. But i hope we do, im okay with just "regular medieval weapons".
  15. I honestly feel like waterwheels are just too OP in comparison to windmills. I got lucky with two rapids near enough to use them both and i can gear up a single helvehammer twice and its ridiculously fast (i know eventually theyll catch fire when they add that). Even with one wheel it was really fast. I dont think windmills are bad, i just think the niche they would be good for doesnt really exist right now. I think they would be best as a backup mechanical power system for when your main "on demand" power generation is unavailable. I keep hoping for livestock driven mechanical power, so you can lead an ox or something to a thing that it can walk around to generate mechanical power, maybe at the cost of food. Then windmills would find a good spot as the "auxiliary power" option when the animals are too tired, for power setups that arent near rapids, instead of the ONLY power setup that isnt near rapids. In the meantime, i just say explore until you find a rapids in a pretty area and setup there, but still make a windmill for things that arent "on demand", so grinding a chest of grain into flour or pulverizing stuff. Then you can save your waterwheel for helvehammers and grindstones.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.