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Chuckerton

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. In some cases, I would rather the game prioritize fun and quality of life over realism. Having a campfire burn for longer than it realistically could when you aren't cooking things with it isn't going to break my immersion anymore than temporal storms, night vision masks, or translocators do. I mean if we have that stuff in the game, is long burning campfire fuel really that much of a stretch?
  2. uhhhhhhhhh, i hate that. it sucks because i KNOW thats the solution but cannot handle it being not perfect. Graphics and models, fine, its ok if theyre ugly or placeholder, that doesnt need to be perfect, but the code must work well and be clean. Ive made many projects, id make very nice, clean mechanic(s) in the game and then i think "oop, this code is ugly, time to do it all over again" and then I end up not finishing it. Not to mention im constantly working on my workflow (im still a pretty amateur developer, mostly self-taught) and making cleaner more readable code, so then the stuff i wrote at the beginning of the project looks primitive in comparison to the stuff i wrote right now, so then i have to rework it. I am only an amateur programmer.
  3. I'm more thinking of the programming side of game development. I can come up with good ideas but once I start working on it... well. I start off strong, but I start running into roadblocks, and then the project gets larger and more complicated than what I can really deal with. I'm sure I can make a good game if I just knew how to code a bit better but it's always just as I think I'm learning and progressing well, I hit a roadblock, take a hiatus, and then it feels like I'm looking at moon runes again.
  4. Its cool that we can do that but i don't think built in macros help here. I opened that menu and found nothing to help with the cycle issue when using tab to open the inventory. Unless macros can be used to close the inventory, then maybe i see a use for it. Either way, being able to change the cycle selection button would help.
  5. This has kind of become my #1 issue with the game so far. I definitely say its worth the ~20$ but as of where ive gotten in the game it's a bit too tedious to continue to progress for me. Wind is so inconsistent and so weak. You need a lot of windmills for good power, sometimes (most of the time) the wind simply does not blow, or isn't blowing hard enough to power your machines, or you don't live at a high altitude. And when it requires processing 40 iron ingots worth of material to make iron chainmail (so processing blooms to ingots, ingots to chainmail, assuming you don't make them plates first), it takes wayyyy too much time even with a helvehammer, assuming the wind is always going. What if you wanted to make plate from that chainmail? Now that's even more metal to process. I have the same complaint with the alcohol distilling stuff, requires too many plates. It takes way too long to process larger volumes of metal, which is what most of the armor in this game require, large volumes of metal. I propose a few additions that i think would fix these frustrations. One route is to add new options to generate mechanical power. While this game seems mostly medieval, there are some steampunky elements to it. I don't think a steam engine would be too out of place. Add coal, add water, light the coal, and then the output axle starts to turn. This would probably be made out of steel, though maybe it could be made out of bronze. I feel like it would probably be better if it was made out of steel though, as an end-game power source. Alternatively, livestock have been used to operate machinery for a really long time. They're kind of like engines, but instead of coal in the case of steam, their fuel is food. In this example, its used to crush fruit, but it could (theoretically) be used to turn an axle which could then be used to power mechanical devices in this game. Maybe you could even have more than one on an axle, like having more livestock working together to increase the torque they can generate on the axle. It wouldn't even have to be horses, it could be oxen (which have been used for this kind of work for thousands of years), or other strong livestock. Presumably they couldn't keep going forever and would need a rest. Maybe lead them back to their fields after the work is done and let them get some food and sleep. I think either of these would fix the biggest issues with mechanical power in this game, which is inconsistency and scalability. You can control when the machinery operates by turning on the engine or leading the livestock, and it would be easier to build another engine or add another livestock animal (to a point) to the mechanical system. Not to mention neither are really location dependent as long as you give them the proper resources (fuel+water with steam, food and rest for livestock). Windmills would probably be the first thing you could make but i think it should be more of an early game power source or a power source for people who live in mountains rather than the ONLY power source for everyone.
  6. Is that a pelt or a raw hide? There is a difference. It looks like you used a raw hide. Craft that hide with animal fat and itll take 2 days to cure then it will be pelt. Also, probably should ask this on questions and not suggestions.
  7. More mechanical power things. I like working with the system, though i think it should come with 2 specific things: More power generation methods (water wheels, steam boilers maybe?). Windmills are tough to use if you dont have a full-size windmill, or if its even just not windy right now. There not being wind is the primary driver of me just sitting there because everything i want to do requires me to have some mechanical power that i dont have because the wind isnt blowing. More reason to mechanize. So far, the only thing you use a windmill for is quern, which you can do manually and also you dont really need that much of anything ground down in a quern, a helve hammer, which is actually really nice if you have a full size windmill thats high up, and the wind is good, so kinda niche but good in that niche role, and a pulverizer, which you need to progress but otherwise dont use outside of refractory bricks. What if we could set up trade routes with villages to sell them large quantities of things, like bread or flour? That would make mechanizing a quern useful to produce the large quantities of grain quickly. Things like that. A reason to take advantage of mechanical power's ability to quickly make large quantities of items. ---- In the recent devlog about 1.19 it says it laid the groundwork for multiblock vehicles, and i saw a post talking about hot air balloons and maybe airships, which while potentially a little too steampunky (im not complaining) in this game that feels mostly medieval, would probably require a lot of things that can be industrialized, like metal plates. Not to mention you would probably move with propellors, which go on axles, which means mechanical power. This is me speculating, but the picture in my mind is cool. Theres really a lot you could do with mechanical power assuming the devs go that route. Please. please do.
  8. I would guess poor luck, Ive been lucky and found a lot of hematite in my area, but apart from copper ive had very bad luck with everything else. Cassiterite especially. I had to go about 2k blocks for a "high" deposit, which is in quotes, because there wasnt much.
  9. Alright, I have a windmill that's pretty high up. Looking at it, it says it's at 100% wind speed right now, and it's a full-size windmill. Originally, I had no large gears. It was just the sail, into an angle gear bringing power back down, back into another angled gear to deliver power to the helvehammer. Now, i have switched it. Its the windmill into a large gear, bringing power back down, then a large gear into an angle gear. Is this basically the same thing as using angled gears? Going from a small gear from the windmill (input gear) into a large gear should get me a ton of torque, at the cost of speed, and then going from a large gear to a small gear should undo that, shouldn't it? Because right now it doesn't, when I turn on the helvehammer it just shuts down, as if it doesn't have enough torque to drive it. I need to do it this way because I also plan on branching off another set of gears with a transmission from the bottom large gear and take that power to my pulverizer. Am i doing something wrong, like have i just had a brainfart moment where i forget how gear ratios work or is this a bug or something? EDIT: This is certainly a bug. Upon reloading the world, it works just fine. Its not just that i dont have the wind speed for it, i definitely do, and on reload the wind speed doesnt change. It worked fine for a bit, but after a few hours, it stopped working again, specifically after i had replaced the material underneath the large gear at the bottom. I reload again, it works. I continue testing. Heres what i do. On the helvehammer, i disable the clutch. I destroy all the material underneath the bottom large gear. I enable the clutch. It stops working, as if the helvehammer doesnt have the torque it needs and the whole system grinds to a halt. Exit and start the world again. Enable the clutch again. It works just fine. Disable clutch. Replace the blocks underneath the bottom gear. Enable clutch. doesnt work anymore, in the same way it didnt work before (hammer no torque). Looks like its time to file a bug report. Messing with blocks near large gears causes them to not work properly.
  10. I would describe myself as an amateur game developer. I have taken a number of programming classes in high school (including a game dev class), and I work on my own projects in unity somewhat regularly as a hobby. Im definitely not at the level it takes to make finished games though, at least, not good ones. I can come up with the ideas but I dont quite think i know enough to see a project through from start to finish just yet, i think i need a bit more experience first. With that aside, how or where did yall (the devs of this game, or you, reader, assuming you know how to make games), learn to make games. You mustve been new at one point, what was that like, and when did it change? Obviously, it takes years to get good at it, but where or how did you put in those years to get good? Was it at a college/university? Did you teach yourself how to using the internet or books? Im curious.
  11. Hardened leather. Once you have leather production setup which you can do as soon as you start working with metal its very easy to make a ton of leather. Obviously other sets are better as armor. If you know youre getting into a fight soon wear the best armor you can get. But for exploring around, leather is better just because you can still move quickly and dont need a ton of food. Leather is better 99% of the time, but the 1% of the time where youre going to be getting into a fight and theres no alternative other than fighting, other armors are better.
  12. So basically, no. Just because I'm finding some reading of halite in mode one on the prospecting pick it doesnt mean there is actually a salt dome there? It just means there could be a salt dome there.
  13. I heard that halite works a bit differently with the prospecting pick than ore deposits, and that's because it's a rock type and not really an ore. Thats why I wanted to ask this question. I've found the area where the halite readings are highest, it's still pretty low, but theoretically there is something here, right? If I'm finding that there's some halite here wouldn't that mean that there is a salt dome, even if it's a fairly small one? There's a lot that I can't do without salt that I would like to start doing, like making cheese.
  14. I've noticed that most fuels don't last very long, which sucks if you're only using a fire for lighting/heat and not actually trying to cook or smelt stuff with it. I have a fireplace in my living room, and I like to keep it burning because it looks nice and cozy, but I barely ever light it because there's no reason to if I'm not going to use it to cook, which I don't often do in there (I have a kitchen too). I propose adding a fuel source that burns for a longer time. It could burn at a lower temperature so that it can't be used for crucibles, but either way, just a fuel that lasts longer would be nice. All I've been able to find irl is dried hardwood as firewood burns for a long time. So, I guess being able to dry your firewood to increase its burn time would be nice. That or increasing the burn time of peat, its not really used for anything else anyway.
  15. Airships would be sick, and even though this game seems to be mostly medieval themed, there's definitely steampunky parts of it, and even evidence of advanced technology. Not to mention in the latest devlog it said something about a mini dimension system which: "should allow for multiblock vehicles and other wicked mechanical shenanigans". I doubt they're talking about cars here, but horse/livestock drawn equipment/carriages? Boats? Rotatable windmills (PLEASE)? I can do a whole lot of speculating. I definitely think they should add horses though. It wouldn't make sense to have airships and hot air balloons and fancy gliders but I can't ride a horse.
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