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Chuckerton

Vintarian
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Everything posted by Chuckerton

  1. For some reason my attic is considered a cave. I have a rather large house, so the interior is split up. First floor, mechanical forge room, a powertrain to various mechanical bits. Second floor, main hall, bedroom, and storage room. Then it has an attic. The space above the storage room has no attic, the main hall has the entrance to the attic, then within the attic theres a door that leads to the attic section above the bedroom (the bedroom has a lower ceiling than the main hall so it has stairs that lead downwards into that part of the attic, from the attic above the main hall. The reason the building and the attic is split up so much is because its quite large, and some rooms arent considered rooms to the game because theyre too long, so things have to be subdivided. For some reason, when i go to the section of the attic above my bedroom, any soundtrack thats playing dies out and the cave soundtracks start, like when you enter a cave. Of course, im 3 stories up, so definitely not a cave. At first i thought maybe it was because i used an aged wooden bed found in a cave, but after replacing it with a normal bed, nope, still cave. Remove the walls between the main hall attic room and the bedroom attic, it kind of seems to help but once you walk to the back of the attic section above the bedroom, its still considered a cave. Every room has at least an oil lamp so its not because its dark up there. I guess the only question i have is what makes a cave, a cave, according to the game? If i know why this space is considered a cave I can probably figure out a solution but until then ill just have to deal with the a t t i c c a v e.
  2. Ive pretty much always had this, that or a loot window does spawn, but with no items even if its a wild creature that should drop meat. Closing the window doesnt despawn the corpse though. If i move away from it by a long while and come back, reskin it, then itll have items. Man, i dont know if it did fix it. I feel like there are drifters EVERYWHERE now. I didnt use to have very many around my base but now theres usually a few groups every night. I cant even go deep into caves without 4 or 5 shivers just spawning and destroying me.
  3. I want to expand on this by saying we should also be able use them to till large fields with ox drawn ploughs, or to have them turn mechanical machinery. Working animals would both just give us more options for stuff to do and ways to do it, but also give us something to spend excess grain on (hard working animals gotta eat big to be big). If you farm as much flax as i do you probably have a couple urns filled to the brim with flax grain, and id willingly trade it to put some big animals to work
  4. Well i installed the latest update (1.20.8), and i was able to finally milk the ewe without it stressing. Not really sure if it was a bug or just really bad luck either, but if it stays normal I wont really be able to test it further. I guess its a win
  5. The wiki says generation 2 and above ewes can be milked at a 5% chance to become distressed, my ewe is generation 2, and 3 or 4 days in a row its become too stressed when i try to milk it (when the tooltip says you can). Is this a bug, or does the wiki not say something important, or is it just bad luck? I dont have any mods.
  6. I am building a smithy to be fully contained in a room. This building has a drive train that runs under the floor, connecting to windmills outside. Im trying to make sure this room is insulated but im having problems with it. It appears that the holes that connect the building's drive train to the windmill's drive train aren't insulated, like axle blocks and angled gears dont count as insulation. How can i make this room insulated?
  7. I built a warehouse for bulk storage and i think it, for the most part, turned out well. The interior is great, and the first floor exterior is fine enough (doesnt look as good in the screenshot from this angle), but the second floor exterior... Its rough, its bland, and im not really sure whats goin on with the weird lines, i built the wall with vertically placed half slabs so maybe thats whats wrong. Any ideas on how to improve it?
  8. I want to just talk about this specific point because its true but i think not completely. Yes, you would have run down a wounded animal with a crude bow or spear, but that doesnt happen in this game the way it should. If you hit something and it freaks out and runs, its bleeding, and getting tired. We hunted in primal times by chasing creatures until they got so tired the begged us for death but creatures in this game have no limit to their endurance, the only limit is the players patience. if there was a bleedout mechanic then yeah crude bows wouldnt need to one hit kill hunting creatures, you just hit them and then track them to where they drop, but i dont know if they have any intention of adding that. And besides, i was thinking that ranged weapons should PUNCH! They should have weight and chunkiness! If they hit harder but slower they would be a rewarding and satisfying weapon
  9. I didnt know wolves had a leaping behavior, never seen it happen. I know they can jump up if youre above them to try to get you but i dont think thats what the 'leaping' behavior they already have is. I was thinking i would have to make the leaping behavior and then see how the ai works and find a way to add it in there. For a hypothetical hitbox based health system where each limb has its own healthbar, would you really need a total HP? Losing the torso or head would just kill you, so do we need to limit the characters total hp to 10? Why not just give the torso enough health that you dont get 1 hit by everything? How about just 8-10 health for the torso? Sure, creatures would technically have a higher total healthpool but seeing as you only need to destroy a specific part not much will change. Even if your attack (or their attack to you) doesnt hit the part that you need to actually kill the creature, youre still potentially disabling something and making the rest of the fight easier for yourself.
  10. Man, "it would be relatively easy to change the AI to do that" I don't think so. I'll say that I've never tried modding or messing with file stuff in this game, so maybe its modding tools are really good and it would be easy to do so in this game, but as someone who... I guess I could call myself an amateur/aspiring game developer, this stuff is not easy, most of the time. Its easy to dream it, its easy to plan it, its easy to pseudocode it, but as soon as you start typing lines of code into the keyboard it can get messy fast, and a good rule of thumb is that everything will take longer than you think it will. Maybe at some point ill look into modding this but generally speaking when i feel like programming i usually work on my own projects. Well for that last sentence, rocks. Does 1 damage, which im pretty sure any bow with any arrow do more damage then so just make them have more than 1 health. But otherwise, i dont disagree with reducing their health. Bears, elk, wolves, sure, let them have enough health to be dangerous, but a boar or mountain goat should be a 1 hit kill from a thrown spear and a deer should be a 1 hit kill from an arrow. Although... I also like this, but i didnt suggest it because i thought it would be a little overcomplicated. I tried to suggest more simple changes because ultimately this isnt a combat game, its a game that has combat in it. I want it to be engaging, but i dont think it would be right if it was a very complicated system itself. I guess if its what the people want so be it but i like to suggest smaller changes because it would be less impacting on a devs presumably very busy schedule
  11. Do you mean theres a mod out there that does that i would modify like you listed this or do you mean you think I should make a mod that does this? Given the suggestions I gave I don't know if simply side strafing would be fast enough to dodge a wolf's lunge. Not to mention I don't think you should be able to sprint in all directions anyway, so I would think that you can sprint forward and forward diagonally with shift, but shift+a,d,or s would be your dodging. Is how I would imagine dodging working. True, falxes do rapidly outpace damage of spears and arrows, and if we were trying to get the absolute highest DPS all the time then yes having a slow charge time with our ranged attacks would be bad but combat doesnt necessarily have to be maintain highest DPS. If a ranged projectile has very high damage but a low rate of fire it could be a great way to start a fight, weakening the enemy before charging in, make up for poor armor by giving you a viable ranged option to harass enemies from a distance, or you can actually use ranged projectiles to hunt. Like you would in real life. I know realism isnt always what this game goes for but chasing a deer across vast lands or bating goats and boar to charging us for the 100th time because we dont have viable ranged options that can stop it from running away isnt fun, engaging, or immersive, its tedious. Im also not suggesting bowtorn get a damage boost, they do enough damage as is. Im only recommending changes for our own ranged attacks.
  12. I think combat gets very tedious once you understand it as it currently is. Run backwards and hit enemy. Boring and brainless. Usually, I just run away out of boredom. So, i agree that there should be an overhaul, and that it can be overhauled without making it a combat game. Not much really needs to be changed and it doesn't need to be that complicated to be fun. I really think that we should have quick little dodge (not a roll but just a quick lunge to a direction), and enemies should have attacks that lunge them or sweep instead of just "attack animation and if you're close you take damage" So, wolves for example, they would run up to a few blocks away and then do a forward lunge that starts ahead of you and ends behind you. If the lunge hits you, that's when you take damage. They can have their regular attack, but they will try to use their lunge instead. Maybe bears have a paw-sweep attack that you can dodge backwards out of their reach or jump over. Even if every enemy only has one "ability" type attack combat would be so much more engaging having to be mindful of it. Theres no lock-on system or fight area, you aren't forced into combat, and you can always just run away, but now combat is at least more engaging than "run backward and swing". Really this kind of 'overhaul' doesn't change that much. It adds a new behavior to enemies and a new thing that we can do to dodge. I really feel it fits with the style and theme of the game too. That and bows/spears (in ranged combat) should do much more damage but charge slower. Enough damage to 1-shot most "game" type wildlife like deer or goats. Crafting even a crude bow or a spear should be a "I can hunt with this" instead of "better make 3 more spears or 10 arrows so I can chase a deer across the continent pelting it with projectiles or just running it down with a spear. I really should only need to hit them once, and I feel it's fair to make them charge slower because these are ranged weapons (I'm only referring to the spear under the context of throwing it), charging fast only really helps you if you're only fighting from a few blocks away, which you shouldn't be doing with a bow anyway. Maybe the projectiles can get stuck in animals, so you have to butcher them to get them back? If you're concerned about abusing a hypothetical damage increase making it to where you have to do a not-instant animation to get your ammo back just means your ranged ammo is a "you have x many shots and then you have to run or fight in melee". I really think this would make it more engaging for ranged players as well, having to make each shot count.
  13. Heals more from existing healing items, can craft better heals, can change his/her own or other player's hairstyles, less health or something idk about negatives.
  14. I think a more lightweight version of this for buildings would just be if youre really far away from your base for a really long time itll be aged. That way stuff youre always around doesnt decay and you dont have to worry about constantly maintaining it. Its only if you build a base and then abandon it for a long time that it will become decayed. For tools though, i do like the idea of them rusting if you leave them outdoors in the rain. I know you can lean stuff against walls, a feature i use alot to rest tools against walls to free up my hotbar. I think it would be kinda cool for it to decay if i forget about it.
  15. O blessed halite monolith! Guide us to cheese and pickled turnips!
  16. Honestly cracking a whip to herd an animal might be helpful as theres not a lot of good options for moving animals around right now. The best bet is if its neutral or hostile, throw a rock at it and bait it to where you want to go, and if its passive, good luck.
  17. I would agree. I know that exploration and the consumption of materials is a big thing in this game but at a certain point, you already have so much to find and so much to do that having to stop everything to go find more fire clay is a pain. I dont really know what it would be, but something. Maybe a catalan forge or even a blast furnace. The earliest date i could get on a blast furnaces use was 1150 and the earliest mentions i find for coke was 1709 so i think its reasonable we could get blast furnaces without it being to technologically advanced feeling. And it wouldnt eliminate maintenance costs. Like with the beehive kiln and cementation furnaces, theyre expensive to build initially and they get damaged and parts need to be replaced, but so far as a heavy user of both of the refractory brick structures, once theyre built theyre way cheaper to operate than the bloomeries we have now. My warehouse has a pile of refractory bricks and 2 piles of equivalent size of regular fire clay bricks, and the refractory brick pile takes awhile to deplete while the fire clay brick pile tends to deplete and have to be replenished more frequently than the refractory brick pile. Id rather have a more permanent structure like the kiln and furnace than these disposable bloomeries.
  18. Do they? I dont think ive ever seen it. They just run at you fast and then once theyre close, they do their attack animation. I mean like a straight-line attack that starts infront of you, ends behind you, and if youre in the path of it, you get hit.
  19. It always bothered me that you can consume liquids in either a bowl or a 3L jug, because drinking alcohol from a bowl is weird, but drinking it from a 3L jug is insane. In freedom, thats 4/5ths of a GALLON. I cant even attempt to chug 80% of a gallon of milk and my guy is just pounding down pear brandy from this thing. I dont know what the lethal dose is of pear brandy but i would imagine you could find out pretty fast by drinking this much straight from the bottle. Id really like to have cups i can pour liquids into from jugs. Maybe i would open an inn or tavern if i ever played multiplayer servers, but i dont want people to actually die from alcohol intoxication at my establishment.
  20. In general i like the enemies but one thing i wish was different about combat as a whole is that i think attacks should be more telegraphed. Like the bowtorn, wonderful, if you see it, it has a huge windup and a hard to dodge projectile, so find cover fast. But wolves, bears, drifters, shivers, if theyre close to you youre probably getting hit. For some enemies, thats fine. Drifters are slow and easy to avoid so their melee attack can be fast. But wolves and shivers, i wish their attacks would be more of a 'lunge', where they charge at you from some short distance, in a straight line that can be sidestepped. They can still have a basic up-close melee attack but having a few different melee options with the lunge being something theyll often try once theyre in range would be great. I think it would make fighting these enemies a lot more fun, it would be kind of faster paced but also fairer and more readable.
  21. I have had similar experiences with the beehive kiln. Mostly the instant firing thing, I assume that its a block getting damaged as soon as you fire it, and then the game is like "oh the multiblock structure is incomplete, AAAAAAAAA" and then just freaks out and completes the cycle immediately. If it would wait until the fuel burns out before damaging blocks maybe it would feel more natural. Come to think of it, i dont know that ive seen any blocks get damaged unless the instant firing happens, so i think instant firing is just when a block is supposed to be damaged, it happens immediately and skips the cycle instead of after the firing is done. I dont think ive seen this happen. I think it stays at 1200 until i take out all the fires. So, you probably found a bug.
  22. Thats really what im looking for. I need to grow a lot of flax and i want that sylvite to make potash. I have a big field that i use for it but its only medium fertility so I can only get one harvest in per year because flax is so draining on the field that by the time it gets back to good fertility its already too cold to get another harvest. I might be able to get a second harvest in if i plant very early and have sylvite for the extra K. That and salt for preserving things and making cheese. And for the accomplishment of having found a salt dome the "intended" way of doing it instead of finding it exposed on a mountain somewhere like how i found it in a previous world.
  23. Im pretty sure theyre supposed to go up to the lowest sedimentary layer, with the top being between the sedimentary layer and the next non-sedimentary layer. i thought they generate from there, downwards. I could be wrong, and if thats the case, than thats probably why im not finding it, is because im too far above it. I might look around some more and see if im really understanding how salt domes work. Otherwise, yeah if i was able to find something better than poor, i would, but ive covered a huge area around my house and found very little halite so this is the best i have.
  24. I dont have good halite deposits ANYWHERE near my house. None that ive found anyway. The best i could get was 18.5 (poor) %, so thats where i decided to start looking. Also to mention, theres miniscule amounts of bituminous coal, gold, and, very poor sphalerite (0.26%). After mining enough chert to overflow 4 leather backpacks with stones, ive managed to find the approximate location (within a prospecting pick node search distance), of the coal, gold, and sphalerite deposits. Theyre probably above or below the transition layer between the chert and granite, so i wont be actively looking for it, but the fact that i know where they are over the supposed halite deposit is insane. Which leads me to my question, when youre searching for halite, or really it could by any kind of ore, at what point do you just decide the deposit doesnt really exist and just stop looking? Because im gonna have to remake the iron pick im using to find this, it was full durability when i got here, and im kind of getting sick of looking.
  25. I know 1.20 added the ability to place a bunch of new stuff on the ground but not all of these things are stackable. You can place 4 sticks as a pile, but thats not a storage pile, thats just 4 sticks on the ground. It would be nice to be able to make piles of stones, and sticks, and ore chunks. I guess i really just like bulk storage, having whole big piles of stuff is just really pretty looking. Image, warehouse:
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