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Everything posted by Chuckerton
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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.
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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.
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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.
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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.
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O blessed halite monolith! Guide us to cheese and pickled turnips!
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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.
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Iron Age Smelter that does not require constant Bloomery fabrication
Chuckerton replied to Lucio Magno's topic in Suggestions
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. -
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.
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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.
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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.
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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.
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At what point do you stop looking for a halite deposit?
Chuckerton replied to Chuckerton's topic in Discussion
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. -
At what point do you stop looking for a halite deposit?
Chuckerton replied to Chuckerton's topic in Discussion
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. -
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.
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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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How much coal should i place for this beehive kiln?
Chuckerton replied to Chuckerton's topic in Questions
I did end up just placing 6 or 7 charcoal on each tile, an even loading on each tile. It ended up instantly cooking and damaging the beehive kiln. I think that was a bug, and i also think you shouldnt use charcoal, due to price and this exact problem of figuring out how much you need. It doesnt say you can, but you can just use peat, probably also firewood. Maybe ill test it out at some point but i have a good plenty of peat deposits nearby so ill just use those. -
That is impressive, and i certainly dont have the patience for that lol. I think ill stick to a couple bust statues, maybe a model of an animal or something. But, thanks for the advice, ill put it to use when i get started
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Nowhere is it listed how much i actually need for the beehive kiln. I can place piles under it, almost full piles until they start spilling a bit, but i doubt i need a whole stack of charcoal under each block for this, that would be insanely expensive. Would just a few chunks of charcoal under each tile be fine or do i actually need to completely fill each tile with a full stack of whatever fuel i use?
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That was what i was worried about, was details being lost in marble because everything blends together. Maybe polished marble will look better? I want to try making some statues once winter hits. I got some marble for it but i wanted to see how other peoples marble statues turned out before i started, yours look good but i see what you mean about the details blending together
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Seeing as theres chiseling, and marble, and these 2 things have been together like peanut butter and jelly historically for a long time, has anyone tried making a marble statue? Of anything. How did it turn out? Did it look good? Did it not? What was it and how big was it? Its kind of hard to look up stuff for this game because its kind of niche, so typing in "Vintage story marble statue" just gets you regular pictures of marble statues instead of marble statues made in this game.
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Metal ages definitely add a feeling of progression
Chuckerton replied to Lanceleoghauni's topic in Discussion
I do just wish there was more cassiterite. I would stay in the bronze age longer but i feel forced to go straight to iron due to difficulty in making bronze. But really i wish that there was more ways to get mechanical power. Hammering out blooms gets really repetitive for how much i find myself having to do it, and it always seems like you need at least 2 windmills to have consistent helvehammer power. I wish i could use oxen or large creatures to turn axles for mechanical power. But yeah, once you hit iron, the game gets a lot easier because you have tools that actually last. Ive never gotten steel, because of the reason mentioned above, iron is tedious enough as is. -
Fair enough, I didnt think about that. Craft them together like for chests.
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Basically at the same latitude i spawned it, just more east. I dont know what latitude the original world spawn was, i used console commands to change the spawn location to my house, but otherwise its around the same latitude
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Im starting to think its a bad omen or something, because every day, or nearly every day, for the past 2 ingame months theres been a solar eclipse. Does this happen for anyone else or is this just me?
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So i witnessed a solar eclipse. It took me a little too long to get out of my house so i got a screenshot late, but i think it wont matter. Correct me if im wrong, but this should be a new moon right? I shouldnt see any light on the moon, except for maybe a very small sliver?