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Everything posted by That1GameGuy
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When it comes to performance, at least what I imagined was that the game would do a once over on player builds on a configurable time frame (daily, monthly, yearly). Then again that might only relegate lag to big spikes during those times. I'll admit I completely forgot about servers. I don't know exactly how VS's code works, but maybe instead of new blocks, damage could be represented using the block overlays? I understand it could take a boatload of dev time. I just thought it'd be a fun idea to try to plant in the dev's heads. Maybe it could be considered if/when the team implements the Rot.
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I think it would be interesting to not only build up your little homestead, but also having to maintain it as well. As an optional difficulty setting (like soil instability and cave-ins) player made structures will slowly take damage and crumble or collapse. Most blocks will have a damaged state, which, if left alone, will accelerate the decay of nearby blocks. Things like roof and wall collapses will occur if too much damage isn't repaired in time, potentially leaving behind rubble usually only seen in ruins. Storage containers are also vulnerable, turning into their damaged variants if left out in the elements. Blocks and items stored in rooms have a much lower rate of decay. (At least until the room collapses!) Ideally, if given enough time, all player created structures would disappear completely. Some other things that would go along with this system: Block overlays like moss slowly accumulate on buildings. Farmland turning back into soil. Forests growing back. A major hangup here would be chiseled blocks. I'd want them to decay too, but there should be easy methods of restoring them without having to re-chisel.
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I like this, and it would also give more use for metal hoes. Tilling your fields being a one time thing makes anything other than a flint hoe feel like a waste of metal.
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QOL Feature suggestion - Clay Mold Form for Shingles
That1GameGuy replied to Vi-El's topic in Suggestions
At least for right now you can download a macro program and record your mouse. -
Here are some mostly minor things that I'd like to see changed that I didn't think would suffice as it's own post individually: - Making any armor set that isn't steel or iron feels like a waste. Making armor is such an expensive undertaking that in my first world I ended up waiting until steel to even bother. I think maybe being able to sell or upgrade armor would be a good change. - Trees don't lose their leaves during the winter. - Meat feels like too strong of a food source compared to the others. Some a lot of non-meat foods fill you up a pitiful amount compared to the effort needed to make them. - Naturally generated fruit trees don't start vernalized - Either beehive kilns need to be accessible earlier, or there needs to be a mid game kiln. I feel like I shouldn't have to wait until the iron age just to color my clay. - Elk taming NEEDS to be shortened. In a year, I can raid the Resonance Archives and buy a fully tamed elk AND walk away with a bag full of loot. With every other mechanic in this game, doing things yourself is always the "main" way, with trading being a back-up. Here, It feels reversed. - Alcohols and distilled spirits feel more like a gimmick than an actual food. They fill so little and punish you with the drunk effect.
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So, the devs don't want to add most depictions of butchery due to graphic content, which is perfectly understandable, but I still think a more tactile method of harvesting animals would suit this game well. My solution is that when harvesting an animal, instead of getting the standard window, you'd just be given the hide, potential antlers, and a large featureless meat-rectangle. This rectangle can be placed, and the player can begin begin butchery with a knife or cleaver. The size, shape, and content of the meat is different depending on the animal and their weight. The flesh cube is made of four different mini-voxel types: redmeat, bushmeat, fat, and bone. A product is outputted when an at least six voxel chunk is separated from the rest of the bone connected meat. Knives destroy voxels while a cleaver can select an area to be cleanly separated. Bigger cuts can give multiple outputs, assuming the number of voxels was divisible by six, any odd voxels are simply destroyed without giving any meat/fat. In order to determine the output, each voxel type has a point value: redmeat: 1, fat: 2, bushmeat: 3. So lets say you cut free some meat that has four redmeat and two bushmeat voxels. Redmeat: 4x1 = 4 Bushmeat: 2x3 = 6 The resulting cut will be bushmeat. This minigame would allow experienced butchers to do things like harvest redmeat from high bushmeat content animals, or optimize for fat creation. I also think having to put in more work to get meat would help balance food, as I feel it is too strong for how easy it can be to get large quantities of it with a modest pig farm.
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So I feel like I'm the only one in the world bothered by this, but I don't like how traders are so stationary. I feel like one of these days I'm gonna run into the perfect building spot, only to find a trader smack dab in the middle of it. What if instead of pock marking the world with land claims, they could "move" around? I think there should be a copper age block called the Trading post, that when next to a suitably sized flat area, would summon a trader and their cart about every month or so. You could also use the trading post to make a request for a specific trade(for a markup of course), or advertise an item you want to sell.
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I know this is a joke but I had an idea for a jonas exosuit vintage armor that could give you some buffs at the cost of slowly draining your temporal stability.
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The Beehive Kiln should be accessible earlier
That1GameGuy replied to That1GameGuy's topic in Suggestions
This has me thinking that maybe the Beehive Kiln (and to a certain extent the Cementation Furnace) could be more freeform in its construction similar to cellars. Like as long as you have a box made from fire clay/refractory bricks with three potential openings and a kiln door, it would act as a valid kiln. So you could make an itty bitty 3x3x4 kiln, or an even bigger one than we have now. (11x11x11 Beehive Kiln when?) -
The Beehive Kiln should be accessible earlier
That1GameGuy replied to That1GameGuy's topic in Suggestions
Funny, I did that in my world, only to realize I could have just used the bricks I used to make the kiln on the Cementation furnace instead. That's one reason why I made this post lol -
The Beehive Kiln should be accessible earlier
That1GameGuy replied to That1GameGuy's topic in Suggestions
Doesn't that (kind of) prove my point though? 17 iron is a lot to cough up, if it was available earlier (and by extension cheaper) it would become more viable in solo worlds. I can understand features more geared towards multiplayer, but it feeling useless in singleplayer is what doesn't sit right with me. The Beehive Kiln does have potential to offer solo players in the form of mass firing bricks and shingles for construction, which is why I'd like the Kiln to be an earlier craft to make those options viable. -
I'd really like to use the beehive kiln, but it just comes far too late for me to find any use for it. The iron age is so far into the game that I've already fired all the clayware I need, and my homestead is already established with a specific "style" so the need to use it for bricks has long passed. The requirement for iron hatches seems a little arbitrary, since its only purpose is to provide oxygen. I don't see why we can't just leave those blocks as open air/filled in with fire bricks, with the hatches just being an option. The kiln door I can understand why it uses iron, but I'd still like a cheaper option to make the beehive kiln something you can make earlier. Maybe there could be a Crude Kiln Door made from just fire bricks and mortar, with the trade off being that it breaks the fire bricks after only 84 hours of operation instead of the full 168.