Booker42
Vintarian-
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I don't know about sealing empty crocks, but if i am not mistaken the seal breaking when getting food out is fairly new.
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maybe your temporal stability bar could change color or have an additional indicator? also a nice option might be to have on your character sheet the date of the last storm as well as the frequency (helpful for mp games)
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I would like to see something that cooked multiple pieces of meat at a time. Maybe a clay cooking sheet that you could use to cook 4 at a time with the added bonus of 4 pieces of flint at a time when trying to make fire clay
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i always thought this might be something interesting to add to temporal storms, depending on the severity of the storm could cause various effects. most common for light storms would be things like stone flint and stick generation plus maybe regrowth of the leaf bushes (not the fruit one) this would also help the most common complaint i have seen for multiplayer servers which is not being able to find these items when you join a game that has been going on a while
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maybe activate the anvil like the raft to "sit" at it with the shift button
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So I just found out about Ollas, they are clay and used for irrigation. Might be a nice alternative to a watering can. Would also be interested in seeing a clay water pot that requires rope to make (for carrying purposes) and takes a backpack slot. This could be as easy as a clay storage vessel crafted with rope. You could use this in a similar way to a bucket and also refill the Ollas
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I would be interested in seeing a new thread/rope option of leather lace by maybe using shears on leather. Can be used for to make rope, in place of thread when crafting some things like leather armor, and maybe making a whip (possible use would be a chance to turn away an attacking animal)
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So I have the month's set to 30 days (not sure if 8t effects it but still) and temporal storms turned down (but not off) and I am pretty sure apart from the 1 storm that mobs have only spawned a few times even when rift activity listed it as apocalyptic. I see that there was more rebalancing in the new update but I thought I would mention it here. And mob spawns way down in 1.20?
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Slip casting allows you to quickly make multiple identical items, so how to do this. Maybe make a box, place the fired clay item in it, pour in plaster (quicklime, sand, and water) and let harden. This will make the mold. In the future you can mix clay and water in a bucket or barrel and pour it into the mold. Let it dry, and then fire it. If you want to get more complicated you can use fat as a mold release, and you could maybe even cast carved or chiseled items
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Maybe make it like apple trees and have a success rate for planting the other trees too. They can have a "young tree" stage too that provides less wood and doesn't produce seeds/nuts/non-existent maple syrup until the following year when it matures.
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So I was thinking that instead of having to bash leaves all the time to drop some seeds it would be nice to have them generate seeds like apple trees grow apples. This would make a lot of sense for walnut tree and as I sit here looking outside as maple seeds spin to the ground it is a little odd that you can only get one or two seeds from a tree. Also squirrels to eat them would be neat, and I think if apples would fall and attract deer and similar would be cool too.
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Well here is an idea that might work with the unlocking of recipes as you find items. Have some unlocked based on your class. Sure a commoner might not know about refractory bricks 3, but what about the clockmaker? Also it might be nice to have "trainers" in game (or maybe just something new for merchants) and you could visit once a year and pay to switch your class. Maybe a fee based on the class, commoner being free. SO over 5 years or so you could switch to each class and unlock all the recipes.
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I love this idea, and as someone who lives in an area that floods a lot an easy way to do this might be to have areas with moderate or high rainfall to generate "flood water" in the early spring in certain areas. I suggest it to be a different type of water block so when early spring passes they can be targeted for removal. Below ocean level basements/rooms could also flood and non-sealed containers of food can get ruined.
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I would be interested in seeing some variation in the animal aggression level depending on how hungry they were (or based on weight as that is already in game). A low weight wolf or bear might be more keen to attack than a good weight one who might choose to flee. I would also like to see bears eating the berries of the bushes (and fishing when that becomes more of a thing) as they are omnivores and most of their diet can be fish and berries. I would also like to see wolf aggression be effected by the number of wolves in their pack, a single wolf would be more likely to flee than 6. And having them flank/circle their prey would be a nice touch too.
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sounds like the easiest MP server solution would be either a)starting supplies or b)teleporter button that sends you between X and Y blocks in a random direction..