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Booker42

Vintarian
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Everything posted by Booker42

  1. I don't know about sealing empty crocks, but if i am not mistaken the seal breaking when getting food out is fairly new.
  2. 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)
  3. 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
  4. 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
  5. maybe activate the anvil like the raft to "sit" at it with the shift button
  6. 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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  7. 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)
  8. 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?
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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..
  16. I would be interested in getting bits of metal back when you strike off the voxels when smithing or even a chance of getting some back. I can't see why you can't remelt them for future use. That being said I would like to also be able to melt/breakdown the silver, gold, and brass jewelry that you can find.
  17. You can get flint and stones of the gravel type by panning the sand/gravel, not to mention other goodies
  18. I like the crates, but yes, I would like the "add all" option to grab from the rest of your inventory too instead of having to add one stack at a time. I have, or rather had, a ton of stone saved because I had a few projects in mind and ultimately decided on a large road project that certainly went through all my slate, and now i am trying to decide if i want to deplete one of my other stone reserves or just go mining again so i can finish the last bit of road (only another 100-150 blocks to go but my road is 2 blocks wide)
  19. That is why i thought maybe only berry bushes that had been trimmed with shears as opposed to any berry bush. This will still give the foraging boost to the Malefactor, but give flavor to the monk similar to trimming a Bonzi tree, or zen gardens if you wanted to surround your berry bushes with sand.
  20. Maybe also a bonus for harvesting tended corps, be that from farmland or berry bushes that have trimmed leaves.
  21. I have some old clothing lurking around, I would be interested in cutting them up with a knife and getting back with some cloth or thread back
  22. This could also be expanded to wet clothing. Maybe it could impose a movement penalty (wet clothing can be heavy) and low body temperature.
  23. I second rendering tallow from animal fat. This probably could be done easily with the cooking pot over the fire pit.
  24. I would also be interested in seeing this taken to the next step by making maple sugar by boiling it more and maybe pressing into an ingot mold and then grinding in the quern or something.
  25. It depends on how you want to look at it, are you a knowledgeable person who comes from a world that had these items? If so, then why not have knowledge of what you need and how to make it. But a nice middle ground might be to have recipes unlock based on the "age" that you are in. Everyone can start with all the privative stuff. Find 20 copper bits? Welcome to the start of the copper age, here are some new recipes. Something like that. Maybe temporal gears and other world specific items could be brought to a trader to unlock recipes.
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