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Hal13

Vintarian
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Everything posted by Hal13

  1. other than that bottom slabs or other surfaces that are not full block top surfaces help too, don't use top slabs above full blocks though as it seems drifters can spawn on the full blocks beneath and glitch through the slabs sometimes. Btw. diagonal counts as 2 blocks apart from the light source.
  2. Hal13

    item despawning

    Adding to the question: Is it like in Minecraft where item despawn timers only run while the items are in loaded areas?
  3. That depends heavily on the enclosure you use and therefore it would need more than only detection of captured animals but for example on block types around them too (maybe you just keep them in a 100x100 lit and fenced in grassy area). It would bloat up the issue massively and discourage going on exploration even only for a few days as you'd have to keep the animals fed (and therefore you'd end up with either exploration or animal husbandry). Tending to animals is time consuming af irl, as long as it's not the main focus of a game you wouldn't want to introduce an overly tedious mechanic as a dev, but at what point a mechanic becomes overly tedious is a difficult question for itself.
  4. That's not only on laptops. placing blocks at night will cause lightning glitches, if that's what you mean. Not sure why you post it in questions instead of bugs though.
  5. afaik there will, at some point, be some sort of settlements. quoting the roadmap here:
  6. Looked some more into foundry work... And am not sure anymore there should be big differences between casting and forging, tempering can be done with both, and apart from spillage when casting the results are very similar. And as long as we ignore pure iron for now the amount of metal will not change in objects significant enough to justify any recycling penalty for metal (again that's not true for iron, but i don't think a mechanic solely for irongoods is necessary). therefore I think you are right @Erikjust the option to resmelt any metal object should be added... and when dismantling an anvil you should get back the full 10 ingots not only 8 (after all you do use up the chisel completely). And simplified like that we'd not need adjusting the costs of items, BUT: any metal item that gets used up should stay at 0 durability and just become unusable instead of vanishing into thin air. Of course that would change my suggestion for repairs in Armor 2.0 too. I still think adding an item worth less than 5 units of metal would be nice for alloying though, maybe nuggets could be pulverized into 5 items of metal powder worth 1 unit each, stackable to 1024?
  7. i mean as polar bears are quite huge the standard measurements of being able to go up half its size rounded up with a minimum of 1 block should suffice, i mean standing up they reach about 3-4 meters... and on all 4 they are comparable in size with a medium tall human...
  8. Hal13

    Armor 2.0

    That maybe right but you did refer to my proposition where an armor would be able to take quite a beating until you even start to see the stats worsen. that's why i was asking what you would mean by needing frequent repairs. You refered to a proposition to not worsen the stats right from the first hit the armor takes but after a treshold (90% durability) is reached, which means you wouldn't have to constantly repair it to full durability, it would be sufficient to keep it in good shape (above the treshold). Btw. with copper being tier 2 and durability damage scaling in a tierA/tierB fashion, the durability damage system i proposed would encourage players to craft early metal armors as the armor took way less damage than a nonmetal armor when fighting even only deep drifters or foxes, a copper chainmail would become an useful armor, as wolves and sheep and tainted drifters (or even higher tier ones) won't just shredd through your armor anymore while you stay mobile.
  9. No, you didn't write anything like that. The suggestion like you wrote it, looks like you wanted that to be a default mechanic, which is the biggest reason why i'm against it. A good suggestion gives as much needed information as possible, the little information you gave, gives the impression it only is a relevant mechanic for pvp multiplayer servers, and therefore as DrEngine said, may be a better mod idea than an idea for the default game (it doesn enrich the singleplayer or strict pve gameplay). I had to guess otherwise, because it seems you don't know the mechanics around bee swarms (that attack everything when angered), wolves (that attack any animal and/or player characters), monsters (that only attack player characters and ignore everything else), want to get rid of most default mechanics for infected player characters... Btw. i'm playing VS for several 100 hours (over 3 major and several smaller versions) and Minecraft for thousands of hours and still learn new stuff all the time, how long someone played a game doesn't say anything about how good the player knows the mechanics behind the scenes.
  10. because for example copper tools are not durable enough and you want spares? and heating the forge once and do a longer smithing session to make several tools is more efficient in terms of charcoal use and time than heating it each time you need a new tool, not to mention finding them in ruins. That's right, but depending on the mold you wouldn't need a full ingot worth of it. apart from that, it eases alloying. And keeping a stack of shavings in a chest doesn't block anything from being used.
  11. Hal13

    traders' wrath

    In one of my worlds i've built my base around a trader and haven't seen them calm down even after several restocks and i think about 100 real time hours... Of course that trader was kept loaded more or less all the time...
  12. Can we please get a way to calm traders down when we misclicked and hit them? Idk, maybe after they regenerated their health and restocked their wares the second time after such an incident, they calm down again, as long as you didn't kill them?
  13. can confirm is in since at least 1.13.4 These are the last patches of snow to melt in spring too.
  14. Tbh i don't think polar bears should actively hunt player characters (but on the other side that should be true for wolves too), the seraphs don't look like they'd be fatty enough for their taste hunting them would net to little energy in comparison to their normal prey. Other than bears and wolves, polar bears have no fear though. Seals i think for the start a single type would suffice. And the hares could just use the standard rabbit and the arctic fur texture could overwrite all rabbit fur texture for rabbits newly spawning in regions which have snowfall (oppossed to making it too complicated to implement winter fur).
  15. especially number 1 would be great
  16. Hal13

    Add braziers

    I'm not saying it's a bad idea to add, especially for heating and light, but only for the aesthetics not so much (as chiseling can do much more in that regard than a static brasier object). The brasier might combine the advantage of the torchholder with a fireplace.
  17. Wdym with that? You might want to look up the abbreviation mob again... Apart from that, a main thing in VS is exploration, the suggested mechanic will punish players for venturing far to get ressources, therefore is detrimental to the intended gameplay. First thing is getting rid of infection by death only in combination with losing ownership as long as you are infected: okay if on the server deathpunishment is set to keep inventory (which seem to be a rare thing for multiplayer servers) or in single player, but losing ownership looks to other players as if something is abandoned and free to take, even though it's not as you just are on your way back with a full inventory of stuff you need and can't afford to lose through death, for example bauxite to start steel production from thousands of blocks away. Another thing is wolves and bees attack players no matter if they are infected or not, while monsters only hunt player characters (who would have to be differentiated into groups to make it happen). How is the leader of a tribe chosen? Your suggestion might be an interesting gameplay variant for a pvp server though, some zombie apocalypse variant of VS. But it seems you suggested it without even knowing any gameplay.
  18. Hal13

    Add braziers

    you could just chisel blocks around a fireplace to create these for the aesthetics.
  19. Hal13

    Armor 2.0

    wdym? the way i proposed you would need to repair the armor after it got damaged for about one to two times the durability it has now, but you would benefit from repairing it not all the time but only occassionally but by using an item worth more durability. But if your armor gets heavy beatings all the time it becomes a ressource sink but less time consuming than crafting a new armor everytime.
  20. How? If it's less than an ingot you can't do anything with it. It just blocks the crucible from being used again or blocks a mold and gets lost if you break it to store it somewhere. No matter if i recycle a full durability tool or a tool that only has 1 durability left, that system gives you always exactly 50% of the used metal back, you lose 50% of the metal if you go from copper age to iron age (never really had a bronze age in any playthrough) or later to steel age and recycle the unused tools on the other side you would benefit big when recycling tools nearly broken or even broken tools, depending on if you want to indtroduce getting broken toolheads when the tool actually breaks. 50% loss when resmelting metal is too much, i mean you can resmelt plates without loss resmelting unused tools with 50% loss is way out of proportion.
  21. you can take them and put them down again... with the mod carry capacity you even could carry them i think.
  22. inspired by this the existent "/kill" command needs an admin to do, i suggest a ".suicide" command (/kill but only for the player that uses the command not able to target anything/anyone other) for such a situation.
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  23. I love the idea, but: The player character is somewhat a generalist, that seems to not really have time (especially early on) to make use of these or even learn how to craft (or even invent) the more sophisticated things mentioned (dyeing textiles is kinda complicated as is making more complex instruments). Pixelised painting should definitely be added, but it actually kinda is already with the more complex chiseling options i saw on servers and in youtube videos. Similar the "useless", better called only decorative, clay things, you could use chert or claystone or even bricks to chisel things like that. I'd love to be able to make the decorative clay stuff traders sell and can be found in ruins. I'd love to create at least simple clothing (as said the more sophisticated stuff, dying textiles is a science for its own, might be npc only for now, but a simple tunic or pants or shoes shouldn't be too much for someone able to craft leather armor, cambesons, backpacks, etc.).
  24. I'm not sure about these, looking at the traders the world is around medieval times, and had a modern age long gone (where they comparable to us most likely got many animals extinct). That being said Tigers or other bigger cats instead of wolfs in the tropical ranges would be nice (saber tooth isn't really a warmer climate animal though, it's comparable to mountain lions afaik) But i wouldn't mind mixing animals of any time in this game as time travel is somewhat hinted at and there could have been mishaps. I'd love to tame me some pterodactyl that could be used for shuttle services between my planned airship city (hopefully we get multiblock ships and airships when we get to the steam age) and the ground... Or maybe a worldsetting about animals? only modern animals, ice age animals, pre historic animals, everything...
  25. when was that introduced? And how: - would that make smithing better than casting without touching itemstats? - are these "partial ingots" usable anywhere? And like you said, where are these things for iron and steel? And what about recycling old tools you don't use anmore? you can't uncraft them into stick and toolhead to smelt the latter, and even if you could it would mean you would only need enough to make a single toolhead to reuse over and over again.
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