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Wahazar

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Everything posted by Wahazar

  1. I'm aware about devs "no-go" policy concerning thirst, as a TFC player I also recognize constant pressure of hydration as rather annoying. On the other side, lack of needs to drink make game somewhat bleak. Here is my idea to add drinking without additional HUD bar and constant environment pressure: make hydration as 6th nutrition level. Drinking water, juices, eating soups, fruits etc would increase hydration nutrition. Maybe eating raw grains should decrease hydration? Of course, temperature increased either by environment or by clothes should increase rate of hydration depletion. Drinking water slightly increase saturation bar, but drinking is impossible (or doesn't affect hunger), if hydration nutrition is maxed up. I'm aware about two mods for TFC-like hydration, but my proposal is to add hydration in less harsh style.
  2. Is it possible to disable automatic pick up items? Either settings or some mod? In co-op multiplayer (especially with mods adding more in-world crafting) it is really cumbersome to constantly picking unwanted items by other players.
  3. BTW, it would be nice to see actual knapping/smiting recipe (snapshot of voxel grid), instead vague information.
  4. Check your memory allocation, maybe disc swap is in use, or whatever it is called in Windows? Mods like to consume RAM.
  5. BTW, I discovered (while playing on server with 80% land cover setting), that safest place during temporal storms is raft on the ocean.
  6. Currently native copper is the main source of copper, while its real occurrence is rather rare. In real world, one of the main copper ores is Chalcocite (in Greek language Chalkos means: copper). I propose to introduce Chalcocite ore, which would spawn in sedimentary rocks (like real one), instead of native copper.
  7. Sneak (shift key) doesn't work either (it is still throwing). but I figured that Ctrl key must be pressed, with R-mouse. Game should have better keys description helper overlay, instead of blank vague square.
  8. BTW, how to draw with chalk stone? I tried left click: hitting. Right click: throwing.
  9. Currently there are 2 options for gravity affecting blocks: minecraft style (sand and gravel), which I dislike (low effort dugouts, dirt levitation) and second option with sand, gravel and dirt falling sideways. Second option is too harsh, is affecting not only playability, but also multiplayer server performance (I see lot of spikes in fps graph, probably due to constantly triggered ravines). Therefore my proposal, to add intermediate option: sand and gravel falls sideways, dirt (soil) only vertically (if not supported) - dirt is more sticky than sand or gravel, so it makes sense.
  10. Of course it should be balanced, for example crafting few grains into one seed.
  11. Second day, 4 beginner players, total chaos, there is only wooden frame of the house without wall filling (dirt is ugly, don't put it here), somebody mounted ladder to the frame to make thatched roof, bravo one going dark, suddenly bear incoming! Abrupt chaos and panic, somebody is shouting "use ladder" (there was voice channel), we are climbing on the roof, bear is also climbing...
  12. This was exactly implemented in TerraFirmaCraft, but there were pheasants, quails or something similar, in temperate climate, otherwise there will be no feather source. Therefore, your idea is not applicable without chickens replacement.
  13. Yes, of course you are right. I just was not sure if biennials crops are not too harsh and playable. Maybe not a second year, but second vegetable period, so let carrots etc., die and respawn again, to collect seeds.
  14. Agriculture, inherited from TFC, is relatively easy: mature crops give food and seeds, repeat. My proposal is, that seeds can be collected only from immature or dead plants, while mature plants give only crops. These crops (grain, bulbs, tubers) can be crafted into seeds or eaten - your choice. In case of carrots, cabbages: destroy immature plant for seeds or pick food only from ripe one.
  15. I know I need to cover burning pile. Issue is, that I ignited it by torch (now I know it should be firepit), I covered flames with dirt, glowing/particles were seen for about one day (but nothing burned finally) - like there is some obsolete code for burning with TFC method.
  16. I tried to make charcoal in TFC style: enclosed heap of firewood, top one is ignited and covered by dirt. Particles and blooming were present, but when finished, firewood was intact. Now I realized, that wiki is talking about firepit on top of wood stack. I will try to make firepit, but anyway, igniting of woodstack by torch seems to work either, unless it didn't.
  17. BTW, moon should give some light. Even during new moon, star light allow to see something for accommodated eye, source: myself, Gobi desert Of course, closed spaces, like caves, should have no ambient light at all (except fluorescent species)
  18. Not sure if bug or just some settings was accidentally changed, but suddenly items in right hand are rendered in upper right corner, instead of lower right one. Also items in both hands are rotated about 45 degrees. Changing hand height settings doesn't help. Is it known issue?
  19. Wahazar

    Maps viewer?

    In-game map viewer has limited zoom-out level, I can't see my whole long journey without tedious scrolling. Is there any mod/script/external tool for browsing/viewing/exporting maps? I'm thinking about rather simple tool for singleplayer, not complicated html handlers for servers. Edit: I found it: map exporter https://mods.vintagestory.at/vsdbtopng This is not a mod (which is nice, I don't want lot of mods), just standalone executable, rather clumsy to configure, but finally I managed to export image of my 20k journey path.
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  20. When talking about moles, I was referring to these crawlers, only these will dig 1x1 hole. I don't think it is substantial threat, rather spicy flavor to the game, making sitting in dugout and waiting for dawn less boring Something like zombie breaking doors in MC. It may be also configurable: no/during temporal storms/yes, first option for Exploration playstyle, second for Standard, third for Wilderness Survival/Homo sapiens.
  21. One can set grace period of one or more days without monsters, if it would be issue. Also they would dig only in natural soil, not packed or cob man-made.
  22. Drifters are throwing stones, they somewhat resemble mutated moles, I propose that they are able to (slowly) break soil blocks (not packed/cob ones), therefore ordinary dugout is not a permanent shelter (breaking process should be slow, so player still is able to repair burrows, when he is aware of crack on soil block).
  23. You are absolutely right, first of all, self-closing doors/gates should be doable with an ordinary spring. Brass spring for single doors, steel spring for large doors and gates. Also automatic mechanical gates opened/closed with press-plate are the real thing.
  24. There is no needs to complex calculation of heat transfer, just simply energy_loss_per_time_unit = temperature_difference*heat_conduction (were heat_conduction depends on quality of clothes and its moisture, maybe also grain+diary nutrition bars should add some fatty skin insulation). Also radiation from light sources (intensity of red component of light) should be added. I was rather thinking about metabolic heat generation, if one is running, there is more heat produced, than standing. Also shivering would be not just warning, but should add some heat. Of course if food bar is not depleted. So generally body temperature would be more immersive, not just simply death counter. Heat calculation is not CPU consumer due to large time scale (so can be ticked from time to time, not every tick).
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