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Wahazar

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Everything posted by Wahazar

  1. Well, water temperature is never less than 0 (if not supercooled), thus if game is using just temperature to calculate temperature, results are as described. Generally whole body temperature implementation is wrong, because is using temperature instead of heat energy - these are distinctive things. I recall some TFC clones using similar simplified "physics" of body temperature - it was annoying, just "oh there is one degree colder, guess I will die". I was working on body temperature patch for original TFC, using concept of heat, but TFC was discontinued. I can elaborate more in suggestion topic.
  2. OK, maybe using axe for carving was not the optimal idea. But my intention was not making game harder, just easier. Memorizing, what knife and log position is valid to make pan or club, is hard, shift-right click of knife on log and there is window opened, similar to knapping, to choose log product - it is easier and more immersive (and allow, in future, more recipes)
  3. But hitting to remove is with left button, removal of vortex is with right button (and unlike for clay, there is no placing mode for axe, obviously)?
  4. I propose to introduce wood carving as a more immersive crafting recipe - similar to microchiseling, but on, for example, 5x5x5 grid on the log. Three tools may be used to work with: axe (removes row of LxWxH 5x1x1 of wood), knife (removes 1x1x1 piece of wood) and chisel (with standard modes possible). Example of log crafting: firewood - 5x1x2 gap in the middle (so 2 axe hits required) gives 5 firewood (of course standard craft grid recipe should stay as faster but less effective) club - remove 2 layers of outer cells (can be done by axe) wooden pan (use knife or chisel to carve sieve pan) debarking (remove outer vertical layer from one side and outer layer from adjacent side, can be done by axe, but player need to change position, standard recipe should stay as more convenient) wooden stick (alternative for branch, also required for top tier tools), two 5x1x5 and two 1x5x5 rows (20 axe actions) maybe some windmill intermediate parts?
  5. Hah, new meaning of "hangover spinning" :)
  6. Sanity or temporal stability, whatever it is called, is a player stat, which is gradually decreased due to long exposure to temporal unstable area or temporal storm. Alcohol should not restore sanity (there is temporal gear for this), but at least should slow down (weak alcohol) or prevent (distilled alcohol) counterclockwise rotation of temporal stability indicator.
  7. Maybe alcohol would stop decreasing sanity level in case of temporal instability (in exchange of side effects and maybe HP decrease if overused)?
  8. In other words, despite of values edited in serverconfig.json, default values appear in game start customize menu. If these are changed in customize menu, they are written in serverconfig. But when game is relaunched, default values appear again.
  9. I'm changing some worldgen parameters in serverconfig.json, but they are ignored and standard values are set to the new singleplayer map, and serverconfig.json is overwritten with standard values again. Is it possible to keep custom values? I know that I can set it by /worldconfig in game console, but I want to have this settings before map is generated around the spawn.
  10. Probably depleted cattails are due to edible roots. BTW, why seaweeds drop nothing? They were edible in TFC (I didn't check these in sea, yet, only in lake).
  11. As I mentioned, my proposal was restricted to the beach and lake biome. Argument about "players would sit near spawn because of free stones and stick" is not valid - other resources are also depleted, like copper, or even clay, thus new players will tend to go far away from spawn anyway. Also lot of land is claimed around spawn, so it is good to move away anyway. However moving away in case of VS is disputable due to lack of early spawn point device. In case of TFC it was quite opposite - hay bed didn't allow to skip night, but was able to set spawn point. But stick and stones are necessary to make survival kit allowing to travel and make faster temporary dugout if needed. Another idea: Not sure if "not generated chunk" is a good idea due to server memory usage, but existing mechanism for spawn after death within 5km random range could be used here (I mean, individual player spawn point is generated in this range, and is later fixed for this player).
  12. Well, which resources should respawn on public multiplayer server, can be matter of long discussion, but stick and stones are the must. For example near water (due to erosion/rain streams/waves) Cattails should sometimes also respawn, not only because they are important start resource, but they real counterpart is really invasive (wind spreads their fluffy seeds). Or just add (more expensive) grass recipe for baskets. Time in multiplayer servers is another topic. I remember some TFC servers with extended time (30 days per month, also decay and growth slower), but server was not stopping in absence of players. Thanks for such approach, one year in game was exactly 5 days (or something similar), thus it was reliable and easy to calculate: "today is spring, autumn will be Tuesday".
  13. OK, but you need to have knife to carve pan. What new player is supposed to do, if server is licked dry around spawn? Branches can be achieved by breaking leaves, if there are still leaves low enough, but flint?
  14. Hello, I'm new here, but I'm notorious player of TFC since its first version. I remember a common problem of TerraFirmaCraft servers - land around spawn is completely clean, no sticks and stones around few km in case of long-lasting servers. Seems there is similar issue with this game (judging by lurking into non-modded public servers). My proposal is to allow stick and flint respawn (maybe after a storm)? Flint should respawn on the beach, while branches in forests and on the beach. Additionally, breaking gravel should sometimes give flint or stone of gravel type, instead of gravel. Similar to MC mechanism.
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