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Deaderpan

Vintarian
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Everything posted by Deaderpan

  1. the game definitely needs "workman's food". alot of food like sandwiches, pork pies and bottled drinks where simply meant for people to take a single meal with them to work in a place that wouldnt have proper cooking facilities such as a farm field, up a skyscraper or down a mine. it feels odd taking a bowl of stew down the mines in an open top bowl. the game definitely needs food that isnt meant to last in a cellar but keeps your character fully fed an entire day. also after typing the bowl of stew thing, id like to suggest a portable canteen/mess tin. it can hold a single bowl of stew but it lasts twice as long.
  2. 1. wrong sub forum for most of your questions. 2. 3 spear throws will kill a wolf 3. 1 fat and any hide will preserve the pelt or you can find a mod 4. ancient ruins kind of already are dead abandoned villages 5. light helps limit but doesnt stop drifter spawns, you may be building in temporally unstable areas so check if your gear is spinning or not and the deeper down you go the more drifters spawn
  3. im not gonna get political with this "but aktually" (nerd face emoji) pre industrial Europe was quite warm. more northern climates where warm enough to grow grapes and large buildings like cathedrals where built to cool people down rather than keep warm. furthermore the industrial era got super cold aswell, there was a period called the little ice age where most rivers in northern europe in industrial towns would freeze over, so the cities would be black from coal burning but the rivers bright white from being iced over. so my point is this, nothing, i just want an excuse to not do work so i wrote this instead
  4. you'd be surprised how much "natural beauty" isnt natural. every meadow has its trees cleared, every lake has its algae removed, most forests have its deadfall removed. most highlands used to be dense forests that where turned into pastures for farm animals. you're just doing like the 5th oldest job in human history, the "F*ck off nature im trying to survive here" job. tho i do agree, those patches of bushes with tiny trees are a pain to navigate through and remove
  5. considering that a big aspect of the game is temporal mechanics, what about a late game keep inventory system? what i have in mind is, you have to build a very expensive device that you place down, its powered by temporal gears. to activate the device you need to give it a blood sample of yourself so you touch it and take a huge damage hit and a temporal stability hit at the same time. from then on you have a keep inventory on death effect that lasts up to one death. when you die you respawn with all your items but your super low health and near starving and your temporal stability is next to zero. hell i wouldnt mind if it brings forward the next temporal storm by a day aswell. but then after you have healed up and got your sanity back, you can activate the machine again. basically, i dont mind an end game lore friendly keep inventory mechanic since the game already has temporal mechanics that can be used to justify it.
  6. looking at this ladder discussion, what about rock climbing gear? you need to have a rock climbing pick in your off hand, rock climbing shoes with spiked tips equipped and then you can climb any rock/stone face if its flat enough. would require a rock climbing animation. obviously doesn't resolve the stick issue but it gives a game friendly alternative for some of ladders uses.
  7. i think it would be best if there was lots of different ways to detect an incoming storm but everyone has a positive and a flaw. a few ideas for example -a wind vain: only works outside and you have to see it spinning or stop spinning to know if its working. -a horn that blows when a storm is about to happen, can be heard almost anywhere in a large area (it could be multiblock with the more horn pieces you put on it the louder and deeper -it gets) but it only sounds a few seconds before a storm begins. -temporal compass, portable storm warning device but takes up a bag slot or needs charging. i do agree that a device should be made to detect storms but there should be multiple different ways of doing so with none of them being a 100% chance at detecting it. personally i like the idea of the storms being easily detectable with many ways to detect them, but lore wise they are so common and deadly it doesnt matter if you can detect them every time, eventually it will out attrition you
  8. this is what i was trying to get at. when i say forts i dont mean grand ornate castles, i mean a small cramped village with few luxuries surrounded by walls that has the same build protections initially that traders currently have with an atmosphere that the villagers inside are barely just scrapping by and should act puzzled and surprised that the player is theoretically able to prosper so much by themselves outside the walls of a settlement. there is a word that describes the exact type of settlement im thinking of in real life, issue is i cant spell it and cant get google to help, its pronounced something like "sea-itch", they where small fortified trading settlements around the black sea in the 16th-18th century but at the same time due to lack of infrastructure compared to western europe they where more made of mud and wood than stone and mortar. also if everything is kept inside walls, then theoretically the devs should be able to control how the villagers behave a little better than other block game.
  9. dw, the radiation wont get you if you use the tongs
  10. (before you read anything i type i want to say im certain the devs have already thought about npc villages to the point they would rather implement anything else) i think villages in game could work really well but due to the survival mechanics of the game they would be so finely tuned it couldnt be something you could make from scratch and then request villagers to join. i think it would be better if instead of just villages that are just out in the open that would just get decimated by wildlife and drifters, there should be small village forts, inside could be everything that the npcs need to survive and the player to trade with and because it is fortified, theoretically it can be tuned in such a way no hostile animals can break in or drifters spawn inside. and the village forts could be associated with different factions that sell and repair different faction items. they could even have a build protection that is removed if you trade enough and complete enough quests (gather a certain amount of resources for example) the build protection is removed and then its player discretion to not get everyone killed. theoretically, i see it as a way to provide more lore/life in the world aside from traders. its rare chance of safety for new players, maybe even npcs who can teach mechanics in an alternative way to the handbook/wiki. and because its more of a fort than just an open village, it should help the npcs fit into the lore and the game mechanics more easily. tl;dr, imo trader forts > minecraft style proceduraly generated villages
  11. id settle for the ability to spawn as close to or as near sea level as possible, a few too many times when me and my friend make new worlds our spawns are on top of mountains which imo sucks alot of the fun out of the first 5 minutes of every new game
  12. thats what i was thinking in regards to not really having a use outside of multiplayer antics. but the issue i see is that bones arent that strong or useful unless its a big bone from a large animal. i can only really see bones being a useful cheap disposable stop gap item. 1. put some bones in a meat stew to stretch it out but the bones dont give as much nutrition or fill the player up as much. 2. use 3 bones instead of a stick in a tool recipe but it causes the tool to have less durability. (useful in tree spars biomes but again, bone tools are only useful if its a big bone from a large strong animal and the bones currently in game are pretty small). 3. primitive cave man musical instrument. maybe a bone whistle it can be used to call birds if they ever get added 4. armour, a cheap not very durable armour set 5. when wolf taming is added and thus dogs, giving dogs a bone can feed them or make them happy. (but i dont see the devs wanting to use bones for this since that is literally the Minecraft wolf taming mechanic)
  13. bones should be able to be turned into a basic form of flute, xylophone and armour. yeah that's sounds a little grim but it is what our ancestors did and you do basically start the game a caveman
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