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Alluvium

Very supportive Vintarian
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Alluvium last won the day on September 14 2024

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  1. What if at initial world spawn you had very poor nutrition, and therefore a "malnutrition" debuf - perhaps reducing strength l, ranged acuracy, and attack damage. As you eat a varied diet in game this would slowly build up to a balanced diet, removing the debuf and increasing health, strength, ranged accuracy. When you die, you would return to this malnurished state and all diet bars would reset to low. This wouldn't be something that spamming 500 cooked meals could resolve quickly, so still a penalty even in late game. To avoid the mad rush to your corpse to retrieve items, we could maybe implement a mechanic involving temporal gears. These are used to set your spawn, so already function for 'translocating' things upon death. Why not have a craftable (but moderately expensive) item using temporal gears which teleports your items back to your spawn point, so long as you have it with you when you die. This item would be lost in the process and need to be recrafted, but all other items would survive (albeit with some durability damage from the death). This would give another function for temporal gears, be a useful and interesting mechanic later into the game, and be consistent with existing lore and mechanics.
  2. Historically, a lot of towns and villages had community cooling houses and ice houses, to help store food. These were often built underground to provide good thermal insulation, and would be loaded with large blocks of ice in winter to help food stay cold into the warmer months. I wonder if some mechanic could be implemented for building a "cold room", similar to a cellar. These would have to be underground, lined with thermally insulating walls, and sealed with a heavy door (perhaps a metal or slate door). Ice could be harvested only in nothern climates in the winter when lakes and ponds freeze over. Traditionally ice was cut using a saw, so perhaps sawing the blocks around an ice block would drop it intact, similar to how stone blocks are obtained. Once in a cold room, the ice would melt slowly to water, depending on the thermal insulation of the room. Any heat generating activities in the room (firepits, furnaces etc) would increase the melt rate. The cold room would give an extra preservation bonus for certain stored foods (vegetables, meat, meals) but perhaps be detrimental for storage of items like grain due to the damp conditions? Also, cold rooms would be unsuitable for maturing / ripening of cheese etc. due to being too cold. This would ensure they were not a simple upgrade to a cellar but rather a different room type with different function.
  3. Do you think it would be possible to 'complete' the game (full tech development basically) entirely "vegan"? No meat, obviously, but also no fat, bones, pelt, leather, ... Can't see why not, but leather would be difficult to do without! [Not a vegan BTW, just a thought experiment.]
  4. Any particular blocks better than others? I always just build it from some type of stone. Not played with different materials...
  5. I love these ideas If new ocean creatures were introduced to the game the reinforced hulls could also prevent the ship being broken or sunk by aggressive mobs - a good incentive to upgrade. Metal parts could also be required to implement more efficient hull shape designs allowing faster travel by sea. Great ideato introduce fishing nets. Would be good if these could include a small crude version for hand-fishing by the coast, and a larger net, maybe with a buoy, for fiahing at sea from ships. You could also implement 'lobster pots', similar to the basket traps on land, to leave in the sea and catch seafood.
  6. Jellyfish, giant squid, killer whales, saltwater crocodiles, electric eels. ...the perilous ocean deep
  7. Replace those windmills with nuclear fission reactors and implement 'tactical nuclear warhead arrowtips'?
  8. Drifters were once TikTok creators and users of X, before the fall of the internet. Now they lurk in shadows and caverns, desperate for humanoid attention. They will chase down any himanoid figure in hopes of receiving validation, and will even attack each other in their quest for recognition.
  9. Alluvium

    World of Alveron

    Wait... you can build a thatch roof over pit kilns without it catching on fire?!
  10. Just noticed that 'more immersive crafting' and 'woodworking' are already on the roadmap... I'm new here, don't feed me to the bears!
  11. Alluvium

    Saw horse

    Wondering if it would be a nice immersive feature to require a saw horse (maybe crafted with stick legs and logs across the top) to allow the sawing of boards, and then a workbench (requiring nails, boards etc to craft) to allow more intricate joinery such as furniture and containers. Any thoughts?
  12. Thanks @Brady_The! I think I'm fairly far north. July temperatures around 17/18, lots of rain, moose everywhere. (Canada?) I was planning on exploring before building a main base, so maybe heading south is the key. I feel better able to make a big trip now I'm tooled up and can make clothing and storage.
  13. Loving the game and finally made it fully into the copper age! However, I can only find low fertility soil anywhere. I've searched for many hundreds of blocks in each direction, and always break a block or two of any forest floor I find but its always low fertility. I'd assumed that soil around rich deposits like peat might by medium or high fertility, as peat is a very goof fertiliser IRL, but it doesn't appesr so. I'm bonemealing my low fertility soil to try and help flax etc grow, but it's not very efficient and will run out of nutrients. Anyone got any tips of finding medium or rich soil? Alternatively, are there good strategies for improving nutrients on low fertility soil other than bonemealing? I can't make fertiliser or tera petra yet.
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