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Everything posted by Mac Mcleod
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You can do that but anything past two durability quenches results in a net loss of tool steel. The third durability quench averages a 500ish use loss for iron, a 650ish use loss for meteoric iron, and a 1.5ish use loss for steel (at a cost of time, fire clay, and extra charcoal). Quenching weapons for damage as much as possible makes sense tho but it's complicated. The mobs in VS have fixed hit points. 10 < needs 5+ to kill in 2 hits 12 < needs 6+ to kill in 2 hits 20 < needs 10+ to kill in 2 hits but 6.7+ to kill in 3 hits Hitting less IS THE SAME as higher durability. If you kill it in 2 hits instead of 3, you just increased the number of kills from 1000 hits from 333 kills to 500 kills. Having 6.2 vs 6.5 damage probably doesn't matter on most mobs. But if they had 63 hit points, you'd get them in 11 hits vs 9 hits. Which also means they are hitting you less (so less armor and shield durability lost) and might keep you from dying. Here are the drifter hit points. So 6.0 attacks will kill the 4th in 5 hits vs 6 hits (standard 5 point attacks). And that doing 7 points, still takes 5 hits. You need 7.5 to kill the 4th one in 4 hits. Some people say (and I haven't tested it) that they think it's best to go for damage and then if you make it, to do one last quench for durability. Also, I'm told (but haven't personally tested yet) that tempering a weapon reduces it's damage. But this doesn't matter IF you reach the threshhold value with tempering. Best to run some tests in a testing environment. I'm thinking about starting to do some videos on this but I'm dealing with a lot of medical issues right now (hopefully will be okay again by end of October so not life threatening just annoying).
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By the odds, with average luck, two quenches is the sweet spot for durability.
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I don't see how you lose the ENTIRE piece of steel. At least when it shatters you should be left with 15 to 17 steel bits you can reforge.
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1) When you pick up an item, if you have a stack going and the item is in the center of a block, you can only pick it up with an open hotbar slot. i.e. you have 3 iron bloom. There is an iron bloom in the center of a ground storage square. You can not pick it up. But you can pick up ironblooms on the corners of the square. You can't even pick the item up with a partial stack of that item! The fix is- check if the person has a legal stack in their inventory and pick up the item. 2) When lighting torches, the last torch lit doesn't transfer to the stack of torches like all the others. 3) Regarding quenching, when an item shatters, you should be able to recover some steel bits from it. It's unrealistic that it completely poofs. 4) When placing slabs there's no indicator of how it will place. It's common with setups like this to have a "ghost" version of the slab showing you how it will place based on where you are pointing. This would prevent placing glass panes only to have to break them and place them again. This is especially annoying if you are placing glass in a window in a high tower and it falls outside onto the ground. 5) Many items have to be broken when they should really be easy to pick up ( small animal skeletons, coffin lid parts, etc.) 6) Recipe patterns that share items (like hammers, saws, chisels) are not organized to have common parts in common crafting grid locations. I.e. if there is a hammer, always make it the top left corner. If there is a saw, always have it in the middle crafting grid. 7) This is more of a feature request: Please please look into auto-populating the crafting grid from the handbook. This is a carpal tunnel issue. 8 ) And on that note: PLEASE implement auto-stepping up one block for players. This is a serious carpal tunnel issue. It's a common feature in other games. You should not have to jump 1000's of times to go up 1 block. I try to mitigate it by placing half slabs everywhere but I frequently log off due to physical real life pain from jumping. And you WILL cause your players to develop the same pain that I have with the current approach.
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Right now there is no downside to living in hot climates. I understand it's lagging behind dealing with cold but I think it should be moved up in priority for future releases. I understand if you don't want to deal with thirst but overheating and heat exhaustion are real threats. Suitable clothing helps keep you cooler in hot climates.
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So you could just call it "mixed fruit juices" and call it a day.
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Thinking about if Water could not be Destroyed only moved.
Mac Mcleod replied to Emeal's topic in Suggestions
There should be an option that allows you to transport water to a hole (5 buckets fills a hole) but not create a new source block. It completely breaks immersion that you can create a huge lake given one bucket of water. -
Yes, there should be a configurable valuable for each of three block types instead of a single boolean on/off flag. And there should be some ongoing random checks (say 5 blocks per second) for blocks to slip in the area around the player. I.e. pick a random loaded x,y,z location and check if it would slip. If so, let it do so. Five blocks per second is a *really* small value and would not impact performance (the game is doing thousands of things per second). Right now animals cause some random slippage but the raw generation creates a LOT of terrain that's right on the edge of collapse when it should have already collapsed and created the mound of fallen dirt and gravel around the base. While they are at it, it would be nice to stop blocks from bouncing down the road indefinately. I've seen dirt blocks travel over 20 blocks on a road.
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Nice suggestion. I think the Lore of the game is that Wolves and Bears were particularly affected by the Collapse (aka the Cataclysm) and are much larger and nastier than real world wolves and bears.
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Hope you add auto-stepup to vanilla for those with carpal tunnel
Mac Mcleod replied to Mac Mcleod's topic in Suggestions
I appreciate that suggestion, but again... the issue is that TOPS (the official public server) will be (last I heard) banning all mobs for a pure vanilla experience on 1/24 when they restart. So I (and presume others like me) really need this feature (which is vanilla in other block games) to be made vanilla in this game. It's a really tiny mod (just a few lines of code) so adding it to vanilla should not be a huge challenge. My current work around plan is to be a base mom for our group, handle the farm an things like that, flatten terrain and be a really aggressive road builder. And seriously, having to repetitively press the same key or mouse button to jump a thousand+ times per hour *will* give others in the player base carpal tunnel too. -
Hope you add auto-stepup to vanilla for those with carpal tunnel
Mac Mcleod replied to Mac Mcleod's topic in Suggestions
All mods will be disabled on the public server on Jan 24th. -
I'm in pain very quickly when I start jumping. I have been using some kind of autostepup mod since i started playing the game. I use it in minecraft as well. Last I heard, the current intent is that there will be no mods so no auto-step on the reset TOPS. I'm sure I and many others need autostep put in the game as vanilla now. Doing so will also prevent your players from developing carpal tunnel. And you shouldn't have to jump constantly to walk up a gentle slope anyway.
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So imagine they still looked like the saplings you planted 25 years ago. And a couple more years from now... they would suddenly become fully grown trees in less than a second. I wasn't talking about how long it took for trees to grow- that's a game balance thing. (It's unrealistically fast). I was just talking about how they stayed saplings forever and then were instantly fully grown.
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You may wish to try a Greenhouse. That will give you +5 degrees. But there is a clear zone where warm trees grow and never die, a zone with the issues you describe, and a zone where cold trees do well.
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I'm playing on TOPS. It said 30 days for an Oak Tree. Another Oak Tree had 2 days to go and popped from sampling to fully grown huge 30+ block Oak tree while I was looking at it. So I thought I would post this idea to improve the game immersion.
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Right now the trees are a sapling for 30 days and then suddenly are full grown. I suggest adding two more stages to tree growth. Simple version... stage 0 (days 0 to 7) behaves as currently stage 1 (days 8 to 16) Has a 1 block tall sapling with 1 square of leaves on top of it. Similar to the current fruit trees. stage 2 (days 17 to 29) Has a 2 block tall sappling with a 3 block ball of leaves on top of it. stage 3 (day 30) Tree matures. More complicated version... stage 1 (days 8 to 16) Has a 1 block tall sapling with 1 square of leaves on top of it. Similar to the current fruit trees. Drops a stick if cut down. stage 2 Has a 2 block tall sappling with a 3 block ball of leaves on top of it. Drops a firewood if cut down. The main reason for this is immersion so it's low priority. But it may be low effort to implement so putting the idea out there for you. I've been growing a lot of trees lately and it's kinda jarring to see them go from sapling to full grown tree in an instant.
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Add a mechanism to let players stabilize surface areas.
Mac Mcleod replied to Mac Mcleod's topic in Suggestions
As a programmer for a long time (1976) and a minecraft modder ( ~ 30 mods), adding a "Y altitude check" for stability should be pretty trivial. One possible default value would be 110. But you could also make it 100 so folks could have basements. -
Add a mechanism to let players stabilize surface areas.
Mac Mcleod replied to Mac Mcleod's topic in Suggestions
Currently, if you are standing within a half dozen blocks of a rift, the view turns sepia tone to warn you. My original suggestion up above was to extend that warning to areas that are unstable as that would be more immersive. If you read reports of the Bermuda Triangle, they often comment on how things looked weird. (not saying it's real or not... just that people who had trouble in that area reported that it looked weird and unsettling). FYI. -
I was reacting to your statement that "it makes the game way too easy." And what you said, "that's how they decided it should be balanced. " applies to the idea of using sea water to get salt just as well. It takes 132 pounds , 60kg to cure the meat from 4 full grown cattle size animals. Your estimate for the amount of salt is correct. A cubic meter of salt has 4700 pounds of salt. (2,170 kg). It *is* an area that breaks suspension of disbelief. The game *fails* to be a simulation in the fact that just like minecraft, your character is often walking around with over 100 tons of material if you think about it too hard. They could balance sea water salt just as well. This is really more of a question of their bandwidth and the interests of their programmers.
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Add a mechanism to let players stabilize surface areas.
Mac Mcleod replied to Mac Mcleod's topic in Suggestions
Because, it's on the official Wiki and in the tutorial. It's not a question of skill. This is a basic game design flaw as implemented. It's a question of joining a game with friends and playing or... ...spending 16 to 24 hours playing through the tutorial before you join the real game with your buds. It would be a little different if the tutorial took 15 minutes but it doesn't. In any, we already have an example above of a player group having this exact same problem. -
You can mark blocks as chiseled without consuming your hammer or chisel (as long as you don't remove any) and currently, monsters will not spawn on them. You can also have cobblestone interior floors and mobs won't spawn on them. Except: During an extreme temporal storm when you are very low on stability (then mobs can even spawn in empty air.. all bets are off).
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This has come up before. It is possible the the moderator or dev responding at the time was concerned it would be a chore (i.e. tedious) and was unsuited for vanilla play. It was added to the Frequently Suggested thread over 4 years ago.