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Everything posted by Mac Mcleod
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Do you make and wear the makeshift crude armor? I always make it to protect myself from surprise wolf attacks. And the woods are deadly dark and deep. Humans really did a lot of "running animals off of cliffs" and "trapping them in pits and killing them" when all they had were rocks and spears. Many species (esp birds) are instinctively wired to flee if a human picks up a rock. That means enough humans killed them with rocks that it changed their genetics permanently.
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the issue is that story can take a lot of time to create and very little time to play through. Having a Janos oven that cooks bread could take you many hours to collect the parts and build and then also give a Temporal gear sink. Just make the amount of time one gear default to [6] game months but be editable to anywhere from [1 game month] to [+MaxInt] game months. Having a Janos "Force Field" generator that uses one Temporal Gear per 24 game hours and lowers tier 5 damage by [0.8] points [95%] of the time might take you even more time to find the parts and build. The [values] configurable by the server operator. Even a janos device that doesn't use temporal gears that will turn one stack of firewood into 5 to 8 charcoal. Items like these would give end game players something to pursue. And yes, also create the stories and lore. Just realize they don't give much extra things to do while parked at the end game.
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In the real world, the loss would not be as bad. There would not be enough oxygen in that space of 2 missing pieces of firewood to ruin more than a few cubic meters of charcoal. FYI, if the fire wood is invisible, you can make it reappear without undoing it by clicking on it with a dirt block (any full block really.. dirt is just handy tho hay might be faster). It's invisible because the client server message foobared and desynced in some way. After making one 1.19.6 13x13x13 firepit (and refilling it once), these days I stick with 5x5x2 and 3x3x3. And I'm careful about checking every stack shows it has 32 logs. I don't trust the visuals.
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I like the idea of being able to do free form artistic work with clay!
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Because they can do anything... but they can't do everything. I hope they prioritize more endgame content before carts. I see so many people finish steel and make the few devices and then quit. The game needs more endgame. The raid encounter was probably a good start. But it's good that you make the suggestion. It probably goes on their encyclopedic "to do" list somewhere.
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I see the value of this for community building as people compete with each other on given settings. However- even as small as it is, VS already has cheaters and hacked clients. So it probably would only work within trusted communities.
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There is a way you can hide them behind a "less than half a block thick" chiseled piece and they still provide the speed benefits. But you can't chisel them directly and just alter the exposed faces to look different. I think the simplest fix would be to make all "cobblestone" blocks into movement speed blocks. Should be low effort. Extends from existing cobblestone to other cobblestone. Then I think some kind of "premium" road block would be nice for end game road upgrades. The "polished" blocks could provide a 40% speed boost for example. I do like the idea of bare grass blocks giving a slight speed boost (8%?.. and boost the wooden paths to 15%) while grass / bush covered blocks are "normal" speed.
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Just doing the math, on average you gain hundreds more uses the first and second durability quench. But it does cost you extra charcoal, time, and fire clay. I usually get some efficiency since I do 2 to 4 tools at the same time. And my shovel/pickaxe/etc. typically last 15 to 25 real days playing 4 hours a day.
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Okay but after two quenches with no temper, you already have time invested in a tool that has 37% more use. Mathematically, it's a loss after two times. You lose more than you gain going for the third durability quench plus you lose the time you put in making a 2 quench item that breaks (which is 1 in 8 or 1 in 7 depending on tempering). But I hear where you are coming from. For me, I do it 2 times for tools and 3 times for weapons. Because with a thrice quenched steel falx, I one shot spider locusts and two shot a lot of weaker drifters. Which effectively increases the durability of the falx/spear and of my armor (since I get hit less).
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As I recall, it took large special structures with openings to a sky view on top to do this and they only made thin sheets of ice in shallow pools under open holes exposed to the sky (to radiate the heat into space).
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- food storage
- food preservation
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Around 1780 BCE, ancient Mesopotamia: King Zimri-Lim of Mari had an ice house constructed near the Euphrates. Written records describe it as a place for storing ice brought down from the mountains. Its documented primary use appears to have been cooling wine, rather than preserving meat or other food. Around 1100 BCE, ancient China: There is textual evidence for ice being deliberately harvested and stored, and later archaeological evidence for ice-storage pits. The Chinese used stored ice for cooling and preserving food and drinks. By roughly 400 BCE, Persia: The yakhchāl had developed into a sophisticated system for making and storing ice through the summer. These were specifically capable of keeping food and other perishables cool for extended periods. Sources: Britannica online. On a multi-player server, this creates a very natural economy activity of people cutting ice to carry south where the food rots so fast. I think limiting the effect to the opposite of greenhouses would fit best (a simple 5C adjustment with a minimum temp). I think some people would like it while others wouldn't care. I don't think it hurts anyone's ability to enjoy the game.
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A specific plant type that only spawns on high fertility dirt
Mac Mcleod replied to BreezyLumi's topic in Suggestions
That's a cool, immersive idea. FYI, it will show the words "High Fertility Soil" when you look at the block (but grass blocks it) in the tip box in the top middle. There are patches of it near large ruins at a rate higher than chance. So if you find a large ruins, you can carefully spiral out looking at the bare blocks. These are often flat with no edge so the words are the only way to find them. I struggled with cataracts and they also make visual games difficult since everything is shifted towards yellow and actual yellow things vanish next to other light colors.- 1 reply
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- suggestion
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One simple option is to simply treat cellars as 5C cooler when they are checked, if they have ice blocks in them. Have a message as for greenhouses, "This cellar is 5C cooler due to Ice." Slightly more complex would be to require a certain number of ice blocks based on the size of the celler. To be renewable, you could cut ice blocks from ponds with a saw. Simple options for thawing include: 1) Ice in cellars thaws in any Fall month that it is loaded. 2) Use a modified version of the thawing option for pond ice.
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Treat Copper Arrow heads as Copper Nuggets in Crucibles.
Mac Mcleod replied to Mac Mcleod's topic in Suggestions
Yup, no infinite money glitch. A 55% loss. -
Oh yes, I did have an include list of items that would be allowed to enter the world even if overcrowded. These were all player items mostly to cover players dying in an overcrowded chunk but also fat fingering and tossing their premium sword on the ground in an overcrowded chunk.
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My Suggestion was inspired by the official in game Cat Mask we found recently, an episode of "What's My Line" where each panelist had unique hare masks, and decades of TTRPG artwork with drawings and paintings of people wearing animal items inspired by the romans and others. I went looking for other cosmetic items and found them missing. It struck me as a gap worth suggesting both to form clans and for halloween. I'm a fan of Anime but my tastes run to Full Metal Complex, Frieren, and so on rather than beast animals tho I have been watching Frontier Noble without Subjects (or something like that ) the last few weeks which has the a gamut of "mostly dog" to "mostly human" characters so that could be in there too.
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Yes, a "fwush" is exactly what I was thinking because they already have that sound asset created and use it somewhere else in the game.
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Large crucible for late game copper processing
Mac Mcleod replied to sikoninien's topic in Suggestions
Not like you are thinking. 1) I get distracted with a phone call... and the entire pile is cold again. 2) I run out of fuel.. and before I can collect more.. the entire pile is cold again. 3) I get booted from the game... and before I get back through the queue.. the entire pile is cold again. That type of thing. -
The following is native american And this is Roman (Bear, Wolf, Lion) which generally kept the pelt so this was a form of cloak. Also, I came across a video that said medieval people wore small animal (with head) pelt hats for luck. Anyway... back to mining the fireclay I found. Generally my feeling is that it is low effort and enhances player freedom of expression.
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Large crucible for late game copper processing
Mac Mcleod replied to sikoninien's topic in Suggestions
Just fyi, I have found it is MUCH easier to prepare quicklime in small batches of 8. The way the math is set up, heating a huge pile of lime is very likely to lead to failure but 8 at a time has a high success rate and is very granular (prepare as much as you can bear and then go play or just prepare 8 more each time you return to base). -
I hear you, however the Star Carr evidence from 9000 BCE does demonstrate that prehistoric people were quite willing to make headgear that preserved and emphasized the animal's identity. So it is not anachronistic. (similar to neolithic bone bladed shovels that look *exactly* like our current in game flint shovels and which would make shovels renewable).
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When you light a charcoal pit, you get a text message saying it is lit. It would be nice to have it make a "catching on fire" noise in addition.
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I think making some animal ears (head/face slot) and tails (sash/belt slot) would be entertaining and popular. Bunny (craftable), Cat, Dog, Fox Ears... Bunny (craftable), Cat, Dog, Fox tails... Horned headgear (craftable from the various horned animals) This would be some work for the gear model designer that probably would not require programming.
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Just kills me to constantly throw away copper arrow heads. You could treat them as a copper "bit" that won't stack with a copper bit in crucibles and melt them back down.
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I was reviewing the mod and I also check the number of mouse and button events coming from the player. If they exceed a configurable amount per second, then I boot them with a warning message, "you are clicking too fast". This was to block the auto-recipe loading server attack. By default, I used 32 events per second as the limit which is well out of normal speed for a human being. I also check if the client says the player is clicking somewhere too far away from the player. This is configurable and the default was 12. This was used to "ping" nether gates in cheat clients to see which players were going through nether gates to locate their bases. It's a fairly small mod but it relies on config file and line commands and lacks a gui.