Maripop
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Everything posted by Maripop
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No mods, everything else left at default. Unsure if this was one off, but upping landform scale appeared to have made me spawn on an actual landmass.
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In earlier versions, I had had landcover at 40% when i had created worlds, and I'd spawn on an island occasionally. but now, even at 80% it's near impossible to get a spawn not in the middle of the ocean. Is this just a personal issue?
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i would just rather not have that. Sorry if i had downloaded it in the past and had forgot, and this is entirely my fault.
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My password is long, its a pain to type, it takes a few tries to put in. It would be nice to write it down somewhere and just have it on hand.
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My idea with this here was animals could get diseases if they're too packed in and not fed or unable to eat, say keeping sheep in a pen with stone floor and not giving them food. Animals don't really tend to get diseases in reality if they're not in huge numbers, so i feel like this could be encouragement to practice more realistic husbandry, rather than pure rng. I don't want to do math since this likely won't go anywhere, but some random odd after you reach a certain density of animals that one will get sick, then the sick ones aren't counted as part of the whole, so it spreads less the more there are, and you're always left with a healthy population, like a soft cap on the number of animals you can have in one spot. Move them around more or feed them or fix whatever the issue was and they get better, just something simple that wouldn't destroy most computers.
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Food poisoning and scurvy could be interesting if cooking were to be more in depth, but diseases should be kept to livestock, or be able to be ticked on or off at world creation at the very most. It'd be rather annoying attempting to not die once in a world, then getting screwed over because you rolled a 1/100 die and hit the mark, and there's just nothing you could've done.
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I think mooses are more aggressive than deer, but deer have been known to follow people closely.
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After seeing the latest update video, i feel like it could be interesting being sent to the shadow realm and having to escape. I know its not an exceptionally hard punishment since dying wouldn't do much since you're already dead, but no matter what setting you're on the punishment boils down to your time no matter the outcome. I do like the idea of having merchants steal your items to sell back to you, however only if you die near one.
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I am making a house that i want to have floored with slabs that are the lower half of blocks. I am unsure if there's a mod that would allow me to place a slab on the lower half, place a door physically on top of the slab, then top it off with another slab, bring it back level with the other blocks. Aware this is more fine detail, but it would be a very nice mod.
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With swords its very possible. We arent sharpening them. You probably wouldn't be able to casually walk away long after due to injuries, but waiting a season or two for your mangled sack of broken bones to heal a bit is rather boring gameplay.
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Archery is just unbalanced realistically. Unless you're wearing something that the arrows cant pierce or you're able to close the distance before they can aim and hit you, you just don't stand much chance. The Mongols had the largest empire in history for a reason. It's like complaining swords don't hold a candle to guns; the gun has longer range, so it can hit you before you can hit it. If anything archery should be balanced by armor destroying your accuracy and different bow types. I have reread the odds of the arrow breaking. The odds of them breaking seems rather merciful, but i feel itd be more likely just the shaft or fletching would break, and the tip would be reusable. perhaps that could be a bonus for hunter class.
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It would be nice if placing multiple slanted roofing tiles in the same orientation would combine them into a single, larger roof. Rather than having 2 ~45 degree angled next to each other, itd be nice if they turned into 1 ~22.5 degree angled roof. It would also be a neat feature if thatch roofs dripped, should they be at less then 45 degrees.
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I forget the exact terms, but the impact of of something falling is based in part by length of contact before hitting the brick wall so to speak. Some dirt is very squishy, albeit rarely, at least in my personal experience, and rocks are just immediately hitting the wall. i guess with some extra thought id rather argue for exponential fall damage. A good rule of thumb is your height plus a couple feet is what you can fall without getting hurt, so 3 blocks is safe to fall, 4 hurts a tiny bit, 5 hurts, 6 is starting to be your legs are snapped. Pardon if i explained what i meant poorly. While realistically what youre landing on matters, in the context of the game im just unsure if .2 or .3 damage is going to make much difference.
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As i jumped down my raw granite stairs of my mine, i realized its strange landing on cold, hard, rock is as dangerous as landing on dirt. Perhaps a bit nit picky since the amount of harm it would cause could be negligible in most cases, but id still rather fall and land on dirt than granite. Also landing on water from a great distance still hurts greatly due to surface tension.
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You can hover over any item and press h to bring up uses for it. I personally like plaster.
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single player windows game in, as long as it hasnt gotten an update im unaware of within a couple weeks from today, current version with no mods
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i had managed to sort of replicate this by clicking on the gear* while sleeping, however, this only caused hunger to not decrease while sleeping, where the first time it took a couple minutes to start ticking down.
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Im not making a github account, so im just throwing it here. I had fallen asleep in a straw bed and hovered over the wheel while it was at ~70% while holding a meal, and my hunger is now stuck at 1500/1500. unsure how well this helps, but thats all i recall.
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Bones have historically been used as a way to prolong fire lifespan due to the fat in the bones being flammable once exposed to fire, and would make living in cold starts where wood is less plentiful and you need a fire to survive more immersive. I have tested this personally, bones will burn, and i would like to have a word with whoever has stated you can get them to catch using only twigs and straw. Burning bones is also an alternate way to make bonemeal, as it does crumble into dust with your bare hands as said online. Due to just gameplay reasons i believe it would make sense to make burning bones be a 1:1 conversion, and the current method to be 1:2, as as far as i understand burnt bones make for a more immediate fertilizer, whereas bones directly added will break down over a course of years, so you can argue that it gives more in the long run or something.
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it would be neat if there was an option for handcrafted pottery to vary 1 voxel outward from the base template to allow for fancier objects. The ability to crush ores/ sift dirt for glaze material to paint pottery would also be cool.
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Also it is strange grains have both seeds and the grain, considering they are one and the same
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Raw grain in game has a shorter lifespan than when it ground, which is extremely untrue unless you ultra process the flour well beyond the methods available in game.
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