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Warmbo

Vintarian
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Everything posted by Warmbo

  1. It's not really the difficultly that bugs me, so much as the mechanics are nonsensical for how shrubs work. I *do* think berries should be sort of a midgame food, but if it was just the proposed difficultly level I wouldn't complain.
  2. This particular sub-argument doesn't seem geared towards improving the game.
  3. Yeah but the game doesn't have sugar at the moment, no? So honey is a decent equivalent for now, in my opinion.
  4. I wouldn't call it knee-jerk, I'm literally suggesting different mechanics to achieve the same goal. The proposed mechanics just don't make any real sense from a horticulture perspective, and there's easy ways to take mechanics from the real-world and achieve the same results. That's all.
  5. I think that's a good point Mathathian. If berries are this difficult, why bother? Just go for trees and wait a few years. I'm biased, sure, but I think my suggestions do a good job of matching real shrub management and punishing a user for trying to just move their whole berry farm.
  6. Yeah, the new berry system doesn't exactly match real-world shrub cultivation hardly at all. I hate to be like "you should do it completely differently" but there are other mechanics you could have used to prevent transplanting an entire bush farm willy-nilly. For example, berry bushes could act similar to trees, where new ones are small and produce little fruit, but grow to a maximum output within a number of years (say, 5). The model need not exceed one block. You could keep the fertilizer boosting mechanic and use it to instead increase the chances that a newly planted bush survives. (Say, 20% without, 50% with.) These mechanics would really slow down new bush farms without making them require long-term maintenance. Additionally you could require pruning at the end-stage for growth in order to get/keep maximum output. Depending on how much you wanted to incentivize/require maintenance you could adjust the end-stage penalty for not pruning every year.
  7. Vasyl, I dunno if you noticed but yesterday someone offered to help keep the mod updated. They made the offer on the mod page. I don't know anything about coding. Is the mod not already open source? https://mods.vintagestory.at/axleinblocks
  8. Oooohhhh. I took it as revive like bring back from the dead. Healing another player is no more interesting than healing yourself.
  9. I am very excited for these changes. I have one small suggestion: >Feature: In multiplayer, players can now revive other players using a poultice Player revive should be non-trivial and require a temporal gear as default. With poultice, death becomes less consequential. A temporal gear also fits with the mechanics/aesthetic of using a temporal gear to set spawn. I heard about this change outside of the forums but couldn't verify it here until this announcement, otherwise I would have voiced this suggestion earlier. If I should post it someplace else, let me know.
  10. I installed the game recently and am enjoying it quite a lot. However my current computer is running out of harddrive space and I would like to transfer the game to a new computer. I checked the forums and couldn't find any posts on how to do this. Is this possible? Would I just use the same game key on the new computer?
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