Jump to content

Unsolved_

Vintarian
  • Posts

    23
  • Joined

  • Last visited

  • Days Won

    1

Unsolved_ last won the day on November 22 2023

Unsolved_ had the most liked content!

About Unsolved_

  • Birthday January 1

Recent Profile Visitors

178 profile views

Unsolved_'s Achievements

Stone Age Settler

Stone Age Settler (3/9)

14

Reputation

  1. Simply adding an option to chisel 32px, since the texture of blocks is 32x32 pixel. Current highest chiseling resolution is 16px. It would be good when players make smaller things where more detail is needed, instead of having the chunky 16px when making details. Share your opinion!
  2. [This is a feature concept and it is not as detailed as it is in reallife] My idea was to let players make alloys as they wish, by introducing procedural generated alloys, which have procedural textures, stats and can be used for crafting. More metals could be added (current 22) and also different processing types for metal and alloy making. You would have the ability to use 2 or 3 metals and create an alloy out of it. Maybe there should be a limit to not make infinite alloys? Idk how tbh... The values of creating an alloy with 2 or 3 metals/alloys are predetermined; 20 nuggets (n) for 100 units (u); Metal 1 (max-min) on metal 2 (min-max); Pure metal (20n) Alloy 1 (18-17n) on (2-3n) Alloy 2 (16-15n) on (4-5n) Alloy 3 (14-13n) on (6-7n) Alloy 4 (12-11n) on (8-9n) Alloy 5 (10n) on (10n) Using metal 1 (10n) + metal 2 (10n) is the same as using metal 2 (10n) + metal 1 (10n) [Same alloy as output, as long as you don't change the process or use other methods to smelt the metal -> bloomeries, crucible, steel refining,... potential additions] Since everything is procedural, making alloys using alloys also works. Based on the parent stats and color, the color (texture), tier and the stats (durability,...) will be "calculated", creating various alloys which could be faster but less durable, slower but more durable or even faster and more durable than their parent metals. Things like the process, temperature, work time, extra ingredients,... blah, would also affect these stats (texture, color, tier, speed, durability, damage,...) After making an alloy as the first person ever, you are able to name it as you wish. • Names work only for the current world • Can't name exactly after existing items • After entering name you need to confirm • After naming every player will see it in the handbook and is able to craft the tool sets and armor,... from it (also procedural stats and texture) Players could customize it as they wish, creating more personality. Feel free to leave your thoughts on this!
  3. If you expose a wood pile to water/rain/snow, the firewood turns into wet firewood. wet firewood can't be used for fireplaces, or any other of their use. If you let the wet firewood unexposed to any moisture, it dries back to normal firewood after some days -> near a lit fireplace, piles dry faster This would make storing firewood a little more difficult, but I think it would be cool
  4. A slightly more complex jungle overhaul by adding new animals like monkeys, snakes, birds, etc., making the jungle more dense and based on natural wilderness like the Amazon rainforest, new plants like pitcher plants, palm trees and banana trees, or melons and grapes adds and changes the jungle and the plants and makes them more dangerous/challenging. The jungle would also need new trees and tropical fruits, mechanisms such as epiphytic plant growth, spiders and real ants that even crawl around
  5. Mushrooms would grow on their species' own mycelium blocks. After harvesting, a small stub would remain from which they would grow again. You could also dry mushrooms, grind them up and sprinkle them on farmland to plant mushrooms there. The farmland would become mycelium on which the mushrooms would grow. Also preparing a log and plant them on them would create a renewable mushroom food source.
  6. Crops now have generations just like animals. You can find wild plants that drop less after the first cultivation (generation 0) than after the fourth cultivation (generation 3) etc.. the generations would have reached their maximum at some point and would repeat themselves (3 > 3 > 3...) higher generations could, In addition to having more yield, being more resistant to temperatures or having a longer shelf life for the fruits, cultivation may be more difficult at the beginning than later.
  7. Besides the idea of adding a steam engine, a stirling engine could use all types of coal as fuel. A setable "speed limit" could be set with an UI or In-world slider button. Depending on the limit, the coal would burn faster or slower so that a speed of like 50kn would burn the coal at 100% of its burning time and 100kn at 200%. There could be a new type of coal that is specifically made for Stirling engines, that burns longer, but is harder to make, etc etc... I like the idea of a Stirling engine and more mechanical power!
  8. The idea of adding a big cooking pot, that can make 12 meals and has 8 slots for ingredients instead of just 4. With that type of cooking pot, you can make special meals that are giving you more hunger bars and an invisible "satiety" effect, that holds your hunger bar at 100% for a specific time, so you don't need to eat and eat every minute. The special meals (every meal with more than 4 items) can only be made in this pot. The items thay are used to make the pot could be iron plates to make it a bit more lategame.
  9. If a player wears wet clothes for too long, is freezing for a long period of time, or is bitten by new insects such as "mosquitoes", they can "develop" diseases and allergies, depending on their biome. Both features can be switched off and on in world generation and/or via commands. The diseases develop into different stages such as: Mild, Medium, Strong, Chronic, they give the player effects like running slower, starving faster, or being weak, etc... allergies can come from various things like eating expiring foods (e.g. over 25, 50 or 75%). If you eat a food that has expired, there is a percent chance that you will be allergic to it (e.g. 10, 20, 50%, etc.). In order to get rid of allergies, you have to create a certain medicine that has a percent chance of removing the allergy (e.g. something less like 2, 6, 10%). If you then eat the food you are allergic to, you will get damage, illness, etc. The diseases can be transmitted through coughing or similar and have a negative effect on the player. You can fight them with certain medicines like brewed herbal juices, blah blah.. which have a percentage chance of removing the disease. Depending on the stage of the disease, the symptoms are more fatal and medicine has less chance of removing them. e.g.: mild (25%), moderate (15%), severe (10%), chronic (2%). They are transmitted through mosquitoes, or other animals, coughing, etc... Depending on the location you can get different diseases, for example: temperate (flu, etc.), tropical (yellow fever, malaria, etc..) If you don't do anything about the diseases (take medicine) they are developing faster. (Medicine reduces the speed of developing even of the disease doesn't leave you) [The following is a possible addition that makes the process more challenging] > In the stats menu ("C") you can see if you have symptoms. If you have symptoms, you need to look in the handbook for diseases, there are the symptoms of every disease signed. You now need to find out, based on the symptoms, what disease you have, and need to take the medicine that is used for the specific disease, to start the healing process. (With this system, 2 diseases don't have fully the same symptoms, to be able to know what disease you can have (otherwise the mechanic gets to disappointing in the procces))
  10. i know it's called "grafting" even if i don't really know much about plants. I just thought that would be the best and most uncomplicated, or by my Bad complicated (with my self confusion thinkable) way to integrate something like that "quite well" into the game. Besides, we already have the grafting for the trees, so something with "skill based" plants would be cool, wouldn't it? (also, if you're looking for the logic, we have something like drifters and temporal things in game xD) but thanks for correcting me!
  11. To be precise, when I said .01% I actually meant 1% of 100 (I took 1 as 100%). That's probably just because I confused myself. Now to the questions, I've rethought the system , and the result would now be 14. Why? no idea.. xD. And only the experimental plants start to have a +2% chance for each generation + to die (while breeding), not the normal seeds. but that's all just for example, or to confuse haha
  12. Simple more cheeses. Depending on how you take the steps, under what conditions and circumstances you let the cheese mature, you get a different variety, some of which have different colors and qualities. For example: Emental, cave cheese, mountain cheese, Gouda, Swiss cheese, Parmesan, lowlands, Brie, sheep's cheese, blah blah. If you add herbs to the production process, you get herb cheese or e.g.: cheddar with rosemary. Each cheese could have a different quality depending on the ripening time: Raw Cheese, Ripening Cheese, Riped Cheese, Well Riped Cheese, Delicious Cheese, Noble Cheese ("cheese" would then replaced with the cheese name) Blue cheese could also be given new varieties., the tooltip of the player who made the cheese could be in the tooltip., or some cheeses could be made with new milk e.g. from new animals such as cows and/or goats. A lot remains open on this topic. But I need more than cheddar, cheddar more cheddar and blue cheese. Maybe you agree with me, maybe not, but that would be a cool feature in the game.
  13. Plants can be "combined". You genetically manipulate the seeds and seedlings to get abilitys/traits on the plant that can be transferred to others, when you grow/breed them together. The exact way would be to take wild seeds and grow plants from them that have a 1 in a 100% chance per plant of dropping a manipulated/genetically modified seed. If you take two genetically modified seeds of the same plant and generation, and plant them in a flower pot, you can edit the seedlings: Cut them with a knife and tie with a flax twine after connecting the cut areas. From this grows a genetically manipulated plant that carries the properties of the two seeds combined. The normal seeds of the genetically modified plant have the same properties, so you can grow plants with good abilitys forever, without losing the abilitys or having to breed new ones. If you cross seeds from different plants, Or normal/non-genetically manipulated seeds, the plant dies in the flower pot, during breeding. With each breeding of the seeds with the same generation, the generation of the descendant increases by 1. For that this does not become too OP, the plant starts to have a chance to die at generation 50, this chance grows by +2% with each generation. So that, at Gen 50 the plant dies with 2% in genetic mixing and at Gen 100, it 100% dies. A few abilitys that would be possible would be: growth speed, cold resistance, heat resistance, water storage, harvest quantity, fruit quality, seed production rate, blah blah... etc etc. (i made a list with every possible thing you could imagine). For example, a genetically manipulated seed could have the ability of +10% growth speed but -3° heat resistance. Now, if you mix a seed with 10% growth rate and one with 12%, you get one with 13%. ( If the number that is added (10 and 12) has a zero as the back, you add the front one; 1 + 10 = 2. If not, you add the back and Front added together; 1 + 12 = 4, or something like that. This can also be done differently, but it's that for, the plants do not have properties like growth speed +100000% (that's what the system is for, which at generation 100 no longer lets the plant propagate with others, but only lets it plant as a plant with the same properties) In short; plants drop seeds and with chance of 0.01%, genetically modified seeds. These have random properties. When you combine two, the properties combine. With each breeding, the generation increases by 1. You can only breed plants of the same generation and the same plant species. At gen 50, the chance of dying while breeding increases by 2%+ with each generation of the seed, so that plants can have max 100 generations. Bred plants drop normal seeds with the same characteristics as the mother plant, which cannot be propagated with others, but can only be recultivated in order to have the traits permanently. Plants from normal seeds that have emerged from bred seeds, again have a 1% chance of dropping a genetically modified seed that has the abilities of the mother plant, (which can increase in value), + new random traits. If you've read through this, you probably have too much time, or are excited about the idea xD. I think a system where you can genetically modify seeds to get abilities on plants is very cool. This was just the best system I could think of at the moment. If you understand something and like this idea, make sure that others see this post so that something like this comes into the game.
  14. Unsolved_

    Crawling

    Crawling by pressing a configurable button*combination that allows you to crawl through 1 block wide tunnels
  15. A cactus plant (jumping cholla) that shoots its spikes at the player with a whistling sound when they are more than 5 blocks close. these spikes do 1 heart damage, and these cacti grow in groups and are rare in the desert.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.