Jump to content

Maelstrom

Vintarian
  • Posts

    1,136
  • Joined

  • Last visited

  • Days Won

    27

Posts posted by Maelstrom

  1. 20 minutes ago, Luminus said:

    For me, I think a big thing is the missing topographical elements. From Humanity's earliest days, we settled on waterways that provided us food, water, mechanical power, relatively safe transit, and a natural barrier against things looking to kill us. I think it is a huge miss to not have rivers and oceans as they have played such a huge role in our development as a civilization.

    Check the roadmap.  Much of what you mentioned is in there.

    https://www.vintagestory.at/roadmap.html/

  2. Alternately you could dig a one block trench next to the fences.

    I suspect there's a different reason for them getting at your bees.  Is there a way for them to get on top of the wall in your screenshot?

     

  3. On 7/31/2021 at 9:59 AM, Sengorn_Leopard said:

    I honestly can't fathom why the door breaks so often- if at all. I've made shelters in the woods IRL for fun before, using grass and sticks to fashion a door. Several years, door never broke. Made from simple materials it can still be durable; unless a Seraph viciously slams a door shut each time they use it. 

    It's probably more of a player frustration mechanic to motivate advancing to an actual door that doesn't break.

    Personally, I used the gate equivalent until I had a saw to make proper doors.  Looks like I'll continue that practice after I've upgraded to 1.15.x (looks like x.3 is the final release).

  4. It's not a case of checking success against a static percentage each time a leaf block is harvested.  The percentage chance of success steadily increases until success is guaranteed. For example, the first block harvested is 0% the second block harvested could be 4%, then 8%, 12%, 16%, 20%, etc.  A random check against that increasing percentage for each harvested block will mean that eventually a seed will drop.  The only random part is when will it drop, no longer if. 

    As with everything, it depends on the parameters set by the devs, but it could make it easier for them to tweak seed generation and even provide a default initial success to 100% to guarantee a seed drop regardless of the scarcity of leaves on a tree (but that could be exploited too.)

  5. Another option is have an increasing percentage chance per leaf block broken.  When a seed drops the percentage resets to zero.  Once the percentage equals or exceeds 100, a seed is guaranteed to drop.  The percentage increase can then be set uniquely for each tree making some harder to obtain than others.  The first leaf could be set to 100% to guarantee at least one seed drops.

    For instance: a pine tree having 100 leaf blocks has a seed bearing percent of 4%.  After the first seed drops, the counter is reset to 0 yielding no seed.  Next leaf block goes to 4% then 8% and so on until either a seed drops or leaves are not harvested anymore.  In our fictitious pine tree it may yield as much as 8 or 10 but at least 4 or 5 if the original drop percentage is 100.

  6. 2 hours ago, bearheathen said:

    Well, I run on Linux, so all kinds of interesting bugs happen. My first game EVER I spawned...over a gaping pit and fell immediately to my death. It got worse from there.

    Sounds like a restart, but at the risk of opening old wounds...  What does worse from there look like?

    • Like 1
  7. Glad I didn't give up on this start.  I serendipitously built my initial highlands home literally on top of a vein of rich hemetite!  Managed to find enough tin to create a bronze pick and anvil (plus a little left over).  Mined over two stacks of iron chunks to smelt before relocating to a more preferable location.

    Still interested in hearing the horrors of bad starts (and if/how circumstances changed).

    • Like 1
  8. All of these also needs to be considered carefully as it may present an unfun factor to most players.  Maybe these pests become a more prominent problem after copper or bronze age since there's enough existing chores to accomplish in the stone and early copper ages.  It should definitely be optional.

  9. Agreed.  ALL trees should drop AT LEAST 1 seed so that the tree can be replaced without reproduction/propagation.  But that goes against nature.  ALL living things seek to increase their population, some are just really picky about what it takes to thrive.  To mimic that real world experience the devs could keep the seed drop rate to slightly over 1 per tree for the ones that they don't want to see massive forests.

    Creating a declining population of trees only discourages players from trying to utilize the bright shiny new block just introduced.  Seems counter-productive to me and potentially chase off players.

    • Like 5
  10. On 7/21/2021 at 10:38 AM, l33tmaan said:

    If I had to guess, it was something that's easy and quick to throw in.

    Could have spent that time doing some other quick and easy feature that would be more appreciated (like an initial quick, easy tool repair mechanic?)

    • Like 2
  11. Something I forgot to mention.  IRL wind that has a significant impact on someone is very rare - hurricane, tornado or even wind storms are not very common events.  Still don't understand why it was so important to implement this feature at this time.

    • Like 1
  12. 1 hour ago, EnigmaticWonder said:

    I would say for all trees, but I have to confess ignorance in regards to coding, so I'm not sure what entirely would be manageable in the game engine. But I'd imagine the game would look at block of chunks, and offset the growth times of seeds present by just enough to prevent too many trees maturing at once. I would also imagine a restriction on how many seeds/saplings could generate naturally per chunk, along side other natural limitations on growth such as soil condition, overhead foilage/blocks ect., with player planted trees being an exception the rules. I wouldn't think it would present more load on the game than a player planting a bunch of saplings themselves,  but again coding is not my area of expertise : P

    With my limited knowledge of programming, every seed would have be checked regularly to see if it changes state or not.  This would likely expand to all the trees visited to see if they would drop a seed.  Confining your idea to only player planted trees would keep the game from getting bogged down in processing all of the individual trees and seeds.  Of course, the devs (or mod makers) could show how ignorant I am (which would be appreciated).

    • Like 1
  13. On 7/17/2021 at 4:17 PM, Silent Shadow said:

    I once started in a mountainous forest/jungle with dirt affected by gravity. Constantly sliding off hills, pushing through foliage just for the ground to collapse from under me, all while wolves were chasing me. I think I died 3 times in the first 15 minutes trying to escape it. Can't tell you how many times I ran into wolves and pit traps. I even slid off of a mountain into a pond (losing half my health) only to find 3 wolves lounging around the pond. Eventually I navigated my way out but man that was terrible.

    Sounds like escaping spawn on 2b2t.  I'll admit that would have been a restart for me (until I get more experience playing the game).

×
×
  • 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.