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Hussar

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Posts posted by Hussar

  1. I share the desire for games to be an escape from reality--nonpolitical.  There's a time for reality, and a time for recreation.

    On the other hand, this really was not a divisive political message. Tyron made a generous humanitarian offer. He did not directly criticize Russia.  

    It's disingenuous to say, "You can't help Ukrainian refugees unless you previously helped refugees from all other downtrodden countries in the world."   Then no one could ever help anyone.

    It's also not anti-Russian to want to help Ukrainians who have been displaced by war or whose homes have been destroyed. Neither Russians nor Ukrainians are generally heartless, and they have much in common. I have to believe most Russians, even those who strongly support their own government, have sympathy for the victims of the war.

    So to conclude, I applaud Tyron's generosity, and I have some far stronger opinions about this and many other political issues (which I will not share on this forum out of respect for the game and other members), but I really don't want VS to become politically divisive.  Let's please not go there.

    • Like 4
  2. I'd also love to see wool. Llamas would be fantastic (domesticable, can be used as pack animals, for wool, for meat, even for milk?)

    Okay, pack animals. I really want pack animals.  Wool would be a bonus.  Donkeys, llamas, reindeer, water buffalo, some kind of pack animals.  In North America, the Native Americans used dogs to pull travois (a type of sled). 

    • Like 1
  3. I'm getting a "host not responding - possible causes, server overloaded or crashed" message.

    I'm underground in a big cave complex.  A bell just spawned nearby (though I'm using a "no monsters" mod).  I'm also using the crayons mod to mark the way out.

    Any ideas how to salvage my game file?

    Thanks!!!

    • Like 1
  4.  

    3 minutes ago, JohnMidnight said:

    Actually, I do not believe you can used precooked meat items with meals? I've made stews just fine with uncooked meats.

    True.  These fish nuggets weren't cooked.  They were part of a stack that was on the fire for a bit.  Part of the stack was cooked. I think that was enough to prevent the uncooked fish nuggets in the stack from ever being used as ingredients for a meal.

  5. 19 hours ago, l33tmaan said:

    Do you mean you've never been able to use the mixing bowl at all? 

    Fish nuggets should also be usable. What meal are you failing to make here?

    I was using the mini mixing bowl.  I can lock the top. I have never been able to open the dialog box.  I have restarted several times.

    I was trying to make meat (fish) stew. I had previously started to cook all or part of the stack of fish nuggets over the fire outside the cookpot.  After that, none of them would work as ingredients.  I just tried again, in a new game session, with new, unused fish nuggets, and the problem didn't reoccur. So I believe starting to cook the fish nuggets by themselves changed their state in a way that prevented them from being used in stew.  That's a very minor issue.

    I really appreciate this mod, so thanks for your hard work.

  6. On 5/24/2021 at 9:04 PM, WesCookie said:

    Also running into the bug in 1.3.11 which won't let me use the mini mixing bowl as well. I can lock and unlock it, but clicking on the mixing bowl itself doesn't do anything.

    I have the same bug in 1.3.10.  I quit the whole application and restarted.  I have never been able to open the mixing bowl dialog. 

    Also, my fish nuggets can't be used as an ingredient in the cooking pot. I briefly put all or at least some of the stack to cook directly (outside the cooking pot)--that might have tainted them so they can no longer be used as an ingredient.

  7. I would vote for a greenhouse that doesn't go below minimum growing temperature regardless of the outside temperature.  Or perhaps the plants go dormant, but aren't damaged, when the outdoor temperature goes below the minimum.  

    It's not overpowered, because the maximum size and glass roof are already limiting factors--maybe the walls need to be glass, too.  Glass requires the bloomery.

  8. I left my base with the windmill working. I came back and the sails are all gone.  Single player, so no player griefing.  My theory is that a strong wind (it's November) destroyed them.  Has anyone else experienced this?

    If so, it's annoying, but I respect the realism . . .

  9. I propose a device that can be connected to the mechanical power axle to automate panning.  Perhaps it needs a water source as well (a sluice, I believe).  You load in gravel or sand (one by one, or with the hopper) and it does the panning.  A chute could be used to remove the products.

    Like the helvehammer and automated quern, this just speeds up an existing game process at the expense of later game resources, so I don't think it would be overpowered.

    • Like 3
  10. This would be a nice quality of life addition. I find myself making lots of roads.

    Gazz, how do you build your diagonal roads?  I can't figure out how without using double resources, because it's hard to stay on a diagonal path.  I usually build them straight N,S,E,W and sometimes cut off a corner when running them because it's slightly faster.

  11. Not an entirely new topic, but I'd like to suggest boats.  In many parts of the world, land travel was difficult, especially with cargo, so the highways were rivers rather than roads, and watercraft were extremely important.

    Boats would also be used for fishing (another thing I'd like to see).

    At an early stage, we could build dugout canoes or birch bark canoes.  Later, perhaps boats or barges made of lumber.  Watercraft could have intrinsic storage capacity (less for canoes, much more for barges).  We could use the CarryCapacity mod or similar feature to portage canoes from one river to the next.  We could dig canals for barges

    World generation would need to provide navigable rivers and creeks. I'd like to see deeper rivers and lakes, with some shallow fords and swamps.  If swimming were more difficult, fords, ferries, and bridges would be more important. 

    • Like 6
  12. I think the idea of brewing and distilling would very much fit the character of the game.  I am personally more interested in it as a way to preserve food with a longer shelf life (beer is bread), especially fruit (wine and such).  I'd like to be able to grow hops, grapes, and perhaps other fruits.  Beers, ales, and different wines could have different combinations/recipes of hops and fruits.  Perhaps yeast could be assumed (such as the wild yeast found on grapes), or could later be refined/cultivated/improved.

    A distillery could be a late-game item, made with copper tubes and such that require higher level parts.  But even in the early game, the player could brew weak beer with some flour and water.

    Beer/wine/spirits should also be trade goods. We could make bottles with our glass, or store it in barrels or small kegs

    I like your idea to give it some healing qualities at the cost of some toxicity that dissipates over time (so it won't be overused).  Perhaps some different herbs could give it some different flavors, but I'm not personally into the alchemical aspects.

  13. Limited growing seasons would make sense, but the volume of harvest, and to some extent the decay time, will need to be adjusted to balance them. Unreal World and the oft-compared TerraFirmaCraft had season systems.

    In many climates, there's a planting season, growing season, harvest season, and idle season. If you do everything at more or less the right time, and the weather cooperates, then you can harvest and store enough food to last you through until the next harvest season, but you won't have fresh foods of all kinds all year long. I think that would be a positive change.

    Each climate (each biome in the game) would have its own seasonal rhythm.  It might make sense to plant fruit trees in a warmer biome, cabbages in a cooler biome, and them migrate from camp to camp to plant and harvest.

    I'd also like to see NPC villages or farms where we can buy/trade for food if starving, or sell food if we have a surplus.  The current traders have truly bizarre buy and sell requests.

     

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