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RobinHood

Vintarian
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Everything posted by RobinHood

  1. I watch also for nice climate zone, I love the Swamp-Cypress / Redwood-Zone (8000-11.000 blocks are fine, if the place is fine by other reasons maybe also 5000/6000 or 12.000). In Default World/Climate Settings in a multiplayer game I'm now 11000 Blocks southwards from the spawn. Winters not too cold or only very short, and summers not too hot - more than 39°C are bad also. I can made aggriculture in the whole year - only for peanuts I use a greenhouse in the winter months.
  2. There is a mod - there is a mod where trees spread out themselves (without sapplings, seeds). As in real nature. I like that. But it should be expanded. Trees, but also other plants such as berry bushes should also die off. Old age, force of nature like lightning, storm, fire, drought, lightning, drought, disease (fungus e.g.) -and animals like beavers, caterpillars can kill tree.
  3. Scare away animals with fire, torch or campfire or bush fire. Animals are afraid of fire. In this way you could also protect something from dangerous animals (especially useful at the beginning of the game if you have weak weapons and armour). But the fire should not become too powerful. Animals get used to it. You can scare away a wolf e.g. 2-3 times, or one, two, three days. If the player are brave, he can even use a torch as a weapon against a wolf and so on
  4. Maybe some people would miss huge land mass. My thoughts, like in the good old "CIV Games" or in "Alpha Centauri" - we should have 3 minimum different map settings, two more mapgens 1) classic-mapsetting, lot of land, some seas, we have allready a single-continent, in civ they call it as pangea 2) continents - much more water maybe 50-70% of the map 3) archipelago - 80-90% huge water surface, one single ocean, but wait, maybe too hard ....???!! maybe archipelago too hard, you will maybe start far away from a nice island with food and other recources etc .... hmmm .. maybe pangea & continents good enough.
  5. We have allready bows, but what about a new type of arrow, an fire-arrow, it can even cause a wildfire via far distance ...
  6. 5) Wolf attack if it has rabbies, if he dont killed you, you are more then just hurted, you have catched rabbies you have a serious problem and you need some cure, herbs ... armor did reduce the chance of getting rabbies ...
  7. I have made a wildfire, but some seconds later I got raining in this area, now the wildfire is not active, now its night in this screenshot, but I still see glowing, but no fire or lamp is emitting this. On the minimap and on the map I see also 3 little white (firespots) but the the fire is gone. I have also not a lamp or firestick in the near... https://imgur.com/9hptaMU Moon or Sunrise cant also do this, its not so dark, like some minutes before, but still too dark, for emitting this red glowing.
  8. 1st Couldn't pick up two bales of hay while playing today, they laying on the ground, my pockets weren't full, a game restart did not helped, (via craetive mod - I spend for me some new hayballs). 2nd - sometimes, for example when chopping wood, I see objects bouncing, individual twigs, but they keep bouncing but can still pick them up. Such a collision bug - never seen in older game versions. Version 1.16.5, installed/ used mods => automap markers, carry capacity, hud clock, prospectorinfo,
  9. With luck you find also a translocator - which teleports you some thousand blocks southwards, some people did think, most translocators are near by traders. With deafult settings you can also walk (2-3 ingame-days) until you see redwoods, they have winters too, but you will see, winters here are not very cold and even also without snow. In a multiplayer world, I have a base in these redwoods, I can made agriculture between march/november, for some fruits with cold resistance even for the whole year. Peanuts growing in a green house for the whole year. Summers are not too hot too, I love the northern redwoods-zones - either too cold, neither too hot.
  10. I hope we can chissel doors and windows, one a day, so I can build hobbit like houses (round doors, and round windows). btw. very nice done - I love it ....
  11. I also have an idea, monsters shouldn't disappear so easily, e.g. - after a temporal storm, I just run 100 blocks or swim. I'm coming back, monsters are gone. It would be a lot worse but also more challenging if the monsters were still there. We also need drifters in the water, it's too easy for me when it's night time, then sometimes in the early stages of the game I'll sit in a bigger lake and wait until the next sunrise. We need also a mechanic to relocate translocators better / faster. more automation would also be good, garden robots, road construction robots, digging robots, mining robots etc.
  12. Parchment, or alternative leather. First books are made by leather. For every Square of a map you need one peace leather and a pigment, depending also on the size of this leather. For creating a map, better also, that you can only paint/write the empty mappart, what the player can see actually, so you need to climb a mountain, hill, tower etc. for a better/faster map creating.
  13. This would be the strongest weapon. But But the weapon should also have weaknesses. misfires (if you know Battle For Wesnoth, and you know the thunderer-dwarf, its very scary if he got a misfire). Not every shot works, simply through wet, inconsistent gunpowder. The wetter the environment/seraph, the greater the chance of a misfire. Misfires are very scary, you think, you are a god, you think you can kill the most dangerous drifter, but shit, misfire .... Player/environment dry - 25% rmisfires. Player/environment wet 50%, player/environment very wet 75% misfire. Bullets should be melted with lead/silver. Ignition with black powder. Another weak point, but a dangerous ricochets, especially when the bullet hits rocks/stones/metals. Warning shots should also be possible with the gun. Player shoots in the air and dangerous animals like wolves flee and stay away from the player for an hour or two. The weapon could also be used to fire flares. Interesting for multiplayer and to illuminate the environment. Signal colors could be green, red and yellow.
  14. Ja, schade, hoffe das wird mal richtig gut, eine der wenigen guten Sachen in MC sind die Pilliger
  15. Hey, I have some Ideas about two new creatures and about a magic feature like in Game of Thrones, like Bran Stark ... First Suggestion, Bat: Bats live in caves, semi-caves, and larger ledges, but also in ruins if there are dark, sheltered corners in the ruins. They are mostly peaceful. But the player should be scared, because the bats are scared too. They rarely attack the player, if so only weak bites, like the fox or the rooster. Bats are nocturnal, so you can sometimes see them flying between sunset and sunrise. The player can also attract bats. Through unlit rooms, an unlit building, with the possibility to fly in (through an open window, hole in the wall, hole in the roof), through an artificial cave, for example an unsealed mining mine. A hole of 1x1 block is large enough. Killing bats mostly useless, maybe seldom a chance of loot for a bushmeat or a flax-fade. Second Suggestion, Vampire-Bat: They are not animals, they are monsters. They should spawn like Locusts. They have glowing red eyes, like green glowing spiders. They are larger than natural Bats. they have nothing to do with natural Bats, maybe they are Mutations, who knows? The damage are like the same, like from green spiders. U need three-four sword hits to kill a vampirebat. Killing bit harder, they are flying and they agile. Maybe they are spwan from hanging locust nests?! They are also two times larger than natural bats. Third Sugestion, some crazy magic, like a fly the creative-game-mode: With a bed and some magic herbs and a bat in your near, you can take control and fly a bat and see with the eyes of the bat. The player fly like in creative mode, but he can not collect nothing, he can not build nothing, the area of this captured bat is glowing green. But be carefully, if the bat did die, the player will die too. The player die in the bed. The player have (flight) control over the bad during the whole sleep time, e.g. 6 hours with the simple straw bed. You can use the control of the bat for exploring caves, for cool snapshoots of your buildings and so on, you can also sleep and fly, control this bat in the day hours. But be carefully, if the bat did die, the player will die in the bed too If you know Game of Thrones - so you know the Bran Stark - Ravenmagic. You see with the eyes of this raven, oh, I mean of this bat!!!!!!!!!! Requirements for bat control: => The player must be tired enough, he has to go to sleep => Before sleeping, the player must have drunk or eaten a herbal or mushroom mixture, so ask for your ideas => In the near you need a bat nesting place, maximum 50 blocks from the bed / sleeping player away. => The bat must be able to fly out through an opening.... and as a result, the player sees through the bat's eyes (for exact sleep length). But physically the player stay in bed, but be carefully, if the bat die, the player did die too It will be cool for exploration, without leaving your home/base. In the next night you can take control again about this bat, even this bat is far far away. Only first contact are limited by 50 blocks. But be carefully, you can lost this bat. Predators, birds, cats can eaty our bat and during magic connection (if you sleep) you will die too, if the controlled bat did die.
  16. Wie jetzt Räuber? Haben wir die Outlaws Mod auc nun drin?
  17. I also have an idea for Rifts. But Time-Jump only works for single player worlds. A rift can mess up space-time if the player is too close to the rift for 2-3 seconds. At best, he only jumps a few hours into the future, now it's suddenly night and he's still in the same place. At worst, however, this rift catapults him from summer 1390 to winter 1391 and 10.000 blocks further away. It means also, especially by time jumps for days, weeks, months - player lost all or part of his food, this is now rottten.
  18. you talked about poisening, what about a new trader-class? And more medic herbs, ginger? More Medic than a Trader, a shamane, he will cure from poisening and other illness, the seraph should get illness, heavy cold, poisening, malaria, rabbies (from Wolfbite/Foxbite e.g.). Small, but dangerous small animlas, spiders (surface spiders, not the spiders in in the caves), snakes which can poisen you.
  19. Ginger, Herbs (we have herbs by mods, but please - made them necessary. And what about a new trader/shamane... Player should also get illness, rabbies, malaria etc. but there are some cure from the medic-trader/shamane or nature. You will pay like by a trader, in rusty gears for medical aid/illness or just for herbs etc.
  20. Oh wait, against rabbies, there is no medic, maybe, like traders, we should have shamane in that game, like traders he/she lives in a drawn carriage, and only she/he can cure bad illness. Oh, medic ist not free, you should pay one or mor rusty gears for good medic - maybe shamen kind of trader - medic-trader & shamane in one person.
  21. I whish some bad random events in this game, harder survival. => Animal diseases - by bad husbandry (factory farming e.g.) but also swine fever (bad random event) in the nature, they will die also. => Rabies. Wolves, Hyenas, Bears, Lions are then even more dangerous, double bite damage. But the good thing, wolves from rabies die after a few weeks/days. Even a Fox is dangerous if it has rabbies. =>Rabies bite should also be dangerous for the player, permanent poisoning. Cure should be a rare mushroom => rats, mouse, grasshoppers plagues - they can climb walls and fences, grasshoppers fly like bees, they destroy your farmland much more than a bunny. Against mouse and rats u can use cats (good effective) maybe also dogs (less effective). Crop failures - unusual cold snap, unusual heat - in supposedly climate-friendly areas. What about a year wothout summer, like in 1816, after Tambora? Very bad random event, now you are unable to get enough food, aggriculture for this year now nearly impossible, you freeze even in summer and even in warm regions, it rains every day - the only good thing, the sunrise and the sunset have very nice colors - https://en.wikipedia.org/wiki/Year_Without_a_Summer The other extreme - a worldwide drought for a year - like this - https://en.wikipedia.org/wiki/1540_European_drought Some regions should be climatically really severe, like in Canada. From intense heat to winter cold within hours and vice versa, especially in autumn/spring. Deserts, some deserts should be even more hostile - great heat during the day, but freezing cold at night. Mountains should also be more dangerous. Extremely fast weather change in minutes/seconds. Mild in the sun, but minutes later icy snowfall or dangerous fog or heavy rain. Also the seraph can get sick, get a heavy cold, malaria (in tropical/subtropical regions), as mentioned, rabbies. Against Malaria, the player should eat ginger and look for this - if not, he can die within few days.
  22. Mod integration, CarryCapacity, HUD-Clock, ProspectorInfo, Automap-Markers - automatic gravel-panning, I love the results of panning, but by hand, thats boring.
  23. I have an idea how to destroy a Rift. Hold a temporal gear in one hand when you are in the near of a rift. But beware - risk of accident, in 5-15% of all cases you don't destroy this rift, now even drifter monsters did spawn! 5% if you have easy game difficulty, 15% if you have hard game difficulty (depending on temporal storm settings). Now, you say, why f*cking destryoing rift?! Hmm, maybe 5-15% chance to get a very positive effect - for example - you get some informations, coordinates about a treasure or some coordinates about a Teleporter! Information, the destroyed rift loot a book with these coordinates.
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