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Everything posted by RobinHood
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Heated greenhouses, hot springs and surface geysers An orange tree has died in a greenhouse of another player. And here my thoughts, what if you could also heat a greenhouse? Like a blast furnace, you should be able to build a structure under the greenhouse. Like the Romans, with their heated thermal baths... so you have more than a bonus of 5°C, maybe 10°C or 15°C. Furthermore, what if we would see natural heat sources in the game, underground hot springs and surface geysers. Gyesires are very rare but could create a warm oasis within 20-30 blocks, even in the dead of winter. But be carfully, a very hot geyser or a hot spring can kill or hurt you.
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And with coconut leaves, you can create a new roof-type and if we have one a day apes, apes can steal coconuts from palm-trees. https://www.google.com/search?q=coconut+roof&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiIscO1n6_5AhWD7qQKHaNsDzwQ_AUoAnoECAEQBA&biw=1920&bih=938 and we could have a new wood type - https://www.google.com/search?q=coconut+wood+texture&tbm=isch&ved=2ahUKEwiJmuz8oK_5AhWGCewKHdqRADQQ2-cCegQIABAA&oq=coconut+wood+&gs_lcp=CgNpbWcQARgBMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATOgUIABCABDoGCAAQChAYOggIABCxAxCDAToLCAAQgAQQsQMQgwE6CAgAEIAEELEDOgQIABADOgQIABAeUN0JWLgpYLA9aABwAHgAgAFViAHyCJIBAjE1mAEAoAEBqgELZ3dzLXdpei1pbWewAQDAAQE&sclient=img&ei=ftHsYonjCIaTsAfao4KgAw&bih=938&biw=1920&client=firefox-b-d
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Coconutpalm grows in humid tropics or near by seas. You can finde coconuts also as a Treasuree. Coconut oil/fat is obtained by heating and fruit press Halved coconut shell can partially replace clay shell. Coconut fat/oil did substitute fat from pigs and so on ... btw. if you are tiered to slaughter animals for fat, go for coconuts
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Ideas for new monsters (with amateur MSpaint drawings)
RobinHood replied to mew_'s topic in Suggestions
I played some months ago return to castle of wolfenstein, the last bossmonster did teleport the fighter, what about a strong monster, that did teleport the player?! Not far away, but maybe for 15-16 blocks, if the monster is 16 blocks away, he can teleport you closer to him, very very dangerous. It was Heinrich, something powerful, can me done in VS, but as a bossmontser e.g. teleporting like here - i remember when i played this game for the first time ... pure adrenaline, maybe some ideas for crazy dangerous & scary monsters -
How to make a Temporal Storm proof base or bunker?
RobinHood replied to Professor Dragon's topic in Questions
Oh, they are not 100% safe, I was safe for 5-8 storms, also heavy storms, but yesterday a double head drifter did spawn in a traders cabine. And killed me. Better do chissel a panic room and a drifter trap. Maybe like this -
How to make a Temporal Storm proof base or bunker?
RobinHood replied to Professor Dragon's topic in Questions
I have my own strategy, it's damn simple. If a storm comes, I so spend this time in a trader's cabin. It is important to close the door/gate and make sure that no stone hits you, and no stone hit the trader either. If they hit the trader, he can get very angry with you. -
Ideas for new monsters (with amateur MSpaint drawings)
RobinHood replied to mew_'s topic in Suggestions
I have an idea too, what about, that 10% of all trades are monsters too? At day you can trade with them, but at full moon nights, they turn into werwolfes. Yor are only safe for them over day, but stay away from them at full moon nights, they also leave the cabins - e.g. around 300 blocks. You cant kill them, only withe a silver bullet or silver sword (if we one a day have rifles). Of you kill them, the cabins will be filled with a normal trader, or by a 10% chance withe a werwolf again -
Maybe we should & can build only primitive firearms like in the 17th century, but in deep caves / cave ruins, maybe you can find a very seldom treasure a very good, modern rifle (for example - https://en.wikipedia.org/wiki/Sniper_rifle) and a small amount of amunition, but you never can rebuild this rifle by crafting and you are not able to craft rifle ammunition.
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I wish me more small stones, especially if I want build roads and if I dont want use cobblestone blocks for building, so I think, a new function for the pickaxe would be great. Default funtion like now, for collecting whole coblestoneblocks/ -stairs/ -slabs, but if you switch the function via F key, you destroy these blocks, you will get small stones back and maybe also clay (and mortar by destroing bricks?!).
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rotten food shoul be toxic too, 1-10% only very little health damage, 10-49% heavy health damage, 50-99% death will come for sure. Food from temporal unstable areas shoul be toxic too ... this is radiated e.g. Ergot very toxic too, if you get by harvesting grain ergots too, your grain is toxic / wasted ... https://en.wikipedia.org/wiki/Ergot
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What do you look for in a good starting seed?
RobinHood replied to Builder Bob's topic in Discussion
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. -
What do you want to see more of in base game?/ Possible mod integration
RobinHood replied to FizzyB's topic in Discussion
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. -
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
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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.
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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 ...
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Did this work also for 1.16.5?
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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.
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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,
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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.
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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 ....
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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.
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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.
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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.
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Ja, schade, hoffe das wird mal richtig gut, eine der wenigen guten Sachen in MC sind die Pilliger
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