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marmarmar34

Vintarian
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Everything posted by marmarmar34

  1. In my opinion, I think arrows and thrown spears should stick inside the animal and give them a passive movement debuff. Maybe certain tiers of arrows and spears could have a chance to bounce off to indicate a "bad hit" so that it's not too OP.
  2. To anyone that's used the Rivers mod, how well would it transition into the base game? Do the rivers run for a long distance, or are they roughly the same length of vanilla lakes? Do they feel good to interact with early game? Are there any noticeable drawbacks (besides bugs) that may detract from the main experience? I understand the team is looking into alternative power sources like water and steam, how well do you think water wheels would integrate into the main game? What would be the drawbacks in comparison to wind power? What materials would be taxed for water wheels as to not make wind obsolete? In my opinion, the devs would have to come up with a reasonable downside to water wheels as to not make windmills obsolete. Water wheels would provide consistent power year round at any time of the day. Windmills are inconsistent and require flax, which can only be obtained in bulk by farming. Rivers would be a beautiful addition, and would make boats far more useful. I may just be unlucky, but I have yet to see a body of water large enough to justify investing into even a raft. What are your opinions?
  3. Well there is a command that allows you to see your height and coordinates. Seeing that the height bonus ends at roughly y level 170, it would be beneficial to let the player know the general math and limits of the windmill.
  4. One thing I'm not sure the handbook covers is the optimal hight for windmills. I can't really check right now, but I don't remember there being any sort of notes explaining how far you need to go to get the most out of your windmill. One thing I do know NEEDS to change is the lack of insulating axle block. The whole building is always draining hunger due to it being too cold!
  5. My thoughts on respawn tweaks would be that certain animals should be spawning under certain conditions. Such as wolves spawning due to an abundance of rabbits and chickens, or bears with berry bushes and a large water source nearby. I have reservations with the bear trap idea. Traditional metal snap traps require a good bit of mechanical parts that would need to be accounted for. Small bits like catches and latches would be fairly simple, but the wire for the spring would require a whole process of spooling a metal rod through smaller and smaller gaps.
  6. I would also like the ability to grab soft ingots, as I usually just want to work with them ASAP anyway. As for molds breaking from quick cooling, I think that's a fair trade off for those in a rush to get their metal ASAP. I have no issue with getting my pick head quicker at the loss of the mold.
  7. marmarmar34

    Donuts

    A simple table recipe of: 1. 1 dough 2. .2 of any fruit jam for filling 3. (Optional) .2 of honey for glaze. A quick and easy food for traveling.
  8. They exist for you to have at least brass chain armor. What I've been doing is wearing leather armor as it doesn't come with any downsides, then keeping better armor on my hotbar so I can hotswap when needed. That way, you get all of the benefits of metal armor without the speed, hunger, and healing drawbacks. T3 armor makes their attacks a joke.
  9. Had this issue before as well, albeit with full blocks connected corner to corner. It was soooo annoying to fix.
  10. I would also like to suggest adding large barrels for storing considerably more liquid. I'm aware there's a mod that adds those huge sideways wine barrels, but I think they'd make a fine addition in the base game as well!
  11. I can get how that could happen. In previous versions, opening the guide didn't pause the game immediately. The button was indented to show it was enabled, but you'd have to double tap it just to pause. I still find myself double tapping pause every now and again lol.
  12. The only issue I can see is that livestock feed is used to just breed more animals. If left unchecked, you could have a population crisis.
  13. I second this! There's been too many times where I had to search for the recipe for large gear segments lol.
  14. Noted, although it seems like a pretty useless liquid at the moment. Distilling is on my bucket list, but it's certainly far from a priority.
  15. You know, that makes much more sense. I certainly have more than enough flax grain lying around. I don't necessarily have anything planned for it just yet as I've been putting off animal husbandry for quite a while, so I might as well put those grains into use.
  16. Where are you getting so much bio material to end up with stacks of TP? I have stacks of berry bushes growing right outside my base, but still only have enough compost for roughly 12 TP a year. That's not to mention the stacks of bush meat and hides I let rot due to the sheer volume of wolves that spawn near my base!
  17. He's just a silly guy going on a walk! Nothing wrong with that!
  18. I never thought someone would suggest Mighty Omega mechanics for VS lol.
  19. Currently, farmland placed cannot be recovered. This makes any early placed high fertility soil or terra preta useless if placed in a suboptimal location. I understand the original intention was to prevent people from cheesing the crop rotation mechanic, but it makes little sense that you can't reclaim those valuable soils when they're fully replenished. My suggestion is simple, allow the retrieval of farmland when their nutritional value meets or exceeds their base value. This would prevent people from cheesing the game, while also allowing players to safely relocate their farm to a more desirable location. I would also like to suggest that there would be a little note on if the soil is safe to reclaim or not. This would explain the mechanic in game.
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