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Alan Blue

Vintarian
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  1. Polar bears, at least, run out of stamina and start drowning. It's a key way of avoiding needing 12+ flint spears Which is odd - because they do legitimately do ridiculous distances over the water.
  2. You arrive at a trader, and find that he wants something specific - that you don't have with you. You can't buy any or sell any. So, I want to basically "Give myself a mini-quest to go make this thing". I don't *have* the bread. I'm looking for some mechanism to do a fast-and-easy "Take a note" so that after I've dodged polar bears and trekked through the catacombs back to home base, (and saved the game, spent a week with other things, and come back), I know what the heck I was doing. Ok, I'm standing here in the woods with a stack of spelt bread. Why? ... Oh, trade probably. Which trader? ... Yes, I have game-external tools to do that. Yes, I can do it in game with the regular writing. But a "Take a note" button, or toggle, something, would make the in-game immersivity and usefulness better, imo.
  3. Imagine you have the trader's trade screen up and writing materials. I'd really like the action of clicking on (say) "Spelt Bread in stacks of 8, demand 4" and getting a note directly that says exactly that recorded in my records. Or the log. Or anywhere. "Otto the Survival Trader at 123, 110, -33329 requests four lots of Spelt bread in stacks of 8 with in the next 3 days". Even the simplest "Spelt" would be handy.
  4. The stone path block recipe of four-stone-and-dirt. I'd appreciate separating the four stones into separate stacks for the recipe for two reasons: 1) It would be useful to me for it to have a route to mix stone - like the 'mixed stone wall'. The paths are all identical anyway. And this gives a route to clearing my base of 'three of claystone, three of granite, three of ...' 2) When you craft a zillion, you're slapping 64 soil, 64 stone, and hitting 'go'. But. You only get 16. If you could do *four* piles of 64 stone, then 'one 'make all' click gets you your full 64 path in one shot. It would seem to be a 'no code' sort of adjustment.
  5. And the crashing through the undergrowth as they chase you. "What do you mean he stopped 100 blocks back!?!?"
  6. Hammer, chisel, saw for instance. By autoswap, I mean "When this tool is gone, the next tool of this type is moved into the highlighted hotbar slot and just used directly", Like when a stack of four axes go to war with a redwood, or I swarm a polar bear as he bats me around. The durability drain on the mechanical power widgets is significant, and I find myself with multiple low-durability tools. Sometimes even *stuck* with multiple low-durability tools. "Just" let me drain them to death if there's another suitable tool in my inventory. Please. Additionally, there's nothing obvious about *why* you've failed to craft X. No "Your tool does not have enough durability" sort of message. Obvious in hindsight, not obvious when you're standing there with a 18 durability saw wondering if you've messed up the recipe. Again. Edited to note that the hammer does swap while smithing. But the piece I'm pointing out is the 'while crafting mechanical power bits'.
  7. Instead of the seemingly tougher-than-expected "Make the random numbers work out a little higher on leaf blocks" ... how about this. If the tree has **NO** leaves, it will **always** leave a seed. Because, presumably, you've pruned the heck out of it trying to get seeds. One "bonus" seed means you can propagate any tree, and it also doesn't become too ludicrously simple.
  8. Further thinking: Make X just be "get this out of my hand (or grab most obvious thing if empty)", and have a hierarchy. Meaning: "X does something with the selected hotbar slot, empty or not" Is offhand suitable? -> Shoved into offhand. (Torches, tongs, ...) Is something *open* that accepts items? (Barrel, firepit, ...) -> shove it into there. Neither? -> Pack. And if the hand is *empty* Is there something in my offhand? Swap Is there a container open? Take first available item Nothing obvious ... Pick **last** item in pack. Taking the *last* item means ... you could actually rotate though (a little, clumsily) but at least some way to access pack without opening windows. Opens up "Take one, or take *stack*" I guess. Can modifiers easily apply to keys this way? Straille, I run around hovering on an empty selection on '9'. Right-clicking shale, flint, sticks -> into pack. Because I already have stacks of all three in there. Leaving base with one of the things I expect to find already in my pack may seem odd, but it lets me do part of what you say. Somewhat.
  9. By default, X is "Swap highlighted bar item and off-hand". It's amazingly useful combined with the scroll wheel to zip a torch in there for just a second. (Ok, I play far north, and winter is bloody dark. And freezing. *and* hungry). But, the stock method of gathering things leads to full hotbars. And you have to open windows and fiddle with the GUI to clear your bar. If "X" were overloaded to have this little bit of extra functionality, clearing your hotbar (of everything *but* tongs, torches, lanterns...) would be scroll-x-scoll-x-scroll-x ... done. Edited to add: This also allows fast "Stored on ground to pack without opening windows". Pickup your lunchbox crock, x to store it immediately. Or too-many-crocks from kilns. pick,x, pick, x, pick, x ... Eliminates an entire step of inventory micromanagement. Going *in* to the pack anyway.
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