Steel General
Vintarian-
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I, too, hate that delay. I think it is set by the time it takes something to get out of the collection zone when you drop it. If you press 'drop item' (probably 'Q'), you see the entity arc forth on its path to the ground, and if the collection delay was too short you'd just snatch it out of the air, making it impossible to drop things. I don't know that I've sussed the problem, but, if so, there could alternatively be a brief timer on the entity preventing it from being picked up too soon after being dropped, thus letting us pick up new entities at a reasonable pace. I'm sure that's slightly less-efficient code, but also slightly more enjoyable play. There may be some better-still way to sort this.
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You cannot pick up soft copper, and soft copper should not be cold. I'd say it's a bug. It was once the case that using the watercan to sprinkle water onto a hot mold would cool it faster, but that mechanic was adjusted in the latest update. To squish the bug I'd try using a watercan on it, but it might well break the mold and leave you with a useless pile of metal.
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3 | n dur | 3 sticks | knife | sticks ---------|-----------|---------- 2 | med | 2 rope | rawhide| rope ---------|-----------|---------- 3 | 2 | 3 sticks | rope | sticks The basic travois! When placed, this object lays on 3x1 meters. On one end there are sticks along the edges of the block; on the other end the sticks meet at the centerline. In the middle is a platform, on which can be placed ground storage up to 0.5 meter tall or a reed chest. If the player stands on the sticks that meet and right-clicks with empty hands, it is attached to the player and travels with them (at no greater speed than a walk). You will slide further on ice. 2 | 3 | 2 rope | fat | rope ---------|-----------|---------- n dur | 2 | n dur axe | log | knife ---------|-----------|---------- 3 | 3 | 3 f.wood | resin | f.wood The sled! Another 3x1, the front end only takes part of its block, and features the ropes. The other two meters are ground storage, up to 1.5 meters tall, or whatever containers you want to place there, up to a full trunk. Stand in the front meter, right-click the ropes with empty hands, and the sled is attached to the character. Walk at half speed, or up to a run on snow or ice. These should get even better when there are animals to pull them for us (and an interface for it). Eventually we'll use those shield hoops for cart wheels, but I bet these'd stay useful until then. Now, I must admit these will look exceptionally ugly when traversing the 45 degree slopes produced by a player hopping up blocks. It is ridiculous for the player to have to bring dirt path slabs (both hands are used for the contraption, so that's just awful aside from lack of inventory). So, clearly world generation must change to include ubiquitous dirt slabs so our contraptions can have their traversable slope constrained, so they can be only appropriately burdensome
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I think this is exactly the kind of challenge that appeals to the people who buy this game (I know some do it for the chisel), and that this meets expectations for new players. I think it's precisely the veterans who'll balk at it, just like they did when the devs wanted to slow the mining speed, because their expectations are already informed. The veterans will come around after the new players mock them for taking the easy way That said, what I'm saying here is that I want this. I am not implying that it'll make the sales take off, nor even that I think other people want this. That's a discussion that would need to happen after this one, wherein we find out what this idea can be.
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If the next tier of storage is made of rawhide (and does not necessarily require the previous tier as an ingredient), making a knife and a spear is a great way to start. Make a knife; have reeds or vines? Yes: cut them. No: make a spear. That said, the lowest tier could be grass instead of rope, making it slightly more accessible, but I'd want that nerfed - no bag slots from grass belts. Still, in an arctic start, you'd have to skip straight to rawhide. Expanded ground storage would certainly help - it's not necessary, though, for you have taught us well the utility of firepits I currently find the early game lacking in enjoyment because I blow past it too fast. I enjoy it very much... for a couple hours. A single evening of getting your feet under you before you set out to conquer the world is a little brief for the Early Stone Age. I don't want my first real goal to be finding copper, and I definitely don't want it to be plausible to enter the Late Stone Age on the first day. I want the hassle of becoming not-useless before I engage in the hassle of becoming more useful. It is plausibly more appropriate to the Homo Sapiens game style, but I wouldn't want it only there. Of course, we should reasonably be able to make a sled we can load up and drag around - that's Early Stone Age tech, and it'd be useful in the late game, too.
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I imagine that's exactly what one does with those classes. They can just be useful when they're needed - no need to be so useless the rest of the time. Perhaps kit bags are more appropriate to single-player, which is mostly what I do (and I always play Commoner, because none of the class bonuses seem worth the minuses). Insofar as a class is intended to fill a role in a group, kit bags would undermine that function. Not completely - I could imagine a group running around as Blackguards, one of whom also carries a Tailor kit, one of whom also carries a Clockmaker kit, etc., for those occasions when they could be useful but without burdening everyone with the panoply of kits. If the sum of a class's utility could reasonably sit on a shelf for most of the game, I question the utility of that class. Maybe the 'Tailor' should just be a fancy workstation that anyone can eventually build. The Clockmaker will surely see its utility grow in future development.
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Being able to carry a dozen things from the beginning is overpowered! I wanna earn it! So, mod idea: At the start of the game, there should be two inventory slots: main hand and off hand. The bag slots and the rest of the hotbar shouldn't be available. However, I would say that you should be able to carry a loaded bag in either hand, though you must have one hand empty to access its contents (carry two, set one down to rummage through the other). This will make crafting difficult in the early game, as one assembles parts close together in the world before trying to assemble them in the crafting grid. The first basic tool is easy enough, but you might have to set that down to make the next one - once you're carrying a tool, either stone or sticks has to be left behind. If you want to use that tool to go get another resource, you'll have to leave both behind. Progress can start easy, though! It begins with rope - eight rope in a ring to make a simple belt. Once you have a simple belt, your hotbar grows... by two ('main hand' is now whichever hotbar slot is selected, and a loaded bag is dropped when no longer selected). Still no bag slots. A ring of rope around a simple belt gets you a simple belt-and-sling - one more hotbar slot, and your first bag slot. A ring of rope around a simple belt-and-sling gets you a simple harness - another hotbar slot and another bag slot. So, for just 24 rope (72 vines or 144 reeds), you can have five hotbar slots and two bag slots. This will drastically nerf the progress attainable in the first two days. After that, progress on this track is just another QoL improvement to work towards. Nevertheless, further progress is attainable in the early game, and some of the rope products are plausibly skippable - the next tier is made from rawhide. Work up to leather for the full inventory. I'm fairly certain that the hotbar is hard-coded, so this mod is infeasible for now.
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It would be swell if more of the ruins were visible during a temporal storm, translucent extensions of the remaining structure giving some indication of the shape the structure once had, but, more importantly, providing clues as to where to dig for more ruins. As well, there may be things that appear in the ruins during a storm, and are only available for interaction at that time - ancient, advanced workstations, for example. Perhaps a container only appears during the storm, and if you load it up with the right item, you can get something nice out of it when it reappears in the next storm. Perhaps this will be part of the process for fermenting potions And, of course, there's the possibility of advanced workstations the player can make, place, and use only during temporal storms, because it's gone the rest of the time.
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What Does Everyone Set Their Character Voice To?
Steel General replied to ifoz's topic in Discussion
High harmonica, for the Jump-scare Blues. -
I'd like to see 'kit bags' to set class. We all start as Commoner with new, empty inventory slot for the kit bag. The hunter's kit would be based on a knapping toolkit - a piece of hard stone, an antler, a pelt, a hunter's bag (maybe). Collect the parts, craft the kit, drop it in the kit bag slot, and now you're a Hunter. Perhaps the Blackguard kit requires a Blackguard pin - find it or buy it to complete the kit and be a Blackguard. The Clockmaker's kit probably includes some forged items - it's a high-level kit, not something you can do in the early game. This would also provide a vehicle for game progression. When we have to use the glider to catch the Time Being's leg and begin our debug/assault, that might call for an as-yet unimagined class which would be inappropriate to the game's start.
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I've had much the same experience for several versions. I've chalked it up to playing on a Windows7 machine with 12GB RAM and 1GB VRAM. I guess it wasn't that My framerate only looks great for the first two seconds or so of gameplay, then tanks, and I'm sure not trying to stress the graphics. It seemed to me that it coincided with chunk loading - the problem vanishes if I stay within a 2-chunk radius. Also, it doesn't do it when I'm travelling on a boat. The freeze still happens for the presumed chunkload, but no character position glitches come with it. But yeah, running to the horizon, everything freezes for most of a second, and when it unfreezes my character is rising from the ground. What's most irritating was my recent discovery (1.18) that the world clock doesn't stop when my playing freezes, so it's all just lost time in the day. It doesn't always happen, though - I have long periods of useful exploration - I'm kinda thinking it might be related to tabbing out of the game, or maybe just pausing it.
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Half height terrain blocks / gradual elevation changes?
Steel General replied to Avimimus's topic in Suggestions
I'd rather see all the powdery substances act in layers like stacked charcoal or snow. Digging could be so much work. Landslides would be so cool. Heck, do it to water, too -
1.18.15 Making Cheese. Negative Days to Ripen?
Steel General replied to PPanda0421's topic in Questions
I've been encountering this since the 1.17s, and I use no mods. In 1.18.5, I was surprised to find it doesn't happen to unwaxed cheese - it turns into cheddar when the information says it should, whereas waxed cheese instead goes into negatives and ripens much, much later. -
In the past, I've eschewed bush meat for its high fuel cost, but it turns out I was cooking it wrong. Put a stack in the fire and pull it out before it cooks; repeat. As long as nothing finishes cooking, the stack gets hotter and hotter. When you've got it to efficient cooking temperatures, drop one piece at a time from the stack into the fire, replace it when it cooks. Far less fuel is required for the stack like this. In this case, I think resetting the stack's temperature might be a bug, and I'm avoiding a bug rather than exploiting one.
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Very handy for the early game, I've noticed that very small amounts of food are extremely filling. I wait until I've taken a bit of starvation damage, then eat a single berry, grain, or other small-value item. I'm now good to sprint for most of the day with no ill effects. If you eat more than one item it won't work - your satiety will crash right away. I'm not sure rationing is supposed to be that effective.