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D3K01

Vintarian
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  1. chainmail is a major waste of metal. the main problem is that in order to make chainmail requires a stupid amount of metal ingots. when searching through basic information on chainmail i found that a basic short sleeve chainmail chest-plate requires approximately 2000 feet of wire. now if we assume that an ingot in game is approximately the size of a gold bar (7inx3.625inx1.75in) which is a small ingot of material in comparison to the 20in bars (the smallest size) that manufacturing companies, even assuming that it is the small 7in ingot one ingot can produce over a thousand feet of wire. that's while expecting basic material loss and rounding. which means a single chainmail chest-plate requires less than 2 ingots of material. for those who use the classical metric system instead of the British imperial system that's, 17.78 x 9.2075 x 4.445 centimeters converted to about 335 meters of wire, which makes up more than half of the 609 meters of wire for 1 singular long-sleeve chest-plate. now in comparison to the amount of ingots required to make a single piece of chain in game, requires the same amount of material as a full chain chest-plate, and then to make a single set of armor requires 20 chains. or 40 ingots to make a full set of chain. 11 chains to make a chest-plate. so in order for you to make a single chain chest-plate requires the equivalent to 11 chest-plates of metal. now obviously i don't need 100% real life accuracy, i mean we are playing a beautiful game made of blocks, however needing 11 times the amount of material to make a single basic item doesn't make it feel worth the material. i could understand the plates for plate armor being a metal sink especially with it being a stronger set of armor, however even that is a waste of metal with it requiring 66 ingots of metal just to make one set, and the primary waste of metal in making it is the 40 ingots for the chain armor required for making it. it requires 26 ingots for the metal plates, and 40 ingots for the chain, despite the chain being a lighter set of armor. this really needs to be balanced so it is actually worth making the armour, especially with the lack of metal resources that exists in the game. TLDR, chain uses more ingots than plate armor, needs balancing.
  2. i like the idea of having sticks sealed in a barrel of mud or water as a way to create compost.
  3. or it could be handled similarly to Terraria, or Minecraft in how NPC's spawn and respond to buildings. for instance it could require a handful of artifacts placed together within a specific space enclosed by 4 walls, a floor, a roof, and a door for a building to register as a building, and then, when you have a certain number of buildings within a certain distance of each other it counts as a village. or it could be buildings surrounded by a wall counts as a village as a village requires protections. something that could be considered as well is that Lore wise there are rifts leading into an eldritch realm of living cloth and metal constructs, so maybe a rift inhibitor enclosed in a large wall counts as the trigger for a village, dependent upon the buildings available.
  4. the only real plus could give for setting up a stronger smoke system would be making a smokehouse for cooking long lasting meat products. fire already has a high realistic effect with it's ability to set every plant around it on fire, but unless you are actively attempting to set the grasslands on fire, it should be pretty decent as is. honestly the only update i would want for fire, would be making a forge that lasts longer in a similar way to the bread oven.
  5. i agree that unfired clay should be returnable, a common thing in classical pottery is that dry clay can be smashed and ground into clay dust and then mixed with water to return it useability. though if we are considering an update to clay mechanics, why don't we also consider china products as well. despite what a lot of people think, china clay isn't just used for pottery, it's used as a fertilizer, and a rubber/resin filler to make the products stronger, and due to it's high iron content used as a medicinal base in low doses. mind you when i say low doses, i mean that the medicine is mixed with a small dollop of wet china clay to bind the medicine together, and if i remember correctly one of it's most important ingredients is Diatomaceous earth which is used to kill parasites.
  6. True, but in the summer you can grow crops outside, so greenhouses aren't really needed. if i remember correctly there is a greenhouse mechanic in game where you use the glass block recipe to craft an internal farming area that increases internal temperatures by 5 degrees. also though growing in spring or summer isn't a problem fall tends to drop frost which has a large chance of killing your crops if the cold is to far beyond their safe limits, while they have reduced produce when growing if outside of their safe limits. so the greenhouse while expensive can be necessary with long crops such as grain, as rye, barley and spelt, all have different growing temperatures. for instance barley adores the cold, while spelt is very much a spring plant, and rye loves the heat.
  7. that is true. when i mentioned it i was more interested in the idea of throwing it at a friend and basically stunning them for a second or two, but i can see how that would be unhelpful in balance. it could make it more balanced if it has a better chance to be broken by larger animals, or that you can't actually attack the enemy as long as they are netted, so the net breaks before the enemy gets actually injured. in fact if the net was a class specific tool for a trapper class... actually thinking it over if there is a trapper class who's entire deal is that it's hard to actually kill enemies in combat, but gains access to basic trapping recipes, we could make a class that allows a player to catch larger prey and keep them alive for later use/processing. kind of like a primal rancher. similarly we could make a "primal farmer" class that gives access to a basic fertilizer recipe that uses meat to balance the materials in farming, or decreases the time it takes to grow a plant. the main thought process though is that as a solo player it gets hard to build to the next stages or set up basic industry so that you don't de of hunger every other day, so if there were some basic trap mechanics like a tree noose trap, or a pit trap to defend your base it would give another direction for a base/settlement to go instead of spending days wandering the are just to find a single animal while being murdered by drifters that saw you walk around their hole n the ground.
  8. ... i don't know if we are talking about the same thing... to me a cutting is a small branch of the plant cut just beneath a flower or bud to give it a place to grow roots, that is then placed in soil to grow their roots. the only thing from a plant i have wrapped in paper towel and left in water were seed when i was attempting to germinate them. if we are somehow speaking of the same thing then I'm going to have to try your description, but, again, i don't believe we are.
  9. true on the Terra Preta, however if you're making a cutting it would need extra care to get it to sprout roots, which can be supplemented by fertilizer. however i think if planting from a tended cutting made a larger bush kind of like a hedge bush i think it would balance out. especially if it increased the amount of berries gathered.
  10. we could make it require a pot with Terra Preta, or high fertilizer, to grow into a small bush. after that it would be a matter of taking the bush from the pot or even just burying the pot for the bush to grow further. also if we make it so that cultivated plants also become tamed like animals do, it could allow us to grow higher yield crops or gain bushes that grow more berries.
  11. So i notice a distinct lack of Traps and Trapping in the game. now i get that it's based on active gameplay, but even temporary traps designed to catch larger prey like Deer, Moose, or Wolves would be helpful for gameplay. it would also make it easier for dealing with enemies too. if we could make thorned barricades like a Cheval De Frise against walls it could be used to prevent unsanctioned Bear attacks or even Wolf hit squads by your housing. we could also use twine to create nets to create a twisting net pit. these are common pit traps that use a loosely gathered set of twisted nets to catch live animals. because they nets are gathered in spiral format, when the animal falls into the pit the get caught in the netting making it hard to move, and because of the twisted nature of the net it makes it hard to put enough pressure in the right spot to escape, as every time they do the net spins just like a badly supported hammock. it would also be cool to be able to throw nets or bolas to hobble a running enemy. especially with how annoying it is to hit an animal you are hunting and then have them outrun you.
  12. i get where you are finding this online, as it is a common misconception, but chickens aren't omnivorous, they're insectivores, there is nothing that makes a chicken happier than chasing down a random cricket that found its way into the hen house, even if it takes them an hour to find it. their digestive systems are capable of handling fruits and grains, like most omnivores or carnivores, but they are primarily Insectivores. i have fed chickens only Black Soldier Fly Grubs, and the eggs they produce are so healthy i have actually had trouble cracking them for cooking. its also why they eat eggs so readily, the materials often found inside eggs are similar in content to insects. i like the idea of making Locust corpses gatherable and then using them to feed chickens for more egg production.
  13. they might be mistaking Durability for damage reduction. if you have iron Armor and get hit by someone with a Copper spear the durability will be reduced but the damage will be lessened from the tier. in other games they will sometimes make durability and damage reduction similar, so that may be the confusion.
  14. i like the idea of making them a gatherable item. they're made of bronze and whatnot so have them gatherable where you can pick them up with a net or something and then after sealing them in a barrel of Limewater have them release bronze nuggets, so it's worth considering whether or not to destroy the locust nests for items or farming them for unlimited metals.
  15. D3K01

    Shellfish!

    if we considered making sea traps like the reed basket, we could even add making sea farms/hydroponics. if we added fertilizer mix to water in a barrel we could set up floating farms in this barrels which could speed up crop growth. it would be resource intensive but if we have a consistent grouping of fish from a sea farm we could keep growing High phosphorous plants like onions without needing Farm land that slowly withers because you didn't realize how much material the plant leeches from the soil with a single planting (i totally didn'ytget annoyed at watching my Terra Pretta with to a single plant... totally) Also... Barrel o Fishes... why cant we make Barrels o Fishes yet!!!
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