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Khornet

Vintarian
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Posts posted by Khornet

  1. I've suggested an extra usage for the hoe back in some thread where I was whining about how hard it is to "farm" grass - let us use the hoe to "till" the flat-grassed (harvested/trimmed) soil blocks to the point where they're exposed earth for the purpose of regrowing grass. One hoe use (click) to turn grassy soil into non-grassy soil, another to turn it into farmland.

    Although this doesn't really apply that much anymore, since we can now trim grass to a re-growable state with the scythe - THIS process, however, is much too slow to my taste, which brings me back to the hoe "stripping" soil of all grass, since it's faster than digging out and replacing the soil blocks.

    • Like 3
  2. Is this about silkworm moths? Because their silk is completely different than flax fiber-wise. And the silk is gained from cocoons - the fully-grown moths themselves are pretty much useless (other than breeding) and  genetically stunted due to thousands of years of domestication to the point they can't even fly anymore. All in all, cultivation of silkworms is a very tedious and lengthy process, that includes boiling the silkworms inside their cocoons (to harvest the single-threaded cocoon).
    Here's a short, but very educational video about the whole process: 



    I'm not opposed to the idea,  but I'd suggest a different source of silk that's easier to implement gameplay-wise... it includes giant spiders, and the webs we already have in the game.

  3. I appreciate the new feature of the scythe trimming grass so that it can regrow - but I've yet to see it actually do so after weeks of gameplay. Is it because I'm in the cold seasons right now?
    How long does it take normally for scythe-trimmed grass to regrow?

  4. IDK I wouldn't do anything too elaborate for Vintage Story's combat; what I would do, however, is giving alternative attacks for melee weapons - so you slash with the left click, but pierce (thrust) with the right-click - the thrust attack would have more range, but less damage, for example. I'd also consider letting us hold down the button for charged attacks.
    Also, hitboxes for the head/torso and legs. It already works for the player character (though on a simplistic percentage-based system) - so why not incorporate those arrow headshots for drifters?

    • Like 2
  5. 17 hours ago, Streetwind said:

    Like meteoric iron is a higher-durability sidegrade of regular iron.

    That is actually untrue, meteoric iron is also superior in tool speed, weapon damage, and armor protection, so it's a direct upgrade to iron, albeit a slight one.

    I wondered about stainless steel but it doesn't seem to make sense, since weapon durability is related to their usage, not rust and such. 
    As for the renaissance technology stuff, the game is only consistent in this regard as far as player-made crafting comes, but it has plenty of technological stuff beyond that - like locusts and translocators (which are borderline magic - as further implied by the "prima materia" in-game lore).  The game's design doesn't seem to be completely against us working around such technology, as evidenced by the hacking spear and fixing translocators - so I do have some hope that we'll be able to purify titanium for forging through some imaginative means.

    As for uranium, I do not have any idea for its practical purpose whatsoever, suffice to say atom-splitting is well beyond whatever the game might offer technologically.

  6. Are there any plans/ideas about going to tier 6 tools/weapons/armor?

    Steel alloys come to mind, naturally, but they aren't as much as tougher, but more valued due to their various chemical properties. Most notably, chromium (that exists in-game already) is used to make stainless steel.

    The only real "better" metal would be the one with ultimate tensile strength - titanium, which is quite difficult to extract and process IRL already - the earliest method was a chemical process conducted in the early 90s known as the Hunter process. I can't even imagine duplicating something like that via in-game mechanics. Titanium ore IS actually generated through worldgen already, so the potential is there.

  7. 6 hours ago, Tyron said:

    New (default) tool mode: Trim grass. Will leave behind short grass that regrows. The 2nd tool mode restores old behavior.

    YES! THANK YOU!

    Edit: Aaaaand, you can't cut reeds with the scythe anymore. Welp! 

    I noticed that the short, cut grass has the tag (Eaten) - leftovers from a planned feature of animals grazing on grass or something to be implemented?
    Also, how does one actually use the second tool mode for the scythe? Neither sneak-clicking nor right-clicking works...

  8. 12 hours ago, DX65 said:

    I do not possess a brain that can code, nor get how to do this. Is there a way someone could see and alter temperature or environment indoors be it greenhouse or pantry room?

    I, too, lack a brain of coding capacity, but since there's a special flag for greenhoused crops I thought this would be relatively simple? Like a matter of "if greenhouse tag on then wind effects off"? 

    • Like 1
  9. No offense, but I can't tell from your poor quality screenshot; aren't these mills one horizontal block apart? I wanted them exactly on top of each other (same "pillar"), but I'm fairly sure the wooden gears wouldn't allow me to connect one (as they can connect only on a vertical-to-horizontal basis, so there wouldn't be space for two connections).

  10. If you really want rot, then the newly introduced fruit mash (obtained from squeezing juice out of fruit in the fruitpress) is amazing for farming rot - it spoils relatively fast, and you get 1 rot per 1 mash. You get 10 mash per 32 juiced fruit. Problem is, I have way too much wine now.
    That being said, farming on medium fertility soil is efficient enough for farming IMO. However, compost itself is useful as an N fertilizer.

    I am personally trying to figure out what to do with growing pumpkins that refused to mature... they take so long to spoil.

    • Like 1
  11. 2 hours ago, redram said:

    This I do not know exactly (I'm not a coder).  But from my creative mode testing, iirc, it take perhaps 4-6 months (at default setting of 9 days per month).  Fruit trees are intended to have more 'realistic' growth times, vs crops.  So they take a very long time to progress through their stages. 

    Hey, thanks for the reply.

    IMO this needs tweaking, waiting this abysmally long time just to find out your cutting died is very disappointing. Maybe set a preliminary, shorter stage (before the long growth process proper) that would let you find out if  the cutting takes root or dies?

    Very curious about the greenhouse temperature bonus in particular though, it can make or break my peaches/cherry trees.

    • Like 1
  12. After some testing in creative, I found out harvestable skeps do repeatedly enter the "swarming" status.

    However, they seem to completely ignore the server/world time. The "Will swarm in less than a day" tooltip makes no sense from the technical point of view, as I've sped up the world to 1 day = 0,2 real life minutes and it would take in-game ~10 days to re-swarm and re-populated nearby skeps. Skeps probably have their own timers, though IMO they are much too slow and kind of misleading.
     

  13. I've had arguably worse, I had 4 barrels  full of leather in strong tannin with one day of "brewing" left and I was relatively new to the pit kiln mechanic so it didn't occur to me they would spread fire as easily.

    Yep, all those barrels burned. Pretty fast too.

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