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AdrianNumbers

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AdrianNumbers last won the day on July 29

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  1. Well it could work with iron trapdoor ( i mean from realistic point of view)
  2. Sugested already ... More than once.
  3. Well actually i left that out cuz i wana make another sugestion in that topic
  4. Inspired by bonfire (by David Stark) sugestion . An alternative way to get copper nugets from ore chunks : 1. Heat them up in fire. 2. Toss them into water. In this seting water couses stone to crack with thermal shock revealing metal nugets hidden inside. With this we get an option to start using metal tools with only 100 units of copper. Since this one in inspired by another sugestion i will quote it here: Bonfires are large fires constructed by placing 16 sticks followed by 32 logs. When lit, they produce a large flame and smoke plume and burn for two days. They cannot be used for cooking. Like pit kilns, they set nearby things on fire, including any flammable items several blocks up, due to the tall flames. Once they have burned out, any immediately adjacent rock blocks become "brittle", allowing them to be broken by hand, yielding the usual stone and ore pieces. Why? They look really cool in your village center, wintry mead hall, great festival, or doom fortress. They provide a very slow and expensive way to mine ores without having unlocked the tools for them. This is how ores were actually mined in the copper age, by setting up large fires against ore faces. (If being able to mine any ores is OP, restrict this to working with softer ores that would be mineable with copper tools. Overal with bonfires we could remodel early metalurgy and make it bit more compicated and most important more time and resource consuming thus pushing it away in time from starting the world. Whole process of optaining copper tools would look something like this: 1. Find stones on the surface with traces of copper in them ( thats what i wrote in my comment on bonfire sugestion, basicly remade surface stones to contain only traces of metal making them unusable for smelting only acting as markers). 2. Dig out area of soil that will let you get to stone layer and make bonfire there. 3. Gather wood and sticks for bonfire , build it , fire it , wait (however long we make bonfire last for). 4. Bonfire makes all stone blocks that touches it brittle. Now those blocks can be harvested with any flint (or above ;D ) tools or just a stick. Since stone is cracked you would actually only need some sort of lever to dislocate chunks of it and pick them up. From stone blocks we get stones and from ores ore chunks. 5. After you obtined ore chunks heat them up again in fire and after they heat up toss them into water to crack them again and obtain nugets. 6. Rest of the process stays the same (for now XD ) If you want to make it more compicated and kind of force to even further away in time we could make stone cracking with bonfire 2n+1 steps process that needs temperature below 0*C. 3 steps would look like this : 1. Make bonfire let it burn out. 2. Pour water on all stones affected by bonfire and let it freze cracking stone even further (frozen water expands in cracks). Thats why low temperatures are needed and thats what pushes obtaining copper further away in time. 3. Make bonfire again to remove water. Steps 2 and 3 can be reapeted indefinitely (well i wouldnt set it to more than 3 times so 7 steps should be max) number of steps could depend on type of stone as well , more heat resistant or harder stones would require more steps. To sum up everything here this sugestion makes obtaining your first copper tools much more time consuming (if part with water is used even impossible before winter) and resource heavy. In my opinion it would shift player focus in first game year to securing things needed for survival like shelter , farm , animals and collecting resources for winter. It would also make crude/primitive blocks/tools more relevant and would make it logical for new players to better familiarise themselves with knapping and clay working (since clay storage vessel is best for storage before you get saw, my small one #3 would work nice here). This slower progression thats more focused on above surface resources feels more natural and kind of forces players to secure good survival foundation first before moving up on tech tree. I love slow progression that lets you get familliar with each thing or mechanic on every tier and leaves some time to side track and have some fun building but at the same time i hate grind i hate it when game forces me to do something a lot of times just for the sake if it. In my opinion its much better to extend stages in gama via logical choices of action or environmental variables than grind or dumb luck aka. RNG. Btw since this one is inspired by and i used your sugestion here David im curious about your opinion.
  5. I would love to see stone age get extended in game and thats what i sometimes mention or aim at in my sugestions/comments . In preparation for that i think it would be nice to have a clay vessel with same storage space as chest and easier to make than the already existing one (no cover and bigger hole at the top) but poor food storage modifier.
  6. Actually it could be a way to extend stone age in game . Surface stones could act as "marks" with only traces of copper/lead and so on , they would only provide information that the vein is there but to get to it you would need to remove the soil and then make the bonfire , depending on how deep (how many stone layers you need to get through) it is you might need to lit more than one bonfire to get to the ore.
  7. I think from devs perspective it might be too much of work to get this sugestion in game (its just shrooms) but if they ever show interest im more than happy to make more detailed version of this sugestion. I also have an idea on plants but still need to think about it some more.
  8. Also one more thing mycelinium should be species locked meaning tops spawned coresponds to species of mycelinium network below them but rule for neightbor checks in spreading logic should ignore species so if two different networks met they wont "invade" each other "territories"
  9. That kinda makes the whole idea stand on its head because its the tops that grow from mycelinium not the other way around. I expect it to look similar to clay but with less visible differences (on top face maybe even none at all) from normal grass/soil blocks. Size of network would be determined by the rules of spread and generation same for how frequently you encounter it and how dense it gets. Its mostly just fine tuning the numbers . As for the whole machanic of tops spawning and preventing others from spawning nearby its to simulate irl shrooms gathering better . Once you gather all tops in your forest , you come back next time and find new ones in different places than last time. The death of mycelinium if exposed to sun directly is to first prevent it from spreading out of forests and present players with a choice : should i leave the tree so mushrooms can still grow here and look for another forest for wood or maybe i dont really want/need those shrooms or maybe cut only some trees.
  10. Honestly in my opinion the best way to "fix" this issue would be adding half broken stage where you can see that some parts are missing from the door but you can still use it and can repair it with sticks/logs
  11. Well thats why i said im not sure about how world gen would handle it but if those leaves are set to only spawn next to logs it should be fine in most cases i think. As for bushes they are only made from common trees leaves so it shouldnt affect balance much.
  12. This one would probably be easier to code but could prove to be really hard to ballance in my opinion. If you set the increase too low and had bad luck you will have to wait a lot of time to get that seed like if we asume that we want to have statistical chance for 1 seed from every 100 leaves to be 100% (without the 1 guarantee) ... So we have 100 draws means 1% on average to get 100% statistically after all 100 leaves that means if we start at 0% we should end at 2% after 100 leaves so each increase is 0.01% ... You see where im going here right ? ( If im wrong in my thinking feel free to corect me but point to or provide explanation why its wrong ... Im after a day of first tax office run and later work so ).
  13. Thanks . And as for making sure devs see it i will wait few days before i try to look for their attention dont want to disturb them
  14. The thing is in most (if not all) games where mushrooms are present devs forget or ignore the fact that mycelinium is the actual body of mushroom and that they can be huge in area they take (they are actually the biggest individual organisms to ever live on our planet well it might depend on definicion of "biggest" because im not sure if they are heaviest ,trees like seqouia might beat then here but in area taken there is no competition for mushrooms). So i would like to propose new way to spawn and propagate mushrooms . Mycelinium would be type of dirt block that can spawn mushroom tops but any tops present would deacrese chance for or prevent spawn of others in area around them. Spread of mycelinium could be based on algorythm similar to conway's game of life with rules like : 1. If block of mycelinium have less than 3 others in spaces adjusted to it it tries to spawn new. Otherwise it becomes "inactive". 2. There is bigger chance to spawn new mycelinium in direction where it points away from others chances could be also influenced by light level , presence of trees , adjusted blocks like types of soil or air , moisture and/or presence of water source , rain frequency. 3. It dies if its exposed directly to sunlight for too long. 4. For mycelinium spawn means change adjusted soil block into another mycelinium block. Its spread should be slow as to not overwhelm game engine. As for generation i would imagine it as world generator first marks some vertical chunks as spawns of mycelinium (similar to slime chunks in Minecraft) then as you aproach them lets say 3 chunks away) makes simple 2d generation (flat soil plane) acording to the same or similar rules to normal spread , runs it for 40 or 50 generations (the size of this could be bigger than one chunk like 3x3 for example) and then when you arive at those chunks it checks if mycelinium can spawn on surface blocks (they need to be soil and so on). Tops would be then generated with small chance on each mycelinium block with random stage of growth. If you find mycelinium you can dig it out as such with shovel (could need holding shift if you want to preserve mycelinium and holding shift would make it take longer to dig that block) but it will turn into normal soil block after few days (it dies) . Also mycelinium could be a semi hidden property of soil , no information on hud and texture change on grass surface of soil but visible on clear soil and in item info after diging it out. With all of this we get immersive way to generate and farm mushrooms that can give rise to nice organic patterns in forests.
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