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AdrianNumbers

Vintarian
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Everything posted by AdrianNumbers

  1. ok more than one actually but all about arrows and spears . 1. arrows and spears should "stick" to live targets , i mean arrows are designed to penetrate skin and stay inside so why are they boucing of ? 2. on the same note they should cause small amounts of overtime dmg stacking with both time and each projectile stuck in. It would play nicely to evolution dynamic of humans (as far as i imagine sraphs have near identical biological characteristics) we are persistence hunters we literaly run our pray to death and bleeding them out with arrows to make them lose strenght faster was main strategy back then, when hunting with bow you need to shot two times (if animal if running from you) once to start the hunt and once to kill it when it stops running (well you could kill it with knife but it might have just enought juice left to lash out one more time at you so better safe than sory) , after the first shot you just need to folow your prey and dont let them rest . 3. projectiles should have penetration value and if its higher than corresponding hardness of its target then it should be stuck inside until its shaken lose or taken out. Only when inside will the dmg overtime grow and be sustained , else after a bit of time "bleeding" (lets call that this new dmg) stops. Penetration is decided by 3 factors : material , speed , type of arrow tip. 4. more arrow tips , we should have at least 4 types of arrows - broadtip - most common metal tips , jack of all trades good speed, dmg , penetration and range. Most versatile , will be stuck in any target it can penetrate but can be taken out or fall out . - broadtip barbed - more expansive heavier and less durable version also with a bit less penetration but more dmg on impact and cannot be easly removed or fall out of its own also much higher bleeding dmg . Best used when hunting medium to large game and fighting unarmored enemies - bodkin point - very narrow tip that sacrifices dmg over penetration , fastest with highest range and penetration but easy to remove. - blunts - easiest to make , no penetration at all , speed , range and weight similar to broadtip barbed , can be used to kill small animals and deals more dmg to locust.
  2. lets just say i think it would be logical if stage of growth for wild crops would be determined by time of the year , with some variation ofcourse but overal trend should be there.
  3. emmm you do know that connecting 2 growing plants does not change their genome right ? Its called Grafting you take a part from one plant and add it to another, its kinda like transplanting an organ except plants react very much differently than for example humans. Its precisely the reason why we usually use grafting , we do it because it preserves this genome we want (if you were to trace all "Pinata" apple trees in the world you would arrive at one original tree) so all plants of specific variant are essentially clones of the original. Cross breeding or Hybridization begins with cross polination, that how genome mixing works, mutations are another thing entirelly they can and are technically happening with each cell divide but are ussualy countered by cell with few mechanisms. In essence you have two systems : 1. cross breeding - you can try with any two flowering plants but not all mixes have a chance to work, you cross polinate those plants and wait for fruit, then you plant seeds from that fruit and wait to see if it worked, since mixing genes this way is random plants from hybrid seed can exibit a vide variety of behaviors, from beeing barren, through possitive/negative changes to many different characteristics, to turning into entirely different spiecies that both parents. 2. selective breeding - you let nature try as it does all the time but this time its you who judges what changes are better so for example you start with one tree and it bears fruit, then you plant seeds from those fruits and observe trees that grow, if there are changes you decide whether they are good or bad for you, you pick the best ones or maybe just one and plant seeds only from those to repeat the process, its a very slow process thats the explanation why evolution slips our perception, its simply to streched out in time for us to observe properly since its based on this exact mechanism. Selective breeding is Natural selection where humans replace nature. Ofcourse i can understand if you made those "errors" intentionally since its intended for game.
  4. Also in future there will probably be some dangers/predators in water so even if slower than swimming, rafts will still be usefull. So be patient i dont think Tyron makes things randomly looking at the game as a whole, just give it some time .
  5. too much clutter, imagine a situation 2 or 3 or more guys have the same idea for a sugestion but each one has different primary language, so they all search on forum using said laguage to see if someone already posted something similar and since they dont find it they make a new post, so now we have a bunch of near identical sugestions just in different languages, i asure you that even Tyron (great as he is) would stop looking at this forum if hed had to constantly read the same one thing and possibly translate it for himself each time. Its the same idea of standarization that humans try to implement everywhere, its much easier to organize everything if its consistent, just two different systems produce a lot of errors, for example: metric system vs imperial system and those who died in plane crashes because of this. I know its an extreme example XD
  6. Recently while working with charcoal i thought about few small things that are missing in my opinion. 1. Charcoal pit should produce some ash, since its not a 100% efficient process. 2. Fire wood should "spill" out similar to charcoal but only perpendicular to how they are placed and with higher stability meaning more layers before it spills. 3. We should have stick pile with same type of spilling as fire wood but high instability.
  7. Well any attempt at making logs more round will use more polygons so it will always use more hardware resources.
  8. There is mod for that already https://mods.vintagestory.at/show/mod/678
  9. i mean i changed second point in original sugestion and was curious if you would consider it in your mod. i dont know if you mostly play creative but if you ever chiseled anything big in survival then using multi material blocks is annoying to extreme. Especialy if you use materials that have rotations like logs or planks. If so you need to first place them all in correct rotation, then convert with chisel, mine them, craft them into one block, place again and only now you start chiseling.
  10. Or this one https://mods.vintagestory.at/chiseltools
  11. @QPTECHwhat do you think about new 2. ? :3
  12. Thats exatly what i had in mind, thank you very much. XD
  13. Another small annoying thing : when you start a pile of something it always starts with one item even if you hold ctr+shift, normaly you just ignore it but when you want to make a lot of bricks or shingles it annoys you very fast. So sugestion is, if player is holding ctr+shift and starts a pile it should start with 4 items.
  14. A small thing but would help extremely if you play with mods (especiali if you just added few more), make a prefix for example "@" or "/" that you pair with mod name in handbooks search bar and it shows only those items/pages added by said mod, kind of like recipes in JEI for MC. It would help significantly in mixed language case as well. I mean when vanila is in your native language but mod isnt. In this situation you can easly get confused about what you are actualy looking for.
  15. Recently i realized that hoe as a tool can and by most people probably is used only untill a certain moment in every playthrough. I mean when you get more than enought farmland than you need to feed yourself and your animals (and its not hard to do so) hoe losses any utility it had for a long time (at least till you find better soil). So i would like to see hoes having some other use than just transforming soil into farmland. First thing i can think of is ability to apply a buff to natural nutrient regeneration for few days and so it cannot be abused hoes should remove plants that sit on top of block they interact with. So essentialy abillity to "tilt" soil multiple times. Second idea is more complicated. Lets say you cant for the love of god find any Terra Preta or even Medium fertility, if so your farming will be slow and inefficient. You could use compost but it takes forever to make in any impactfull quantity. So my idea is when farmland is low on nutrients and you use some fertilizer you can then use hoe (again it should destroy plants on top of a block if there are any) to tilt that farmland using up half of fertilizer thats in it but expanding its capacity for nutrients by same amount ( rounded down 2.4% or 2.8% used -> 2% added to capacity ). Third is connected to both. If there is a plant on top of farmland and you use hoe on that block, you lose that crop/grass but that block gets fertilized by 150% that plant used to grow.
  16. Ok so let me add my "bit" to this discusion. If we want more clear handbook for players without game translated to their native language i would use a system of categories , symbols and icons. Especialy symbols work great at mitigating language barrier, from my experience i taught 5 french (im polish) how to play a board game (terraforming mars) after an hour or so they didnt need to ask me to translate them any card (game that i own is in polish so i translated it for them to english) they could just use the symbols to understand what it does. My point here is that graphical message can be understood by everyone no matter the language. For any crafting or processing tree graphs would work wonders, they could be added as separete window to left or right of handbook, they would act as main navigation in handbook you first search for a given item and when you select it its tree graph get displayed for you and you use it to jump between pages of handbook to look up any relevat information.
  17. First of all facts are that devs want steam to be the most advanced technologi so at not robots but more likely automata/automatons so purely mechanical creations clockwork even. Second since we have temporal "energii" in game it wouldnt surprise me if it could be used to either transfer mechanical power remotely or store hugo amounts of it, for example we could link two temporal gears giving us a pair of resonating gears (kinda like quantum resonance) that when one turns the other does the same regardles of distance.
  18. hey @QPTECHi thought about one more 4. let us add the same block texture but with different rotation ( up-down / north-south / wast-east) without cost. I mean so that i dont need to put 3 logs first on the ground, then convert them, then craft them into multimaterial block, all that so textures align properly with blocks around. I imagine that you could copy existing texture and just change its rotation (since both information should be available for that block) adding the new variant as new material in said block.
  19. Another small one i just thought about. Since game is intended to move away from grid crafting we could have forms for bricks and by extention shingles since both are just full cuboids. there could be two kinds : crude and "normal" crude would be made from 2 fire wood pieces and axe ( like how tools are used in crafting) normal made from 8 planks and hammer both are used in the same way, you right click it with clay and it fills up then right click it again to take your brick/shingle out, the diference is crude only makes one at a time while normal one makes 6 ( crude would be just a 4 sides box while normal would be bigger and with partitions) you could extand it to other types of bricks (refractory/mud) by changing the recipe result to clay mix which can be turned into bricks with help of the same form. Mud bricks would then need to be left to dry before you could craft blocks from them instead of fireing them it pitkiln.
  20. Oh thats unfortunate. so basicly conversion leaves only textures and orientation is that what you mean ?
  21. Well im not really sure about this one since its technical and im no programmer. (and while writing it i realised its an overcomplicated solution for problem that might never show itself in any meaningfull way but oh well maybe it can be somehow inspirational for something entirely diferent) I assume that each fireplace scans its surroundings for closed space every tick/few ticks/seconds/game hours (probably game hours) and then based on that game decides in what range it will warm player up. This could potentialy lead to lag spikes. I would like to propose a different aproach. 1. keep a list of fireplaces (from 9 chunks area around player) with they'r coordinates in dynamic table/matrix with player coordinates also included as markers. 2. each few ticks check if player is in radius of any lit fireplace by comparing player coordinates with lit fireplaces (unlit are ignored) algoritm would subtract player coordinates from fireplaces ones starting with closest and going outwarts until it the result of substraction was either >5 or <-5 ( 5 and -5 because of max closed space dimensions) then it stops 3. if there is a lit fireplace in that radius only then it runs check for closed space and then checks if player is in that space if not second check for lit fireplaces is made this time with 2 and -2 instead and this one doesnt induce closed space scan if lit fireplace is found. this solution could make keeping temperature more dynamic while less impactful on TPS sice we are only keeping track of player immediate surroundings, there is less calculations done at once and it can be made much more often as such. You could also add other heat sources like torches, lit forge, lit firepit, blocks of lit coke oven/charcoal pit/Cementation Furnace, lava. Its just a matter of adding more stuff to that table/matrix and new conditions/ranges for searching algorythm. Anyway i can be entirelly wrong here so dont judge me too hard please.
  22. I will start by saying that i love using chisel in VS the level of detail i can imprint into my builds thanks to it is enormous ... and tends to annoy my friend with whom i play on server because while im spending hours upon hours chiseling he would rather go and explore . Anyway even though i instaled QP's Chisel Tools which made chiseling few times faster there are still times i wish for some small additions in chisel functionality. 1. let player use the mode selection menu without looking at converted block (just disable the add material option if so) 2. add new option : convert block to/and back . i mean theres no reason for us not beeing able to convert chiseled blocks back into they'r original/normal state. Since converting blocks back to non chiseled is no go, at least converting them into chiseled without placing them in world would help a lot with multimaterial chiseling. I imagine it as a new option in chisel menu if point 1. is implemented or entire new menu (opened by right click on air with chisel), it would need to have 3 "slots" one for each orientation. 3. separate materials - reverts multimaterial blocks back into single material ones. First one purpose is half for speeding up chiseling in certain rare situations and half to enable second and third sugestion while both of those would make multimaterial chiseling much faster, you could just convert stacks of blocks each with 2 clicks and then craft them together. If after work you still have some leftovers you could just revert them into normal blocks and store them with others instead of making another chest full of mixed blocks of various shapes. And to be fair @QPTECHif you read this and decide to use those ideas its the same for me as if devs added them to vanilla, your chisel tools are already part of vanila for me so its either way the same outcome XD.
  23. not really excluding small cracks betwen logs, besides with logs devs gone and made it so even the first layer of fire wood is around the "neck" of SV and doesnt clip through, while with peat it does. Its just that while i get that peat is close to square and as such harder to fit but still that cliping just looks ugly and out of place in my opinion
  24. There is one small problem with pit kiln if you use peat as fuel while fireing Storage Vessel : sometimes the second layer of peat bricks has one or two that apear so low that they show part of storage vessel "under them". Sugestion : change the minimum hight value they can apear so this behavior is no longer possible.
  25. I know i know and honestly its not the first time i though of something just to see you specifically make it into a mod XD also as a side note i think that Tyron made this game this easy to mod so he can "use" modders as testers for ideas(between other reasons). After all if you introduce something as a mod you are giving an example of how it can be made and what consequeces for gameplay it could have for him to look at for free.
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