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AdrianNumbers

Vintarian
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Everything posted by AdrianNumbers

  1. I wonder if it would be possible to make clay forming take clays from other stacks than the one you are holding first (if you have any in your inventory) that would be functionally the same but take away the need of saving tool mode between stacks , so should be easier to implememnt i think. Alternatively devs could shorten the delay between "batches" for blumeries since irl we would simply dump the mesured amount into at once.
  2. I absolutely agree , this is something the game lacks, we should be able to know the storm is coming from well before it hits, just by clues from game visuals , and im not talking only about the mundane storms. Ok so first, rain and snow are two dramaticly different things from game perspective. Water first because i think its easier, since i have no idea how its made to work in code there are two ways to get the same result depending on what does the actual calculations. 1.If its Farmland blocks then they should first detect if they have clear sky view if not they check the 8 blocks around(the same y level) if at least one of those has clear sky view the block without it will "leech" off some rain. 2. If its calculated from rain perspective then just make it so it works on 3x3x2 , 3x3 from above centered on the block the rain hits and second layer being below it. As for snow, the first part could be the same as rain so any one block deep overhang would now have snow under, second part could be enabling snow to spill over to other blocks in similar way as charcoal does, but only when the sky view is blocked. Also i think that if something like that is added to game the snow that has overhang above it should melt slower, i mean need higher temperature to melt, just for that added immersion.
  3. Now that i think about it its a nice oportunity to make crates a bit more usefull, i think it could be nice if when we use crates to fill both slots in one row (so line perpendicular to ships spine) and use rope on them we get one extra slot on top of them locked to hold containers only, the rope is to simulate securing the cargo. The explanation for that is that crates are simply build to be stacked on top of eachother while chests arent.
  4. Thank you I would say its just visual thing so the way its calculated should be as easy as it can be , that said i think it should depend on the amount on entities inside the boat, so player, animals, chests and crates. So if you add bench ,fence post or lantern it shouldnt make any difference.
  5. I know its all WIP right now but from previews on discord (and i must say what they show is awesome already), but there is something missing there in my opinion. We should be able to tie boats into the shore in same way that animal were shown , there should be many points on the boat we can use to attach a rope to, both ends of the spine are prime candidates for that , same for those frame ribs extending over the main body boards. It would not only make it more immersive but also make it easier to properly park the boat in harbor and if some form of currents are ever introduced it will be a an already implemented way to stop your ship from drifting away, also easier loading since the boat would be closest to shore it can. Another little addition would be lowering the hull a bit more into the water each time something is added to the boat, just to visualy represent the boat cappacity. From previews im not sure if the floor boards are above, on or under the water level. If they are above then its a neat trick to avoid having to localy make water disapear inside the boats hull and my idea is probaly void due to this. Im not gona write anything about things like actual wind powering the boat and player having direct control over stearing only because i think its rather obvious its worked on from just the shape we are shown in devlog .
  6. I like the temoral clock idea , but i think it should be an block (maybe multiblock) machine that uses temoral gears not only in its construction but also as fuel. The time one gear lasts should be based on storm cycles and be an option you can set when creating a world, so for example one gear could last 3 storm cycles, and after that you need to replace it. The clock should have some error in its measurments so the closer to the storm you come the less "safe" would it be to plan longer trips out, like the clock would tell you that the storm will hit anywhere in 3 to 7 days for example. With that we have few ways to add value to clockmakers and making those clocks one of the main machines they would work with: 1. Lower cost of construction , well its a no brainer so moving on. 2. Temoral gears instaled by clockmakers could last longer as fuel so for example +2 cycles. 3. Lowering the error on next cycle with some fine tunning, on servers that would mean clockmakers would be predisposed to something of traveling merchant (i think they already are anyway to be honest). As for immersive telling sighns of storm i think whatever they are it should be a buildup over many days (how many depending on lenght of storm cycle you chose on world creation) but for most of the buildup it shouldnt be possible to precisely guess how much time is left till the storm hits until the last in game hour or so, it would make the storm something that you still have to be wary of but can prepare for rather easily if you are smart about it. The sighns i could think of are: 1. Rifts extending tendrill like extentions around them getting longer the closer the storm is, the would just be a local "filter" that would overlay the rusty texture on blocks if you look through them, same overlay as when in storm. This should be the earliest sighn since rifts are the most unstable places on world. 2. Caves getting more unstable , from engine perspective it could be just adjusting the instability modifier depending on y level in dynamic fashion, if im getting right how it works that is. Again the buildup should be slow and in this instance exponential , so at start it wouldnt make any difference but close to storm it would naturally chase players out of undergound, i think it plays nice into stories in lore actually . If im correct about the way to implement this it would also make picking highly stable areas for home even more important. 3. Another thing could be Dave and drifters apearing for a split second in the distance, the closer to storm the more visible (less transparent) and for longer, Dave wouldnt really need any changes but drifters apearing like this shouldnt have any ai, instead they could be in an animation looking as if they were pushing into a wall or an elastic membrane , there should be no way to interact with them in this state (they are not really there yet but due to partition between world getting weaker we can get a glimpse if they push on it with enough force , because of this it would make sense if the stronger drifters started apearing first, this could also show the strength of next storm , based of what drifters apeared and when.). Im sorry of OP but i think thunder doesnt have any connection to stability and rust world so using it in this way is bit off theme, even more so since we are not really sure if temporal stability isnt really just in seraphs head, i think any sighns if they can have impact on something it should only be us and not anything else.
  7. 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.
  8. 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.
  9. 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.
  10. 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 .
  11. 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
  12. 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.
  13. Well any attempt at making logs more round will use more polygons so it will always use more hardware resources.
  14. There is mod for that already https://mods.vintagestory.at/show/mod/678
  15. 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.
  16. Or this one https://mods.vintagestory.at/chiseltools
  17. @QPTECHwhat do you think about new 2. ? :3
  18. Thats exatly what i had in mind, thank you very much. XD
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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