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AdrianNumbers

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Everything posted by AdrianNumbers

  1. True but bowls are more prone to defomation if under stress due to shape than bricks or shingles , its possible to keep bricks from sticking to each other with thin layer of dirt or sand just sprinkled on top and bottom surface so i dont have any problem with players beeing able to place them in 2 or more layers in pit kiln since we can just say that seraphs uses sand or dirt somewhere in the mean time without player input just for simpicity , but you cant stack bowls this easly one on the other when they are still "wet" because they would deform or if you first placed something in between they would break when hitting each other. well not really i mean that in this certain situation ( more than one layer of bowls in pit kiln) absence on any kind of scafolding would break the immersion , reason beeing what i wrote as answer to Mealstorm's comment. But to be honest it might just be me beeing picky.
  2. I love the whole idea but at the same time the lack of controll over item movement within stack whould bother me a lot (especially when extracting ore pieces to smelt from it) so i would add something like this : Player can use scroll while cursor hovers over a stack of items to cycle through all variants in said stack it would put the currently selected variant on top of stack meaning that it will become its stack icon and be first one to interact with selection would be also indicated by border around variants name in stack list, for example (i will use your list here): list starts like this Item: Stone [Material: Granite ] [ Contains Ore: No] [ Amount: 10. ] Material: Granite Contains Ore: Copper Richness: Very Rich Amount: 10 Richness: Bountiful Amount: 4 Richness: Crystal Amount: 1 Normal granite stone icon is dispayed And after scroling down by two spaces i would look like this : Item: Stone Material: Granite Contains Ore: No Amount: 10 [Material: Granite ] [ Contains Ore: Copper] [ Richness: Bountiful. ] [ Amount: 4. ] Richness: Very Rich Amount: 10 ++++++++++++++++ Richness: Crystal Amount: 1 Here displayed icon would be granite stone with copper ore. So if you want to extract certain variant only , you can now select it , pick it up and right click on empty inventory slot to place that variant there one by one , if you press Shift as well , you will extract all items of selected variant.
  3. The thing is bloomery is in its nature temporary structure. Its construction (mainly dimentions) makes its life time limited , to get the temperature needed for it to work it must be fairly airtight (apart from ventilation holes) so after its done with smelting its much easier to just demolish it , than trying to remove bloomes through those small holes , unfortunantly its impossible to not damage any bricks in the process thus the loss of some bricks . I honestly dont see how higher tier of bricks would help with that. But if its only the abillity to use tier3 bricks i dont see any problem with it , in bloomery brick tier shouldnt change anything in how it works in my opinion , bricks only act as barier for heat to escape and higher triers dont improve that aspect , as such if players want to use certain tier of bricks to build bloomery let them but it shouldnt change anything from machanics perspective.
  4. Without some kind of scafolding for second layer that can withstand fire it would very much break immersion (otherwise somewhere during the whole process the second layer should fall on the first one potentially damaging both) thus in my opinion we should rather go with better way of fireing clay products as a whole , as Windego and Philtre already said some sort of multiblock structure (similar in some aspects to cementation furnace) would be best.
  5. Devs want some trees to be harder to propagate so they are more valuable and ilustrate real world situation better. I very much like the idea but think that devs and all of us me included forced ourselfes to think that since VS is inspired by MC some of its features should work the same , so i want to show a diferent aproach on the whole propagation of trees that will be much easier to ballance properly and more focused on player skill and knowlage than simple luck. From here on seed drop is month based and for most of the year trees wont drop them at all. Depending on a tree , you will have one , two or three months where at first chances for seeds from each leaves block goes up to certain value and then back down in similar way to gauss chart. (Here we get the first balance part thats similar the already existing one but with addicional condition). Each tree would provide a lot of seeds if cut down at correct time. Because of how much seeds one tree would provide and to increase immersion trees would need much more time to grow to full tree depending on type starting from few months to max of 1,5 / 2 years . Each tree now will have 4 stages of growth : seed , seedling , sapling , tree. When planting a tree you need to take notice on few things: 1. The seed can be damaged , you can check it by inspecting the seeds , after inspection damaged seeds can be used to make fertiliser and good ones will have 100% base chance to become a seedling. Without using inspection you will have %chance (depending on tree species) the planted seed was a damaged one , if so after some time it will just disapear from the world. 2. Good seeds have 100% base chance to turn into seedlings but the actual chance is influenced by climate , humidity , soil type and time of the year. The degree of influence for each of those aspects depends on the type of tree. (Second balance part) 3. Seedlings turn into saplings after some time but they are vulnerable to weather and wild-life much like crops are to hares. To counter this players need to place some sort of barier around them, we could add new block made from sticks to form a primitive cloche or fence that can be placed on the same block as seedling to prevent any animals from eating it. Another way would be to enable players to move seedlings and saplings so they can first be cultivated in doors and moved outside at later date , it would also enable players to prepare them during winter using greenhouses giving us new activity to kill time during winter. (Third balance part ) 4. Saplings are still vulnerable to bigger animals but otherwise if they are not eaten they will eventualy turn into full tree. To make it easier for the game (remove need of calculating if tree can grow in full cause of roof or space around it) we could set it that seeds can be planted in pots and they will grow up to seedling stage or in planters where they can grow to sapling stage(seedlings can also be placed in planters). Its kind of obvious that size of vessel that plant is in should inhibits its growth. Seedlings and saplings can be removed from pot/planter/ground using showel. Seedlings are normal items that can be put into inventory but will wither after some time (similar to how food goes bad) they stack up to 5 on one slot, when picked up they lose any progress in growth they had (i mean after they are placed back they act the same as if they had just turned from seed to seedling). Saplings are non-bag items , and they retain their growth progress if picked up. To indicate better when its good time to cut down a tree if you want seeds and also add a layer of immersion , tree leaves now change acording to current month in game not only in terms of color but textures as well. Whole system could look like this : we have few texture variants for leaves each variant goes through different stages throughout the year. Variants could mean new block or just texture set. Stages: 1. Small branches without leaves 2. Small branches with some green dots (simulating small leaves and or flower buds) 3. Small branches 25% covered by leaves and or flowers but still visible. 4. Small branches 50% covered by leaves and or flowers but still visible. 5. Small branches 75% covered by leaves and or flowers but still visible. 6. "Normal" leaves (the same look as they are now) by small branches i mean that normal leaves blocks would have similar texture to branchy ones (in some months) but with thiner lines "branches" Branchy leaves now only generate if they are touching logs , ground or other branchy leaves. % Of leaves/flowers coverage is just for reference of how dense and opaque the texture would be relative to the normal one. Example of a cycle of 24 stages for an oak (12 months starting January each month with 2 stages) : { "/" Divides months } 1 -> 1 /-> 1 -> 1 /->1 -> 1 /-> 2 -> 3 (only flowers) /-> 3 (mostly flowers) -> 4 ( mostly leaves)/-> 5 (from here only leaves for rest of the cycle) -> 5 /-> 5 -> 5 /-> 5 -> 5 /-> 5 -> 4 /-> 3 -> 3 /-> 2 -> 2 /-> 2 -> 1 Starting in September leaves would change color the same way as they do now. Ofcourse there could be more stages between those mentioned above both in variation and frequency but those details can be left for later to flesh out. Variants of textures/blocks of the same tree would have slighly changed texture cycles , the idea here is to further diversifie the look of trees throughout the year. Some variants would bloom later some wouldnt at all , some would have leaves earlier while others would at best be only partialy covered. Non-bag item description : https://www.vintagestory.at/forums/topic/5857-non-bag-items/ Inspection description : https://www.vintagestory.at/forums/topic/5861-inspection/
  6. Another not standalone sugestion that will act as a description or concept i can add to other posts much like the non-bag items one. Inspection is a "new" game mechanic that lets you inspect items/blocks uncovering some hidden information/values in them and if technically possible look at an item preview in similar fasion as in for example Skyrim (this part is just cosmetic so could be ignored if demed to hard or not worth to implement). If we ever get tresure chests with traps or traps in general (that looks like normal blocks) inspection could be used to find those and give us an option to defuse them safely. Inspection takes certain amount of time and in some cases might have material cost depending on : 1. Type of item/block . 2. Players Class (some classes would have buffs or/and debuff to inspecion on certain types of items or as a whole). 3. If any sort of knowlage or proficiency system is added to the game it could also influence inspection. 4. Supporting items or blocks Knowlage , class and support items could also provide addicional information in some cases. Activation If you want to inspect block in world press configured button (for example "f") while looking at it (cross) If you want to inspect item hover over it in inventory and press "f" . There are two types of supporting items/blocks : passive and active. Passive ones give you bonusses if you have them in your inventory (items) or are near them (blocks). Active . You either hold them in hand/cursor while inspecting something (items) or use them directly (blocks) via special interaction. Probably gui of some sort. Two parts of inspection functionality are already present in game. First very much like hwyla in MC display with information on any block we look at , second prospecting. In case of prospecting if we look with inspection in mind prospecting pick is a support item thats needed for this branch of inspection to take place. Prospecting is an example of inspection with material cost (you need to break blocks and lose any drop from them) Once again if you want to use this description feel free to do so. Here is the list of posts using this one : Trees : https://www.vintagestory.at/forums/topic/5862-another-take-on-trees-propagation/
  7. Now that you pointed out it looks very much the same as that mod with a small spin of my own , still this one is only a small sugestion that i thought of on the spot to show an aplication of whole non-bag items idea (making it more systematic).
  8. They can act as non-bag item but its not the only option they can still be broken normaly. I mean they act as one not that they are , for storage blocks it would be more like a temporary state if player picks them up in certain way .
  9. Clay bucket - a non-bag item - made like any other clay item - can hold water (10l) Its just a stone age version of normal bucket thats a little inconvinent to use thus intended to be only temporary solution before you get your first saw. Non-bag item description: https://www.vintagestory.at/forums/topic/5857-non-bag-items/
  10. Storage blocks : chests , baskets , barrels , storage vessels , crucibles , casts and pots can now act as non-bag items . They retain their inventory while beeing caried. Chests, barrels and storage vessels slow player down if there is anything inside. Non-bag item description : https://www.vintagestory.at/forums/topic/5857-non-bag-items/
  11. This one is not a standalone sugestion but more of a description of item property that i will refer to in the future. Im making this one here mainly for convenience , if anyone have an idea for item that could use this property feel free to add a link to this post if you want to use this description. I will also make a list of posts using it at the bottom. Non-bag items. - items with this property cannot be placed in any inventory , they can only be placed in world and moved by beeing caried in hand. - non-bag item can only be picked up if both of your hands are empty (shift+right click) - while holding non-bag item player can only interact with said item and move around. List : Small one #4 (storage blocks) https://www.vintagestory.at/forums/topic/5858-small-one-4/ Small one #5 (clay bucket) https://www.vintagestory.at/forums/topic/5859-small-one-5/ Trees : https://www.vintagestory.at/forums/topic/5862-another-take-on-trees-propagation/
  12. Well it could work with iron trapdoor ( i mean from realistic point of view)
  13. Sugested already ... More than once.
  14. Well actually i left that out cuz i wana make another sugestion in that topic
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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"
  20. 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.
  21. 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
  22. 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.
  23. 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 ).
  24. 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
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