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PhotriusPyrelus

Vintarian
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Everything posted by PhotriusPyrelus

  1. Yeah, I'm realy tired of this shit. I suggest game mechanics that violate realism, "BUT MUH REALIZMS!" I suggest game mechanics to improve realism, "BUT MUH GAME MECHANICS." I guess I'm done with this forum for a while.
  2. Only 4 units per nugget requiring 128 units per ingot would be 32 nuggets per ingot instead of the present 20. That's a 60% increase in resource cost! There's no way the savings from scrap would make up that difference. Though admittedly, this could be addressed in a similar way to my suggestion for counteracting the effective increased abundance of metal; increase the number of veins on world gen, or increasing the size of the veins generation. That said, something I *hadn't* considered was creating alloys. 4 is much better for making single ingots of alloyed metals. In fact, with 8 units per ingot it's basically impossible to melt down enough metal to create single ingots of most alloys. So maybe 4 is the way to go, and just increase the amount generated... The difference is that by the time you could melt down the stone to recombine it, you should be well into copper. Also, stone is orders of magnitude more common than even the most plentiful metals. This I didn't know.
  3. There's plenty of other reasons for that. Did you collect them all and deliberately plant them, well spaced?
  4. Oh my goodness, I had no idea! That's so convenient!
  5. I mentioned this in the other smything thread on the front page, but figured maybe it deserved its own thread. It would be nice if the game would let you recover the material it forces you to remove when smything from an ingot. For instance, if you smythe out 4x nails from an ingot, you have to remove 6 voxels of metal. It's one of the less-wasteful patterns, though, I use it only because I'm most familiar with it. Smything a knife blade makes you waste - I think - well more than half the ingot. This makes NO SENSE AT ALL. If I'm beating on a piece of metal, and I take off a bit I don't need, it goes right back into a crucible to be melted down for my next project. So should it be in-game. When you remove a voxel of metal, you should get an item in your inventory* called "<metal> scrap" where the <metal> is whatever metal you're working with. As an ingot is comprised of 42 voxels, and requires 100 units of metal, each voxel removed should be worth 2.38 units of metal. If that number is as unpalatable to you as it is to me, then blacksmything as a whole needs a numbers pass. It doesn't really make much sense to me in a game where stack sizes are multiples of 8 that blacksmything stuff is largely round, multiples of 10 (again, except stack size, for some bizarre reason). First, ingots should probably be increased to 64 voxels (8*4*2), this makes each ingot 'one stack' worth of voxels. As such, each ingot should probably require 128 units of metal, that makes each scrap worth 2 units. Perfect. The one problem is that this would require 28% more resources per ingot. That's not good. If you increase each nugget from providing 5 units of metal to 6, it only requires 6.667% more, but you run into the problem of 128 not being neatly divisible by 6, so you can't melt one ingot's worth of metal in a crucible, you'll have left over unless you do multiples of 3 at a time. 7 is even more ugly, so that leaves 8. It very nicely handles all sorts of things. Suddenly one full stack of 128 nuggets actually makes an even number of ingots, unlike presently, where 128 nuggets is 640 units. If each nugget yields 8 units of metal and each ingot requires 128 units, that effectively makes metal 20% more abundant. So rather than muck about with how much each block drops, it seems the simplest solution would just be to make metal veins either 20% less populous (reduce the number spawned at world gen) *or* reduce their size by 20% (reduce the number of blocks per vein). Lastly, it would be nice if a pass was done on the molds to consolidate the amount of units of metal required by them with the amount of metal required by smything the same item. The cost for the ease of mold use compared with smything is paid in making the mold, I don't really think it needs an increased metal resource cost as well. Also, why can't we mold knife blades, saw blades, and nails? x_x * - or dropped on the ground where the character is standing if the character's inventory is full
  6. I'm glad you got it sorted! How do you get a bow to lean up against a wall like that?! I gotta start making tool racks instead of chests for them. Looks so much more atmospheric...
  7. This is a known bug and will be fixed in 1.18.6
  8. Can't you coat the arrows then then let them dry? When it penetrates the target's flesh, the blood will rehydrate the venom and pick it up, carrying it to the rest of the body to do its damage. ...but yeah, using poisoned mushrooms to create a venom probably would ruin the meat. Then we'd have poisoned meat we can't do anything with. XD Though to be fair, if you could process the mushrooms into a proper venom (i.e. must be injected, consumption doesn't activate), it wouldn't hazard the meat. But, again, I don't know how feasible that is. I'm probably on enough watch lists, I don't need to go googling "how to make venom from wild poisoned mushrooms".
  9. That's perplexing.. I'm running a small handful of mods, but they shouldn't have anything to do with Blacksmything... Let me tinker with things. EDIT: Yeah, not sure what's up. I turned off all my mods, went into a survival game, and I can still peel up both ends of the line of four black-bordered voxels. However, since that doesn't work for you, here's an alternate method that *should* work. If it doesn't, I'm not sure what else to tell you; are you playing game version 1.18.5? Also, that snowy screen shot is beautiful. I love the snow. Someday maybe I'll get to Winter in a save (I play 30-day months. XD)
  10. Oh. I just use fences to make safe pockets to work in.
  11. @Varenvel I appreciate the sentiment, but Maelstrom already clarified that he wasn't necessarily supporting the idea, just that he thought it was realistic. Yes, sometimes fruit trees die of cold. That was never really in dispute. I merely dispute that it is not fun, and there's plenty of other compromises on realism for the sake of fun (or sheer game balance).
  12. I'm confused; what's the problem? You messed up, but it's not irrecoverable. Consider the upper left the "top". Take the top right most black-bordered voxel, hit it "down", it should get put on the second level, then just maneuver it down to the green corner. As long as you have more black-border voxels than green spaces left, there's probably a way to recover. Also, if you wanna get fussed about wasted material, I find it much more annoying that the metal I am forced to remove is irrecoverable. 1 ingot takes 100 units of metal, and yields 7*3*2=42 voxels of metal on the anvil. Each voxel should be worth around 2.38 units. When you remove a voxel from a metal you should get a <metal> scrap which you can melt back down in a crucible for 2.38 units per scrap. EDIT: Illustration:
  13. Not to be the "there's a mod for that" guy, but... can I interest you in some Expanded Food? EDIT: I don't think they have sandwiches, but you can chop up meat, and other stuff. Though I agree, this should be in vanilla, along with probably everything in Expanded Food.
  14. ...why would I be doing that? Why is that 'the smart thing'?
  15. I'd love to put a stake perimeter around my house like in Valheim to have enemies impale themselves.
  16. I have never had this problem, but if it is a problem, this seems like a reasonable solution.
  17. That's adorable. As long as it keeps the Drifters out... But for that you need a door.
  18. I mean, if you want to talk about realism, a single oak tree produces literally hundreds of acorns... You can't have a pine or maple tree without your yard being completely littered with pine cones or 'helicopters' in the Autumn. So why do we even have to break blocks to get tree seeds?
  19. I thought Drifters (and, in fact, all entities) had to spawn on solid blocks, which do not include leaf or branchy blocks.
  20. I've never really understood the rationale behind making hand-breaking leaf and branch blocks giving more drops than their auto-destruction at being axed. It's tedium for the sake of tedium.
  21. You are correct. However, Ladders are a bit more expensive and copper-age. Hay is stone age. B-) ...also I would be very tempted to jump off and re-catch the ladder to descend quicker and would inevitably die as often as not... <.<
  22. A few times I've run up on birds at dusk or dawn that I first mistake for owls before remembering there are no owls in the game. I would love more aesthetic/ambient/atmospheric wildlife. Owls, goldfinches, cardinals, robins, bluebirds, phoebes, wrens, sparrows, woodpeckers, mourning doves, titmouses (titmice?). Mmm. I'm not a bird-watcher, but I did a bit of it as a child. And crickets and peepers (a kind of frog) at night would be amazing. Crickets falling silent when other animals are nearby would be fantastic. If we could jar crickets, we could use them as a sort of alarm system. EDIT: And chickadees! HOW COULD I FORGET CHICADEES!
  23. ...duh. Been playing too much Valheim, I guess.
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