PhotriusPyrelus
Vintarian-
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Everything posted by PhotriusPyrelus
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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
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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...
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This is a known bug and will be fixed in 1.18.6
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I love all of this.
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Things to do with poisonous mushrooms and bones
PhotriusPyrelus replied to j34nn3tt3's topic in Suggestions
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". -
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)
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Oh. I just use fences to make safe pockets to work in.
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@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).
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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:
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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.
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...why would I be doing that? Why is that 'the smart thing'?
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Defenses such as traps, spike walls or mercenaries.
PhotriusPyrelus replied to Slychee's topic in Suggestions
I'd love to put a stake perimeter around my house like in Valheim to have enemies impale themselves. -
I have never had this problem, but if it is a problem, this seems like a reasonable solution.
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That's adorable. As long as it keeps the Drifters out... But for that you need a door.
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I thought Drifters (and, in fact, all entities) had to spawn on solid blocks, which do not include leaf or branchy blocks.
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So much dirt... so. much. dirt. What's a good use?
PhotriusPyrelus replied to SongOfRuth's topic in Discussion
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... <.< -
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!
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So much dirt... so. much. dirt. What's a good use?
PhotriusPyrelus replied to SongOfRuth's topic in Discussion
Have you tried hay? It's so much faster to break. -
...duh. Been playing too much Valheim, I guess.
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Are drifters spawning every night an outdated mechanic?
PhotriusPyrelus replied to Headshotkill's topic in Discussion
I've had similar thoughts when I run across a shallow cave, like "why do bears and wolves spawn willy-nilly all over the land instead of in these caves? They'd be so much easier to avoid*!" I'd guess the problem from a game design perspective is that removing animals respawning creates two problems: first, it makes it a *lot* easier to make an area safe. Oh, you killed every bear and wolf within 1000 blocks and never venture outside of that area so new dens can't spawn or move in? Guess you're safe forever! Also - unless it only applied to hostiles - you could run out of potential livestock in your immediate area. Imagine a new player struggling for food, wipes out all game animals in his starting area. How many "Where are all the animals?!" threads would there be? Also-also, it would make crops much more safe; if rabbits can't just spawn in the middle of the night, why would you need fences? * - though admittedly they seem to have made wolves and bears MUCH easier to escape than they were in 1.15.5, but they still tend to be able to surprise you and cleave off half your HP bar almost before you know they're there. I'd rather have ways to identify when they're around and maneuver around them. In some biomes that's trivial. In many it's not. -
PLANT BREEDING/ GENETICALLY MODIFYING (nature friendly)
PhotriusPyrelus replied to Unsolved_'s topic in Suggestions
That's geometric, not exponential. ~_^ -
Are drifters spawning every night an outdated mechanic?
PhotriusPyrelus replied to Headshotkill's topic in Discussion
I don't know if I'd call the "enemies spawn at night" mechanic "outdated", but I do tend to agree with your reasoning that Drifters shouldn't spawn in the overworld. Hearing their perpetual moaning at my door does get pretty old. To be fair, there *is* a way to stop their spawning, but lighting up a reasonable radius around your base can take a long time to do with permanent light. I hope they can figure out a way to make combat interesting and engaging, and something I want to do and enjoy, but outside one specific game (and even that one ruined it in later patches), I don't think I've ever enjoyed combat in a MineCraft style game. It's almost always something I either avoid entirely, or use strictly as self-defense. To that end, I just turn off temporal storms. Wish I could turn off the stupid portals; I had one spawn right on top of me in the morning as I was getting out of bed one day! I've contemplated just turning it on peaceful mode, but that just feels really...lame. As frustrating as getting killed is, I don't want to be perfectly, totally safe, either. -
If that's the design goal, then it should be a parachute, not a glider, IMO. EDIT: And I mean one of the old school circular ones, not the new-fangled wing ones that give you so much directional control.