Jump to content

Murklak

Vintarian
  • Posts

    26
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Murklak's Achievements

Stone Age Settler

Stone Age Settler (3/9)

29

Reputation

  1. I've used this mod and considered it while doing my homework for this post. I specifically chose not to suggest incorporating it because an automatic roof will not allow you to have the control some builders will want. For instance, if you were building a ruin and wanted to put a corner roof piece on a wall with no other adjacent roof pieces, automatic roofing does not allow that. In my opinion, being able to arrange roof shapes more freely is more important than making it easy. That's not to say they should not incorporate the mod into the game. Only that it should be a lower priority than a system that enables a greater amount of creativity.
  2. Similar. A 22.5 degree angle would be 1x2 blocks while your example is 1x3.
  3. It occurs to me that, if 22.5 degree angles are included (which I think would be appreciated), then 67.5 degree angles would also make sense. That's the same as the 22.5 but angled more vertically. We see angles like this in barn roofs, for instance. The recipe could be two normal roof pieces arranged vertically or horizontally in the crafting grid, and would return two of the desired slope. https://www.google.com/search?q=barn+roof
  4. Needs of the Community I've tried to cover all the things people have asked for in various places as well as offer solutions to the interface problems they create. In short, we want more options and more control. Selecting a Shape There should be two ways to select the shape of a roof piece: by pressing 'f' with the wrench to select a specific shape from the grid, and by placing in the crafting grid, repeatedly, to cycle through shapes. It's important to have both of these methods because this is a situation where having both is significantly better than having either of them alone. Being able to cycle through the crafting grid enables the player to change stacks at a time but can get tedious when there are many needed shapes, which can quickly fill your inventory. Selecting with the wrench is much faster when creating a few pieces at a time, especially when there's a lot of variety needed, but can get tedious when dealing with many repeating roof pieces. Both of these have disadvantages that make them far less valuable without the other, so it's really only worth changing if both are implemented. Rotating with a Wrench Placing a roof piece in the correct orientation can be challenging. We've all fallen off the roof while trying multiple times to place a corner. By clicking with a wrench, we should be able to rotate that piece to the desired orientation. Reducing the Number of Crafting Recipes We only need two crafting recipes per material: one recipe for full-size pieces and another for edge pieces. This will keep the next paragraph from bloating the number of recipes. A Comprehensive Set of Shapes There simply aren't enough shapes to cover the needs of our community's builders. For instance, we have a roof ridge and a peak which cover having slopes on two sides and on four sides, respectively, but we don't have anything for a slope on three sides and a ridge on the fourth, or ridges on three sides and a slope on the fourth. You also can't have the ridge of a lower roof blend into the slope of a taller roof like you might see over an upstairs window. Our advanced builders probably know exactly which shapes are missing, if we ask them. We should have the freedom to build any shape of structure knowing there is a complete set of roof shapes to make a roof that fits the structure. As it is, we either need to take the limited set of roof shapes into account when designing the footprint or risk having to fit an awkward roof onto that footprint. A Gentler Slope People have asked for roof pieces that have a 22.5 degree slope in addition to the existing 45 degree slopes. This can be done as part of extending the set of shapes and would increase the set of crafting recipes by two per material for the full-size and edge pieces. These could be placed like slabs going on the upper or lower half of the block space. A Post-Crafting Grid World Using the crafting grid is fine for now but, of course, we'd like to get away from it over time. To do so, we could use a bench. Maybe one specifically for roofing or more generally for carpentry but in effect, a block that has an interface. It could have a single slot that accepts a stack of roof pieces and a grid of available shapes, just like the wrench. Selecting a shape changes the stack of blocks in the slot. It would be nice if the bench was made from cheap materials so roofs could be made at the earliest stages of progression, or have a cheap and limited version that could be replaced by a higher quality bench later. In Conclusion These changes would reduce frustration while boosting creativity. They may not be easy to implement but are definitely worth the effort. We appreciate what you do.
  5. This wouldn't work in reality. The metal would fall through the snow, melting it, and turning the snow to steam. Then it would sit at the bottom, hot.
  6. If the studio failed today, I would have already gotten my money's worth from their labor. Everything else is extra, including both further development on Vintage Story and any side project they invest in. Complaining that they aren't spending your money the way you want is entitled and ignores that they earned that money through their labor and can do whatever they want with it.
  7. Haven't played Rust but I have played AgriCraft and my experience is being the only person on the server interested in breeding plants. Everyone else just made a large enough farm to make up for weaker plants. It seems that most people are not fond of those mechanics. I'd love to see it in a mod, though.
  8. I feel like this wouldn't be a problem if we could stockpile every item. Is it space efficient? No, not at all. Reed chests would still be preferable but there's nothing in reality keeping me from piling up food in the corner. If a storage item really is desired for progression, making grass mats to stack items upon seems like a realistic option that is viable pretty much everywhere. Frankly, I'm attracted to the idea of having an outdoor thatch roofed area with piles of raw materials while more precious/volatile items are piled inside my hut. Edit: Of course, the need for cattails to expand personal inventory is the bigger issue.
  9. I've been wanting to make a post about this because there is so much steep verticality in this game including sheer cliffs and overhangs. My idea was to add a stamina gauge that gets larger with better nutrition but the ideas here may be more in line with the style of the game. Whatever the case, the difficulty of terrain traversal should be balanced with better movement options.
  10. I'm not sure at this point. My sticky note is from a few days ago and I didn't write that down. Apparently I'm blind though because I didn't see that it says which mod right there.
  11. I sometimes find an item and don't know which mod it belongs to. Maybe I want to know more about the item and don't know where to look it up, or maybe I want to send the developer a bug report. My only options for finding out who owns the item is to either root around on the internet or *gasp* remove mods until I can figure it out. The hover box that comes up when we look at items has plenty of room in the top-right to say the mod name. It's not very pleasing, aesthetically, so this may be best controlled by a setting under Interface. I, for one, would not mind seeing either Survival Mode or VS listed on most items, even in vanilla.
  12. Editing text files to change settings is not intuitive for many users and on Windows, those files are hidden in appdata. Elevating mod settings to be in-game makes them far more accessible and would allow for each save to store it's own mod settings.
  13. When holding a stack of items with an item count and while hovering over another item, the two pieces of information overlap. This makes it difficult to know how much you're holding while dropping one item at a time onto another stack. Either moving the hover window in every case, or moving the two pieces of information apart in the specific case, would alleviate the conflict. Hopefully, you can find simple and elegant solution.
  14. I've been watching new players and they sometimes get confused by which crafting materials are needed. They'll see that something says 'granite stone' or 'board (redwood)' and assume they need that specific material when all they need is a stone or board of any type, or perhaps any from a small set of options. It would help if when the material was hovered it didn't say that materials name but instead described the requirement for the recipe. So, it might say 'any stone' or 'board (any)'. They can see what that material looks like and will then infer that any item that looks like that will qualify. In instances where not every option will qualify, instead list each of the options that will qualify in the hover window.
  15. It would frequently be convenient to be able to share map markers with one or more players. We run into this all the time: someone wants to know where a friend's base is or they find some fire clay that someone with a clean inventory could go fetch. There could be a button on the map marker's dialog box to share it. When pressed, a link message gets copied into chat. They can add a comment if they'd like and hit 'enter' to send. The other player could then click the link to get the marker. The map would display, shift to exactly where the marker is and show the marker dialog box for them to save. There would be no link between the markers owned by the sending and receiving player. However, if marker groups were added, sending and deleting entire groups would also be nice. Then we could easily show the three locations we've found borax without having to send each one individually. Here is where I outline my idea for marker groups:
      • 2
      • Like
      • Thanks
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.