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I noticed it is impossible to remap action "back/return" which is by default set to ESC which is also main menu/main pause button. I would love to close opened menus or inventories with a different button while leaving main menu to ESC. If its already possible, sorry for making a topic about this.
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I think class choice would feel more important and could benefit a lot from unique recipe expansion, which is their highlight for me. Especially if your class choice would extend their variety in gameplay mechanic all the way to endgame. What i mean is, i was a little dissapointed when i realized recurve bow was hardly worth the effort if you found a couple or ornate spears, and bow in general doesnt feel as rewarding as a spear. Enemies are too fast to reliably kite them with bows in tight dungeons, and recurve bow with copper arrows cannot even one-shot a rabbit, which highlights a problem about enemies and animals not making any sounds most of the time to track both easier. I digressed a little, my point is that unique recipes could cement your choice all the way and shape the way you approach survival and play the entire game. Currently classes feel a bit like in dark souls. Change the first 30 minutes of gameplay and then it doesnt matter. Traits are in a nice spot and they are not game changing. I can still throw spears as a blackguard quite reliably and i can still fight well in melee as a hunter. The recipes are were the unique part of the classes should be, since a buff to ranged dmg did not change my gameplay, just supported my preference, just like walking and immersion over sprinting efficiently.
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Long distance water transport - Aqueduct and reservoirs
Hentai Ninja replied to Crylum's topic in Suggestions
Regarding chunk loading and water source. What if flowing water was given temporary status as source if source was unloaded? Flowing water can only exist if source block is present and connected. As the chunk is unloaded the source information travels like a train to the first loaded flowing water block and is given a temporary source status to prevent flowing water blocks from dissapearing. In other words, flowing water inherits source information and on chunk load runs an "if" statement checking if it is first flowing block and passes the source inheritance to the first in line. I dont know how laggy that would be, but if we want to go with realistic water flowing mechanics instead of really good dry/full status suggestion, it is an option. Issue with this idea is how do we pass information from already unloaded chunk - first chunk gets unloaded, then we get the source information flowing or vice versa? Is there any difference in information between unloading chunk's source block and player just placing dirt on top of it? -
Long distance water transport - Aqueduct and reservoirs
Hentai Ninja replied to Crylum's topic in Suggestions
Some food for thought regarding lime. Lime is in high demand between copper and bronze, due to sudden access to barrels and ability to make leather. Barrels also give access to first solid water storing mechanic. If i needed to carry 10 liters of water 5 times for watering can or use lime for plasters to have automated irrigation system from aqueducts, i would probably prefer to keep lime for limewater as a priority. That would delay automated water supply and place it between leather and sturdy leather, at which point we would probably have access to borax. Finding lime is not easy, in my current world i had lime only from dungeon crates and seashells around water reservoires. I still haven't found limestone. Where would you place automated irrigation system from aqueducts on the progression line? Like it is now, as soon as you get bucket, somewhere later? Aqueducts were meant for long range water transport system, maybe increasing amount of aqueduct parts per one plaster would help with adjusting timeline at which is expected for players to use it. I like the idea of using lime and choosing priorities "what would be more efficient in my current situation - leather backpack or ignoring watering schedule". Just like when you have to choose between repairing clothes before winter or making sails for first pulverizer, having competetive nature for a lot of materials is a really fun gameplay mechanic in vintage story. On the other hand, pottery becomes more or less irrelevant after copper. Making canal pieces from clay as an alternative to allievate lime chokepoint would be really great too. -
I am not sure if the topic of waterwheel balance has concluded, but beeswax is something not so readily available, and waterproofing waterwheel with large amount of beeswax could help balancing it against linen. The more "tooth" on a waterwheel, the more power output, just like sails, that means more beeswax. There is also a lot of untapped potential with torque and speed, which i was not aware of. Waterwheels are powerful irl, but perhaps lower speed would make it a very slow process. Something to offset the high speed, low power of a single windmill? That would allow multiple machines powered at once, but at a very slow pace.
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Allright, i suspected it may be the case as well, ever since i failed to make logs in vanilla with near broken axe. I will try fixing my tools and if that doesnt help, i will try new world in creative mode. Thank you for help!
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Hi! I cant craft rotor. I have copper hammer, copper chisel, oak logs, fat and tree resin, but nothing shows up in results. Axels are craftable, but rotor doesnt show up, like the recipe doesnt exist. I have only couple of mods installed, inclusing smithing plus and toolsmith, which affect tools that are part of rotor recipe, but axel crafting works fine. I wasnt able to find any mention of this recipe beeing bugged in any of the mods i use, nor any changes to it. Lack of proper list of changes in those mods also doesnt help. Is there a way to debug this problem or disable mods without making certain items revert to vanilla in the meantime?
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So apparently there is a story beyond visual storytelling. I watched a video from 2024 where panning bony soil dropped lore book. Was it changed since then? I have panned more than 30 blocks and didnt encounter even one. I am playing on standard playstyle with temporal rifts disabled. Do i need to trigger some event before game drops some lore (literally)? Also, before i disabled rifts with a command i killed a lot of drifters and i didnt drop any temporal gears. Now i know they are important for setting spawn point, do i have story world setting disabled?
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I checked the notes, very cool additions. Beehive kiln reminded me of my sod roofing question regarding pottery firing. Will sod roofing burn 1 block above the pit kiln? I tried to make pit kilns with roof so they are more immersive than dirt, but i woudnt want to burn whole area.
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By custom do you mean just like chiseling, or anything that is not plain color? Where can i read patch notes for 1.21? Thanks!
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Hi, i started couple days ago. I like pottery system, making my own pots and stuff. But i yearn for color, for patterns. Traders have them, but i coudnt find a way to make them. Do i need oven to make patterns and colors? I tried searching in game, but there is no mention of it, and google shows me only mods. Thank you for help.