KoviBat
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No I'm talking about smithing. I smelted Tin Bronze into ingots and placed those ingots into a forge. You are, however, correct that the temperature listed in the UI is for smelting. For some reason, smithing temperature doesn't seem to be listed and I thought it would be. After further research it seems that smithing temp is roughly half of smelting temp. Turns out, materials are smithable at 750 degrees, it just looks like they aren't. The purple outline on the voxels is what made me think they weren't usable. Bellows aren't needed, it's not a bug, just bad interpretation on my part.
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I'm somewhat confused when it comes to smithing, namely when it comes to the forge temperature and bellows. The announcement for 1.22 said very explicitly that bellows would be optional, and only necessary for iron or stronger tools. Yet that doesn't seem to be the case. My forge maxes out at 750 degrees, which is below the smithing temperature for everything except lead and lead solder. I'm not able to smith even copper or bronze tools. Using a bellows increases that temperature, making it possible, even the crude bellows, but I have to ask. Why are bellows required when the update announcement says that they wouldn't be? Is it a bug? Is it intentional? All my mods are disabled, but maybe it's a bug localized to Linux?
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Increase Room Size Maximum Dimensions, While Retaining Maximum Volume.
KoviBat replied to KoviBat's topic in Suggestions
Yep, that's exactly it. The volume would still be equivalent to the current 15^3, but it could occupy more area than the 15x15x15 perimeter. -
Rooms are a bit finicky as they are now, being limited to an area of 15x15x15. While this is fine for very early builds, it becomes very annoying when trying to work with angles or curves, as you can quickly lose usable area to the grid. And how often do rooms actually incorporate that 15 blocks of height that they're able to have? So my (hopefully simple) proposal is to maintain the maximum volume a room can have (15^3), while expanding the borders on the space it can occupy. Maybe 30x30x30, or maybe even 45x45x45. I don't know how the room/hole detection system works, so I'm not really sure how this would affect performance, which is my main concern. I've tried using the custom room size mod and all that does is tank frames and increase freezing spikes, and I'd like to avoid that. Maybe some shortcuts could be having it so only one dimension can be expanded beyond 15 at a time per room, dropping it to a 15x15x30/15x15x45? There should still be an area of perimeter instead of just fully relying on volume regardless of shape, because a 1500m long 1x2 tunnel shouldn't count as one room. That will absolutely wreak hell on performance in some way just by nature of occupying multiple chunks that may or may not be loaded. I've attached an image to basically show my logic. You'll notice three sections of this circle. All of these sections are 1/8th of the circle. At the top is a room fortunate enough to be built parallel with the grid. At the bottom right, you'll see a room of equal size, but off the grid. And on the left is the size of the room you are actually able to build and have it be insulated. A lot of potential space is lost because of the orientation. With expanded borders, the rooms could occupy the same volume in spite of the grid system restrictions. So yeah. Pushing out the area barriers a little bit while retaining max volume should help expand what we can make just that little extra bit. I'm fine with cellars staying as they are. Not sure about how/if Greenhouses would be affected by this. It's not a huge deal, the game isn't completely unplayable without this change implemented. It's just one of those extra mile QOL things that would help out user experience a little.
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For a while I thought this made sense, but Redwood trees have always been exclusive to North/South/Central America. I think Sedge is as well? Most of the fruit trees originate from Southeast Asia, there's plenty of elements from around the world, and there's even equators and poles, so I think it makes sense for potatoes to be added. They actually appear to have originated from mountainous regions, so maybe they'll only spawn in high altitude or have some more specific requirements.
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It certainly seems like a lot, when you put it on paper. 15 cubed is 3375 blocks (14 cubed is 2744). I think really all the code would have to do is check that the "room" fits within that volume... and I see why they probably don't do it that way now. You could have a 1x2x1000 block corridor and it would count as one room. So I guess it would need some limitations. Maybe just have the max perimeter be 32x32x32 (1 full chunk) and from there it just needs to fit within the volume requirement. Just that little extra flexibility in construction would be nice.
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I would just like to see the requirements pivot from perimeter to volume. It's very rare that I have a single room be 15 blocks in height, so I'd like to be able to get a little extra out of rooms that aren't that tall.It would probably be a massive pain to code, but that's just what I would prefer.
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Finding Limestone, Bauxite and other Stone Types via Rivers
KoviBat replied to jerjerje's topic in Suggestions
I know it isn't the main point of this thread (lime is) but it being so difficult to find limestone and chalk also makes it exceptionally difficult to make light brown daub (arguably the best, but that's not the point) in comparison to other kinds. You can only use Limestone or Chalk sand, which, unless you're playing with the Stone Quarry mod, you can only get from Limestone/Chalk deserts. With Stone Quarry, you can crush rocks into sand, so the hard part is just finding the rocks, which is still fairly likely to be a pain to find, especially in comparison to more common rock types used in other types of daub. -
Will the new clay tiles also have diamond pattern variants like the Diamond Pattern Stone Tiles?
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I don't quite understand why some areas on the surface world are unstable. Not underground, completely open to the sky, and yet the gear turns counterclockwise. I'm not really sure as to why. Is it just random? Does it mean there's a story dungeon beneath it? Is there a reason it's draining my sanity to be a completely normal field? Is there a way to turn off surface instability? Or a mod? It's just frustrating to find a pretty place I want to settle down in, build stuff up, and find out hours in that my sanity is draining while I work. It's not a HUD problem, I just don't notice the gear spinning. Even when mining, I don't know it's draining until I hear the first chime. Basically, why does it happen, is it intentional, how do I get rid of it?
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KoviBat started following Distillery Expansion and Cooking Stations Beyond Firepits
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For now, the player doesn't suffer from much power creep. For example, from a flint spear to a gold/silver spear, the damage only goes up by 2.3 points (3.5 for throwing). From a Copper Falx to a Steel Falx, only 1.5 points. From a Crude bow to a Recurve bow is a 1 point increase, and from a Crude to a Steel arrow, only 3.25. We experience very small amounts of growth in damage. Enemies have extreme power creep. Between each tier, their damage goes up, but their health goes up exponentially, the difference between each getting larger by two points each time. Damage, I'm fine with. But the health increase dramatically outweighs the rate our weapon damage increases, by about ten times. Difference between a Surface Drifter and a Double-Headed Drifter is 42. Difference between a Surface Shiver and a max tier Shiver is 46. Difference between least and most damage we can deal is 4. What I'm worried about is that this enemy power creep sets a precedent for player power creep, which I'd prefer not happen. By tipping the balance in favor of the enemies, the initial reaction would be to give the players more power to balance it out, and I think this is the wrong move. It's a problem D&D has as well. Fights drag on because enemies have a lot of health, and you can only do so much damage in one turn. I would like the enemy health, and only their health, to be brought down to a more reasonable level to bring the scales somewhat closer to even. This will make the fights we have be less tedious and more fun. From there, there's still room to expand behaviors and add more enemies.
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I'm pretty certain this isn't in the game, but is there a way to get glass panes oriented at an angle? For windows in walls that aren't facing in cardinal directions. I'm guessing my only option is chiseling, right?
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Just some small QOL areas for distilling alcohol. Namely, the ability to store sealed barrels horizontally instead of vertically, so long as a solid surface is to their left, right, and bottom. Really, all this does is aesthetic, but it does make mass storage/fermentation more aesthetically pleasing. Ideally, this would be done in the Carry-On style where you just pick up a full barrel and then place it, probably shift + right-click to place. Could also work like skeps and take a backpack slot. BIG Boiler. Looking up real distilleries, they made rather large boilers, what would be multi-block for Vintage Story. This would be useful for mass-producing alcohol over an extended period of time. You would need to put a lot of firewood underneath it, similar to coal for a cementation furnace. However, not sure what the blocks for the boiler itself would be, aside from the (currently) inaccessible copper blocks. Could also make them custom blocks, I guess, with a more rounded shape to them, and use solder or borax to weld the pieces together. And of course, bottles, glasses, goblets, tankards, and every vessel you could fill with spirits, though glasses would likely be dependent on a glassmaking overhaul, which would also be appreciated, but is otherwise unrelated to this suggestion. This also sets a precedent for steam boilers way later on. I miss anything? The ability to put bottles in a scroll rack would be pretty nice, I guess.
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I am aware combat is brought up a lot, but I just want to provide my analysis of issues I take with it. This is not to bash the devs or rant. I think the game has a huge issue with power creep in the enemies. The difference between a surface drifter and nightmare drifter is that their health and damage go up by a lot. Nothing else changes. This doesn't make them more difficult, it makes them more tedious. You fight them in the same way, just for longer. It drags out fights. They don't need to only take a single hit to kill, but having HP max out at maybe 30 would be a lot more reasonable, considering that our weapons don't scale nearly as fast. Shivers and Drifters deal more damage than polar bears at high-tiers. Sure, this is intended to make you use armor in areas like story locations or deep caving, but the problem arises during Temporal Storms, when they show up without you having any control. This makes the storm utterly boring, because your only option is to stay inside, and it makes it clear that the storm itself isn't a threat to you. Seriously, all this does is drag out fights into a slugfest. Having more enemy types with comparable health pools would be a lot more fun. We could also use some more variety in environments aside from the close-quarters of hallways and caves, but the long-range threats would require a complete behavior overhaul. Combat Overhaul does address some of the problems with the core systems, but it's a band-aid solution. This is something that needs to be addressed at a core design level, and I'm aware this isn't a problem that can be solved overnight. It is going to take a lot of effort and time to develop. I just want to provide some input to make sure that the end product is nudged in the right direction.
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Being able to adjust waypoint size in general would be nice