KoviBat
Vintarian-
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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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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
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I believe there was a server on the Other Block Game that achieved the illusion of this feature, called SMP Earth. It does not address the problem of the poles, but it did have the International Sate Line wraparound, so you could continually go East or West and wind up back where you began. The real problem is the poles. I guess one way to do it would be to have the Line where you wrap around to the other side of the map actually be a curve. So the closer you get to the poles, the thinner the world gets. Of course, looking at the map for that would be extremely confusing. If you keep it as a 2d plane you'll either be jumping a lot of distance while you're at the poles using a multi-digon map projection, or you wind up with a continuous shape with a huge amount of visual distortion. I really like the idea of the world having those mechanics, even if most people would never get any use out of them. And it would require a complete change to the coordinate system to follow latitude and longitude instead of a flat X/Y
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I think this is a good idea. It might be resource-intensive, but I think it's worth it. It also sets a little bit of a precedent to have voxel-based animations for breaking blocks. Having voxels break free from natural blocks like wood, stone, dirt, or sand when you break them. It also means it can get even smoother when it snows, which I would love. Having it as an option would definitely be appreciated.
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Celestial Navigation (and primative cartography)
KoviBat replied to EmperorPingu's topic in Suggestions
Custom constellations with their own meanings would be cool. The navigational constellations would probably need their own handbook page, but would we want the stories and lore behind those constellations to be in the handbook as well, or maybe something you have to find, like Tapestries or Lore Books? There is also the question of how you navigate during temporal storms, since you can't really see the sky. Or regular storms, but that is an obstacle with a real-life precedent. -
Whenever I smith an Iron Anvil Base, I always wind up exactly one voxel short when I use five ingots and I'm not sure why. Is it possible to make it with exactly five ingots? Are some voxels getting deleted when I'm putting new ingots on? I genuinely don't understand why this is happening.