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KoviBat

Vintarian
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Everything posted by KoviBat

  1. I do think farming could use a slight upgrade in the kinesthetic department. The active way that we do smithing and chiseling is (in my opinion) the strongest point of the game, and ideally, most mechanics would have that level of detail and interaction. A more anchored animation for tilling and planting might help. I don't think we need to pick the voxels to plant the seeds in, but having something a bit more interesting than right-click-cadabra would go a long way towards making it more interesting. Also having some visual indicators to plant deficiencies would help. Right now, you have to get your cursor on it to find out if a plant is deprived of a nutrient, suffering heat damage, or lacks a sufficient amount of moisture. Being able to visually see indicators of those without the crosshair info widget would go a long way to driving player interaction, without adding any additional complexity that might be bothersome to a casual player. (Also, scythes should increase seed drop chance). I'd like farming to be more interesting, but I think it already is, it's just more difficult to engage with due to a lack of easily interpretable information.
  2. I think you can make a beehive kiln out of just fire clay bricks, and there do appear to be Kiln doors now, rather than the iron door required for steelmaking, but the handbook really doesn't communicate very well what happens if you use fire clay bricks instead of refractory bricks, or different tiers of bricks aside from just saying "heat damage." In fact, I find this is an area where the handbook is very lacking in information. Do different types of fuel affect how much "heat damage" bricks take? So if you wanted to make a low-tier kiln for firing basic pottery, could you just fill the fuel floor with firewood and not cause any heat damage to fire clay bricks? I would hope so. Then to make it into a coke oven or a blister steel kiln you would need to use higher tier bricks because of the higher temperatures. That's how I'd set it up ideally, but there's nothing to indicate that's how it works.
  3. Because of how the smithing works, you wouldn't actually be able to make a hollow tube, because the voxels just drop to the lowest point of the grid they occupy. The only way to do it would be to put something else, maybe a ceramic 1x1x6 voxel rod in that spot while you're smithing before moving the rest of the metal on the top. Could be a multi-step thing like clay forming. Step 1 is clear the spot for the rod. Step 2 is shown once that spot is clear, and you just right-click with the rod. Then it shows the final step, where you just move the rest of the metal on top of it. It would be a bit sophisticated, but by no means frustrating, so long as the instructions on how to make it are clear. Maybe even make it a requirement to have the ceramic rod before you can even select the tube.
  4. Also opens the option for cold drinks to be added to lower body temperature in hot climates. Fruit juices or maybe iced tea.
  5. Even if it's just cosmetic, having something that looks a step up from a pile of sticks on the ground is something I want. A simple stove for indoor cooking, and maybe something to heat the crucible as well. For a moment I considered the Forge as an option, but that would add some problems with its current UI/UX because right-clicking removes items from the Forge instead of opening up a cooking menu to let you put stuff in the crucible. Maybe a small iron grate like the bronze-age grill you proposed could be set on top of the Forge?
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