Yeetiee
Vintarian-
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Everything posted by Yeetiee
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IDK about you but constant sprinting in caves seems like a pretty bad idea to me. There is also the hunger issue where you burn more calories during sprint.
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I do not know if it will help but hotkeys past numer 4-5 are a little useless as most often I use mouse wheel to browse there. Wouldn't it be better to have dedicated hotbar from 1 to 5 above the current slots? I mean 1 to 5 are places dedicated for tools and weapons and the switch is easy using hotkeys and the rest slots are binded only to scroll? Hotbar could be unlocked by making appropriate item to be worn like a belt.
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Are you implying that it is not patriotic to play a game in foreign language or learning said language? English nowadays is a global tool for comunication like French until XX century (The French are still a little sore about that). Prior to French Latin served that purpose in middle ages but for Romans Greek was the common tongue. And thanks to Greek we deciphered the language of Ancient Egypt. Playing a game in foreign language or even learning it will not kill your own.
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Hi, The most important thing to consider is the amount of players and possible new players which would benefit from this and complexity of the new language. So if you want translation to, for example, swahili, then probably it is not going to happen unless some good soul decides to do it for free. VS is a small title with many things made by players pro publico bono. The suggestion to award translators game keys is a little short-sighted because as the game changes and gets new content, so the translations should be constantly updated. So if your native language is used by small population then you should do as we all did: learn english to not need translations.
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So we will have something better than bloomery Good because they take a lot of space, are a one-use thing and eat up from my fire clay storage. I hope for a quick implementation
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Actually for working with iron bronze anvil is sufficient. So I would propose steel tuyere as it would require the following progression path: Making large amount of iron using bloomery (inefficient - 2-3 blooms per ingot) Making steel (need iron for furnance input, anvil etc.) Smithing tuyere (allows making iron ingots with blast furnance more efficiently and faster) which unblocks getting easy source for iron ingots for input in steel furnance.
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I like your idea in general but Ruyeex is right - it is too complex. IMHO the notion of making bloomery a primitive form of obtaining iron and blast furnance an "upgrade" is really good. It would need some elements to either "hold up" players from jumping straight to blast furnance bypassing bloomery or making blast furnance an unnecesary, frivolous thing. So it needs balance. If blast furnance is available: Bloomery shouldn't make blooms large enough to make 1 ingot. It should take 2-3 blooms which are firstly hammered into iron bits and then smithed together to make an ingot. In other words bloomery iron making should be inefficient and time-consuming. Blast furnance should be made of refractory bricks and be more efficient in iron output with higher fuel cost per cycle. It should also be capable of making several ingots at once by casting them into molds. But to avoid making bloomery a totally redundant tech, some parts of the furnance or the bellows should require iron or even steel parts - for example tip of the bellows delivering air into the furnance. The bellows should be either powered by mechanical power or seraph - in latter case it should consume large amount of satiety. The feeling of making progress in the game is very important. For me steel making sometime feels like an unnecessary thing with too much hassle involved because bloomery is so easy and efficient, especially with helve hammer.
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I've never been in Latvia and it is definetly not a suggestion
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Like a melted CPU that is why I proposed a critter that changes blocks in a small radius only once near a player. And it was added that it could spawn a rift. So nothing go bum in a creeper-like fashion. And it doesn't even need to be a critter. It could be an effect of going to the rust world: for example it is not the player that loose health but the enviroment in some radius fast fowards with said effects and after that player's stability resets.
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The real damage would be lack of satiety. And maybe, as mentioned before by Frepo, a rift spawning 2-3 drifters to make hard decisions - eat, fight or rebuild. Or run for your life
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Like bears? Those are practicaly a miniboss. And there is always an option for passive mobs. It is a beauty of this game: tweakability
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We will see what the devs will come up with but I hope for a creature like that. Everyone will leave their safe spots with fear and no rift blocker will mean a probability of this mob spawning in the middle of your house. The only requirement for it to detonate the time-bomb should be proximity to the player and time - 1 or 2 block and ~1-1.5s. It will give time to escape or fight it from a distance. It shouldn't explode from damage cuz players will simply run from it to despawn it rather that deal with it on the spot.
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Tbh the idea isn't mine we have one blow-up-er in "that other block game" and I saw once that someone on this forum mentioned similar creature with temporal-themed powers. I think that with rift-blocking machinery and general protectiveness given by buildings we need something that can threaten us in our safe havens if we are not careful enough when we are leaving them. Imagine: you have a farmland almost ready for harvest with wooden fence and gate. You leave and here it comes, quietly, and bam! You are starving, your painstakingly collected terra preta is now sand, grain rotten and part of that fence also gone. And you must act quick or hares will come through that hole and eat rest of your harvest. Similar thing will happen with part of your stone wall or fence- now a heap of gravel or little stones waiting for bears and wolves to invite themselves for a feast with your animals on the menu. It would be the most fearsome creature on the surface.
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I could be interesting but what I think the game miss is some entity that destroys blocks when in a vicinity of a player. I know the first thing that comes to mind is an all known green cucumber with legs and nasty expression on its head but we can get more creative and make it more theme like. For example it could self-destruct and mess with temporal stability in its radius (2,3 blocks) and: Make a player starve by reducing their satiety to 10% Turn all rock blocks into gravel Turn all soil blocks into sand Turn all wooden blocks into rot or ash Gravel and sand as a gravity affected blocks would crumble the structure. The entity could come from rifts, actively seek players and be unaffected by sun.
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,,In addition to sandy soils, gravel and clay soils can be found in tropical forests." https://sciencing.com/characteristics-of-tropical-soils-12003774.html Clay is also found up north in Scandinavia https://en.m.wikipedia.org/wiki/Clay
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In my opinion red and brown clay being trader only goods makes optaining them in big amount too problematic. Why not make them latitude dependant? For example: Tropics have red clay Temperate blue Subarctic brown It would be another incentive for traveling in either direction and probably trade in multiplayer. The option for buying from traders "forein" type of clay should still be available but very expansive.
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In short: WorldEdit. There are tutorials on the wiki and youtube. AFAIK this is the easiest way to change the landscape. If you want to make a lake in survival mode I suggest making a shallow (1 block deep) lake in the shape you want. Fill it with water from buckets and only then dig down to shape lakefloor. BTW your phrase "add large amounts of water to a poo" made my day so thank you
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10l of honey from 10 combs seems a little too OP for my taste so I will be using your code. Thanks for help and merry whatever-you-are-celebrating (if not then have a nice end of the year)
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Thank you very much Could you be a little more specific? Which file did you edit? Still hope it will be implemented in the base game
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Hi, As a beginer beekeeper (in VS, irl the only connection between me and bees are flowers in my garden and honey in my breakfast) I wonder if there is a way to make it simpler/more efficient? I understand that populated skep must be hard to move because the "cargo" is very valuable but why empty skeps do not stack? If the apiary is big then harvesting skeps is getting problematic with all those skeps in the inventory. Also the procedure of squezzing many honeycombs is getting tedious after a while. I wonder if the fruit press couldn't be used for large amount of combs and instead of fruit mash and juice the result would be honey and wax. Cheers
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I can live with either of those things. Still using hoe for root crops is better than scythe which doesn't even make any sense.
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If I had to point the most useless tool in the game, the hoe wins unanimously. After making big enough farmland, the hoe is no longer needed and can be thrown away. To make farming more efficient we have a scythe which is now a multi-crop uber-tool. In real life no sane person would use it to gather carrots or onions. To balance those issues I propose limiting scythe to grains and making hoe a neccessary tool to gather vegetables like carrots and onions.
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That is exactly what I meant to make a kiln reusable you must build a structure from refractory bricks. But I thought about 1x1 interior. Your idea about 3x3x3 is great as it would enable firing more than one kind of ceramics saving fuel and time. But maybe 2 blocks high is enough as only ground level would be used to place raw items.
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If there are plans for advanced kiln I hope current primitive method will stay. New kiln should be more efficient (no need for stick and straw) but significantly harder to make. Maybe using bloomery mechanic (expendable kiln) or refractory bricks (reusable kiln) could work.