Jump to content

Ashery

Vintarian
  • Posts

    57
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Ashery

  1. Couldn't you use 'F' in the same way you do with numerous other activities? It's a system that's already in place and extending its use to swords shouldn't be a source for confusion for newer players.
  2. Right, now that you mention it I recall hearing about the trick with the hoe. Feels a bit exploity, though Good info on the raccoons.
  3. I posted a couple of these on the Discord a few days back and didn't get a response, so I figured I'd give it a shot in a medium where they'll stick around for more than a few hours. Google has also failed to provide any answers. Are there hard numbers available on the % chance for wild crops to drop seeds when they aren't fully mature? "Wild crops that are not mature do not always drop seeds," is vague and not particularly useful as there's a huge difference between 25%, 50%, and 75% drop rates. Some testing I've done over the past few days on a creative survival game definitely suggests it's on the higher end and that there isn't a difference between all of the non-mature stages, but getting enough data for that conclusion to be statistically sound in an organic world is...tedious. Are armor mechanics described in detail anywhere? The wiki page gives a brief overview, but then just hand-waves all the nuance away towards the end. Death is incredibly disruptive on wilderness survival, so knowing the exact impact of an attack that exceeds my armor tier is rather important for developing strategies to deal with wolves that go beyond praying I'm able to get to water before being mauled to death. What are the spawning mechanics for the various creatures? Wolves seem to have fairly fixed spawns with no additional conditions, drifters (with rifts enabled and invisible) seem to rely on proximity to rifts and light (Ignoring temporal storms; they're a special case), while rabbits are understood to spawn on any grass tile. From one screenshot I saw, chickens seem to fall in line with wolves, but the wide range spawn conditions leaves me unsure of how accurate all the common knowledge is. Like, do rabbits also have fairly fixed spawn locations ala wolves, but the game throws in a second potential spawn condition based on proximity to player planted crops? Or perhaps they're simply attracted to crops ala chickens to a small trough from a significant distance? But if that second option were the case, the common knowledge that you can't have grass in your farmland would be incorrect. I'll probably have more questions as time goes on, at which point I'll just add'em to this thread.
  4. Noticed this exact same behavior when I was experimenting in creative mode a couple weeks back. I hadn't cranked the speed up quite to the point of OP, but it was enough that it took several in game days to swarm despite starting out as "Will swarm in less than a day."
  5. Stews and meat are generally made without water in real life, however. Porridge, not so much. I mean, when I make oatmeal in real life, it's 4:1 ratio of water to oats in terms of volume. That's not exactly a trivial component.
  6. The porridge comment was more that it should take water to craft, as a porridge that doesn't require water is unrealistic and immersion breaking. It's not a serious game breaking issue, but it's one of those minor details that'd be nice to have addressed at some point.
  7. Ashery

    Fruit Tree's

    Some thoughts re:planting cuttings: Instead of simply planting a cutting in the ground and rolling the dice (with terrible odds), make the player actually work for it. Cuttings must first be nurtured in a planter for a couple growth stages before they can be replanted at their final location. Their base chance for survival as a cutting could be equal to the fertility of the soil placed in the planter (This requires adding some functionality to planters, but it's straightforward and adds a touch of realism, albeit to an object that, at least as of now, doesn't see much use). While in the planter, the tree must be watered on a daily basis. Any stress the cutting/sapling experiences, such as failure to be watered or being subject to extreme temperatures, could potentially kill the plant, with the odds getting higher as consecutive days of stress go by. For a bit of extra complexity and realism, the cutting/sapling's tolerance for stress could gradually increase over time until it maxes out at the end of the first stage. When the sapling is mature, which could be any point during the second stage of growth, the planter containing the sapling can be picked up like a skep, dropped into a 1x1 hole at the location you want the tree planted, and then shattered (the planter, that is) to finalize the process. (Open to other ways of that last substep, but what I have is functional). Simple and straight forward, but still actual work. The same process could work for berry bushes, too. There's one little exploit that's easy to see right off the bat that involves digging out the tile immediately below the tree in order to retrieve the original higher quality soil in order to reuse it, but there are ways around that (Downgrading the soil underneath the tree to medium if it was originally something higher, or for a move involved and realistic solution, introducing a rudimentary root system that would stabilize nearby soil and prevent it from being dug up). Hell, you could even keep in the current method for planting cuttings in addition to the above, they'd just have a much lower rate of survival than ones that are properly taken care of. There's also the thought of modifying it so that the base chance is (soil fertility)/2, which would keep the status quo when a cutting is planted on medium fertility soil.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.