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Tabbot95

Vintarian
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Everything posted by Tabbot95

  1. what about having mechanized/"rusted" bears and wolves do that?
  2. the way to fix this is to ditch the "Just In Time"/""Infinite"" worldgen and instead have "All at Once" Worldgen.
  3. lye and soap (among other things) would be ideal tanning agents; fat itself is too rare at start (though it's plentiful when you've got a decent herd of pigs or down of hares).. having animal butchery bit a little more intense would be good even if it's too much for some; it would allow for things like the specific organs in addition to meat; so like bladders, stomachs and intestines, which can be used for all sorts of things.. brains can be used for tanning, kidneys and livers are often nutritious (though some arctic animals have poisonously rich livers)
  4. I'd add a "crude bash" for the spear; the best game to handle spears was mount and blade: warband (or the mods for it that incorporate "deploying" spears from With Fire and Sword) that is - Spears(pikes really) can be deployed defensively, so you use the velocity of your opponent instead of thrusting - lances can be "Couched" when mounted so that you use the velocity of your mount (horse) instead of thrusting you can also bash with the spear-shaft.
  5. animals such as predators would be better handled if they along with worldgen were handled (holistically) to be more like Dwarf Fortress and less like MC. such as "world is generated all at once" and thus "animals migrate and chase other animal packs/ wild herds" what does this mean for bears? this means that bears at the very least do not spawn randomly, and do not necessarily respawn randomly in order to keep up the bear population; bears are instead tracked in a more abstract fashion as part of world/climate/etc. systems. (broadly this might benefit from having a pause at the start/end of each in-game month where the process for these things can be handled without the rest of the game lagging out as part of ordinary play..)
  6. I think a slab-based world would do alright; would be easier to implement; would also help with rivers and elevation changes to some degree. Ideally 10cm³ blocks would be the thing chosen, as that would allow for things like tides and semi-realistic floodplains, but would also require an entire engine reconfiguration (so save it for VS2) but that has far more serious performance and data demand issues. Slab-based world would also help by reducing the slab-gap problem a bit
  7. ashes, potash, lye (not confused with lime, though it's something you can apparently use in a similar manner.
  8. using google translate:
  9. idk I think exclusive recipies are kind of bad in a lot of ways unless there's a workaround; I'm not sure if that's something to have in the form of "written recipe schematics" that are written down and can be used or put into a book
  10. kind of.. second thought; might want to make that a "shooting jig" and a hand plane/knife/etc; seems a bit specialized so perhaps a 'carpentry surface' with a variety of configurations/tools (jigs, vices, etc.) but either way "kind of"; arrow shafts that are 'worked' from board-wood should be both more durable and fly more true than raw sticks; (at least from a "war-bow").
  11. lathes could make accurate arrows, bolts, and perhaps various other mechanisms (drills, screws, etc.);
  12. skills would allow for some things; mostly "class exclusive crafting recipes" to be a little less "class specific"; as that seems to disproportionately favor the tailor over all others
  13. I feel like I'm the only one who remembers Mount and Blade as "off to Dorstaad to sell a boatload wine and wool for mead and amber, gotta dodge that sea raider ship, oh looks like it's got a smaller crew than me, and I've got a ship slot opened in my fleet, let's smash them and steal their ship to sell for profit in DOORSTAAD".. (this is only slightly different in slightly modified vanilla warband also one of the most important things CO is missing is a lack of momentum/relative-speed bonus when it comes to attacks. from couched lances to braced pikes CO is lacking in that department when it would probably make things like bears and boars much less annoying to fight.
  14. I'd just make the strings wider/thicker with the "this is symbolic/abstracting" unless what you're talking about is a system where one can actually weave tapestries or patterned cloth.
  15. vgtg sandrakers more seriously I would like to see additional human cultures and villages.
  16. I wonder why they bother given that monsters/rifts will just bypass the wall and spawn creatures inside the settlement.
  17. too big; and I'm not necessarily a fan of "keeping it 14th century" (I'd go to early 17th imo) A market, even a ruined market is going to be defined by having a major paved road network (in various states of repair) with it's biggest feature being a massive stockyard and a bunch of slaughterhouses, auction houses, banking establishments, inns, all crowded together and smelling like the worst thing ever when it's active. Think the Forum Romanum or a County/State Fair but like sort of year round and without amusement rides.
  18. I think the problems with storms and rifts more generally will be exacerbated by villages & villagers
  19. yeah it doesn't translate to combat overhaul, lack of "pike deployment", "lance couching", and "relative speed damage bonus"... along with the obvious "1m³ terrain full of random pits and caves makes mounted archery tactics difficult enough to be fairly ineffective"
  20. might work; but you'd have to modify the recipes for tanning leather/the drop rates of fat, (perhaps brain and smoke) in the end it would be like the quivers/sheaths/shoulder-sling-straps mod. you'd also need to substantially increase the durability of all tools, especially shovels and axes.
  21. think that 1m³ blocks are a dead end in block games in the 2030's (it's almost 2026.. it'll be 2030 before we know it!) my reasoning is that it makes having things like horses, horse carts, chariots, etc. much more stiff.
  22. are you proposing something like the Quivers and Sheaths mod? https://mods.vintagestory.at/quiversandsheaths think that might work for some things; perhaps with a rebalance of backpacks, (more slots, perhaps with more cost) perhaps with additional debuffs when you're 'over-encumbered' to discourage filling all 4 slots at the same time.
  23. alternatively bears and wolves should have another series of fixes that make them less something that just respawns and more like the animals in DF, where they're migrating/moving around and tracked at a server level even on chunks/world-tiles that aren't loaded; but that's for the far future.
  24. bushmeat should be stew-able, in fact it should offer more nourishment stewed than grilled..
  25. my thought is like: "what if flues are like support beams" except they go through certain kinds of blocks?
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