Tabbot95
Vintarian-
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Everything posted by Tabbot95
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a system like that for the "Chisel" mod (with some changes to make it less 'creative mode' feeling for lack of a better word) would work some wonders..
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Thinking about if Water could not be Destroyed only moved.
Tabbot95 replied to Emeal's topic in Suggestions
I find the infrastructure aspects to have the potential to be fun, but it's often got a lot of impediments to it that make it less than fun. Wooden and Clay chutes/pipes.. (moreover clay as like a part of an areas surface soil/subsoil layer even, rather than as a 'ore'), multiple varieties of pump, idk having Aquifers (both heavy and light).. might be interesting if they're done correctly.. -
hunting should involve much more shot placement, I know that seems "technical" or "sweaty" to some but it would be nice to have a sense of "I hunted with skill, typically it would take 3 or more hits with this weapon but I did it in 1 because I hit it in [abstract: weak point][less abstract: I severed it's spinal cord or main arteries]"
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I think that a backend for a city building mode similar to VSVillage might have a use, that use being villages other than Nadia.
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think it would be nice; if in addition there was more flexibility (with difficulty) in gaining new traits, skills and etc. unlocks.
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I'd honestly add a modified version of RealSmoke with a lot of the "less intuitive" bits worked out of it, some kind of simpler system that introduces chute in blocks. +1 to watersheds. +1 to Ancient Tools; and/or the "Grinding stone" (saddle Quern) mod. A lot of the harder game-options would be more popular if the progression wasn't locking key things behind metal tools when there should be "simpler but far less efficient" (either in yield or time-taken).. Linear Power with some kind of change to saws so that the bandsaw is an efficient means of time/effort saving hardware Butchery (I know the objections to it from the devs, I think they're missing out on all the stuff you can make out of pig/sheep organs and bones, honestly not that gory but I admit it's less abstract.. perhaps as an option like many games have for spiders). Immersive Fibrecraft & Tailors Delight, Wool and More, Shearlib Yes I know it seems overly detailed to some; it's not really unrelenting if textiles are one-and-done things or simple to make.. add Clothiers Heirlooms as the ultra-endgame; (most being satisfied with a flying shuttle which should require a great deal of work) with steps between Neolithic, Bronze age and Iron age looms and thread spinning methods, (some leaps perhaps being more 'aesthetic' than practical).. Oils, along with Soap and Lye, and Valley of Ashes; Wood Ash is useful stuff, as are plant oils.
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no loss for me, don't care for them to begin with.
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This is something that annoyed me in the other block game with it's very limited physics. I hate the sense that my presence is causing physics to suddenly work, would prefer if there was a stage in worldgen where anything that might fall does fall (past a certain point of instability).. it would be different if there were active systems of erosion, but that would require finer block-sizes.
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At the very least make sure they stop autoclimbing up ladders..
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oat barley wheat hemp jute cucumbers Melons hops. garlic lentils
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I would really like to see roads and the like make the overland navigation to find story locations if not "easier" certainly "less janky"; there might've been mix-ups but how many mix-ups had occurred? clearly several of the locations are still on the surface.
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changing the logic of surface spawning rust creatures to only spawn at night would be helpful, as well as changing the manner in which bears spawn so they're not as random
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thoughts for possible upgrades to include: AndIrons, and grates, eventually culminating in more "contained" woodstoves with dedicated ash-catchers/doors. see my post here: https://www.vintagestory.at/forums/topic/20404-upgrade-for-firepit/?&_rid=680115#findComment-107814 would mean more crap to decorate your house and to concern one's progression in game, though not "purely decorative" in that these would ideally have some actual benefits even if it's "limiting fire spread" or "limiting ash piling up and extinguishing the fire", with other mechanisms for more "heat/fuel-consumption-rate control, in a very primitive form"
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would justify the drunkeness if it effected the sleep timer (not applicable on multiplayer I understand) and had higher nutrition
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perhaps; would need controls on the server/admin side. honestly never been too much of a fan of JIT worldgen or MC's "InfiniGen".. thought it created too many issues that have never been resolved (though some of these it shares with DF as far as things like "villages that clip into terrain" are concerned)
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I mean my thought is "generate world all at once" meaning a lot of the big calculations are done beforehand; it would be something of a "big worldfile size" but Idk I'd prefer it for sailing across large bodies of water if the seas were generated already; the FPS death has more to do with the nature of "every object and it's history is tracked, every living being has living memories, and there is world-lore, etc"; (ex: a dwarf sinks into depression remembering the pain of their favorite pair of embroidered socks (which depicted an event 50 years before) rotting off their feet) this creates a whole bunch of exponential feedback loops... tree growth is another thing but idk there's ways around the tree-problem.
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I'd like to see some "roleplaying" bits in terms of descriptions of things too small or "scent, feel and taste-based".. this might incentivize diffusions/extracts for liquor (potentially medical but not necessarily). it would also give a reason to grow multiple vegetables.
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A simple upgrade path for firepits: Tier 0: Basic Campfire/firepit/etc. we all know what this is; Tier 1-4?: AndIrons Chimney geometry/smoke systems. firebacks Tier 5: Grate; Tier 6: woodstove; nice neat small has fewer issues with fire spreading and fewer issues with smoke handling, gets hot enough to cook food, and heat a room without wasting the fuel by burning too hot too fast (or has some level of control over burn rate via control of air intake). Tier 7: Gasifier (Coal, Wood, maybe natural gas veins if such a thing were added); would require some kind of pipe-system that might also help make chimneys something that isn't a complete pain to set up things that would be needed to make these upgrades meaningful: Realsmoke 'chimney' and 'flume' blocks (not merely chimney tops) or some kind of pipe system might benefit here A cooking/chemistry/forging system with more focus on temperature control with said temperatures being (potentially) much more vaguely communicated (perhaps as an option). I mean like "tempering metal" for something like a steel leaf-spring, the edge of a particular axe or blade, or etc Alchemical/Chymestry formulae/experiments; Ashes: Ash handling, Ash Cleaning, etc. etc. are all important aspects of firepits; More importantly Ashes are useful for their (many) byproducts; (nerf potash but make it easier to get)
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I think that if they make "slabworld" or at the very least make terrain have half-blocks in it, there's a potential for wheeled vehicles, chariots, and more complicated forms of horse (elk?)-manship; failing that having some kind of library or "generic" setup for custom vehicle or 'complicated machine' assembly might be good to have for modders.
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I think quenching should be more abou "heat treating" metal work objects.. perhaps with harder options not allowing for the player to accurately tell temperature from sight alone.. possibly this might incentivize a tech tree of forges, and etc.
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I think it would be somewhat simpler (if still annoying for the developers and modders) to make the "leap" to "all blocks are half height, but most are multiblocks" thus allowing the "rules" to work without annoying air gaps opening up. I think the solution is something a lot more like dwarf fortress, which might be process intensive, but could create far more coherent (in terms of worlds)... trouble is that DF-style worldgen is quite intensive and not very friendly for JIT worldgen
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Finding Limestone, Bauxite and other Stone Types via Rivers
Tabbot95 replied to jerjerje's topic in Suggestions
I'd actually include them as to make the location of traders, story structures, and settlements a little more coherent, things like pre-generated roads that lead to at the very least the ruins of what was once a settlement. I think a DF-approach might do a lot of wonders from the back-end as well, even in worlds where "Homo Sapiens" has been selected. I'm mostly referring to things like "Migrating animals"/"Animal Packs", even "mega-beasts"/"titans"/"monsters"/"were-creatures"; that could be handled by the game in an abstract manner and be a little more interesting than the random-spawning animals of the present.. (though obviously there's downsides to that approach as well) -
I'm not sure it would be so hard to implement, might actually be useful for various other projects if they worked out such a framework.. I'm pretty sure combat overhaul has a selective hitbox setup for serephs.
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I'm fine with this as long as there's an option to have saltpeter "nitre beds"
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the butchery mod is frankly the ideal; would maybe add some more stuff to it, skulls, hooves, horns, tusks, teeth, and brains and other organs that can be used for things.. maybe have that be something you can disable, lots of decorating/engraving/inlay potential that shouldn't be ignored or locked behind some arbitrary "rare mob" nonsense. idk I think that lowpoly, low texture res, pink carcass just isn't gory, it's not like it flops around. worse comes to worse, the animals have bright green or neon blue blood. having organs or whatever might make hunting more interesting because it might make shot placement actually matter