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Tabbot95

Vintarian
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Everything posted by Tabbot95

  1. having ashes be something you get as a result of a fire would be interesting; it might prove a suitable prototype for possible, more interesting implementation of "realsmoke"/chimneys (that is you eventually upgrade from a crude firepit to something like an early fireplace, with a grate over an ash collecting nook or tray)..
  2. Dairy Farmer: gets 1.5 buckets worth of milk from milkable animals provided they're domesticated, has bonuses relating to cheese making. Thresher: bonuses regarding speed of threshing, yields, etc.
  3. There should be parameters in Worldgen regarding caves; parameters regarding the dimensions of such caves and the density of caves per chunk or ~km² density of surface openings; as well as the size and trend of dimensions for caverns/etc.
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  4. I know chiseling is a thing but I'm talking about a system of pipes that would be registered by the game as "this is a chimney flue" and smoke can go through there without having an expensive (processor/cpu resource wise) thing going on.. unless you think a smoke system should be per-voxel calculating. I'm thinking that a chimney could be set by sculpting a proper flue and crown (or making the brick chimney pieces we see in game)
  5. I would tolerate fishing pole random fishing; wouldn't be blown away by it but I'd understand it as a result of the limitations created by having 1m³ blocks be the basis for everything; that said if they can make rivers work, (and that's a very big if), It would be nice to see fish having a proper ecosystem.
  6. would add ash cakes (cooked on a flat rock heated near a firepit) and tandoor ovens (vase/urn shaped. the kind you make naan in); having ice boxes and wood/coal gasifiers that could be connected to lights and/or ovens would be neat too; Ventilation would require a smaller scale of block than VS has gone with; though having a system that allows for chimney pipes/tunnels to basically be drilled through otherwise solid blocks would be one way of implementing them.
  7. carts as I see it are a good idea; ideally they should be something you build much like boats, not something you can carry. bandits would be something that would be nice only if there's a DF like worldgen that allows for all of it to make some sense. (this is much easier said than done) if it's bows we should also see crossbows; As for guns more broadly; cannons; (Joan d'Arc's was famous for setting the position of gunpowder cannons, also the Turks in 1450); A fire lance (early 'proto-gun' that was a rocket engine on a stick used like a flame thrower) might also be useful for clearing out locust nests
  8. My thoughts are basically for a minimum viable river that - has river valleys, - has tributaries that go upland. - is navigable at least in some respect by boat. - impacts the placement of villages/etc.
  9. my thought was a low grade bog iron that might need additional steps for refining or have a lower overall yield;
  10. lead, and iron ores and lime-containing shells should be stuff you should be able to get by panning (with lime obviously far higher in limestone sands)..
  11. Frontloaded or World-based generation (like DF); would also allow for certain "world centric" systems to be managed/generated; things like "Migratory Birds", "Predator packs/prides/etc.", "Locusts", etc. could be managed through having preset (broadly) areas where said animals are both going and coming from. One downside to rivers overall will be handling damming; (stuff like seasonal flooding is out of the question as 1m³ scale prevents the sort of subtlety needed to really have flood plains.).. Perhaps it would be as simple as "you are not allowed to block off the flow or change the bed of a river "chunk"/"subchunk" beyond a certain percentage or if the river is of a certain size. (as some alteration will be necessary to allow for bridge abutments and piers supports to be set.)
  12. I think the ultimate solution for things like rivers will basically be found in abandoning chunk based generation in favor of "continent" or "world"-based generation; (frontloaded beforehand like DF)
  13. Tree roots would also be nice as a way of augmenting dirt gravity to be a little more interesting.. though it might need to wait for an overall overhaul of trees to be growing things.
  14. drying and multiple firings would be nice along with ashes and glazes.
  15. Tabbot95

    Barkcloth

    you should be able to debark logs with a club or a "wooden mallet" + knife; this has been something that has bugged me for a bit anyway; a wooden or stone mallet should be able to take the place of a hammer in some specific instances, and have some specific instances where a wooden mallet is better (primarily because it's slightly softer) bark should also be able to be used in things like Canoes; or as a primitive writing surface.
  16. meteoric iron is frankly too common; at least in my experience; having prospecting being something more "organic" and less prone to "You need to use a magical prospecting pick" would be nice too.
  17. what about just "Eastern crown". to make it even funnier description should question "east of where?"
  18. both have the same problem of a largely JIT worldgen that doesn't have simulation ticks for the rest of the world outside of 'loaded' areas; but VS has at least some level of premise the makes survival sim more possible, (with less to remove and reconstruct in attempting to make that possible)..
  19. nah; you want everything to be half blocks so you can put anything on top of a half block without it hanging randomly in the air;
  20. hopefully this doesn't constitute a necro; but regardless; Chalcocite might also be a way to experiment or test potential "multi-ores"; that is Galena sometimes contains bits of silver blended with the lead; similarly (or not) Sulfur is a byproduct of Chalcocite Ore Refinement..
  21. my thought behind having "smell" flavortext descriptors (I'm not sure where you'd display it but having it displayed regardless) would be that it would allow for more natural roleplaying; things like detective work etc. niche gameplay for sure but it's the kind of stuff you'd see in Space Station 13.
  22. morale; also have a "smell" system; (as in it's just a little bit of text or something at the bottom of the screen that goes "I/You Smell: [scents]; I/You Taste:[tastes]; My Legs are Ok;"
  23. Having the ability to lay down straw/hay as a texture/overlay such that animals to are able to "soil" the hay (that it can be harvested and a saltpeter works can be constructed for either fertilizer or blasting powder) would be interesting.
  24. idk this is giving me more dwarf fortress worldgen vibes; perhaps a bit lighter since there wouldn't be a "civ phase" simulation; edit: I would support this infinitely;
  25. idk I don't always spawn anywhere near the ocean; typically I'm pretty far inland; as a side effect; either by thirst or by way of requirements for freshwater there could be some kind of tradeoff;
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