Tabbot95
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Everything posted by Tabbot95
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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.
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I hope the next update will start fleshing out the early/mid-game experience
Tabbot95 replied to Aklone's topic in Discussion
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. -
Just feels... inadequate compared to modpacks that involve TFC+
Tabbot95 replied to cAshewTheAce's topic in Discussion
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).. -
Half height terrain blocks / gradual elevation changes?
Tabbot95 replied to Avimimus's topic in Suggestions
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; -
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..
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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.
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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;"
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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;
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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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I think that chariots and really vehicles would require some kind of overhaul to terrain to make it slightly more believable as far as nagivation; at the very least there'd need to be some tuning to get rid of giant sinkholes everywhere
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the only satisfying system I found for elevators in a block-game has been starmade; and that involved a lot of weirdness with having the elevator car be a technically separate entity that could lead to real clang moments..
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- advanced tech
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Mercury through cinnabar and weird minerals you can find while panning; (perhaps taking the place of some of the silly amounts of copper spearpoints I seem to get)
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Tabbot95 replied to jeremy13621362's topic in Suggestions
problem I find with monsters is that the rift activity doesn't seem to be effected by sleeping, only daylight; so I'll go to sleep when it's calm and dark and wake up to apocalyptic or high and cancel that day's away mission in favor of making more charcoal from the nearby tree farm... -
wood turning should be a thing; basically a wood lathe. could add wooden bowls, various decorations, as well as more accurate arrow shafts etc.
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part of me would like a dwarf fortress style "migrating animals".. but that would likely require all-at-once worldgen like DF;
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Half height terrain blocks / gradual elevation changes?
Tabbot95 replied to Avimimus's topic in Suggestions
the most practical way I see it is to just have it be "it's all half blocks actually" at least as far as having a 3d array is concerned; I think half-blocks, quarterblocks, etc. would be good if only because it makes travel in overland vehicles something that could be more easily envisioned; -
DF's combat was always more about just getting an organized group of armed, semi-trained fighters on point before goblins managed to sneak off with children.. war dogs are great in that regard. meteoric iron might be softer; we should also consider meteoric iron could be worked by a people in the far north/arctic (Inuit, Inupiat, Yupik).. and were useful in whaling; Meteoric iron should be purer though should still produce slag when smelting.. Wrought Iron should be 'harder' but that should also be 'more brittle' especially early on (without repeated cycles of folding and heating and folding and pounding and etc. etc. as I see it that should be the role of "tier IV Iron"; there should also be a Tier III(b). or even Tier II(b). iron; Iron should have grades.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Tabbot95 replied to jeremy13621362's topic in Suggestions
the remedy would be siesta and/or sitting in a bin/barrel filled with water -
oh I'm not talking about the re-learning I'm thinking about just the various "jobs" of iron production that go into producing an intermediate ingot product. civilization progress is plate spinning, having NPC's take up some of the plate spinning would still show this while keeping bits fun.. and they would justify my increasingly absurd agricultural yields..
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I mean that depends on your theory/nuances regarding the bronze age collapse; but I think there's a place for having iron in different kinds of grades and deposits; Iron sand and the like; At the very least this might make villagers/NPC's or other players an essential part of an iron tool production pipeline; not that a single player couldn't do every task but that it would just be a lot of tasks to keep doing
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I think the problem is that they make iron "better" than bronze when that wasn't really the case 1:1; the advantage of iron was that it was cheap; and "good enough"; you basically didn't need to have a supply chain that had 2 separate ores both of which seem quite adverse to having deposits that could be accessed by early civs. I mean I think one of the first groups to enter the iron age was a kingdom or people south of Egypt who weren't able to access/take advantage of the Cornish or Afghan tin trade routes. This of course raises some questions about "okay how/should does this effect gameplay for VS?" What if early Iron was much more of a "side-grade"? with a more gradual "progression" being more of an infrastructural thing.
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iron and steel in general needs an overhaul; mere "iron" is not descriptive enough; Iron should be more common but be far more "tricky" than copper-alloys to heat treat and smith; that said it should be able to outcompete copper in technical roles tough with far more effort than bronze (assuming you have both tin and copper).
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I think airships are an easy way of offloading the necessary work of making rivers that are at least semi-navigable; I would support airships if the process involved the insanity of actual airships; where there was a massive amount of necessary infrastructure/personnel and they weren't just magical steampunk helicopters.