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Nathan Flaminio

Very supportive Vintarian
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Everything posted by Nathan Flaminio

  1. Nathan Flaminio

    Cats

    Leeloo is intrigued. Jakeford Meowmli says, "YEAAAAAAAAAAH!!!"
  2. That's awesome, I love it!
  3. An elevator would be nice, too.
  4. I've made a few fountains, and was disappointed I couldn't get the water to come out the way I wanted (I wanted it to come out from the holes I chiseled instead of the big "block" of water sitting there). I would still like to see a way to chisel-in water sources. I want water in my toilet bowls and sinks, too, lol.
  5. Clash of the Titans
  6. Owls? Now I want a Bubo in the game... Bats would be cool, too.
  7. Someone set up us the vertices. All your vertices are belong to us. Make your time.
  8. Was that too obscure? Am I that old?
  9. Only if she's 5 3
  10. The Epcot Center ball with a working rollercoaster, lol
  11. I started with Paulsoaresjr and Nilhero to get an idea of how to play and what to expect. Hardware Despair has a very soothing voice. Otherwise, I find I can't make it through many videos. Too jerky, too much wasted time, things that should be edited out, videos that claim to be tutorials on specific things, but go way off the subject matter, bad advice, etc. I watched a video last night that was 6 1/2 minutes, and the first three were the loading screen and then the person went to sleep right away. I backed out of the video... I do like seeing different builds, getting information on mods and updates, and (initially) finding out things about the game that I didn't know. Otherwise, I find it to be oversaturated with... less than good videos.
  12. I build for neccessity first. Everything was Rammed Earth, small with only what we needed at the time. Then expanded as we progressed. I found two giant Walnut trees that became the first floor of our "home" after being well into the Bronze Age. Still, everything stayed very basic/blocky. It wasn't until we got to the current endgame that we really started building for aesthetics, rather than neccessity. Still, nothing was really planned out. Just picked a location, and what the building was going to be used for, and got to building. I can understand someone's desire to build something that looks nice, but i'm more about functionality. You can always go back and change things later.
  13. I want the veal scalopini. I want a good fettucini alfredo. I want a bottle of fettucine, a 1981.
  14. I use one that's just called "Visible Ore" that makes them much easier to see, but doesn't give it that chunky block texture.
  15. Oh, I thought it was in the game, but did not show up in prospecting data? I guess I can stop looking for it then, lol. Thank you!
  16. I love that more things are being added, but there are so many N crops, and now Fennel is being added, which is another N (Licorice isn't an edible crop). Can we get two or three more of each P & K? Potatoes, tomatoes, broccoli, beans, spinach, eggplant, wheat, and oats all seem like they would make excellent additions. Or any others, to make it a bit more even for crop rotations, and to have more variety. I'd still love to see watermelons in the game, too!
  17. I have eight more foods left to be turned into alcohol (16 total types I've not yet been able to make). Several of those I'll have to wait until next (in game) year, like peaches, which were my only cold weather trees to not produce any fruit this year, and cherries that produced enough for a few barrels of wine, but not enough for a full barrel of brandy.. I've also just added mods for tea and coffee, and am planning to add the cacao mod, so those will add a few more things. Still haven't found Uranium. Working on new bases at different parts of the map, and turning our current base into a village. We've finished our trader storefronts/homes, still need to make housing for villagers. The last thing added was a game room with board games, cards, and dice thanks to a mod. Still planning to add a library, bowling alley, dance hall, and zoo/aquarium. Need to have some entertainment for the villagers, lol. So far, we also have a bar/restaurant and a bathhouse/swimming pool built. Going to add the mod for the spinning wheel and loom because I feel like those are things that should be in the game. I still need to find more titanium to finish filling a trunk with full stacks (for no real reason other than just to do it). Otherwise, we have full trunks of everything else (and several trunks of some things, like fire clay, salt, and sulfur). Still planning to create canals from the large lake near our base to the oceans to be able to traverse by ship (absolutely massive undertaking, as we are VERY far from oceans in any direction). Still planning on getting the livestock up to gen 10. Rabbits are done, pigs are one generation off, chickens are more than half way (6), goats (4) and sheep (5) have a ways to go. Otherwise, I think we've done/created everything currently in the vanilla game. One of these days I may try my hand at recording a walk-thru of the compound (I've never done it for any game before). I have some ideas for our next world, whenever we get to it. Things I would have done differently, and things that will have to be done differently (like the windmill) because of upcoming changes to the game.
  18. That would be a great addition! Olive green is one of my favorite colors (which is odd because I don't like green olives...). I could have sets of green and yellow cookware, Go Pack Go!!!
  19. I had considered blue glass in the toilet, but it would be nice to have a feature to put smaller amounts of water into small containers akin to the way barrels show different levels depending on how full they are. I suppose the coding for something like that would be a pain. I was thinking maybe just coating the food with resin.
  20. Thought of another thing that would be nice to have, a separate tag for foods and drinks that make them unusable, but also makes them not turn to rot. We were decorating and contemplating what we should build in our little village, and some of the ideas we have aren't going to work well (like making a bakery with food displays and putting a barrel of Sake in our Survival Trader's basement because he needs a nip now and then to help calm his nerves, and only Sake will do). Sometimes you just want to put a pie on a table because it looks nice, until it doesn't. It would be nice to have a second set of food in the creative menu, or a way to change food into a display item so as to not have to worry about it going bad. Also, on a completely unrelated note, I chiseled a toilet (because everybody poops), but can't put water in it. Would love to have water in my toilets, lol.
  21. Congrats on 10 years!!! You've made a phenomenal game! We've got over 600 hours of game time so far, and still really looking forward to more!
  22. Ooh, you may be my hero!
  23. Warning: this is long-winded and a doozy of a suggestion, lol. I suggest adding a way to get villagers and traders to move into your village/castle for players who would like to make a town and increase the playtime in their worlds. I propose adding a side quest to each trader type along the lines of, "My friend/cousin/husband/whoever went out to gather resources, and is trapped by hostiles. Please rescue them." Completing said quest would entail rescuing the NPC from hostile mobs and bringing them back to the trader that gave the quest. This would give a new option to build a home for the NPC to get them to move onto your base. This could be a house, or a room in a castle/fort/compound, provided it is of a certain size. Moving these NPCs onto your base would provide bonuses depending on the type. My initial thoughts are the NPCs would be a cook, farmer, guard, carpenter, blacksmith, potter, weaver, leatherworker, and winemaker. One for each type of trader. The homes would have to meet some standards to get them to move in. They must have: light, a bed, a cooking station, and count as a room at the minimum. Adding additional items related to the type of NPC and/or paying them a salary would increase the bonuses they provide. As these NPCs would be specialized in their respective fields, they would provide bonuses that align with those fields. The farmer could keep your crops watered, increase their yield, and shorten growth time. The cook and winemaker could make meals and drinks for you that have increased freshness time, and make specialty food and drink items. As there are meals we as a player can make now only utilizing three food groups, the cook could make a sandwich, for example, that uses four food types. At maximum upgrade, they add a pizza to their wares that uses all five food types. The winemaker could create spirits that give bonus effects, such as temporarily increasing your speed, damage resistance, healing, or temporal stability. The blacksmith (and to some degree the carpenter, weaver, and leathermaker) could make items for you, provided you have the resources. As they are a blacksmith by trade, and not just winging it, the weapons and armor would have increased damage, durability, and protection, and perhaps use less resources than what it would cost you, as a player, to make the item yourself. The carpenter, weaver, leathermaker, and potter could decrease resource need, increase production amounts, and make their respective materials for you. There could be a special block path added to the game for the guard. Surrounding your base with this path would cause the guard to patrol it, and any hostiles that cross this path would be immediately met with resistance. The guard's effectiveness could be increased by upgrading their weapons and armor. Special dialog trees could be added to have them comment on things like the current weather, the size of your base, current resources available, the quality of their homes/items ("This black bronze falx is terrific, but I think I could do a better job protecting our village if I had an iron falx." "I love the house you've provided for me, but I could make more leather if I had more barrels.") Fetch quests could be added in this way, which would increase the NPC's effectiveness as you provide them with the materials they need to do a better job. So, you gain their help after rescuing them, and building them a home. You increase their bonuses by providing them with necessary items they need for their fields and/or paying them a salary. This could also open adding traders to your base. Maybe you could pay them a flat fee to move, but you'd still need to make them a storefront/home. Thinking something along the lines of a storefront with an attached home above/below/behind it. Rescuing their friend first would significantly lower the fee to get them to move. This could also add fetch quests to the game that would increase/expand their stock, the amount of money they keep on hand, and provide discounts to the player by going out and bringing them back the items they sell. ("If you can bring me x amount of x item, I could add it to my stock permanently." "Bring me x amount of x item, and I'll give you a permanent 10% discount.") Utilizing this idea would give you a possible village of 19 people (including yourself), making the game more lively and add longevity to playthroughs. Being that there are already traders and villagers (and a hermit), it seems like this idea should be possible. We've gotten to the point where we've built and done everything you can in the game (about 600 hours in, so far, lol). We have started making additional bases in far away locations, and a village around our compound, but it's so empty without anyone in any of the buildings. I love this game, but would really like to have more things to do. Rescuing people and adding fetch quests/upgrading NPCs would add that extra something. We're not ready to abandon this world and start a new one, yet. Also, I'd like dogs and cats and birds, but that's a for another post...
  24. Great use of the space, I like it! Feels like a place I'd be happy to call home. We've built and done everything you can do in the game so far, and now have gotten to the point of building a village around our compound and starting additional bases in distant locations (so far mostly just flattening land and building orchards/farmland). It'll be another year or two before we can fully implement everything, but I'm really enjoying the process. I look forward to seeing your progress!
  25. We have four going in a new room next to our alcohol cove, built into a mountainside with a giant smiley face on it, lol. I must have gotten really lucky with my spawn location, the amount of berry bushes and fruit trees in our area is immense. I spent a lot of time collecting various cold weather fruit trees and bushes, and I think we have 29 Pink Apple trees, around 20 Pear, maybe 8 Cherry, and several Yellow and Red Apple (I should go count how many of each we have). Most of them produced (a LOT of) fruit after the first winter. We also have a few Peach trees, but none of those produced any fruit this year. Hoping those come in after this next winter. I've gone back to the original trees, which have since regrown, and taken more cuttings back to our base. We'll have enough fruit to feed an army next year, lol. For berry bushes, we have five of our ponds in our immediate area completely encircled with a different bush at each. I can harvest enough of each type to make a barrel of brandy (1600 berries, or handfuls of berries is how I like to look at it, 25 full stacks), with plenty left over for pies, porridges, and jams. This next summer is going to be insane!
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