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Everything posted by TheRealMork
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Hi, Currently, when selecting on the anvil what item we want to craft from our ingot or plaque, that choice is final. The "work item" it creates cannot be changed. If you made a mistake, you need to either: - Smelt the work item - Chisel the work item into bits. The problem is, neither of those methods will give you back the complete materials 100% of the time. If your "work item" is made of more than 1 ingot (like smithing from a plate), smelting it won't give you more than 1 ingot. Using a chisel is even worse as it give back just a fraction of an ingot (10 bits of metal if I recall correctly). The fact that a single click on a selection panel can ruin materials without hammering the item even once doesn't make a lot of sense and, let's be honest, can be quite frustrating when the metal is precious. I would suggest that the hammer have one more mode: a mode that would re-open the selection of what item we want to smith out of the targeted "work item". That way, we could correct wrong choices without loosing material. Even better, if we make an error while smithing, we would be able to change what object we'll do, "on the fly". Thank you.
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I fully agree! (And I'm glad to learn new things concerning the ins and outs of how it really works). When I heard there was crop rotation, I expected it to be more close to what I learnt in history classes (that's some far away memories XD) that was developed by successive generations of farmers: 3 or 4 fields, rotating cultures yearly, with one of them in fallow. But in the game, you can just swap between two different cultures, as many times a year as you manage to get a harvest. I'm all for deepening this game mechanism!
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Just chiming in to say that, yes, it would be cool. And if you are interested there's a mod for this, from Spoonail (who also made a mod for jam sandwiches, btw): https://mods.vintagestory.at/eggpiemod
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Just a thought: I think enemies should either get new "skills" or new behaviours as they grow stronger. The surface level ones not being scary for an experienced player seems perfectly normal to me. However, when you come to corrupted or nightmare, they should be a menace. Sure, giving them more hit points and more damages makes them more dangerous, but you can just scale this with better armours, weapons and healing items. A perfect example of a good way to scale up the danger and hence the scariness of enemy, imo, is the sawblade locust. The fact that it gains an attack that have a bit of range (and the sound design that goes with it) makes it way more frightening than if it was just a stronger locust. Some ideas for high level enemies skills/behaviours: - Shivers being able to climb on walls like locust do, or otherwise being to jump farther, making this a pounce attack. When in combat, they could regularly jump above you and land behind you (they do this occasionally when they are above you, and I find it super neat: let's make this a combat tactics for the corrupted ones!). - Drifters could tend to come in packs rather than one behind the other, and try to surround you to attack you from all sides (it would also lower the change of them hitting each other). - Having some (not too many) locusts that would just run to you and explode would be pretty scary, too, I think.
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Hi, Currently, all the slanted rooves have 2 variants: the bottom variant and the top variant, that you can both make by placing the slanted roof in your crafting grid. It would be visually satisfying to have those 2 variants for the corners, too (the inner and outer corners). Attached, a screen capture showing how roofing looks when you have to put a corner that, inevitably, won't have a matching look with the bottom rooves. Thank you!
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I'll reply to each point, for clarification. So, I was indeed mostly thinking mostly of berries, even if drying could be applied to apples and such, that can already be kept fresh for much longer in cellars. You are right about porridge and pies, but I like to be able to stock ingredients in order to prepare food depending on my needs. Juicing is not bad, but a bit too short on conservation, and the various wines/ciders give a very low amount of fruit nutrition, unless you're ready to drink multiple litters of it a day. Concerning jam, my suggestion was specifically for those unlucky games were you won't find a single beehive for a long time. In fact, I had the idea of this drying fruit mechanic in a game where, I admit, I put myself in such a position: I set up a world with mostly sea, and some islands, in order to have a fresh challenge, and I was able to develop up to steel without finding bees on any island. I think that even in less extreme cases, drying fruits could still be an interesting alternative. I thank you for your long and detailed response that have some very valid points.
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Well, if I may suggest: https://www.vintagestory.at/forums/topic/21664-mixing-iron-sources-in-bloomery/
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I was indeed just throwing ideas based on what already exist in the game. The dripping effect I described exist, but as far as I know it does not water the blocks beneath it. Your question about how it would work in a farm is not a bad one: I didn't really think this through, honestly.
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Hi, In real life, there's a lot of fruits that we can dry to preserve them longer. For instance, grapes can be dried into raisins and apples can be sliced and dried too. It would be useful too add a drying mechanism for fruits in the game, allowing a long term conservation of fruits when the player don't have access to honey (on some unlucky games it can take quite a while to find wild beehives). I think that, for balance purposes, this process should take away some nutrition value from the fresh fruit, but less than wine/cider, making it an interesting option for long term preservation but not over-powered (and not replacing the usefulness of jam). Thank you!
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Some ideas related to what you're asking for, that could use already in-game mechanics: - We have Archimedes screws, they should be able to move water, as in real life. (I think there's a mod for that, but I didn't try it) - When water circulate on top of a 1 block thick layer of rock or wood (as in a aqueduct, for instance) there is a visual effect making water dripping beneath those blocks. It should be able to water the tiles bellow and keep them at 100% humidity.
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I agree with you. While waiting for it to be implemented in the base-game, there's a mod called "Quench Salvage" that gets the job done. Hope that helps. https://mods.vintagestory.at/quenchsalvage
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If you can't harvest them, make Locust bodies disappear quickly.
TheRealMork replied to Broccoli Clock's topic in Suggestions
As far as it makes sense on a purely logical perspective, gameplay-wise I don't think we should be able to get resources from bronze or corrupted locust, as they would be way too easy to farm. -
If you can't harvest them, make Locust bodies disappear quickly.
TheRealMork replied to Broccoli Clock's topic in Suggestions
Sorry for the reactivation of that 1 year old suggestion, but I totally agree on this. Whatever the solution, disappearance or destructible: those locust corpses really need to be getting rid of. The other enemies can disappear completely by looting them, the locusts should have a way to be removed too. Currently, they really can get in the way of players and monsters alike. -
Hello, Currently, there are 4 types of nuggets that can be smelted in a bloomery to produce iron blooms: hematite, magnetite, limonite and the bits of iron (obtained by recycling iron tools, if I recall correctly). All of them provide the same amount of iron (5 units). However, the game does not allow us to mix those 4 types of iron in the same bloomery, which can be a bit frustrating. For instance, In a current game, I mine hematite nuggets in great quantities, but I also found some magnetite (11 nuggets) and limonite (15 nuggets) in some containers in ruins. I also have some bits of iron laying around (4 bits). And here is the problem: I'd like to make use of them by smelting them, but I can't, because I have less than 20 nuggets of each. As they all give the same result when smelted in a bloomery, it wouldn't be illogical to be able to mix them in it. To continue on the same example, I could smelt my small amounts of magnetite, limonite and iron bits alongside the hematite I mine, in the very same bloomery. It would be quite handy. I understand that it would require to change a bit how the bloomery works, as it would require it to accept multiple types of item at once, with a verification of their compatibility. However this new ability could certainly be extended to other materials. The basic quartz & clear quartz come to my mind, for instance, as they can be smelted to make the same type of glass. Thank you in advance for considering this suggestion.
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Oh, so it would come from the water wheel rather than the spur gears? I mean, I had some troubles with water wheels, but generally, shutting off the input of water until the wheel stops and then reopening the water source fixes it. Except the for bug that makes axles turning the wrong way: nothing can fix it as far as I know. But in the case of my problem, I made sure that the 2 water wheels were actually going in the same way, and they both had the axle connected to them going the same (wrong) way. So I have not doubt that the system should have worked, wrong animation or not. But indeed, it would be interesting to test the same thing with 2 windmills instead, just to isolate the bug correctly and know if it's the water wheels or the spur gears that cause the problem..
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I can totally confirm that the power input combination doesn't work. I brought 2 of those new rapid water streams to my base, and put a water wheel on each of them. I tried to connect it to my power train using spur gears. Basically, I have 2 gears connected to my sources of power, and one that is connected to my "machines". It's connected in a way that the spur gears don't counteract each other (see image below: Blues are the sources of power, yellow is the receiving gear). What I noticed, is that when I connect the 2 water wheels to this system, it delivers a torque that is inferior of what its output is if I only connect 1 water wheel. That makes no sense to me, and I came here wondering if anyone made the same observation. And I see I'm not the only one.
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So, if anyone has the same problem as me, here is what I found: Apparently the mod "Some Disassembly Required" is preventing from equipping wrenches in off-hand. The modder is already aware of this and they'll drop a fix for it in "a week or two" (said by the modder on the 4th of June).
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I'm facing the same problem. Did you find out what mod is causing this problem?