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ArtiKs

Vintarian
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ArtiKs last won the day on May 7 2024

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  1. Honestly, at this point I have so many "good" ideas that merge into other ones that I just don't know how to separate them into digestible posts~
  2. Well... In my world, I live in an area where about 7 moose roam around and annoyingly stand in your face everytime they get the chance. One misclick and the fight is on (They are a great protein source, but gosh what a nuissance). IRL they seem not to like fragrant smells like sage, mint, rosemary, dill and oregano, because they are pungent herbs. In addition, sunflowers also work to keep deer away and they are often used in orchards by farmers. Maybe washing your stuff with scented soap helps to, at least, keep them away from you. Maybe other weak animals can be repelled this way? Maybe this idea can turn into something else, and now we could use plants like squash to prevent racoons from eating your bushes planted nearby. Due to the fact that a "hare burrowing mechanic" is in the roadmap, I get the feeling that moles could be implemented too to give a possible farmer class some work to do. Turns out that garlic and onions could also be used to deter them from ruining your soil. So, if not scented soap, the plants themselves could be used for similar effects.
  3. This is a thought I've had for a very long time, but unlike borax, I couldn't figure out more uses to justify introducing soap to the game, so I never posted it. - Another use is that it could remove dyes from cloth as a way to undo mistakes... but that would never make sense as the fibers have already been mordanted, so... - How about those hides you oiled so that they wouldn't rot, and now they can't be turned into leather? Maybe washing the pelts in a soap mixture make it so that pelts can be used in the leather making process again as if they were perishable hides.
  4. A few ideas that come to mind other than the ones mentioned already, are: - If wool is implemented, it could be used to clean the raw fleece fibers before turning them into cloth. - It could also be sold to Luxuries traders and some of the others since (at least I think), they are still stinky humans.
  5. Saludos~ Imagino que no has tenido suerte encontrando miembros. Si todavía estas buscando gente para jugar, pues me apunto. Mi username de discord es artleuartsm.
  6. @Thorfinn Would it really add anything if you had to go caving or sit under a tree or going for a quick swim in the heat of the day if you set up base somewhere warmer? I think that since the game took some inspiration from Don’t Starve Together, people expect the seasons other than winter to have something unique like they are in that game. Caving, switching clothes, head gear and diving are literally the same as wearing fur clothes and setting up campfires every now and again when freezing. I’d argue this gives tailors a purpose beyond aesthetic and roleplay. Would you get penalized for smithing in the summer? Freezing and hunger kill the player so slowly that you have time to perform several actions. The penalty is also specific as it would only happen during summer afternoons when the heat is at its peak or maybe during sandstorms if you live in a desert. If smithing sessions are kept short, overheating should not be an issue. Just like the cold is a threat, the heat should be one too, but only when extremes are met. Irl blacksmithing is a seasonal job, but this is a game where the player needs to manipulate metals often. Cold drinks plus certain clothes should help isolate the seraph from the heat, like wearing the blacksmith apron and maybe gloves as leveled-up thongs. Maybe there is no immediate “penalty” if the smithing place isn’t recognized as a room and counts as an open space with a roof? Idk. Particularly if you had an enclosed smithy with nowhere for the heat (or smoke) to go? Personally, I'm just not seeing the attraction. Smoke and asphyxia are a totally different rabbit hole… and beyond smithing, it would affect mining the most. If the game gets to that level of realism I would not see the attraction either.
  7. @Maelstrom "What would the remedy be for overheating because adding this mechanic has downstream implications that must be coded?" Technically speaking freezing is a bar; It’s just not visible until the temperature drops to display visual cues. I think that there are even mods that make it visible. The remedy could be as simple as wearing the appropriate clothes. We have winter ones, so how about loose-fitting, lightweight clothes made of breathable materials, such as cotton or linen? If you ask me, I think those could fit the aesthetic of the game. There are some unobtainable sets that could be tweaked and useful, like the survivor set or the peasant set. "One such mechanic is a thirst bar in addition to the hunger bar which has been mentioned multiple times in the past year alone." After a lot of thought, I ended up agreeing with you both, Maelstrom and Thorfinn… though I would say that if poultices are to health-bars what foods are to hunger-bars, what would drinks even be needed for besides roleplay? I’ve come to the realization that most food is at room temperature or below when it rests in a cellar. The whole objective revolving food is preservation, but beverages are absorbed faster (just take a sip of any cider in-game and you’ll see…), the player could get short effects related to stuff that food alone can’t reach like temperature adjustments, so a thirst bar isn’t needed at all. It’s just "food" that targets different stats in the default “C” display.
  8. Adding hot and cold drinks to resist for longer the harsh environments that get worse due to the seasons, also means less inventory space when exploring… which makes me wonder if there will ever be anything after leather backpacks. I´ve never made steel at all as it seems pointless, but I swear I could delve into the steelmaking process if it means that more valuable inventory slots are the reward.
  9. I am aware that animal husbandry has yet to go through some changes. Getting a herding mechanic implemented seems to be on the horizon since the higher the generation is, the harder it gets for the player to move them around, but that is not the issue I would like to address today. First, the reed basket trap was a fantastic addition because separating the offspring without having to design fancy builds to sort and cycle animals around was made easier (in the case of pigs). But one problem persists: How hard and annoying was it to differentiate animals in their pen from the earlier generations to the later ones if they are mixed in a pen? Everything looks the same. Killing most of the parents as they reproduce helps preventing both gens mixing. And sure, Ewes are easy to get close to (and check their gen number), or even be easy to separate into other pens, but what about boars when their offspring is running around? (Bye-bye armor durability) Or even worse, chickens that gather and clump together and make it impossible to identify? Getting close to them to check a line of text with no alternative is a problem if you ask me, because there must be ways to make the player recognize things without always having to resort to the text displays. For now, the simplest solution is introducing a method to mark animals. I suggest the following ones: Paintballs: It is a mixture of tree resin, lime water or fat and maybe some dye that must be heated in a pot. Can be used for color branding but it disappears after a long time (due to in-game months or faster, due continued exposure to the weather). They can be thrown or applied to animals so that their skin could get some sort of a colored slash, splash, stripe, or anything really that helps identifying an assigned gen. This is the method I like the most. Not permanent, does not stress the animal and by the time it disappears, it has already served its purpose. Branding metals: A harsh but effective solution that requires a heated iron stick to mark bigger animals forever (omg this souns horrible). This method affects their animosity against the player, so they stay stressed and aggressive for a couple of days, and even after healing, they might randomly get away from the player for a long time. This idea was meant for the “feverstone’s horses” mod that I tried in my world a long time ago in its early iterations but I ended up not liking it. Now that riding will be implemented in the base game, I got it out of the trash can and here it is. In a single player world, I do not see a use for metal branding, but if this is too cruel for you, let us move on to the next one: Leather Tags: Requires dyed leather and metal clips to attach to their ears, legs / shanks, especially pigs and chickens. We could even throw in the Ink and quill for an optional renaming of the mob in question. To make things clear, the color is there for the player to know what generation a particular mob is from afar, and in turn they could also be targeted from a safe distance and killed when away from the rest (even if they try to run, because now they just stay there). It doesn’t even have to be dyable color stains as long as marking is a thing. Besides, maybe for some reason there is attachment to a particular mob and we want to keep it alive? Yes, chickens. I am talking about chickens . I want to have a late gen pet rooster, but isolating them is a struggle. They keep running away from me and gathering in the corners with others that are there for poultry purposes. I see the one that must perish, the falx slips and… ups, I just killed the wrong one… again (¬_¬). Am I that clumsy?
  10. I know this is unrelated, but I have 800+ hours in this game, and I'm still unable to make a proper cellar that let's me age blue cheese. Everything else I've achieved, but this blue stuff seems to be beyond my skills to design cellars. If you have a working design that is recognized as a cellar but at the same time is open to the outside... can you help?
  11. I think it is a bug too because when I was playing yesterday, I couldnt craft one either.
  12. I know it's kind of trivial, but I've never been able to find this flower in any of my worlds. Where do they generate? Mountains? Valleys? South? North? Do they even generate at all? The same with rafflesias and their red counter part.
  13. Hello there! For now you can only obtain milk from Ewes, but it's not as simple as crafting a buket and right-clicking on them... There is a process that has to be done before it gets that easy. First of all, they have to be lactating, so you need to breed Ewes with Bighorn sheep and advance the generations so that they dont become stressed with you around. The more advanced the generation of ewes are, the easier it will be for you to obtain milk in a bucket, and the less aggressive they'll become if you are nearby. Early generations have a chance to let you milk them, but it can be done once a day only. After the 3rd generation, you can simply right click on them Ewes as long as they are lactating. About the horses and possible means of transportation like multi-block boats... we are getting close, but we're not quite there yet. This stuff it is on the roadmap of features to be implemented in the future, so we just have to wait~
  14. After last update, my potato laptop runs the game way smoother... but takes longer when loading the world. I have to wait 12 to 15 minutes every time just to open the heavyly-modded ones~ I, too, do something else in the meantime, and pausing after loading could be huge.
  15. I'm starting to disagree on the thirst video. In some cases it doesn't work as a definitive answer on every thirst-related post... though I do get the point. The only reason people keep suggesting Thirst, Weight and Illness, is because there are things already in-game that feel unfinished, and coincidentally, do fit with Thirst as a mechanic. The problem is not them being in the game, but the way the could be implemented. Thirst = Temperature regulation (I know Clothes help with this too) Players get Cold on winters and need firepits to rise their body heat. There are some extra useful aplications to this. Might need to make another separate post to make a point. Thirst might even be related to pies, since you can fill 2 or 3 nutrition bars at the same time. If cold on winter, why not heat during summers, and so on. It's deliberate to have one and not the other, especially since seraphs are no longer heat resistant as they used to be. Getting wet under the rain? Why not make some of the already in-game HAT slow the heating and getting wet process? Weight = Inventory Management Players have multiple containers with different amounts of inventory spaces, sometimes reserved for certain types of items. Since there is a limit on the amount of backpacks you can put on, and have to take one off to carry a skep, they assume weight should also be linked to that capacity. This one for sure would be a hassle though, especially when looting ruins and the resonace archives. Like, NO i dont' want to make several trips but i do want the spoils in one go . (In my opinion, as a mod this would be fine, and i think one exists already: "Simple Weight Mod" by KenigVovan) Illness = Secondary effects Alcohol already makes players dizzy and there is nothing else to it. Apparently alcohol has pros and cons irl, but in-game it's just for roleplay. If there is a secondary effect, this would open up space for potions related to the temporal stability, or simple teas from the many flowers implemented for extra speed, or slow down the stability loss, or whatever~ If people keep suggesting mainly thirst as a mechanic, is because they find that the current liquid uses are not enough. There is hot water, ice, salt, naussea/dizziness, alcohol, honey, milk... and it makes you think twice why on earth those mechanics are not connected to each other through them. If anything, this game can only get more features... especially on the diet and a reason to consume different nutrients. There's a ton of food sources and the only boost we get is extra HP. If not in the vanilla game, then using mods. Let them make posts on Thirst. Maybe one of them finally proposes a nearly perfect implementation, who knows~ We can only dream :'v
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