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cjameshuff

Vintarian
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Everything posted by cjameshuff

  1. I mainly have it in mind as a way of exploring caves or descending cliffs that is more tolerant of uneven walls and a little less clunky overall than ladders. It might not be that complex to implement, as you can already haul animals around with rope. Another ropework application: rope bridges.
  2. Some ideas for more use of rope: Allow ratlines to be placed in other places, as a sort of short rope ladder. Rope hammocks Allow containers to be placed in hammocks, for wall/ceiling storage. Rope hangers/bags for cooking pots/crocks, as elk equipment and hung on walls/ceilings as storage. (Also allow multiple crocks.) Also allow them to be used as limited containers with the same capacity/items. Abseiling/rappeling.
  3. For my part, having the thing you're working on just vanish leaving you with nothing is really annoying and frustrating. In general, if you work on something, and get everything right, you should get something. I'd even be fine with the improvement not being fully predictable...say you get unlucky and make a falx from a particularly low-carbon piece of steel that just won't ever harden as much as a higher-carbon specimen. Ideally, let you scrap such an item, melting it down with other steel to try again.
  4. "Turn with a constant level of inertia" doesn't really mean anything...normal gears have a constant amount of inertia, and it doesn't depend on whether or how fast they're turning. Perhaps momentum is meant, but that's just the product of inertia and rotation rate, and since inertia is constant, that's just an indirect way of saying "at a constant rotation rate". As a power source, that would mean they could supply theoretically infinite power, but the constant rotation rate means that as power output increases, so would force on the teeth mating with the gear and on the axles. Realistically, at some point, non-temporal gear teeth would shear and axles would bend/break, and the small size of the temporal gears would limit the useful power they supply. You could make a power supply that requires steel and high-precision tools (files and a lathe, maybe? Chisels quenched to a certain hardness? Case hardened gears?) and which puts out a strictly limited amount of power, breaking if overloaded...an expensive, late-game, limited but portable power source.
  5. I came across the same issue in 1.22.2, single player. I dug down underneath the underlying block and placed a hopper, which successfully picked up the antlers when I dug out the blocks immediately under them, though I had to dig a block to the side to get them to fall and then place a block to nudge them into the hopper (which I half-expected to just delete the antlers from existence). The antlers seem normal once in my inventory.
  6. Is this in a greenhouse? I think there are some corner cases with cropland nutrient regeneration that might not be working right, where you can have plants consuming nutrients that aren't regenerating. I had an odd situation where a field ended up mostly and equally depleted in two nutrients after a failed crop at the end of the year.
  7. It may be "realistically dark", but realistically you also have a sense of touch. I'd like to be able to see an outline or something of the blocks that are within reach. Another issue is the way the world can plunge into pitch blackness right outside the limit of a light source. Realistically, they should give some dim but visible lighting at a much longer distance. However, the performance costs might be prohibitive...
  8. A related thought I've had is to reduce the speed penalty proportional to the health you've gained due to good diet. If you've built up muscle mass and energy reserves, it should be easier to wear armor. This would make nutrition and death more meaningful.
  9. I'd really like a base icon and separate outlines/backgrounds and overlays with their own colors. So you could have an icon for mines, color coded with their main contents, and outline the active ones. Or you could mark all caves, and add an X overlay as you explore them, or a plus to indicate multiple things of interest. This would effectively multiply the number of icons available, while reducing the number you actually have to deal with in the UI. Also, the ability to connect markers with lines would be very useful for plotting travel routes and annotating translocator links.
  10. Heat and weld tetris-bits of voxels together to form ingots? Maybe adding borax as flux.
  11. Knapping can be done with tools made from wood and antlers, it's not just a matter of the hardest material winning.
  12. All but one of the sources I've found have been in a cramped mountainous area that aren't great to get in and out of. There's one on a hillside on decent terrain, but I've already got 256 blocks of terra preta farmland in greenhouses that I can't move and a large windmill that doesn't always produce power, but produces enough and produces it where I need it. The hillside source is right above the far translocator of a pair where the near one is a couple minutes walk away, so I might just set up a smithy there and use it for producing plates, but I already have steel plate armor. I hadn't paid much attention to the noise or detailed appearance of flowing water before, and before I found the real thing there were a couple noisy-seeming flows nearby (vertical flows with very long drops that you'd think would be as "rapid" as physically possible and which certainly seemed to be making a lot of noise and kicking up a lot of spray) that I tried. Since then the water wheel parts have sat in a chest. Apart from the scarcity of well-located rapids, the resin cost of assembling the water wheel has discouraged messing around with the thing.
  13. I've done the archives in my current 1.22 world and have only found a handful of rapids. There's one location that looks worth building on, but it's not practical to move there at this time, at least the water wheel isn't enough to make it worthwhile. I feel that water wheels are something you use if you get really lucky, not something you can reasonably set out with the expectation of using. A large windmill might not produce power all the time, but at least you can always put one up, and get the power where you need it.
  14. There already is, several dye colors are obtained from flowers, and you can trade things made with dyed cloth. You'll currently wipe out the local flower populations by doing so, though. Historically, the woad trade was a major means of support for many regions, so the fact that you can't buy, sell, or cultivate it despite it being just as useful in Vintage Story is a bit annoying.
  15. This I think is another issue. If you can work bloomery iron on a bronze anvil, you should be able to do so with meteoric iron. In the real world, meteoric iron was an early way to get small amounts of iron that was rendered largely obsolete by the invention of iron smelting. In VS, it's...a way to get small amounts of iron that's mostly rendered obsolete by the very developments required to make use of it. Yeah, it's slightly better than bloomery iron, but not by enough to bother with, especially with the player about to start making steel. I always try to relieve as many meteoric iron blocks as possible so I can use them as decoration, since they're more useful for that than for metal...
  16. I do think the knife takes too long to harvest a mushroom. Realistically, this is a single slash motion...if it takes sawing, I question the edibility of what's being harvested. And maybe the axe should have a high failure rate.
  17. Flint and clay are not hard to find, so fire clay is only scarce until you build your first bloomery for efficiently calcining flint. A special type of iron that's only useful for extending steel in a particular type of laminated blade doesn't make much sense, especially when the fact that you have steel means you have a way of adding the carbon needed to turn it into steel. Wouldn't the fact that it's scarcer/more labor intensive make it even more desirable to carburize it to maximize the return on investment? Another early iron source would be bog iron. And meteoric iron, if the requirement for an iron anvil is removed (which really doesn't make sense anyway).
  18. I have had a couple that were weirdly deep, far enough under solid rock that I gave up and used an X-ray mod just to verify that something was actually there. I don't know if this was intentional or maybe something fixed before release...this world was created in an early RC.
  19. It's a bit silly. I find that you need to use the shears on the branches to get enough seeds to replant, which gives you more sticks than you can use unless you're doing a lot of pit kilns, in which case you're doing that just for the sticks and getting more wood and seeds than you can use. I'm constantly either looking for storage space for sticks or looking for more sticks. Meanwhile, I have tools and demonstrated skills that should give me more than one way to construct a stick-like object out of wood, but for some reason I can't do that.
  20. Look at it this way: would you swap an item on your toolbelt for a torch out of your backpack so you can then take the torch from your belt to ignite something, or would you just grab the torch, ignite the thing, and put it back? It's not an additional crafting step where you're making the thing you need to accomplish the goal, you're just shuffling items around in your inventory. Should thinking about your inventory be a critical part of lighting a fire?
  21. The thing is, how many arrows do you go through? Even if you can sell them to a trader, which are you going to run out of first, feathers or metal for the heads? If you're raising chickens for meat, you'll quickly start filling chests with feathers.
  22. I also find the ergonomics of shuffling torches around to be a bit annoying. It isn't difficult in any way to replace something I'm holding for frequent use with something I'm going to use once or a few times and then put it away and put the original item back, but it's tedious, and tedium isn't challenging or fun. Or more generically, an alternate context-dependent action that only requires you to have an ignition source in your inventory. Perhaps a better way to select one of a menu of actions. This is something of a general problem, with various combinations of crouching and shift-clicking required to achieve the desired actions, and frequent bugs where the intended action is blocked (look at the problems with putting tools in the forge for tempering/quenching).
  23. And treasure hunters are going to want to show off treasure they've hunted.
  24. None of these are really a long-term sink for large numbers of feathers, though. I've just been finding traders who will buy feathers, maybe additionally add trades for things like down pillows/coats/etc that would take large numbers of feathers to create.
  25. And do you just never go outside the area you've cleared?
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