cjameshuff
Vintarian-
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Everything posted by cjameshuff
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1.22.0-rc.8 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
I think it'd actually be better to have movement drop to near zero before the health does. Realistically, an injury can easily leave you with very little mobility but still very much alive. Say mobility_scale = max(0.1, current_health/max_health*2.0 - 1.0), so they can only move at a crawl once they get down to half health. Also, perhaps have them continue to lose health if taken below a "mortally wounded" threshold, so if you can do enough damage, they will stop nearby and eventually die, rather than dashing off across the hills. -
Even with the shovel now helping with harvesting, they're a pain to harvest compared to other crops. Provided the spoilage is changed, I don't see any real advantage. You *could* live off cattails, but doing so wouldn't be an exploit, and you could augment your food with them without permanently destroying the plants.
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I'm pretty sure all the "wild" crops and domesticable animals are suggested to be descended from crops and animals that were domesticated before the disaster, so something resembling a domesticated variety isn't a big problem.
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And if it is, it becomes like the other vegetables, but doesn't grow in cropland and requires a shovel to harvest each root individually. You can go back after a year and harvest more roots to expand your reed production, but you can just spend a year scouring the countryside and gather all the roots you need anyway. It has little effect on balance, it really just means you don't leave the surroundings oddly bare of reeds.
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1.22.0-rc.8 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
A few ergonomic issues with the cooking pots: I constantly find myself trying to add ingredients when the pot is in the output, leading to me unintentionally merging pre-prepared stacks or just uselessly moving them between the inventory and the hotbar. It'd be really nice if the pot automatically moved to the input side when emptied. If you're going to use the pot again, you're just going to do that anyway, and if you're going to remove it, that's just as easy to do from either location. I've repeatedly found myself burning candles and rendered fat as fuel when trying to shift-click them back into my inventory, as the fuel slot takes precedence. I can't think of any time when you'd actually want to move a finished product you just finished cooking to the fuel input. It'd be nice if shift-clicking moved things to my inventory instead. -
I think they should just regrow in that block. When you harvest a root, leave an invisible remnant that grows back after a year. That is a place where they can grow and seeds are going to grow there, it's unnatural for them to disappear permanently after you harvest them. A way to actually prevent them from coming back if desired would be to remove and replace or bury/build on the dirt block. It would allow you to multiply the plants year after year, but is that really something to prevent? Just give the roots spoilage like everything else, so they're a workable but not broken food source. If the non-spoiling advantage is taken away, the slower harvesting seems like enough of a con.
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1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
Had a variety of oddities with the forge while working some blister steel with a helve hammer and turning two ingots into a pickaxe and axe. The usual fuel level oddities manifested, but didn't do anything obvious beyond cause display issues. One ingot got too cold to finish processing, so I kept it in my hotbar while pausing blister steel processing to temper the clay-covered axe and pickaxe. The pickaxe went fine, but after doing the axe, I somehow ended up with two tempered axe heads and no partially-processed blister steel ingot. When I tried to move it, the second axe head disappeared, leaving me with neither the ingot nor an axe head. I finished up the blister steel and stored it, giving myself a steel ingot to replace the one that was lost, then visited a nearby trader where I sold a backpack...and now I have a fully unprocessed blister steel ingot in my inventory. I put it in the chest and it hasn't vanished...yet. And I've had three milkings with increasingly spoiled milk from my 3 sheep. The first I only noticed was spoiled after adding it to a barrel, the next came out at 65% spoiled, the last at 90+%. The latest milking, I checked the first bucket, and it was fresh. I milked the next one, and the full bucket and one empty bucket disappeared. In the end, milking three sheep cost me two buckets and gave me one bucket of milk (which is fresh now). -
I've been wondering about some kind of "morale" stat to give players a reason to continue to eat things like mushrooms past the first year: a boost to speed and damage instead of health from regularly consuming fancier meals. As is, the limited supply and low satiety gives you little reason to use them once you have alternatives. It would need to be an occasional treat rather than something that gets in the way of actually getting stuff done, though.
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You already make stews and such without water. I'd just assume the excess salt is being removed by soaking when you cook with salted meat, the detail is just not explicit in the game to avoid making things overly tedious. I also see "salted meat" as a proxy for a range of meat preservation methods...drying, cured sausages, etc. And you can certainly use these in pies...
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Some further thoughts on variable strength traits and breeding: Fruits exist to propagate plants. It's a little silly that you can't ever use them for this. Trying to track traits with fruit being mixed together in stacks sounds unworkable. Breeding could instead be done by collecting seeds from a harvestable plant (maybe use a linen sack as a collection tool?), with the seeds having a combination of traits from that plant and a nearby plant, with some additional random variation. This could not only recombine traits, it could produce hybrids. Look at citrus fruits for some possibilities there... Cuttings would be a way to reliably propagate a desirable strain obtained by breeding, and the only way to propagate a sterile hybrid, but earlier on seeds might be a better way to fill your fields/orchards.
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Is it even intentional that you can't do this? Ham pot pies, ham and cheese quiche...
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And to go full circle, you can make lime from egg shells. However, real lime water is made from quicklime . Lime (calcium carbonate) isn't soluble enough to do much. Alkali collected from wood ash was historically used for a lot of things, including making soap. And both lime and wood ash can be used for fertilizer. The latter was a common source of potash (hence the name, "pot-ash", extracted from ashes in a pot), as well as a way to raise pH. (As an aside, it's really weird that you have to boil powdered sylvite to make potash, which makes a pot unusable for food, when sylvite is potassium chloride, which is unaffected by boiling and can be used as a no-sodium salt substitute.)
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Some thoughts on traits: as is, with the traits being binary on/off, once you find a plant with the desired combination of traits, you stop looking and just take cuttings to multiply that plant. That is the perfect plant, it can't be improved, there is nothing better, and you just want copies of it. You can find the perfect plant on day 1 if you're lucky, shortcutting the entire process of improving your crops over time. The weirdly strict limitations on taking cuttings seem intended to limit this advantage, but are annoying and highly artificial. If the traits occurred in varying strengths and there was a way of breeding plants to combine and randomly vary their traits, you would keep looking for and gathering strong examples of desired traits for breeding material, and looking for and selecting improved offspring for cutting propagation. Also, by breeding and selecting variations, you could make progress in improving your plants even if you have poor luck finding strong positive traits in the wild. Tweaking the natural occurrence of traits for different types could also be used to make types of berries that exist in the wild but require careful domestication in order to become a useful food source, while letting other berries be plentiful even in wild form, without being broken when domesticated.
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1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
I'm seeing this as well. The displayed fuel time remaining will drop down to zero or very close to zero, and the visible fuel level and the workpiece will start bouncing around wildly. Sometimes it won't show the fuel at all, but a pump on the bellows will make the fuel reappear. -
1.22.0-rc.6 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
Not really, since they occur in larger patches. It really just means bigger fields...I'm actually not thrilled with this, since one of the things I liked about VS was that you just needed a garden, instead of commercial-scale farming. -
1.22.0-rc.6 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
It might be a quirk of the landscape, but I didn't seem to have issues with them hanging around my house all day in 1.21. I did have a big cave they could wander into, though. -
1.22.0-rc.6 - Fishing, Mechanisms, Metalworking and More!
cjameshuff replied to Tyron's topic in News
Has anyone noticed odd behavior from bowtorn? When day comes and the drifters run off, the bowtorn seem to stick around indefinitely. I can run 50-some blocks away and watch them despawn, but otherwise they'll stay there apparently forever. -
Something that might help both would be some sort of precursor event. Sounds, strange lightning, brief distortions before a storm, becoming more frequent and longer until the storm itself starts. And maybe have a small rift form a minute or so before a spawn arrives at that location, allowing you to vacate the area or stop whatever you're doing and get to a secure area or prepare for combat. Maybe allow the spawn-rift to be dispelled with bright light, the required light level increasing in a storm to something impractical to just maintain everywhere in a house.