cjameshuff
Vintarian-
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Everything posted by cjameshuff
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This is Vintage Story. It would obviously have a very high chance of killing you.
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Silver containers for preserving food/juices/milk
cjameshuff replied to Steppe King's topic in Suggestions
Copper will outright dissolve in hot acidic foods, it can be dissolved in vinegar to make copper acetate, a pigment and fungicide. However, copper pots and kettles have been quite widely used in cooking. Copper is easily worked and has very high heat capacity and conductivity, so it's easy to avoid hot spots and get even heating, and the toxicity is low enough it's usually not a problem. It can also easily be coated with tin to prevent corrosion and allow use with more acidic foods. -
My response would be "the other bear". The one that pops out of the bushes when you move in to engage the first one.
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And here's me carefully quenching my steel knives strictly for durability. Stone knives don't last long, and replacing them in the field means you have to either interrupt work to forage for sticks and flint or devote inventory to them. I might start quenching for speed instead...didn't know about the entity harvesting bonus.
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I kept an eye out for this happening again, and the bushes went back to normal the next time they got covered in snow, and stayed normal as the snow melted in the spring. I haven't seen a repeat of the incorrect bush display. I did notice some additional odd behavior of snow on greenhouses. Snow melts earlier on the roof blocks (glass slabs) that are above crops, but not the blocks that are above empty cropland or other blocks.
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Perpendicular to the direction, they should have basically no effect, just as downwind windmills shouldn't have any effect on upwind windmills. I'd make the region of interference a downwind cone rather than a simple radius. But this would be the only way wind direction actually matters...
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I'm on my second world, after getting the first to the point of building full plate steel armor and then restarting for 1.22. In the second, I've done the Archives and when weather warms up and I get some rice harvests in will be heading for the second story location. Both times I set up a simple dirt shelter in the side of a hill as protection from monsters and wildlife within a couple hundred blocks of spawn, in an open area near a pond that let me make some hydrated farmland with a ditch to keep animals out. I made some reed chests for storage and a bed for getting through the nights, with a door plugged up with straw blocks, and went around looking for copper, living mostly off berries and mushrooms, and collecting and saving grain and roots while planting the seeds to supplement the forage with some small harvests before winter. When exploring, I'll build similar shelters with beds in the surrounding areas, and try to stick to open areas where I can see predators and avoid them or build pit traps. All you need to do to survive the night is sleep. I don't even try to fight drifters until I have some armor and decent metal weapons.
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I'd like a more general ability to connect markers with lines, since it can be useful for marking other travel routes as well.
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I think I'd appreciate that, actually. Their piled up bodies can be quite a nuisance.
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An expansion of my thoughts: Split health into "muscle" and "fat", and add "hydration". Muscle mass is essentially the sum of the current nutrition bars, fat is built by eating high-energy foods. Separate food satiety into nutrition and energy (fats/carbs). Muscle reduces armor penalties, increases mining speeds and weapon damage, and increases health. Fat counters these benefits. Muscle mass tracks the sum of the nutrition bars, but these change more slowly than fat, making it easier to maintain a balanced diet. Fat decreases when hungry or with heavy activity, and when it reaches zero, your body resorts to consuming muscle mass (decreasing the nutrition bars evenly). Starvation sets in as muscle gets consumed. Max health decreases, healing stops below some level, and eventually you start taking damage. High-calorie travel food could be carried to maintain fat reserves on expeditions without greatly impacting nutrition and thus muscle mass, but long term it would lead to nutrition issues. Meals can be skipped, expending fat reserves without actually starving, but regular hydration is needed instead.
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A tool mode that adds/subtracts entire rings would fit quite well even without a wheel, as pottery was and is often formed out of "ropes" of clay placed a loop at a time. As it is, building thin walls is tedious simply for UI issues, as moving too quickly when placing voxels tends to frequently skip them.
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Entering winter, I've noticed that berry bushes display very differently when partially covered by snow. It doesn't look intentional, they seem to revert visually to a not-yet-matured growth phase, no longer showing things like the traits. It's particularly noticeable with cranberries which suddenly stick up out of the snow. They seem to go back to normal when the snow melts.
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1.22.3: Sheep and Pig Reproduction Not Working?
cjameshuff replied to LedZeptallica24's topic in Discussion
No, I had them in separate pens while I bred them up to generation 10 to deal with the aggression. There were lambs in adjacent pens and I checked to make sure they were still there and hadn't phased through the fence, and she was no longer showing as pregnant the next time I checked her. -
1.22.3: Sheep and Pig Reproduction Not Working?
cjameshuff replied to LedZeptallica24's topic in Discussion
I've noticed some oddities in the status displays before, like an ewe still showing as pregnant while her lamb is right there next to her. -
I literally have a pregnant generation 9 sow and just finished culling my generation 9 ewes after trying to get them to generation 10 due to the aggression... Were the issues with crashing when loading story locations fixed?
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One thing that's been on my mind is tracking muscle mass and energy reserves separately. Build muscle for better damage output, mining speed, and reduced penalties from heavy armor. Build fat so you can go longer before your body starts consuming its muscle for energy, with penalties beyond a certain point. Recovery from deep starvation would require rebuilding muscle as well as fat.
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This means you're likely in an unexplored area of the world, in unknown terrain and far from any weapons and food you might want to grab before heading off to retrieve stuff from your body.
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If you're concerned about people getting "treasure" without paying for a map, the last chest I opened contained a collapsed chest and nothing else. The first was a granite spear. The only thing of real value I've found is a resonator. There's nothing game-breaking with occasionally stumbling into these.
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Got to wonder about how the decision to bury the first person that way was made. Diogenes lived in a pithos, a similar large earthen vessel, also used for burials.
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Tool head and handle should have separated durability
cjameshuff replied to GLaDOS_cz's topic in Suggestions
In the real world, there's nothing stopping you from doing fine wood carving and making a high quality handle with stone tools, for stone tools. Neolithic people didn't just use crude sticks. And I'm not sure how arbitrarily requiring a carved handle for bronze+ tools is less harsh. You wouldn't want to pay the durability penalty and give up the speed/damage bonus on a good metal tool head, but what's stopping you from rigging up a crude handle with what you have on-hand if you absolutely need to? Bone and antler are perfectly good handle materials, I'd just make them equivalent to hardwood. -
Tool head and handle should have separated durability
cjameshuff replied to GLaDOS_cz's topic in Suggestions
A well-made pine handle would then be worse than some random stick you found on the ground. All put together, my thinking is something like: Alternative stone-age recipe for boards, perhaps using a stone adze or other new tool. Much less efficient than saws: 1 firewood (4 per log) to 1 plank instead of 1 log to 12 boards. A stick gives 0.5x durability. A wobbly, crooked handle with a bad grip is more likely to twist/break tool heads or itself break. Carved handle recipe: 1 board + knife. A carved softwood handle gives 1x durability, carved hardwood gives 1.5x durability. Wrapped handle (carved handle + resin + leather or flax twine). Better grip, you can hit things harder: 1.1x speed/damage boost. Tool dismantling: a chance (decreasing with wear) of recovering an intact head from a tool, otherwise getting some metal bits (if the tool isn't stone). This gives the effect of tool heads being more durable than handles, without having to actually track them separately. Sticks are then something you use for your first tools, or for temporary tools in the field, and you have an incentive to dismantle/repair tools in your workshop where you can give them good handles instead of carrying worn tools around until they break. -
I'm honestly not seeing the issue with early game players being able to get into a place they're not equipped for, or seeing any major difference with doing so by a dangling rope except that it can be a lot faster than cutting a path through obstructing rock. I'm certainly not seeing any reason to prevent even late game players from having access to a quicker way to get across terrain or to quickly check out caves.
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The death's cap giving you a "liver destroyed" status that becomes visible after 12 hours, starts damaging you while reducing your max health, and leads to death within 1-2 weeks?
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Tool head and handle should have separated durability
cjameshuff replied to GLaDOS_cz's topic in Suggestions
Rather than breaking leaving you a toolhead or bits of metal, perhaps allow you to scrap worn tools when, where, and if you choose, with a probability of recovering either the intact head or some metal bits based on how worn it is. As it is, there's the similar issue of having to carry worn down tools around along with a fresh replacement to get the last out of them, or having them cluttering storage somewhere. Just reset the durability when the tool is remade with a salvaged head...the limited probability of recovering it intact each time you recycle it means this isn't a way to get unbreaking tools, just a chance to get a little more out of them. Have a good quality handle reduce wear: a wobbly fit on a stick is more likely to result in the head breaking. You could scrap a worn tool in the field and jam a random stick in it for a chance at extending its lifetime, but you'd be better off doing it at home where you can make a proper handle from wood wrapped in resin-glued leather or something. You can also dig more efficiently and hit enemies harder if you're confident the blade's not going to come off, so it'd be reasonable to get a damage/speed bonus from a good handle. Maybe specific kinds of handles with different bonuses for weapons vs. tools? -
Solder, too. (And as an aside, it would make a lot more sense to hammer the ingot into rods than to saw it. Or cast it in a wooden form. Or melt it with an oil lamp and dribble it into a line.) Steel wire can be wound into springs (which is basically the first step in forming rings for chainmail). Springs could be used for...firearms? Self closing doors?