-
Posts
20 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Єгорія
-
to be honest i feel like neither vanilla, nor any availible mods, provide the true scope of early woodworking. stocks are everything cmaller than logs, and logs are everything between the crude door and the full block. this so so so so not enough imo there should be wattle - thin, flexible branches used for weaving of baskets and such. next up sticks - relatively thin branches used for structural elements of lowe weight, such as fence posts, doors, sticklayers, windows, racks > which cooking meat on a firepit should require you to build a rack first!! and also knife handles and hilts. next up stakes, collected from small trees, and branches of larger ones, which could be used for early handles of heavier tools and crude oars, and heavier structural elements like roof frames and palisades. and then thin logs, that would make for quarter log blocks, and things like the raft, could me made to support beams. but only the proper block-thick logs could be used for boards, but also with better tech be carved into higher quality versions of all the previoous things, while in early game they'd be used raw for building or as a byproduct for firewood. early game should also allow the splitting of blo-logs with an axe into halves and quarters, that could be used for building. wood lamelar would be made of wattle in this hypothetical btw, cuz need be flexible.
-
It could be done with actual leaf litter. Snowfall doesn't seem to have a major performance impact... But it's also not based on what's physically happening in an area(or at least not as much), only world conditions. I wonder if it could be actually simplified with dynamic trees, by basing leaf litter on size data stored centrally for each tree, rather than checking for leaf blocks?
-
I think roots are still nescessary to implement my other proposed mechanics, but i see the ease of digging concern. Dead roots would rot away after a time, and that could be a world config, so people can have them rot away quickly, or set more realistic times if they so desire. Possibly also set which trees can and can't sprout from living roots, with options like all, none, realistic, and increasing or decreasing the probability of it happening by a multiplier, up to an option of resprouting being guaranteed. This game is highly configurable, and i would expect nothing less from any new mechanics being introduced.
-
If regular trees get more fruit tree like mechanics, then the kind of trimming could also be used to raised stifled bush-like trees, that would grow from chopped down stumps back into tall trees, as i mentiond in a topic on forest regeneration!
-
My vision of the way forests could regenerate is, if regular trees would grow much slower - taking multiple years, sometimes decades, they could get more complex mechanics similar to fruit trees. If that is done different grades of log thickness could exist(so quarter logs would finally make some god damn sense!), but that's besides the point. The way forests could regrow would be simplistic root systems, that could also serve to prevent landslide from happening under trees and leaving floating stumps, by holding the ground down. The center of the root system could leave a stump and regrow the tree once chopped down - this could also vary by tree type. Many trees are stifled once their main stem is down, and grow into bushes - which we already see in generated landscapes, and could serve as a means to do this manually. These bushes could regrow into proper trees again with trimming, like they often do in real life. This could allow for more propogation methods, other than seeds - saplings could be grown from root segments the player could dig up near a tree, while seeds would have to be gathered seasonally, similar to fruit(maybe allow to plant and grow fruits into saplings too, and if root systems are added fruit trees should also definitely have them) To limit the performance impact, in addition to it being a much slower process, the growth of worldgen trees could be paused, until their vicinity is tempered with by the player. And actively growing trees could switch to the paused state once they reach a limit set by competition from surrounding trees. Big trees need big root systems - a tree would stop growing once it reached a maximum size allowed by it's current root system, while the root system continuosly failed to expand. But once a player tempers with a tree, it would start to grow again, and so would the trees immediatly next to it, as a root system without a large tree would start receding from its edges, allowing neighboring trees to fill in. Adding these more complex behaviors could also allow for fun and interesting tidbits, like pines shedding lower branches to create loose stick blocks, and rare events of trees being felled by strong winds.
-
Here's what im thinking. Some landforms are formed in ways which would "bend" the top layer of sedimentary rocks, while others would more so carve it out, making the thickness of the layer more varied, or sometimes carving through it down to the igneous basement. So in mesas for instance, if there's granite in the walls, and sandstone on the flat tops, the bottom of the valleys between should also be just granite. this could be achieved by havinhg two noisemaps, one applied before the rocks types are chosen, after that the rock is layered, and then a second noisemap would carve cavities in the top rock layers. aside from being more realistic, it also allows for more "mixed" regions, where both igneous surface stones, and sedimentary rock ores can spawn. additionally, when top soil is applied, it should be added on top, and fill the small spaces under concave cliffs, that are currently left as stone rock
-
- 2
-
-
Which would be in rings, or, well, squares around the central four voxels. This would allow to complete layers in one click for most symmetrical objects, speeding up the clayforming a lot. It should require mechanical power. It would be unsuitable for molds and such, still, and weirdly, for bowls...
-
Wouldn't that just mean i have to enter the settings too? Also, i just want to spawn in a specific rock type, i don't care about ores.
-
@LadyWYT i already suggested bone arrowtips to supplement the gap. And if it isn't required for the arrows, it stops being "basic" because it's not required for "basic" things, and is only one of the possible ones. And for purposes of fire clay it would be much less immediately nescessary.
-
@LadyWYT See, i am not suggesting it no longer spawn as loose stones on the surface, what i am suggesting, is for it to no longer spawn in igneous rocks.
-
@Topminator My suggestion already accounts for that. I want to allow it to spawn in all sedimetntary rocks, not only ones that can form it in real life -- i'm don't even know what the full list is, wikipedia says "such as", so it's not only limestone and chalk. Put it in slate too, it's not completely nonsensical and nescessary for game design. Like, basalt is wrong composition to form obsidian, but it's the only volcanic rock in the game. We can have some reasonable deviations from real life.
-
As i understand it, the reason flint is important isn't that it is a slightly more durable stone, but that it's essential for arrows. This can be compensated for with another small realistic change --- bone arrowheads! You hunt in the early game anyway. Althogh i do belive adding a couple larger bones to drop from small carcasses to represent the skull and pelvis of the animal. Maybe add those as separate items to large carcasses for consistency?
-
It would spawn as nodules in sedimentary rocks, that can be found near the surface, but aren't already knappable(so not chert). Make it actually somewhat rare, if it's a better material. Similar to obsidian, you have to get lucky or travel for it, but still make it abundant, unlike obsidian, so as not to stagger progress of people who spawn in those areas. Attached is a screenshot from the wikipedia article, to show that this would be more realistic as well. At least until there are rivers in this game... EDIT: I may have not been thinking straightkly when i came up with large flint rocks, that's kinda riciculous tbh. However, AT THE VERY LEAST flint should NEVER spawn *embedded* in igneous and volcanic rocks.
-
Just allow using either sticks or hafts, like you can wqith bones, for where they are interchangeable, and not do that where they aren't lol.
-
Honestly i just want bones to be useable for toolmaking etc. Bone fragments could be pretty sharp.
-
I am very bothered by the minecraft squares that artificial lighting does. Far more so thabn it has in actual minecraft, because of the kind of game VS is trying to be. I would like a more realistic lighting system, where objects cast shadows, and light levels abide by inverse square law with accurate sistance calculations. Where the brightness of light sources actually adds up when they overlap, etc..
-
that looks kinda bad tbh. the minecraft diamond shapes bother me...
-
Latest Sky Astronomy Update Observations/Suggestions
Єгорія replied to IronOre's topic in Suggestions
So it is useful, but it's not directly translatable from real life? That's okay i think -
Latest Sky Astronomy Update Observations/Suggestions
Єгорія replied to IronOre's topic in Suggestions
Does this mean i can track my lattitude by finding the angle of the sun/moon plane of movement?