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Devilofether

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Everything posted by Devilofether

  1. I have a bug to report, in 1.15.9 I am trying to build the pottery kiln, following all of the steps, and whenever I try to light it, a red "remove this" hologram appears, and it wont light. I suspect it has something to do with that smoke feature I read about
  2. Hey this looks amazing, but is there an interface, or a handbook entry at least?, because this is super complicated to try to memorize
  3. Are you planning on adding steel chests with 48 slots? (double the base chest)
  4. Its fine for meals, but resources like quicklime and shingles need to be more efficient, waiting in front of a fire for an entire stack of items to cook isn't fun, especially when they aren't the final product. Ideally the furnace leftover from earlier updates could be used to cook multiple items at once in trade for a longer cooking time (this probably wouldn't work for the cooking pot and crucible because they have their own inventories). Actually I have a potentially easier way to do this (in terms of programming at least) make a "bulk" Item that has a reduced cooking time compared to individuals, use crafting to convert them both ways in both (cooked and uncooked) states. Just a suggestion for my preference, I am not really a hardcore survivalist.
  5. How about quick (or configurable) cooking time, Ideally as an upgrade to the normal cooking system
  6. Interesting, maybe I should get into modding at some point, thanks for the tip
  7. Of course you cannot move lava in survival mode, but it does naturally generate. This setup exploits a quirk of lava cooling that a stone cannot generate on it's own (or else it would automatically be quarried) so it transforms the block below it into another basalt or obsidian (another interesting quirk, it actually destroys and completely replaces any non solid block). This is a compact semi-automatic setup that makes a couple stones and 1 quarried stone from breaking 1 block, so it's super efficient from a stones vs quarried stone ratio, or in terms of pickaxe durability. Pick the top block from the broad face since you can place water against the back wall (make sure the back block cannot be broken with a pick if you want to AFK); it will break into stones; and the bottom one will be quarried for storage, building, crafting, or chiseling. optionally make a pothole so Items don't fly in your face. This setup generates basalt by default, but if you want obsidian; drop in a water source block with a bucket before the lava interacts with it (tip: click twice with the bucket so you have a chance to refill your bucket before the obsidian forms). make sure all of the blocks surrounding the bottom (and maybe top) basalt or obsidian are not solid (turning a block into a chiseled variant works) and don't obstruct this block unless you want it destroyed. the hoppers and chutes are optional, but they help catch loose items that get stuck in the water source block.
  8. in my opinion, thats a lot of complexity, depth, and content for something very few people will actually use. also consider the burden all of this will have on the already clunky inventory system. Don't forget that this is a game, not a realistic simulation of earth; and compromises have to be made so it is fun for everybody. this type of bloated content would be much better as a mod, or an entirely new game (like stardew valley); unless of course the game is already going that direction.
  9. Like minecraft, the inventory system is stack-based, which makes it very easy to sort and store items; but becomes cumbersome once there are many variants of items, since they each are counted separately in terms of inventory storage. there aren't a ton of items yet compared to minecraft, but it can quickly escalate exponentially, and in some cases, it already has. this system is a part of an mmo minecraft-like called boundless which I played for a short time which grouped equivalent items into a single "smart stack" which really helped inventory management (its also similar to the bundles about to be released in minecraft. I would like to see this feature as a mod if it does not fit with the developer's vision. Smart stacks are basically mini inventories that will only accept items of the right type, and han only hold items up to the stack size, so for example, can hold 16 oak logs, 16 birch logs, or 8 of each in a single stack (or any other combination). All logs are interchangeable in terms of functionality, so its a perfect candidate for smart stacks. Alternatively, firewood and peat have different levels of effectiveness, and are not great candidates. There are some items I would personally consider to be good candidates because their differences are minor enough, such as stones; where some of them can be knapped, or even turned into lime, but unless you are farming them specifically for those purposes, its just more materials for cobblestone. I would propose the different qualities of ore you can extract should also be a smart stack, since ultimately its the same material; and inventory space is valuable. Here is a list of some of the smart stacks I would propose (non-exhaustive) Logs- all log variants including aged; Stones- all variants possibly including rock salt, and obsidian; all quarried and polished stone; all shells; all flowers; all cobblestone, wood planks, and bricks- seperate stacks for slabs and stairs; rich and poor soil- possibly including muddy gravel, compost and terra preta; all gravel; all sand; etc... This feature would make aesthetic content much easier to justify since it won't bloat the inventory whenever a new material is used. certain mods (like the more variants mod, or the neolithic mod) can add as many items as they like (within reason) without requiring more inventory spaces than in vanilla. Thank you for reading through my post, and I look forward to your feedback.
  10. I have the impression you misunderstand my suggestion; sitting does not affect crafting at all, and I am not trying to make an ultimate do-everything crafting station, just a more convenient interface for accessing crafting stations and Item storage already in the proximity of the chair. if there was no interfaces in the range of the chair, no interfaces would show up. You can already kind of perform this behavior by clicking multiple containers without closing their windows or stepping away
  11. Could we have a version with just metal blocks, stairs, and slabs? It's a material that is missing from vanilla, I like chiseling with it; but I don't want all those extra variants cluttering up my inventory in survival (a problem with stack-based inventory systems)
  12. Could we have the carpet as a chiselable block so we can make custom carpets and seats?
  13. Love it!, an easy way to store commonly used paterns. However I would like to see it implemented in-engine (coded into an in-game item) with the option of importing / exporting blueprints from the file system
  14. All great Ideas, and in terms of the convenience problem, we could gate the advanced features behind material tiers (I think its better design than straight durability upgrades anyways)
  15. of course this is something I expect to be implemented in the main game at some point, but Ill suggest it anyways. currently chiseling is very slow and clunky for anything detailed; and since the chisel's durability is tied to how many clicks you make, it can quickly get expensive. The chiseling in this game is based on the chisels and bits mod in minecraft (I am 90% sure anyways); so lets bring in some of those options, along with many of my own ideas. click and drag placement / deletion (makes a 3D marque between two points) Inset / outset ("Pull" or "Push" a surface, makes it easy to make single bit planes) Offset / loop (shift a chiseled object in all directions, with an option to loop the pixels that go off one side onto the other) Auto orientate (instead of rotating chiseled blocks manually, or making a different block for every rotation, lets make it rotate like other blocks in the game) Replace material (alternatively, or alongside a template which can be used to quickly make common shapes) Survival copying (the extended workbench mod provides this function, but I thought I would put it here as well) We can keep the original chiseling options as grid snapping points I got this list started, feel free to add more
  16. Can we make a mod where clay is distributed around the perimeter of a centered square (since that is the shape of most pots). it would greatly reduce the time it takes to make most pottery items, and it would be realistic, especially if there was a potters wheel. one of the problems is that most pots are centered on one pixel, but the storage vessel is centered on 4 (and maybe the watering can too, but I didn't check)
  17. is it possible to make a lite version of this mod, which adds most of the content, doesn't break existing worlds, compatible with other mods, vanilla balanced, and removes the hardcore survival elements (frankly the game is grindy and complicated enough as it is). It would be nice to have access to things like palm trees, new tools, casting moulds, more uses for bamboo, new blocks, etc... without having to go through ten more steps than in vanilla, and having to manage ten times as many items. besides, many of the features are a quite janky (having 6 different log types, in 5 sizes, stripped, or unstripped, and in three different orientations, all taking up valuable inventory space if you are not careful, and that is just unworked wood. not to mention all of the scrap wood that can't be gotten rid of easily, just as a prime example) (I copied this from my other post in the immersion mod, which was the outdated version)
  18. all amazing Ideas, I just thought temporal gears since they already have the ability to restore temporal stability; I was also thinking they should be rare, or else there would be nothing to fear from drifters, and temporal gears also tick that box, and it also provides a use for gears lying around in your storage. I just wanted to present my reasoning.
  19. is it possible to make a lite version of this mod, which adds most of the content, doesn't break existing worlds, compatible with other mods, vanilla balanced, and removes the hardcore survival elements (frankly the game is grindy and complicated enough as it is). It would be nice to have access to things like palm trees, new tools, casting moulds, more uses for bamboo, new blocks, etc... without having to go through ten more steps than in vanilla, and having to manage ten times as many items. besides, many of the features are a quite janky (having 6 different log types, in 5 sizes, stripped, or unstripped, and in three different orientations, all taking up valuable inventory space if you are not careful, and that is just unworked wood. not to mention all of the scrap wood that can't be gotten rid of easily, just as a prime example)
  20. The shepard's crook and lasso are both ways to move animals around without hurting them. The shepard's crook is made with two sticks and a knife, and will drag animals around towards the cursor at a certain range, if the animals are wild, it might get them irritated; if they attack, the effect is lost. They also might attack if they were running away at the time. The lasso works similarly, the lasso is made with flax twine. Right click an animal, and they will be pulled along, animals cant escape until you right click and release them, but the lasso has a durability, the more an animal resists, the more damage the lasso takes, until eventually it snaps, otherwise their behavior is similar to the crook. it would be nice to be able to tie this to a fence post.
  21. It would be nice to be able to mine a big ore vein in peace, but drifters should still be a problem underground; I propose a candle made with temporal gears (1 gear makes 4 candles?) they can only be activated when placed on a block, and will go out if broken or enough time passes (maybe 24 hours?). The candle will repel monsters, and restore some temporal stability (or just mitigate the penalty for being underground, or in an otherwise unstable area). The candle's effect will be weakened during temporal storms, it wont stop drifters from attacking you, but it will stop them from spawning next to the candle. What do you guys think?
  22. It would be nice to have a radial option in the basic clay forming though, even without a wheel
  23. Even in the Iron age, you still have to mould clay by hand, well not any more, once you get access to metal, and a saw, you can create a potter's wheel. the windmill probably is not neccessary, since I am pretty sure it is manually operated. The pottery wheel will easily make any radial shape (well square, but that's just the game), these are things like bowls, pots, crucibles, pots and crocks. The wheel uses the same crafting interface as by hand, but there is another option to place clay in a ring (square) shape extending out from the axis. and of course, the moulds are equivalent to the ones found in the immersion / neolithic mod; negatives of other common clay patterns, like ingot moulds, bricks, and shingles, and maybe other things the dev adds; and can be filled up using the "copy layer" function of clay forming. The moulds could be made of (fired) clay themselves, or out of metal
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