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QPTech

Very Important Vintarian
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Everything posted by QPTech

  1. (Also should i post this in mods instead - even though it's not released?)
  2. I finally pushed through the wall so to speak and got to modding This will be a tech mod, inspired by, but nearly as complex as, GregTech etc in Minecraft. So far I've managed to make an automated smelting stack, made with several blocks. firepit-loader - grabs objects from the container above it and attempts to load them into the firepit below firepit-unloader - grabs completed fire pit objects and puts them into the chest below firepit-stoker - will attempt to fuel firepits beside it from a chest of fuel above, will also ignite the fire pit if necessary I haven't got as far as recipes yet.
  3. Looks very cool! What if you let the player set the blocks used for the gate somehow?
  4. What if spoilage was paused for players offline in their claimed areas? So if you claim a cellar and put your stuff in there, no spoilage while you're offline. Even make it so if you share the claim then that spoilage protection is removed. So the players have their own cellar; no weirdness for other players because they can't see into those storage spaces anyways. I think the big issue is going to new players to VS - add in crop problems in the winter and what little food they gather goes poof. You will lose players, i have lost players on my server because of this and they never returned to VS.
  5. They are out there, it's just very random.
  6. As you progress they become trivial encounters, now they are sources of fat, and possibly leather if I bother taking it.
  7. What if we could use different blocks as doors? Maybe a hinge part made with, fat, scrap metal? Craft a block with a hinge part up/down/left/right to make it swing on that axis. Super fancy mode: merge two blocks as a door? Add springs to autoclose doors. If we could use chiseled blocks you could make some really cool doors! Also you could have hidden doors and such.
  8. Looks awesome! How many chisels broken?
  9. Maybe set the resolution limit? Like 1x1 is usually quite excessive and is it an 8x more resources for every level? Like really 4x4 sub voxels is sufficient for most things that aren't like micro detail statues or something and i find they even kind of look off in game.
  10. Just my chiseling suggestions (not sure how good or bad in terms of realism): - planing - be able to remove a plane of desired thickness - mirroring - mirror mode for scuplting, both sides of axes sculpted at once (probably not good from "realism") - rotation - be handy to rotate on vertical and horizontal - copying - some sort of copying mechanic, - pantographs possibly a pantograph type of thing? Obviously needs some sort of cost. - molds be make your blank out of clay, smelt with beeswax or something and then fill with metals? - stamps & dies would work well with helvehammer - chisel an iron template some how put under helvehammer, add some heated ingots and get something out - tools - for added realism maybe the different chisels to access different resolutions, like a copper chisel can only go down to 4x4 or something, bronze 2x2, iron 1x1? - lathes? Could be an interesting subset of chiseling. Could also be a fun accessible way for people to make something interesting looking if they aren't into sculpting - painting - opens up a huge can of worms programming wise i'm sure, but such potential, right down to scouring the world for custom dyes (probably helpful for tailoring etc as well) Royal purple? Find enough seashells. Everyone will have reds, blacks, and browns from all the berries and easy to get stuff. Probably black is doable. White - heh I know for modern inks a key component of white is titanium. - ambient occlusion - when chiseling i find most of the features are lost in the texture. A baked dirt map highlighting the subvoxel corners would really make things pop. Heck maybe like you make a clay statue(or others) you can fire it to get the details - so the server isn't trying to generate the dirt map until your piece is "done" and then while it's curing the dirt map can be generated slowly. If i could magically choose one feature it would be this (or copying, painting heh) - makers marks - might be interesting, basically you're calling the piece "done" and it can be given to someone as an uneditable piece (without fortifying it in place)
  11. Really if food didn't rot only while offline and in a players inventory it would help. Everything else could remain the same.
  12. I can't for the life of me figure out how to get this mod to do anything, installed, no errors, but none of the hotkeys do anything, the .wpcfg isn't found.
  13. I just posted a bug to the tracker - did I do it right? Heh.
  14. Thinking about it, a harsh winter could be just the thing to keep the tension going a bit...have to stock up before your food is covered under. Then you can be really nast and add pests, rats and mice. Then add cats and rat terriers lol. And mouse traps. Then spring floods...would that even be possible? Maybe if the game records the base level of water source blocks and some how adds new source blocks on top in the spring, though I'm not sure how would you make the blocks go down again? Special timers on those source blocks? Flooding is a major bane of civilization though (and pests, mold etc)
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