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Everything posted by qualicabyss
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tbh having crates work like barrely from better barrels or drawers from storage drawer would be great. having to manually put each stack of items in is annoying
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While I know what you mean, sprinkling herbs on your firewood so it smells nice when you burn it would be hilarious
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It can't I realised this when I was nearly done with the original post and had to redo a few parts
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You didn't say forever, you said long term, and further mentioned winter. Moreover this was about if fermented fruit was worth it as a storage method which you have completely missed.
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You disproved the first half of this on your own, "non-distilled alcohol still lasts basically forever while retaining it's fruit origin" I didn't know honey was considered a fruit tbh, but getting honey in mass amounts is harder than getting insane amounts of fruit, and then converting it into alcohol when it gets old. People already don't bother making beer, this just makes it not be ludicrously expensive for no reason, now its reasonably expensive for some reason. 64 fruit (5,120 satiety) turns into one aqua vitae. It takes 200 grain (60,000 satiety), for that same aqua vitae. Things should not be balanced around an end game player with infinite food. I checked it and they do not, fermented fruit and grain alcohols do, distilled do not
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Currently making alcohol with grain has no realistic purpose, as it is pointlessly nerfed at every single stage of the alchohol making process 1. Satiety With fruit alcohol you need 1 liter of fruit juice, or 3.2 fruit, equaling 640, 256, 188, or 124 satiety depending on which fruit and only breadfruit gets the 640 With grain alcohol you need 5 flour, equaling 1500 or 1650 satiety (when turned to bread), this is over twice as bad as breadfruit, and nearly 6 times as bad as most other fruit! 2. Spoilage The main reason to make fruit alcohol is increasing how long it can keep, the longest lasting fruit lasts 40 days, alcohol lasts 140 days. Grains and flour last 180, which is longer, you are spending all that satiety to spoil faster than before (and get stored in a less efficient manner) 3. Spacetime With fruit alcohol you turn 50 fruit juice to 50 alcohol in 7-14 days with one barrel. With grain alcohol you turn 50 flour and 50 water to 10 alcohol in 14 days with one barrel, a fifth the throughput and always the longer duration. 4. Distillation Fruit alcohol distills at a 10:1 ratio, while grain alcohol has a 20:1 ratio, half the output and double the time (honey mead also has a 20:1 output but you're not making that anyway, honey already doesn't spoil) 5. Nutrition Maybe after all this you're thinking its at least useful if you want to store something with grain nutrition forever... nope! Distilled alcohol doesn't provide any nutrition , so after burning 30,000 grain satiety on your single liter of ale you'll find that its identical in all but name to the fruit brandy that cost only 2560 While point 2 and 5 are here mostly just to emphasize how bad grain alcohols are, I do think points 1, 3, and 4 should be fixed. With a 1:1 ratio of grain to alcohol grain alcohols are still less satiety effective compared to fruit alcohols (except breadfruit) but become something you might reasonably make, if only so you don't have to make it into bread. This would fix half of point three as well, after just reducing the duration it takes to ferment and making the distillation ratio a universal 10:1 grain alcohols would be much more reasonable to make, reducing that insane 30,000 satiety per liter down to a more reasonable 3000. (maybe breadfruit should also produce more juice)
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jam on bread yum
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I think adding paint would be a better way to do this tbh but you are right, there's no really blue blocks
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...because you just wasted time and resources? And not everyone is you, we don't all have 10 stacks of iron we don't mind wasting for no reason
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past 2 durability quenches the chance of breaking outweighs the gained durability even with tempering
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No Just...no. Titanium is a weaker, if lighter, material than steel. Manufacturing it is not viable for the time period at all
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COLD HARDY CROPS FOR WINTER GARDENS/GREENHOUSES
qualicabyss replied to ijkdenem's topic in Suggestions
we have cold tolerant crops, they're just screwed over by the universal growth speed reduction below 10c and universal growth stop at 0c actually 13/18 crops survive below 0c, and only 1 doesn't survive below 10c crop temperature system needs remade- 13 replies
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No I mean what I said
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Potential Improvements to RA boss fight(spoilers)
qualicabyss replied to LadyWYT's topic in Suggestions
Gonna have to hard disagree on this. That attack is not realistically dodgeable as is unless you bring a shield (why would you? you've never had any indication one was needed). It's also an incredibly fast attack that looks like a melee attack, not a ranged attack. disagree with this idea tbh, refighting the boss should be doable. Also don't you unlock a path past the boss after you beat it? If not that would be a better solution, perhaps the previous fight cleared the hallway of rubble Also think the boss should have a built in player respawn mechanic, if you die in the fight you respawn before it with all your stuff, but the boss is also fully healed, a time rewind sort of thing lore wise maybe? The problem with bosses in games like this is you either win first try or lose everything, or there's the keep re spawning and whittling it down strategy. This would fix both of those problems. I do like the idea though, and the fight does need some adjustments (this thing is not bronze tier imo) -
you have worse odds than that against bears at closer ranges
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Wouldn't a sawmill leave you with less wood? firewood isn't made with a sawmill...
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A bit late but I think I have a better solution to food rotting in multiplayer servers. Players can claim areas for themselves, right? Just disable food decay in claimed areas when their owner isn't online, now your food store stays good while you're logged off. Crops would be a different issue though, especially because of seasons
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Currently you can boost movement speed with wooden and stone paths, however this is very limiting to building. Giving this movement speed to other player created blocks, such as cobblestone and planks, would enable more varied roads while keeping the current path blocks as a cheap alternative
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Instructions unclear, built 500 water wheels
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Unfortunately doesn't work, just wanted to see if I could. I could go higher, but maybe another time
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But we aren't hitting weakpoints, if we were the arrows would do more than tickle them. Also its worth noting many animals run away before you can get close enough, hares run away at 14 blocks, pigs at 18, deer at 20, and gazelles at a massive 30 blocks. You probably can't even get close enough to guarantee a hit before they run, and aside from rabbits they will all take minimal damage from the arrow. Plus when hit they will immediately run far past where you can reasonable hit them, and you can't hit them when running because that makes the accuracy of a bow much much much worse.
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Basically every source I've found had mention of that high, and while I'm not certain it was quite that high, it was certainly more than 40 meters
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A large part of the weakness of bows in game (aside from their pitiful damage) is how inaccurate they are. At a range of only 20 blocks arrow spread reaches nearly 1 block. At 30 blocks it's even worse and by 40 blocks good luck hitting anything. Have I mentioned that this it with the recurve bow and hunter? Most players will have even less accurate shots. And all this is before considering animal movement, the weird mini game with the reticle, arrow drop, and terrain! It's no wonder bows are so useless, they miss half the time due to rng, barely tickle if they do hit, and then your target is running away at high speeds! (probably right into the ocean) From my research historically bows were accurate up to and even exceeding 100 meters (blocks), yet here hitting a bear at 40 blocks is a struggle.
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A lot of what you put here are things I considered and probably should have included. Stone tools are excluded from most of these mechanics tbh Using a stick for a handle would probably have a few hundred durability, while a proper handle would be around 1000. Actually didn't think of removing damaged handles before they break, that would be a good addition. As I said, you use frankly too much metal on tools during the bronze and copper ages, and most of your metal go to other things once you reach iron. Tools would still break, this suggestion is having handles be able to break and be replaced before the tool head breaks. A bit off topic, but this is probably one of my bigger issues with the game, gating things annoyingly late in progression. You're forced to get copper if you want things like leather, basic furniture, or a door that actually works!
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Currently when you make a tool that's it, until the tool breaks you never need to maintain it ever again, never need to think about it until it's gone (except for bladed weapons but that system is kinda weird). While the recent addition of forging and tempering made your tools feel more real I think more can be done to make tools an interactive experience. 1: Tool handles. from the most basic flint tool to one forged out of steels the handle is just a random stick you found lying on the ground. While this approach should remain usable, better crafted handles could add a lot to the game. Using an axe you can cut a log, or maybe firewood, into blank handles, which are then carved with a knife into the proper shape for the tool. After a period of drying you then attach it to your tool head with a hammer. Doing all this would reward you with a slightly more durable and faster tool, plus you could add the added detail of wrapping leather or hide around the handle for a better grip and slightly better mining speed! 2: Tool handle breaking. Typically the handle of a tool breaks long before the head, so what do you do when this happens? Add a new handle! This ties in heavily to the above suggestion, sticks would be quite frail as handles, though easily replace, while a properly made handle would last quite a lot longer. The durability of handles could additionally be varied based on what type of wood the handle is from (plus this would be nice for cosmetic reasons). Increasing the durability of tool heads a bit could help counterbalance the extra work needed for replacing the handles. 3: Tool recycling. when a tool breaks you are left with nothing, this could be changed. When a tool head breaks you are left with a damaged tool head, which could be used as a memento of an old tool, or broken with a chisel into some metal bits to be remade, though there would obviously be some loss in this process. This could also be extended to parts broken during quenching! While this would reduce metal spent on tools, you use frankly too much during the copper and bronze age and are unlikely to run out of iron from tools regardless. 4: Sharpening. While already present on weapons, this should be applied to tools as well. When created a tool is dull, and can then be sharpened with whetstones, files, or the grinding wheel. Tools dull with use, and dull tools have reduced mining speed, so keeping your tools sharp is very important. Don't over sharpen your tools though, as oversharpened tools lose durability faster!! 5: Tool decay. Tools could decay over time, handles rot and iron rusts (bronze and copper would be mostly safe from this though, giving them a purpose) tools can be oiled to prevent decay. Honestly this one is probably more annoying than it's worth and would definitely need a setting to disable it if added.