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Demoncyborg

Vintarian
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Everything posted by Demoncyborg

  1. i don't think what bruno's saying is 'eating food is nothing'. the meaning of the penalty is the same as the meaning for a lot of the other things in this game, once you have a home base set up, things get easier, and more complex. you can now afford to be hungrier with your shelter and farm. i won't lie it's a little under-baked, but so are all the other survival features at the moment. i think it's something that'll eventually see a touch up, maybe with the potentially incoming status effects update. I also do not like the suggested penalties of slower mining/less damage, my personal fix (but i don't see it needing fixed at the moment) would be an adjustment of these items rather than a change. I'd add multiple hunger %'s to the common off-hands instead, with torches having the lowest penalty, and the un-snuffable lantern being higher (probably just the current rate) as it's heavier and more valuable. It's similar to how heavier armor is more 'expensive' to wear. edit: i did just think about this a bit more in the context of armor, without a hunger penalty there's very little reason to not always wear a shield too. they should probably have the highest 'penalty' out of all of them
  2. i jumped for joy seeing this one
  3. I played pretty often with a mod that adds elephants and mammoths of all sorts- what rainbow fresh said is right they are absolutely a miniboss and a pack will dominate an area away from you until you become armed and skilled enough to hunt them. and words cannot describe how much i want hippos and crocs. holy moly I want my wooden sailboat to get battered by a river beast
  4. having a good consequence/punishment for death puts a higher value on items that would help with that, like temporal gears on their own, or as fuel for a late-game device that helps with this specific problem. to me, the punishment of death is meant to make having a reasonable setup and back-on-your-feet ability feel better. you'll still be punished, but you will feel a lot smarter if you left a quick deathrun kit at home for the random chance a bear or 500 ft drop appears in front of you. the more you progress in the game, the more ready you are to face challenges like that. I like this question though, asking fundamentally why there's a respawn point gets you thinking! for all we could possibly know, nothing said was considered at all and it's just because that's how other block games have done it. lol
  5. welcome to the forums! this strategy is so good, tried and true. we did something similar by using the arrow slits in the entry room to a gatehouse, the zone must've been a forest originally since bears just came out everywhere, so someone would lure the bear into the double doors, and we'd all take turns spearing it from the tiny openings..
  6. trying to use aged firewood as fuel for a cookpot >_>
  7. i sort of felt the same way when i started playing with them, but it is cheaper (2 spur gears instead of 3 angled) to double back like that now, and now possible to split from one axle without a large gear. it's filling a nice gap, and helping the machines look cooler.
  8. UM WOAH!! great find!! of course why wouldn't they?! thank you for sharing! I agree that it should have more functionality than just being an end cap for an axle, it's got a lot of potential already
  9. I actually love the drying idea. I'm already seeing a somewhat unintended but useful (and slightly realistic) bit of play where you collect clay, let it dry out in your chests/crates, and then hydrate a portion of your clay to then mix with the drier clay to even out the %'s just like with spoilage and other drying timers. Optimizing your pottery-making by using a clay close to being too dry so it's ready to be fired faster. It's adding a legitimate bit of planning and skill to pottery making, I LOVE that!!! I'm in no way aware of how hard it would be to code, but using some method of gentle heating and warming to quicken the drying, for a Seraph still making pit kilns, a day in the sun or by the campfire, but for a Seraph with a proper beehive kiln, maybe a partial firing with only one stack of logs/peat will do the trick in a few in game hours to make your whole kiln bone dry. i'm half and half on breakage during the firing process when clay, especially fire clay, can feel really difficult to procure on certain worlds. I like that the byproduct is something to make stronger pots, but if there ever was a % to break, i'd love it to be within the moisture and firing methods. I totally agree that a kiln between pit and beehive is needed. A brick and mud kiln that you have to destroy after use like a bloomery is my personal thought! with an extra stage like that, pit kilns could have the highest '% to break' even in perfect conditions, urging you to make enough bricks to level yourself up to a more advanced kiln, which has a much lower % of breakage. Then, the beehive (under perfect conditions, no moisture and properly grogged clay) would never break your pots, since the beehive kiln already needs to be maintained by itself. something like that!
  10. absolutely feel that!! I tend to prepare myself for it though, like stockpiling bony soil to pan, focusing on my husbandry, finally getting around to juicing those old apples.. or just working on chiseling
  11. it's pretty easy to settle in an area with a very slight negative or neutral without realizing, because any time you venture out you tend to recharge it before anything bad happens from sticking around. so, when you're drained after a storm or mining trip, you might notice it a lot more than before.
  12. its probably not that unpopular, but eggs should take longer to spoil. farm fresh eggs can survive longer than two weeks on the countertop, and months in cooler storage.
  13. food also doesn't spoil when everyone logs off of a server (provided it doesn't have that one setting turned on.) you're asking for a resource as valuable as food to last forever as long as you personally don't log on, when a season or years could advance in game from someone playing. to me, that's a pretty obvious break in the balancing of food spoilage in general. I think it's just too easy to abuse to be a balanced vanilla mechanic. what's the point of preserving your food anymore if you don't log on for long periods of time? why not just log off right after a harvest so you can peddle some stupidly fresh fruit and veg during winter? and obviously, not every player is gonna feel like this, but I personally would feel like a ticking clock is going the whole time i'm logged in, rather than being content knowing that my food is spoiling at the same rates no matter how long I decide to play for.
  14. no prob! and like i said you can switch the grinder to the front- it also transfers power just like a toggle, so you woudn't have to hear the hammer hehe.
  15. OOH i think I've got a much more simple solution for you if your system can handle it. If you line your tools up on the side like this, a toggle still transfers power. maybe switch the two around rather than the helve in front for this one, but you get the idea. but understandable if you don't like it- here's the suggestions forum. I think a few people have made requests for more mechanical power blocks, but I think most people tend to split their systems in the first place from their large gears to get more power, so I can see why it hasn't been suggested.
  16. hmmmm yeah, you're not wrong. If you really don't need to gear up or down at all, and you only need two outputs, this is a somewhat smaller profile. if you can afford to change a little more of your setup, something like this would work too the requirement for an axle to connect is really the limiting factor with the size of these things huh. it is good to know that you can split power like this without the drain on the system that a large gear has though. I was hoping that you'd be able to attach an angled gear right to these suckers but I can understand why not
  17. are you in the latest version? I haven't had a chance to play with them yet but I think the new spur gears should work for what you want?
  18. If they add one type of gall, ANY type of gall, im gonna be the annoying guy who starts asking for all of them. Like what kind of gall is this? is it oak apple, pineapple, ramshead, marble.. are they going to be seasonal? Will they add the various wasps and gnats and aphids needed to make them?? big doubt but it'd make a freak like me happy for sure LOL
  19. it has to be a fully-solid block, like cobblestone or dirt, with no chiseling. If it's waterlogged a chiseled block, you'll need to break it, put a solid block in, and then replace it when the water's gone.
  20. a bowl can have 4 pieces of steak in one serving, so i think the steaks in VS are just a bit smaller than your regular massive brisket or ribeye.
  21. as someone who has used this specific feature a few times now, it's fucking hilarious and a wonderful part of the game you used to be able to completely hide the mushroom name from the tooltip (but not the -HP) with a clever arrangement of ingredients.
  22. I think that's just a normal part of the physical aspects of the game though, you need your knife out to scrape hides, fuel types for your ovens kilns bloomeries and more, clay to form, wax for the crocks, a hoe to till, shears to trim. You can't possibly have them all on your hotbar at all times, you're gonna have to rummage around that inventory, and use your tool racks in the meantime. A mod for a torch hotkey sounds great I won't lie, but your problem sounds solved a little more by personal inventory management to me. I like the extra hotbar suggestion with a toolbelt. there's a mod out there with tons of belts and pockets that let you add things like a knife, your sling, your ammo, ect, all to a hotkey press. But, all the hotkey press does is open another inventory for you to grab that item with (and if your hotbar is full, I think you toss the held item on the ground, in favor of the one you just grabbed.) I think it's Quivers and Sheaths. Something like that could help with your hotbar and tool management if you're okay with it just opening another inventory, really. Is the firestarter not a good solution that fits within your hotbar problems? You'd just be trading off an always-instant light for a firestarter that works practically anywhere no matter what.
  23. my personal solution during play is to have a torch holder by my firepit for my fire-lighter. Grab, Light, replace, easy.
  24. the main solution in a totally vanilla server is using salt to make a supply of foods that can last for years at a time, like cheese and cured meat. a nice cold cellar and your clay storage vessels offer the best reduction in spoilage time you can get right now the solution i'd suggest here for you, and your friends playstyles, is finding a mod or playing with the server config for spoilage times. a few cool mods that i can think of are things like GlooMeClasses, which have a chef class that can make a powerful sealing item on special crocks that can make food last for years, or similarly, a canned goods mod that lets you use traditional canning techniques to preserve foods! the big popular cooking mod offers a lot of extra ways to preserve food specifically as well. ladyWYT suggested some great spoil time mods just now also, if all you'd like is for it to stay fresh while you're gone. i feel like your suggestion would still have to require some kind of upkeep to be balanced within the main play of the game. what's the point of making a cellar if you can just log off and none of the meat in your personal storage vessel will rot? you don't get a whole lot for free in this game without working for it, so perhaps a late-game device powered by rare or hard to get items might be more balanced.
  25. I think the only reason I'm against sticks specifically for fire is because there's no vanilla crafting for them. They aren't finite but they're much, much better spent on tools and recipes rather than fuel at any point. its not a huge reasoning but teaching the player at the start to use sticks might make a waste of sticks. Peat/charcoal to start your pit sounds great
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