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Windego

Very Important Vintarian
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Everything posted by Windego

  1. Given that the temperatures for firing clay items is, to my knowledge, limited to the temperatures produced by the firewood... You could add metal to give it structural support for the different layers, of said multi-block structure. Like a raster. A shelf. Even copper should suffice as it has a much higher temperature resistance. Or fire brick. You'd have to start with regular one layer pit kilns for the first few bricks. But can eventually work your way up to a multi block structure.
  2. Half way through moving all the items from the old, to the new base I realized I forgot to make a charcoal pit. A weird looking construct... But this is for me as clear as it'll ever get if something went south, or when it's all finished and I can open it up. ...Also, progression shown by armor. Most of those are down to almost 2-5% remaining. Next up... Steel! I'm excited!
  3. Finished the new crop, bee and bush area. The crop area only works (I think) because I turned underground farming on during world creation. The design is too big to be a valid greenhouse. But with how real life greenhouses can vary greatly in size... I figured why not. Make it a bit easier than build a surplus of 10+ individual greenhouses. Above every water source block (Right underneath the roofs connecting cross) is a lantern to give enough light and prevent spawns. ....And with that done, the movement of well over 5 thousand items from chest-to-chest from the old base location to this new one... Begins. I'm thinking as a new project.. Maybe make an underground "Umbrella Corporation" style base. The weird chisel work I did a few posts up gave me an idea, as it reminds me of a power core of sorts. Maybe as a change of pace.. Try something futuristic.
  4. Then it's essentially exactly like CarryCapacity. Though if we go by that concept, I would agree that being able to move molds around while they still have liquid content in them sounds convenient as an option. I'd personally like to see that idea be implemented to animal corpses.
  5. This sounds a whole lot like how the mod CarryCapacity currently works.. With added items on top of it all. But if we're not allowed to carry chests and barrels in our inventory, even if empty, then that may be a bit inconvenient for a lot of players. As it adds more complexity to the game and difficulty for storage management.
  6. Added some slabs to the pillars that support the house because it looked a tad.. odd? Also made barns for the animals. Getting them to the new area was a nightmare... But I wasn't planning on going through the aggression of pre gen 3 all over again since these are all gen 4 at least. I can't help but feel that the pen area seems a bit empty... Plain..? Any suggestions and ideas are welcome!
  7. Firstly it depends on your internet speed and stability for the lag part.. My girlfriend and I use Hamachi to connect and play on a LAN world. It's working pretty good as is for about roughly a year now, so.. I'd say give it a try first and see for yourself how stable the connection will be for you.
  8. It also has two axles going up, out of the main large gear in case I decide I need more power. So I can more easily add another one of those 'boxes' with an additional large gear+4 mills extension.
  9. I re-designed my windmills. The two hulks atop the left building are sufficient for two helve hammers and a pulverizer. The one on the main house is for a set of four querns conveniently placed inside the kitchen. With a bit of inspiration from @PhotriusPyrelus 's windmills.
  10. If I'm not entirely mistaken, it's 1 that signifies 100%. So half as long would be 0.5 because I see this for the options of hunger, tool durability and the lot as well.
  11. The idea of a mod called xSkills has the basics for that idea. It hasn't anything to do with clothing... But, one could potentially make use of that mod as a base, to create a specialization system without having to pick one from the start. Maybe allowing for a more custom build to flourish...?
  12. Hello everyone! I've begun using a creative world to pre-build ideas and designs before gradually making them in my survival world, to save both time and make it a bit easier to correct mistakes and actually know what I'm doing before I begin. So here are some questions. - Is there a command that disables entity spawns, and enables them when entered? - In world edit, how do I fill in a wall without having to manually fill it in block by block? I know know how to do it for a floor, with the flood fill option.. But not for anything vertical. - In the events I make something grandiose and I don't want to lose it due to, let's say, a corrupt safe file or to import it into a world that's meant to be a sort of 'design storage facility' thing. How do I copy and export / import builds? Is it possible? - Can I replace blocks in a specified area without having to delete them first and use the flood fill option? - Are there people here who would be willing to share their designs with others, including myself, for people to use in their worlds and/or try to replicate if not alter it to their own custom liking? (That is to say, if exporting/importing builds is possible.) If yes, then please post them below. For safety of avoiding design theft, we could use this post to find the original creator of the build do avoid someone falsely claiming it's theirs. Thank you all in advance for your help and possible share.
  13. I think that's being worked on. There is a line in the Suggestions topic as a pinned message. One of the things frequently mentioned was repairable armor, which has an added line to it stating it's being worked on.
  14. Maybe. Just keep in mind if one class gets an upgrade, all classes would. I doubt @Tyron will change the classes any time soon if at all, because I personally think they're well balanced as is. But maybe a skilled modder could accomplish a class upgrade across the board, like you'd want to see. Plenty of overhaul mods out there. And if we're going to add something to a class, we also need to take something from it. So if we were to add the ability to tailor new custom hide clothing for hunters.... What would you think, needs to be taken away from the hunter? What penalty? The idea of having specialization even in real life terms is to be a 'specialist' in the respected field. Be better at it than someone who doesn't specialize. And in turn, you don't have that much time if any at all, to specialize in other things like tailoring. A lot of hunters in the medieval days went to specialized tailors to have their gear made for them. They themselves specialized in the one thing they're known for. Hunting animals. No other specialist would do that because they had their hands full on their respected specialization. Do keep in my that this is my personal opinion and if I'm wrong about anything, feel free to correct me as seen fit. My knowledge only stretches so far as I've managed to find in books and online, including history class. So it may not be 100% accurate.
  15. That's a good logic. The importance of any project is what you think of it yourself. Be it practical or efficient, or none of those, it's important that you like it, and making it in general. Keep up the good spirit! Yeah.. Making it a bit taller would be good. You can always use it for you helve hammer. But you'd need to switch from the big axel to a small one in a single connection to increase its rotational speed otherwise the hammer will move at slug speed. Plus, height gives more wind power in general.
  16. Well for any other class than the tailor class, it makes sense to me personally. Consider making a set of pants yourself without anyone teaching you how to do it. The condition and quality is going to suffer because of it. ... Though, arguably that /should/ also apply to armor and tools and weapons if we go by that logic.
  17. Though... Tailors have an increased repair %
  18. It's like that for everyone, regardless the class. You can drag and drop twine and sheets of cloth onto the item to repair it. 10% for twine and 50% for a sheet, which is 4 twine. Making sheets more efficient.
  19. Windego

    Meteors.

    This is the in-depth answer I was looking for, including the pictures. This'll help not only me in identifying the spots easier but also anyone and everyone else out there who's interested in finding meteoric iron. Thank you!
  20. Same as the handbook says about the regular pit I suppose. It would void the entire process and burn everything to ashes instead of coal.
  21. Good god that looks epic.
  22. It's probably changed in one of these past versions because it makes sense that if you disable the entire stability mechanic, storms would also be disabled because they influence it. But that's just my guess..
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