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Windego

Very Important Vintarian
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Everything posted by Windego

  1. Windego

    Meteors.

    I'm curious how long a person would need to hone their land generation identification skills to spot when a dent is out of place. How many have you been able to spot this way?
  2. Now being able to summon dangers via found ruin items or perhaps... Conditional mob spawns? What if you were to treat them as things you can trigger, like events? Do a, b, and c under certain criteria and you'll have an event that'll summon certain things. This way those that want to avoid dealing with extra enemies and just want to do things casually, can do just that. We'd have separated the new dangers for those that want the challenge and those that don't. Of course these new challenges would include some sort of reward so it would ultimately make it worth the trouble and danger so it's not just for a shoulder pat. A knockback system does sound interesting. Maybe add that to a particular new weapon type that has that kind of momentum to cause a knockback? It would be easier to implement it into the game (I think...) than adding an entire new base animation to the player character regardless of weapon choice. This way we'd have another new weapon to play with and have some fun with it while we're at it by punting drifters. Maybe also make it so certain mobs are immune to the knockback? Creatures standing on two legs would be more likely to fly back than creatures on four as they have less balance. Small things.... I can only think of the song 'Rocket man' while punting locusts.
  3. I'm talking about the kind you would apply to your person for a slow increase of health regeneration, progressing through the tiers rather than instantly healing from the bandage. Like having instant-health regeneration moved on to a different item, like edible medicine or syringe shots.
  4. Windego

    Meteors.

    So here's a cracker, and probably an old question frequently asked by others.. Meteors. I know they're random. Often given away by surface suevite rocks.. They're rare at that. But aside the surface rocks as indicators... Is there any other real definitive sign that a meteorite rock is underneath the surface of a dirt layer? I've often heard people mention they can also be given away by the shame they made in the ground, so you'd have to look for small 'dents' in the ground and try your luck. But keeping that in mind, is there a set shape someone would be looking for in particular? Because as worlds generate, you'd probably see tons of 'dents' in the ground but no meteorite in sight. This is more of a question to every single one of you whom has spend a good majority of time locating and harvesting meteor crash sites. If you have any pictures... Please post them here. It may also be useful for others with the same questions in the future, so they can look back on this and identify impact areas via pictures. Thank you in advance to all!
  5. Oops, I missed a part in your post above. Sorry about that. Convert firewood to charcoal... That would be rather convenient to just walk in. I tend to make mine on the surface and add glass as walls to see when it's done as I don't have particles turned on most of the time. But being able to walk into that would be a whole lot more efficient than having to dig up the top layer. Though this is kind of the same as in another post I replied to today on mid to end-game clay firing. Having a permanent structure for big projects helps take off some of the repetitive tasks as well as adding more to the base game as a whole.
  6. Well the idea to make it in different heights but in one spot was more or less aimed towards utilizing space and getting more bang for your buck. You'd still have the same shape and all, with just an added layer on top of the tower that has an additional two rotors connected to a large wheel. Because one mill would be enough to power one quern, but more querns will require more power. Maybe I'll do that as my next project and see how to implement your designed tower into a several layer windmill build in my survival world.. (Mainly because I'll be bored quickly as winter JUST began.)
  7. I really like that concept. I was looking for a similar idea for my own world, so I'll probably be implementing your design to some degree. The one downside would be that the sails, once fully upgraded, will clip into one and other. So it's visually a bit weird. You could.. As an idea, extend one of the two sides opposite of one and other, up by the height of one fully upgraded mill. That way they won't clip into one and other but you'd still have 4 rotors going. With the added benefit of having the height bonus for the upper sails.
  8. Wolves are relatively easy to deal with in the early game as well. Aside of luring them into water, you can also lure them into pits and kill them with a spear from above. But yes, not very biome would have teethy ankle biters. Maybe just the biomes that have mahogany trees? Kind of like how deserts have hyenas.
  9. I agree to some degree. Having the option to add just a layer or two extra of a given clay item before you fire it up can save you some space and time in the long run of big projects.. But having a multi block structure designated for mid-game clay forming and firing would be a great idea. You could even use the concept of the blast furnace to implement it. I also like the bigger clay oven idea.. One that would have shelves so at least one additional layer can be added when you're making a pie or bread or cooking anything for that matter.
  10. Theoretically you already can do that, so long as you have a chisel with you...
  11. I'd say if we're already at this with the tier 3 bricks.. Why not make it instead of dropping the bricks upon breaking it, drop the two parts instead? So you don't have to re-build every single one each time. Considering you're already going through the trouble of making tier 3 bricks anyway.
  12. You're thinking of this because you'd like to make coal coke in bigger quantities? I personally understand why we have a smaller door for the coke oven but a bigger one for the steel one because more things need to fit inside this multi block structure.
  13. I'm thinking something for the waters... Maybe a reptilian like a crocodile? Or alligator? There are plenty of lakes and ponds and the lot.. They would make for great areas to have these nasty beasties.
  14. So everyone, what do you all think? This question of course goes towards everyone that has figured out the patterns and safety precautions of the monsters that are already present in today's game version... Because lets face it.. Once you get used to them and are well prepared, they become less of a scare. What kind of ideas do you all have? What kinds of other monsters would you all like to see in the future game updates? Maybe a skilled modder might look into this topic for future mod ideas? Who knows! Nevertheless.. Give the 'ol grey matter an additional wrinkle and post your ideas here.
  15. I fully agree on that idea! Locusts in any variety can be safely taken down with a bow and arrow if you keep your distance or use a ladder to keep them where they are while you indulge in some target practice. But to add more dangers... Oho... I already liked the wild bear concept.. The goblin mod.. Ect.
  16. The game is well balanced as is in terms of difficulty.and I do agree that adding a debuf to not sleeping for an entity that seemingly can resurrect with no end might be a bit too much to add atop the constant eating and the lot... (This is my personal opinion, so don't take it as a fact. We all have a different understanding for what's balanced. ) It would make early game just that much more frustrating for new players and those that play on a new world after a new update or something else... Like for example a new player that finds themselves in an area that has no sticks but plenty of knapping material.. And in the unlikely event that they can't make a bed in the first day... Well, say hello to added frustration because now you get a penalty. The workaround to that issue would be to add the function to sleep on the ground... But... The more complicated this is made the more difficult it will be in the long run. The one part I fully agree with however is when you sleep, you should regain lost health. A lot pf people already use the sleeping mechanic to their advantage to have some degree of control over time, (Like speeding up mold cool down while the next batch is cooking..). Just like @Omega Haxors said. Having the bed increase your healing rate while you sleep, would make a lot of sense. (A little off topic here.. )-> Would even better if we had bandages that you'd need to apply that increase healing or other medical supplements.. Rather than having to chug down horsetail poultice like tic-tacs.
  17. It still lacks more detail... But more on that soon when I figure out what other blocks to use. One step at a time.
  18. And then there is this weird.. What ever the heck I dreamed of. I'm trying to find a block that'll speak "Energy", which I'll add to the inside past the white marble layer. Te white marble layer acts as a container for said energy. But without going into creative.... I need to think of a block that I can use, that's either very shiny or florescent.
  19. This is the edited roof support beams.. I know they don't look perfect, but just that little detail adds a bit more depth into it. I'm still trying to figure out what else I could do to give it better detail as this is just a temporary visual fix. Maybe I need to re-think my idea of a roof front.... Don't mind the monstrosity in the right corner of the roof for now... I'll re-make that. It's a set up for my helve hammer.
  20. Hey, thanks for the tip! I always forget to do that. I do like trapdoors, yes, but mostly because of their functionality. I used tons of them in the pits because at some point I'll either have one pit filled to the brim with rabbits, or with foxes. And I found it a good idea to separate them because come winter and I miscalculate my food supply, I'll always have a bunch of rabbits to slaughter. Foxes would've eaten those. And, so I don't fall in on accident myself, which happens more than you'd think. And as for the panic room.. Well you can imagine I dislike the idea of having to share that confined space with a nightmare drifter come a storm I'm not prepared for or don't want to deal with. I tend to avoid using them as windows aside a specific criteria because according to the game, a trapdoor is treated as an empty block, so I'd lose the indoors temperature bonus if I did that. Though I did integrate them to the side of the windows for aesthetic purposes. The trapdoors for the forge... Well, you can imagine I'd rather look at trapdoors than having to stub my pixelated toe on a couple of ingot molds. Though... I could probably get rid of them after every smelting cycle.. But I end up doing so much smelting and casting that this seemed like the more time-efficient method. If only there were different versions of trapdoors that look a bit more aesthetically appealing.... Like ones with a glass pane in it, or other decorations. It kid of makes me wish we could chisel functionality blocks like trapdoors, doors. (But nothing else.) I've since begun chiseling on some projects now as I've never been able to do that before on my old system. So fingers crossed I'll actually make something pretty. Currently I've only edited the support beam's ends at the roof to give them more depth. ( Pictures coming soon.) And making some weird pillar thing that came up in my dreams. Though I need to find white marble for that first..
  21. The malefactor class can harvest cracked vessels with a 5% chance. Other classes will break it 100% of the time.
  22. That's what it looked like because of the color of the spilet I was looking at in the handbook. It was the same grey color as iron, so I boldly assumed it was iron.
  23. Please ignore this! I just tried it with copper ingots and the recipe appeared. I tried it with iron before. Seems iron spiles are not a thing, despite the handbook stating otherwise. Everything works good!
  24. Hello! Sorry to bother you.. But i think I.. Uh.. Messed up. I've lost the ability to make spiles. In fact, I don't see any items of this mod in the smithing interface at the iron anvil. I still get the option to make large hooks and sauce pan and the lot as molds from clay.. But not spiles for that delicious maple syrup.. A day ago something went wrong with my game and it somehow loaded up the game without your mod. I only noticed it after some things went missing because the game doesn't notify me if I'm booting up a save file with missing mods. I re-enabled the mod again and reverted back the missing items I still could remember off the top of my head.. But now that I've made up my mind to get syrup... I can't see the spile. So please, help me. Am I doomed? Is the save done for now? What can i do to not be forced to start all over again?
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