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Windego

Very Important Vintarian
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Everything posted by Windego

  1. I like the idea of being able to make it out of metals to give it more structural stability. If we'd go with that idea.. How about increasing the sail count from 4 per layer to 6 per layer? So you'll have a six sail windmill. For an added upgrade, you could add another set of sails half the length extending out from the center to catch as much wind as possible. Though for the sake of balance, I'd say this fully knitted out metal windmill would be roughly the strength of four regular ones and no more. As for the ability to toggle speeds... Maybe a gear-shift block? We already have a brake. We already have a toggle to completely disconnect it. To have more control over the speed a single windmill+ , for.. What ever your reasons may be, a gearshift would be a good solution without having to make over-complicated connections that take up half a house. Or... A multi-block gear shift. If you would need less power, but more speed for something in particular... connecting a big gear to a smaller one would give it twice the rational speed.
  2. Windego

    Cattle Grid

    Do you mean like a trap of some sorts? Like a pit fall trap? If so... You can already do something like it in vanilla, via the use of a dug out hole and a trough suspended in the center.
  3. I personally think they don't need to be nerfed. The mobs are well balanced for the progression in my personal opinion. I never really go caving for underground ruins or misc ores until I at least got to iron age or steel age, as a single Bell locust can give you nightmares for days. Let alone a Sawblade locust. Like @Maelstrom mentioned, they're end-game monsters. Try sticking to prospecting if you think it's too brutal to get almost one-shotted by a literal high-power sawblade on legs while you're in a soft copper-leather armor spelunking. You're given options to do it the safe but (potentially) more time consuming way, or do it the risky way where you get your Seraph's posterior handed to you on a rusted plate. Many people don't go into deep caves till they are clad in iron or steel plate armor.
  4. I'd say perhaps a simple raft would do to traverse medium to large bodies of water. And if the world generation ever gets to the point where oceans are a thing, I would then agree that maybe a simple row boat idea would suffice. The raft and/or row boat would primarily be used to traverse the waters and avoid getting soaked. Especially in the winter days, you tend to avoid waters because of the soaking de-buff and quick body temperature drop thereafter. Though that's more of a vanity thing I think? You can always dig for more dirt blocks to bridge yourself across a lake, or work on a very elaborate and amazing bridge design. But it would be a nice and interesting alternative to avoid making bridges, and stay dry.
  5. I'm all for it. I like the idea for mining as well as the interactive tree chopping. What about visually seeing the trees fall down after that action? And the side you chop mat, influencing the side it falls? ... Though thinking of it again, I imagine you'd have to then treat the entire tree as an entity for the duration of its fall.
  6. Well.. You do have solid points. I agree it all sounds quite complex but maybe the entire idea as a whole would be the proverbial spark for a skilled mod developer to implement it all as a separate thing for people who like complexity. It's some times hard for me to convey my thoughts into proper words because English isn't my native language. So, sorry for that. I'll try to explain the idea I had down below the best I can manage. The initial idea I had in mind, though I worded it poorly was... If you have a 100% durability, brand new iron axe.. You eventually will wear it down. When chopping wood in the forest in real life, rarely is any tree bark dirt free at the base. This means that eventually the edge wears down and the more blunt it gets, the less it'll actually do what it's supposed to do. What usually breaks with an axe is the handle itself. Unless you're chopping away at a solid iron statue.. Your axe won't actually break down to the point where it vanishes from existence. The duller the edge, the more force you have to add to chop down the tree. The more force is applied, the easier it is to break the wooden handle. The thought was to add variety in options for people, depending on what they want to do and what resources they have available to them. So the options would have been... -Brand new axe, all used up. -> You're given a dull axe head. -> Add a new handle. -> Sharpen it at a grind stone. -> It's good to go, but has 95% max durability left. (This option would be for those people who are on their last bits of iron and haven't had the luck finding a new iron deposit. So they'd be looking to save some iron.) -Brand new axe, 1% durability left, never repaired with the method above. -> they remove the head. -> heat up the head. and add a nugget or two of iron.-> They repair it over an anvil. -> Add the handle back. -> A new axe good to go. (Obviously for those that have plenty of iron but still want to save some iron resources just because they can and like to do it this way.) -Brand new axe, all used up. -> You're given a dull axe head. -> You make a new axe from a new iron ingot. -> You put the *Stackable* dull heads in a bloomery. -> You get 50% -70% of the iron back as nuggets. (This is not so much apart from what we now have, with the added idea of recycling the worn down axe head. ) -The grindstone would take away ( 5%? ) of the tools total durability if you use it to sharpen / repair a dull axe head. (Or any tool head) -The grindstone would take away ( 1%? ) of the tools or weapons total durability, but, it will add a bonus to it of a given %. (25?) (For weapons it would give it a damage boost. For tools it would be a speed boost.) Hope this is a bit more clear as to what I had tried to say before.
  7. Well, the current workaround most people have come up with is using chain mail as a base, wear it down till a certain % and then upgrade it to scale for example. But obviously after that upgrade... If it's done it's done. I personally really hope we'll get to repair armor to some degree. As in reality, patching holes and straightening out dents in chair armor or plate armor is doable. For inspiration... Look how we're supposed to weld the two parts of the iron anvil together. Even without welding equipment, in primitive terms, it's still doable.
  8. And especially the new version runs amazing.
  9. Given I had to set it all to the lowest possible graphics settings.. Even my old 9 year old Samsung Laptop with an intel i5 processor and 8gb ram could somehow manage it on 30fps. This games runs surprisingly well even on old platforms because it's so well optimized compared to another cubical game we all know. So give it a go!
  10. I'm not sure. I tend to play it safe and if the mod description doesn't specify the version I'm using, I'll assume it's not compatible purely for safety reasons to avid a corrupt save. I've had this conversation with l33tmaan yesterday but the more I think about it the more I'm at the point of "Ah, to tartarus with it, let's try it and see." since I'll be using his/her/their Extended foods mod with yours, and, the alchemy mod. Needless to say I absolutely have to include your mod or else I'll be bummed at the finite resources. So I'll be making a new save all together and see how it goes.
  11. We could even go the long mile and say combine all of it. Prevent the tool from ever going to 0 and thus turn into a broken head so long as you keep 'feeding' it metal bits. But if you're low on that particular metal due to not having found a new deposit.. You can let it reach 0 and repair it at the grind stone instead.
  12. Not that kind of pit trap. I'm not even using that mod. A regular dug out hole. The through method for lures is also from vanilla. Though note that here I made it a bit too shallow. Having it three to four blocks deep will prevent entities from jumping atop each other and hopping out. (Wolves in particular.)
  13. You can also use the same concept to lure other wildlife into a pit trap. Suspend a trough with hay and/or grain and berry bushes above the pit trap so they can't actually get to it and.... Sit back and watch them conveniently trap themselves with the lure.
  14. It's a simple concept where you dig a hole at least three (better four) blocks deep and 2x4 blocks wide. Poke the wolf you want to trap, and run towards the trap with it chasing you. Jump over the gap yourself and wait on the other end about 2 to 3 blocks from the edge. The wolf's pathfinding will conveniently ignore the gap and it'll fall into it. Don't let the wolf get too close to you while you're getting close to the trap. It has a lunge animation that can skip several blocks ahead. It takes a bit of practice to get down, but it's the safest way I've found dealing with them. Then just either leave them in the trap for emergency food and close it off with trapdoors so it won't die of being deprived of light. Or, keep it open and attract all the wolves in your area into the trap. With enough wolves in a certain chunk radius... You'll prevent any subsequent wolf spawn in that area. Effectively wolf-proofing your base of operation.
  15. Malnutrition could also implement some other factors like slowing your character down by a %. So once you reach 0 hunger, you become malnourished. Malnourished characters would become progressively slower and weaker, lowering their maximum health as stated above. Your walking speed would go down to.. I don't know.. 40% at most? Where it feels like you're crawling. The feeling of existential dread is dismal in the current vanilla playthrough in terms of hunger and starvation. Yes, you starve quickly if you don't find food, but for the people that have had several hundred hours under their belt, it becomes more of a timer if anything. With pit traps being used to lure in wolves when they chase you, berry bushes around the globe in abundance.. Starvation becomes less of a hassle to deal with as you can just prolong your explorations via the use of your own timer (Starvation.) With a malnourished status, decreasing maximum health that you've oh so strive to maximized to not become wolf food from a random wolf family around that one hill... And your speed being impaired by it.. Now that becomes an actual (My heart is literally in my throat) situation.
  16. To add to that, the grind stone could be used to add 5% damage to a sword and/or spear so it's not purely for repairs either.
  17. The (Broken) tool once it reaches 0 durability could revert back to just the head. With that, i mean you'd have a (For example) iron axe. It breaks and you lose the handle as it becomes a new item entirely for the time being. So you'd have a -Broken Iron Axe Head- You grab another handle (Stick) and add it to the new Broken Iron Axe Head to make a -Worn Down Iron Axe- You take that to a new block called a Grind Stone Wheel and add a new edge to the worn down axe. Now the result would be an iron axe that has.. Let's say... 10% - 20% less durability in total? Repeat the process let's say.... 1 to 2 more times and you have to make an entire new axe head all-together. It's still time consuming. You won't be saving any deforestation... But at least you'll save some limited resources and potential prospecting trips in the dead of winter.
  18. Truthfully I haven't tried it. I just boldly assume if it isn't in the mod description specifically that it's compatible with version x then it's not unless stated otherwise. If you or anyone else could confirm that it is working in in 1.15.7 I would really love to add it to my list as I'm positively itching to play with this mod + wild farming. Out of past previous experiences, I tend to avoid using said mod if it's meant for an older version than the one I'm playing with. Then again... I could probably make a backup of my current world, try this mod with this version of the game and then see if it all works. Though some times something breaks quite far into it already, and I don't think I'm the only one if I say I'm reluctant to roll back several hours game time. I'm just the type that tends to play things safe, or so I at least try.
  19. Any news on the 1.15.7 update for this mod? I absolutely adore it and it's essential to two other mods I used to play alongside with on older game builds. After my hardware upgrade, I've been wanting a fresh start. If it gets updated to 1.15.7, will I be able to use the mod in an already present save of 1.15.7? Or will I need to make a new save for safety? Superb mod nonetheless.
  20. Hey there buddy! Just a quick question. Any idea for updating it to 1.15.7? And if yes, would I be able to add the mod to an already existing game? I started a new new save file once 1.15.7 came out and am currently going through the mods I used in my old saves to start fresh after having gotten a new hardware setup. I want to avoid as much game conflict as possible, so that's why i ask initially. No rush though! Epic mod. Definitely deserves a spotlight.
  21. They are heavy hitters after all.. I'd suggest going up against those baddies once you're gotten steel plate armor, if you absolutely have to tank them. And god forbid you ever stumble across a Bell. Bells, sawblades and nightmares melt through your armor like a heated blade through butter. Anything blow steel is arguably going to be tough to take hits for long. I personally stick with Brigandine armor for cave explorations so it doesn't impair me so much in case I need to run. And keep your game volume up.. The best way to survive deep infested caves is to listen so you don't end up with a Bell sending hoards behind your back. Bringing a ton of expandable torches to temporarily light the cave to prevent spawns behind your back helps loads. Use your height to your advantage and try to to engage them head first. I've found cave travels more successful if I stick to outsmarting them rather than going head first into a nest. Though I'm all in for fixing armors! That would be a huge help.
  22. Chiseling. Chiseling various shapes can be a good time spent if you have nothing else to do in the winter. Think of a project, a build of some sorts, a monument for example. Grave stones, decorative statues. A designated panic room for temporal storms. And if you already have that to a simple degree, maybe think about making it visually better, more comfortable. Search for Halite. Do some clay forming for shingles or some extra pots. Try designing a cellar above ground level IN your kitchen for ease of access. Amongst other things....
  23. Especially with the new update, there is now Rift Activity. Different areas have different activity and in turn, a variety of drifter spawn limits. As you can see in your character info screen. Take it as a good sign! You're popular amongst drifters! Every single one of them want a piece of you. So make use of it for their drops!
  24. Any changes on this? Any news?
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