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Windego

Very Important Vintarian
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Posts posted by Windego

  1. 10 hours ago, junawood said:

    Look for one block deep "flat" round dents that don't really match the rest of the landscape. The bigger ones can also have an additional dent exactly in the middle. Smaller ones can be just a cross of five blocks. Sometimes the shape is a bit distorted by hills and things like that, but you can often still see that there's a dent where it shouldn't be or it looks a bit too round for what you'd expect.

    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?
     

    • Like 1
  2. 2 hours ago, Domkrats said:

    I could agree on this, but also it can still get nasty in deeper caves even with blocking enterances, lighting everything. Making game harder for all, not only ones who want to face that challenge, would make game miserable for new players or casual players who simply want to build, farm or do homesteading in game. Dangers could be increased, but it would be better if player could face them when he wants, going to special place for that or by summoning mob using some ancient magic.

    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.


     

     

    2 hours ago, Domkrats said:

    As for harder mobs... Many topics about this topic already as well as opinions on whether they should be harder or easier to fight. :) Personally i'm all in for more enmies, but also waiting for more ways to fight them (shield or blocking, special attack or kick (sparta kicking drifters in pit would feel amazing :D)). Some flying mob during storm could totally change how storms would be dealt with. In discord Tyron already shared gif with Drifter throwing rocks at player standing on pillar.

    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. 1 hour ago, Maelstrom said:

    There's bandage options that do not involve horsetail already in game.

    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. 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!

    • Like 1
  5. 54 minutes ago, Maelstrom said:

    I'm ok with coal coke as is.  I'm thinking of a regular ol' charcoal pit.  It would be nice to open and close a charcoal pit with a door instead of digging up dirt all the time.

    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.

    • Like 1
  6. 2 hours ago, PhotriusPyrelus said:

    I won't be putting full 5-sails on all four gears.  Just the front and back, and then 2 sails on the side rotors; that will avoid the clipping, like in the first image in the thread.  I admit, it does look a little goofy, but I also think it looks kinda cool.

    I didn't realize until just now - despite hours in a test creative world just learning how windmill power works - that you could remove the large gear from the top if you don't run the vertical shaft down into the top of another large gear and instead do an elbow join with small gears into a large gear and not lose any torque.

    Had I realized that, I might've made a mono-propeller design with a much narrower top and used two or three of them.  x_x  Or maybe not, because I kind of like not having to find a nice place for several widmills around my little tower.  :shrug:

    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. 14 hours ago, PhotriusPyrelus said:

    Here's what it ended up looking like in my survival world.  I did a little bit of chiseling.  3 'sideways stairs' of each of the 4 orientations.

    2021-10-26_08-57-41.thumb.png.3f3b2e9803d8bfecacb85d298de2469c.png

    ...it has no sails because I need about a bajillion more flax.  @_@  I have 4 sets of sails and that's not enough to spin 4 querns in my cellar.  Though I s'pose I could remove 2-3 of them to get at least some automation going...  I'll probably take down the ladder on the north west side when I get all the sails in place

    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. 29 minutes ago, daretmavi said:

    This would made killing wolfs much more difficult, especially early on.

    But why not, it would be nice addition. Only not in every biome. Reptilians need hot/swampy climate.

    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. On 10/25/2021 at 4:31 AM, Philtre said:

    Personally, I'd like a second, more advanced type of kiln; a permanent structure with a higher capacity across the board, like a scaled-up bread oven or less-expensive blast furnace. There's a number of clay items that are a pain to make in quantity using pit kilns (bricks, I'm looking at you).

    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. 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.

  11. 19 hours ago, Maelstrom said:

    Does it make sense that iron doors can be used to convert coal into coke and iron into steel, but NOT sufficient in converting firewood into charcoal?

    I don't think it does either.  @Tyron & @redram  is there anyway to work this into an upcoming update?  Pretty please, with cherries on top??  😋

    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.

  12. 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.

     

  13. On 10/25/2021 at 4:53 PM, l33tmaan said:

    Keep sawblade locusts and bells as they are, and also add nastier monsters. 😈

    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.

     

  14. 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.

    • Like 1
  15. Just now, Windego said:

    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.
     

    2021-10-27_14-46-57.png

    2021-10-27_14-49-19.png

    It still lacks more detail... But more on that soon when I figure out what other blocks to use.

    One step at a time.

  16. 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.

    2021-10-27_14-49-07.png

    • Like 2
  17. 18 hours ago, PhotriusPyrelus said:

    You sure do like Trapdoors, don'tcha?  XD  (EDIT: I find they make really nice windows if you don't want to use glass)

    Friendly tip: you can press, I think it's F4 (just F4) to toggle the UI on and off.  That'll hide the chat window that takes up so much of the screen when taking a series of screen shots.  ^^

    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..

    • Like 1
  18. 36 minutes ago, l33tmaan said:

    The handbook says you can make iron spiles?

    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.

  19. 35 minutes ago, Windego said:

    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?

    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!

  20. 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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