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EnigmaticWonder

Vintarian
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Everything posted by EnigmaticWonder

  1. I definitely think oceans need to big enough that simply swimming across isn't an option. There should be a bit of fear and trepidation in considering a crossing but with the proper prep, manageable. So introduction of boats would be a must, along with storage transportation options. Tying in the new wind mechanic with sailboats could be fun. As for Ocean content, can imagine discovering a massive tower but only the top bit is sticking up out, a remnant of the past containing loot, lore, and some new aquatic horrors. Have old style brass diving equipment that can be used for exploration. Oceans being what they are, and with the Lovecraft influences in the game, you can really play around with large enemies, maybe restricting them to the deep oceans.
  2. I would say for all trees, but I have to confess ignorance in regards to coding, so I'm not sure what entirely would be manageable in the game engine. But I'd imagine the game would look at block of chunks, and offset the growth times of seeds present by just enough to prevent too many trees maturing at once. I would also imagine a restriction on how many seeds/saplings could generate naturally per chunk, along side other natural limitations on growth such as soil condition, overhead foilage/blocks ect., with player planted trees being an exception the rules. I wouldn't think it would present more load on the game than a player planting a bunch of saplings themselves, but again coding is not my area of expertise : P That is true, was merely imagining how such a system could work without the players input, creating a more dynamic and immersive world that exist and thrives regardless of the player.
  3. So I shared this in another discussion and thought it could warrant its own topic given the discussions on the rare trees and their drop rates. I believe that the tree propagation mechanics should be changed overall, which would allow a more immersive and enjoyable experience. At the moment, to get tree seeds you need to break leaves and hope rng works in your favor. For the most part, it works fine, but with the introduction of new rare trees, you end up with diminishing returns due to the low drop rate. Those trees can literally go extinct over time in a game. So instead of having to cut the tree downs to get seeds, give each tree a chance of generating saplings or seeds near and around it. You can then collect to replant, or, if the seed is generated on good enough soil and left on it's own, it'll end up growing. This would eliminate the diminishing returns issue on rare trees without forgoing the rarity of them. The player has a choice; cut the tree for its wood immediately, or cultivate the area around it to eventually get more seeds for more trees. So on the whole, it would encourage sustainable tree husbandry. Instead of clear cutting entire forest, you can do selective cutting, allowing the forest to generate back over time. Prefer a particular tree? Cull the others and keep only the ones you want growing. A self sustaining and regenerating forest provides a much more immersive experience and provides a choice and consequence with how the manage their world. This would also make edible nut bearing trees more beneficial too, like the new walnut, allowing repeated harvests of "fallen" nuts without the need to kill the entire tree to collect.
  4. I believe that the tree propagation mechanics should be changed overall. Instead of having to cut the tree downs to get seeds, give each tree a chance of generating seeds near and around it. You can then collect the seeds to replant, or, if the seed is generated on good enough soil, it'll end up growing. This would allow rare trees to still be farmable, without the diminishing returns and still remain rare. On the whole, it would also encourage sustainable tree husbandry. Instead of clear cutting entire forest, you can do selective cutting, allowing the forest to generate back over time. Prefer a particular tree? Cull the others and keep only the ones you want growing. This would make edible nut bearing trees more beneficial too, like the new walnut,, allowing repeated harvests without killing the tree.
  5. От переводчика: Вам нужно использовать временную передачу. Это синий мерцающий механизм. Они случайные капли с дрифтеров. Версии Harder Drifter появляются глубже под землей и имеют больше шансов получить снаряжение. Трейдеры также имеют шанс продать их.
  6. Из Google Translate: Цыплята будут откладывать яйца каждые несколько дней. Яйца выглядят как маленькие белые камни на земле. Чтобы кормить их, вам нужна небольшая кормушка. Построен с деревянными досками V-образной формы на крафт-решетке. Положите на землю и залейте зерном.
  7. While I don't mind it too much, I must admit it can get it tedious late game. Especially if your making shingles for a building. For clay, introducing a potters wheel to game might be good idea, as a way to semi automate the process. Select your form, and as long as you have clay in your hand it'll auto fill. This way you can keep it immersive and add a sense of progression with clay work. For smiting, I think adding different hammer heads to the helve hammer could work. One head could be used to flatten an ingot out, like it is now, while another spreads it out into a narrower piece of stock for finalizing by the player.
  8. I've been thinking about this myself, I believe a good way of implementing it would be to do something similar to the napping system. While napping, you can separate and break off excess stone. Do the same thing with smiting, but have the broken off piece drop as it is, as a separate metal scrap piece. In this way, you won't lose as much metal. It also adds a bit more reward to skilled smiting; instead of just cutting away each individual voxel from the work piece, you can move the excess to the side and cut only what's needed to break off the excess to be saved. This would also prevent any exploits for infinite metal.
  9. I'm the same with random water flows : P If you craft yourself a bucket, you can fill back in those empty spaces.
  10. Worldgen is my main pick. While I've enjoyed the current generation and seen some spectacular vistas, the world on a whole seems too broken. Cliffs and mountains being random, and water being only present as lakes and ponds. Hate to bring Mineceaft into this, but there's a new mod called Terraforged that does a fantastic job with landscapes, simulating erosion and everything for rivers flowing into oceans, canyons, mountains, etc.. Not sure if that's the direction your looking to go in, but I feel it's worth looking into, might he able to incorporate a similar algorithm with VS's worldgen.
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