You guys should modularise more things.
E.g. drying racks then they can be expanded and it would add alot more player creativity.
Same for chicken coups/rabbit hutchets.
Tbh most things could be done that way.
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Scilly_guy
- Posts: 337
- Joined: Thu Feb 24, 2011 4:32 pm
Re: JorbStream 20181130 20:00 UTC
Personally I am all for there being a period that it is hard(er) to start in, ie winter, although who is to say that in some ways perhaps it isn't so hard (it should be, there should be more wounds from snow/exposure). Less bears might be considered easier. When a new world starts though it probably makes sense to start in the spring so that everyone doesn't have to start on hard mode, although maybe there is an argument that you start in winter and get a head start or you put off playing for the first 1-3 weeks to have an easier time of it.Granger wrote:Then seasons need be local (so there is always spring somewhere) so we don't end up with a similar problem to this one as people wouldn't see the point in spawning in the 'wrong' season.
Would only make sense in case the world is big enough (and the dimensions not collapsed by roads), else you could freely pick which season you want to instantly visit.
If a new world was big enough though there could be some kind of rolling wave of seasons that moves down/across the map so it is always spring somewhere. But as you say, roads/long distance travel would need a rework to make that meaningful.
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Aceb
- Posts: 1831
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Re: JorbStream 20181130 20:00 UTC
1 week might be too short, 3 week is def. too long so I opt for 2 weeks for each season or
Make so that each season has a random chance to last from 7 in real days to 21 days in real.
Summer ends so Fall with already rolled days, kicks in and then it is RNG for how long Winter last, so we don't have just flat number of days and there might be bit longer as well as shorter seasons. Maybe some magic or skill that might give some idea how long a season might last but not 100% accurate.
Make so that each season has a random chance to last from 7 in real days to 21 days in real.
Summer ends so Fall with already rolled days, kicks in and then it is RNG for how long Winter last, so we don't have just flat number of days and there might be bit longer as well as shorter seasons. Maybe some magic or skill that might give some idea how long a season might last but not 100% accurate.
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shubla
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Re: JorbStream 20181130 20:00 UTC
Make the seasons change their length dynamically based on amount of posts on forum complaining about too short/long seasons.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: JorbStream 20181130 20:00 UTC
No one wants to give You such powershubla wrote:Make the seasons change their length dynamically based on amount of posts on forum complaining about too short/long seasons.
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Dakkan
- Posts: 666
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Re: JorbStream 20181130 20:00 UTC
Aceb wrote:No one wants to give You such powershubla wrote:Make the seasons change their length dynamically based on amount of posts on forum complaining about too short/long seasons.

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iamahh
- Posts: 1806
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Re: JorbStream 20181130 20:00 UTC
what if SeaSons update add oceans and the Sea People NPC invaders
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Adder1234
- Posts: 636
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- Location: Australia
Re: JorbStream 20181130 20:00 UTC
I would like to see more interactions between animals and improvements to animal ai in general. Right now, with a few exceptions, animals feel so robotic and boring. Stuff like beavers chopping down trees or carrying wooden blocks, or foxes eating animals they kill, or boars digging up dirt, but especially larger animals hunting smaller animals. And yes, seeing wolves added to the game is something I've wanted since forever.
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SnuggleSnail
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Re: JorbStream 20181130 20:00 UTC
Every time I watch you play I'm reminded that flower menus don't suck for most people, it's just we high ping losers that must suffer.
I don't suppose there's any reason to not make it so, for example, holding down 1 while right clicking on a chicken would automatically select "wring neck" without bringing up the flower menu so one could queue the wringing of several bird necks at once.
Clearing a coop manually would go from taking double your ping per bird, to your ping once for the entire coop.
If the sliding pathfinder thing could be enabled to work with mineable tiles that would be cool, too. Navigating 1x1 snake tunnels with even a bit of desync is pretty gross
I don't suppose there's any reason to not make it so, for example, holding down 1 while right clicking on a chicken would automatically select "wring neck" without bringing up the flower menu so one could queue the wringing of several bird necks at once.
Clearing a coop manually would go from taking double your ping per bird, to your ping once for the entire coop.
If the sliding pathfinder thing could be enabled to work with mineable tiles that would be cool, too. Navigating 1x1 snake tunnels with even a bit of desync is pretty gross
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: JorbStream 20181130 20:00 UTC
While a reasonable workaround would be bigger tunnels, sliding along void tile walls (as if they would be objects) would be nice QoL.SnuggleSnail wrote:If the sliding pathfinder thing could be enabled to work with mineable tiles that would be cool, too. Navigating 1x1 snake tunnels with even a bit of desync is pretty gross
Flower menus are IMHO unfun (high ping or not), could it be a good idea to replace them with actions (like performing attack to kill lifestock) and interactions with an item on the cursor (like RMBing a saw on a log to make boards and an axe to make blocks) ?
Would need support for always visible hand slots (incl. hotkeys) in the official client though to not make this unfun - but this should be added anyway.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
