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Mirankor

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  1. Yeah exactly. The only reason to really level electrical at all is for the level 5 battery powered lamps, and even those run out of juice very quickly. Another thing is the tailoring which, really useful to level up to 10, but it's by far the biggest grind in the game. Not to mention all you can do with that is fix clothes. You can't make patchwork sheets (for windows) or patchwork tarps (for tents).
  2. To be fair, both a waterwheel and windmill use a turbine. The rest could easily be guesswork and still be made possible by anyone inventive enough lol. There should have been information on Turbines back then as well, so it's not impossible to learn. Could just be really rare magazines/books. The filtration system also likely would have been mentioned in a farmers magazine, since I learned about that when I was like... 4-5 which would be in the late 90's
  3. So I want to start this off with, I want to make everything have both an upside and a downside. (Also hi there beautiful) I may add, remove things as I go along. Obviously if the majority of people DON'T want something in the game, then it's going to be chopped. Every Day Items: Shopping carts - They are everywhere. Personally I feel like having two different kinds and nothing else would be best. The loud, squeaky, rattling metal ones (Can be treated with oil to reduce squeak), as well as the almighty plastic ones that always seemed to be much quieter. Of course they should be damageable, but also repairable. Bicycles - Should be pretty rare to find. The downside to them being that well... If your character is panicking too much, you're going to fall off. Also if you ride into a hoard you aren't likely to make it out alive. Roller-skates/Rollerblades - On foot travel at it's fastest. Downside is that slowing down and stopping isn't immediate. It's also unwise to fight with them on. Taking them off would also take some time, so you would only use them to get somewhere faster, while consuming less energy. More Crafting Options: Electrical - Right now, Electrical doesn't really have anything interesting. You can use it to hotwire cars in conjunction with Mechanic at 1st level. You can use it to connect batteries to lamps at 5th level. Other than that, it severely falls short (In my opinion) and it takes so much to level even to the 3rd pip. There's also no other option for constant light in a safe zone without running a generator until you inevitably drain the map of fuel. My suggestions are as follows: Alternate Energy - Not going to mention anything too grandiose, just hear me out. The waterwheel and the windmill were two of the earliest forms of electricity production. They didn't provide some massive supply, most were just to provide power for lights. (Which honestly is my main concern) Adding these two into the electrical craft, would make things a lot more interesting. Waterwheel - A simple, early age build. Consisting of mainly wood, so it would be electrical + carpentry. Only useful at the river, or if a running stream is added later, there as well but less powerful. Also very noisy, so be prepared. Windmill - Solely dependent on if the sky spirits decide to bless your life and make the wind blow. This would be a small build, likely a single tile or upwards to a 2x2 square. It generates little at low wind, and more the harder the wind blows. It shouldn't produce that much power on it's own, for balance reasons. It should also require harder to find or carry parts, as it will consist mainly of metal. Metalworking + Electrical for this one. The idea for this one, is that a single windmill is only useful for powering 2-3 lamps, and it has to be used in conjunction with scavenged car batteries in order to store some energy. And on that note, Car Batteries - We all know they are more useful than just being used in cars. People jury rigged them as a power supply well before the early 90's. The idea isn't to really add anything, but to allow you to connect a car battery to a cable, and power lamps until the battery is depleted. Or of course, to store power from windmills. This is just because they weigh a lot more, are limited, but also have a large energy supply compared to regular batteries. This one is a far fetched one, and I doubt it will ever be a thing, but Solar Panels - This is more of a time waster. It also will produce the least energy because of the crafting supplies. Solar powered watches and calculators were actually very popular during the 80's and early 90's. The only issue is that they run on such little energy, that you would need a large amount of the foraged panels in order to even power a light. A better panel could also be found extremely rarely due to obvious reasons, but might be able to consistently power a single refrigerator. As I said, far fetched, which is why it's in red lol. 2. Farming - I haven't done much in relation to farming, but I do have a few things that could be added in relation to the skill. Digging Holes - I know a lot of people are going to see this and think, "Is a trench really a good idea?". My answer to that is, well, obviously. Anyone with a little experience playing with dirt can dig a hole, but don't worry, there's a major downside to digging a trench. Two actually. The first downside? Water. When it rains, much like with bowls, pots, etc. it will collect water and eventually fill. This makes it useless for it's intended purpose. The second downside? Comes from the intended purpose. Whether you use it to surround your base, or put spikes into it to deal some damage to players, the problem is still going to occur. The holes are going to fill with zombs, or humans. Dead or alive. Allowing others to eventually just avoid it entirely. It's a decent defense, but requires a lot of maintenance or else you're done for. An addition to the Rain Collector Barrels, a Filtration System - This is something many Amish here in Kentucky use (Yes I live here...) in order to clean water. It is a multipart, meaning multi-block, system, that uses things from different facets of life. This would go great with the Tailoring skill, because you could create replaceable cloth/mesh filters for it. Other than that, it uses mainly stone and the power of actually running along said stones, to clean it and make it at the very least, safe for consumption. The Rain Collector will be placed on top of the starting block and collect water like normal. Drip Irrigation - High level of farming required for this one. It's essentially an automated watering system. It should be one of the two end-goals for the farming tree. It works in a similar way to the water bags used by hospitals (Which goes way back). It would require adding tubing to the game, and each plant would require a portion of said tubing to be connected to the system. This way you can build rain collectors nearby, which constantly water the plants when it isn't raining. As I said, high skill level required. Preferably level 8-10. Greenhouse - Straightforward, but the other end goal for farming. Allowing plant growth in the winter, though in much smaller quantities. This can be either a separate construction, or each plant having it's own craft able cell. Also capable of being connected to the previous so that you can provide the water from somewhere indoors if you prefer. Takes quite a few materials, for each cell, or each wall, whichever. I'd also like to see plumbing in the game, seeing as that's not electricity based, but that's a topic for discussion with the community, as it would add a potentially useless skill to the list. If I think of anything else, I'll add it later. I do like someone else's suggestion for blacksmithing, but that would fall under metalworking imo. Hope this isn't too much of a read. I wanted to get my point's across as best as I could! Let me know what you think though, so I can adjust some things if need be.
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