I like the idea. The way to start implementing it is to just make water block light less, and see what players do in response. And add that glass helmet if possible. Is the increased light something we can do by modding? It sounds like it'd require a change to one line of code.
I've built a big underwater glass home as well as a dome over water, so I'm already interested in water structures in this game.
sea weed. this could be something for crafting, but also it might look cool. and it's plenty on the ocean floor.
In real life, various forms of kelp were often used as caulking to make things with constantly exposed to water watertight. i.e. some barrels and casks used for making wine and whiskey still use kelp caulking.
Quote from Biglulu »
Quote from charle88 »
Maybe it could look like this.
Need something with bigger crafting grid for that.
Not necessarily. If the crafting is done in several stages.
Speaking of which, I came here to post some recipe ideas for multiple tiers of ships. But before I do, must say thanks for this post. Oceans definitely need work. Must be as you say Bigger (ALL biomes need to be at least 4x bigger IMO), Deeper and have the light filter down a little bit more.
That said, the multiple tiers of ships.
We already have boat (non stackable object):
[] [] []
[]
Now add the following (object type and additional possible uses for components included in parentheses):
[*:2zhmbcri]Component: Sail (inventory stackable sprite) (hot air balloons are suggested elsewhere and sails could be used in their fabrication as well. maybe kites and tents too?) ( = cloth):
[] []
[]
[] = 1 sail ( = sail)
[*:2zhmbcri]Component: Rope (inventory stackable tile) (can be used like a ladder but much slower movement) ( = string) ( = plant hemp-basic resource not in game yet):
[]
[]
[]
or
[]
[]
[] = 1 rope ( = rope)
[*:2zhmbcri]Component: Rope Coil:
= 1 rope coil ( = rope coil)
[*:2zhmbcri]Component: Medium Hull (nonstackable object. = iron block. = boat):
[] [] []
[*:2zhmbcri]Component: Large Mast (nonstackable object) (other than being used as a component, can be placed anyplace with 3 squares tall of space and can double architecturally as a flagpole or spire--could even be used in a simple recipe for flags or banners if we ever get those):
[] []
[] []
[] [] = 1 large mast ( [>>-i>] = large mast)
Then start putting these together into boats with various speeds, storage areas, deck sizes, # of players it can accommodate. And looking forward to types of mplayer, even number of defensive stations?
(Note that row boat speed should be MASSIVELY reduced for any of these to make sense!)
Some suggestions (substitute symbols from above are still in effect!):
[*:2zhmbcri]Simple Sailboat (slightly larger boat than we have now with a spot you click to pilot as well as small 3 x 3 built in storage. moves at the speed of our current boats. yes I suggest the nerf to our current boats :tongue.gif: Hate me.):
[] []
[]
[] []
[*:2zhmbcri]Large Sailboat (same as above, but 6 x 3 storage and room for up to two more passangers):
[*:2zhmbcri]Small Cargo Ship (large ship with space on deck and below deck. 3 built in storage points the size of 1 small chest on deck. 2 storage points the size of 2 chests below decks. Up to 7 players can board the ship at any given point. Boarding ladder on one side. Can only travel and be placed in water that is 4 squares deep.):
[]
[>>-i>]
[] []
[*:2zhmbcri]Large Cargo Ship (very large ship. 5 built in storage points on deck size of small chest. two decks below deck. 6 storage points the size of double chests below deck. 1 furnace on deck. Up to 15 players can board and ride the ship. Boarding ladder on both sides. Can only travel and be placed in water that is 5 squares deep.):
[>>-i>] [>>-i>]
[*:2zhmbcri]War Ship (whaling ship?!?) (large ship designed for combat. has gunnery points that are like single square windows, open with barrels next to each one providing 3 x 3 storage for weapons and ammo. Limited cargo with only 2 storage points the size of single chests. 1 Furnace on board below deck. Can only travel and be placed on water that is 4 squares deep.) ( = Iron Block):
[>>-i>] [>>-i>] []
So those are some ideas for shipwright recipes as well as some loose ideas of what ships could travel where and how. If the recipes seem sort of resource intensive, they should. If they don't, well those component recipes need to be revised towards the more expensive.
I also realize that ships of this magnitude would represent an entire new game system. But still, if we're going to get big big vast oceans, we should have the vessels suitable for crossing them!
I agree with H.P.Love2Craft.
You could just build craft all the different parts in the workbench, and when you have the parts crafted, put them together in the workbench to make that one submarine.
It would make mining and crafting a lot more open for ideas. I mean we already have some similar things like that, like Wood to planks to a boat.
This way mining for iron and everything could be more than just land made object that can easily be made now a days.
I agree with H.P.Love2Craft.
You could just build craft all the different parts in the workbench, and when you have the parts crafted, put them together in the workbench to make that one submarine.
It would make mining and crafting a lot more open for ideas. I mean we already have some similar things like that, like Wood to planks to a boat.
This way mining for iron and everything could be more than just land made object that can easily be made now a days.
The key to any good in game crafting system are long but interwoven production chains IMO.
Components for Trade A should at some stage be usable (mandatory OR as substitute) in Trades B, C and D. Parallel, isolated linear production chains are boring and gratuitous. Production chains that start small but fan out doubling at each stage become unwieldy. Production chains that converge on one set of items/powers/etc. become all about gaming the shortest route to uber but then produce a very samey, boring late game for players.
Hence the need, IMO, for a several adjacent production chains that repeatedly criss cross each other at various stages. Some of those substitute components and resources may also be much more expensive than need be, but this could be the cost of living solely in biome x, y or z for example. This also can lead to the generation of "local markets" on mplayer servers, where refined resource A meets several needs of component C. But raw resource A is only available in someplace harsh, like arctic biomes. So you get satellites established in said harsh biome to produce and ship back raw resource A for refinement. This sort of regional economic stuff is one of the things A Tale in the Desert tries very hard to play with and it gets it pretty right. But the game itself is lacking IMO. Minecraft's sandbox is just so much more fun!
EDIT to add: And this sort of differentiation then encourages the establishment of trade routes for which--in real life--seas have long served as a perfect medium!
sea weed. this could be something for crafting, but also it might look cool. and it's plenty on the ocean floor.
In real life, various forms of kelp were often used as caulking to make things with constantly exposed to water watertight. i.e. some barrels and casks used for making wine and whiskey still use kelp caulking.
Quote from Biglulu »
Quote from charle88 »
Maybe it could look like this.
Need something with bigger crafting grid for that.
Not necessarily. If the crafting is done in several stages.
Speaking of which, I came here to post some recipe ideas for multiple tiers of ships. But before I do, must say thanks for this post. Oceans definitely need work. Must be as you say Bigger (ALL biomes need to be at least 4x bigger IMO), Deeper and have the light filter down a little bit more.
That said, the multiple tiers of ships.
We already have boat (non stackable object):
[] [] []
[]
Now add the following (object type and additional possible uses for components included in parentheses):
[*:1h1yyjr5]Component: Sail (inventory stackable sprite) (hot air balloons are suggested elsewhere and sails could be used in their fabrication as well. maybe kites and tents too?) ( = cloth):
[] []
[]
[] = 1 sail ( = sail)
[*:1h1yyjr5]Component: Rope (inventory stackable tile) (can be used like a ladder but much slower movement) ( = string) ( = plant hemp-basic resource not in game yet):
[]
[]
[]
or
[]
[]
[] = 1 rope ( = rope)
[*:1h1yyjr5]Component: Rope Coil:
= 1 rope coil ( = rope coil)
[*:1h1yyjr5]Component: Medium Hull (nonstackable object. = iron block. = boat):
[] [] []
[*:1h1yyjr5]Component: Large Mast (nonstackable object) (other than being used as a component, can be placed anyplace with 3 squares tall of space and can double architecturally as a flagpole or spire--could even be used in a simple recipe for flags or banners if we ever get those):
[] []
[] []
[] [] = 1 large mast ( [>>-i>] = large mast)
Then start putting these together into boats with various speeds, storage areas, deck sizes, # of players it can accommodate. And looking forward to types of mplayer, even number of defensive stations?
(Note that row boat speed should be MASSIVELY reduced for any of these to make sense!)
Some suggestions (substitute symbols from above are still in effect!):
[*:1h1yyjr5]Simple Sailboat (slightly larger boat than we have now with a spot you click to pilot as well as small 3 x 3 built in storage. moves at the speed of our current boats. yes I suggest the nerf to our current boats :tongue.gif: Hate me.):
[] []
[]
[] []
[*:1h1yyjr5]Large Sailboat (same as above, but 6 x 3 storage and room for up to two more passangers):
[*:1h1yyjr5]Small Cargo Ship (large ship with space on deck and below deck. 3 built in storage points the size of 1 small chest on deck. 2 storage points the size of 2 chests below decks. Up to 7 players can board the ship at any given point. Boarding ladder on one side. Can only travel and be placed in water that is 4 squares deep.):
[]
[>>-i>]
[] []
[*:1h1yyjr5]Large Cargo Ship (very large ship. 5 built in storage points on deck size of small chest. two decks below deck. 6 storage points the size of double chests below deck. 1 furnace on deck. Up to 15 players can board and ride the ship. Boarding ladder on both sides. Can only travel and be placed in water that is 5 squares deep.):
[>>-i>] [>>-i>]
[*:1h1yyjr5]War Ship (whaling ship?!?) (large ship designed for combat. has gunnery points that are like single square windows, open with barrels next to each one providing 3 x 3 storage for weapons and ammo. Limited cargo with only 2 storage points the size of single chests. 1 Furnace on board below deck. Can only travel and be placed on water that is 4 squares deep.) ( = Iron Block):
[>>-i>] [>>-i>] []
So those are some ideas for shipwright recipes as well as some loose ideas of what ships could travel where and how. If the recipes seem sort of resource intensive, they should. If they don't, well those component recipes need to be revised towards the more expensive.
I also realize that ships of this magnitude would represent an entire new game system. But still, if we're going to get big big vast oceans, we should have the vessels suitable for crossing them!
Would you mind editing the OP?
Also, I agree 100%.
Offtopic,
What did you use to make the banner?
< My Steam Account (add me!)
< Dragon Cave! (aid)
I've built a big underwater glass home as well as a dome over water, so I'm already interested in water structures in this game.
Yea Maybe you could add string to arrows to make them return if you fire then underwater & slow down the fire rate under water.
Will edit soon as I get on the computer. I didn't make the banner :tongue.gif:
In real life, various forms of kelp were often used as caulking to make things with constantly exposed to water watertight. i.e. some barrels and casks used for making wine and whiskey still use kelp caulking.
Not necessarily. If the crafting is done in several stages.
Speaking of which, I came here to post some recipe ideas for multiple tiers of ships. But before I do, must say thanks for this post. Oceans definitely need work. Must be as you say Bigger (ALL biomes need to be at least 4x bigger IMO), Deeper and have the light filter down a little bit more.
That said, the multiple tiers of ships.
We already have boat (non stackable object):
[] [] []
[]
Now add the following (object type and additional possible uses for components included in parentheses):
[*:2zhmbcri]Component: Sail (inventory stackable sprite) (hot air balloons are suggested elsewhere and sails could be used in their fabrication as well. maybe kites and tents too?) ( = cloth):
[] []
[]
[] = 1 sail ( = sail)
[*:2zhmbcri]Component: Rope (inventory stackable tile) (can be used like a ladder but much slower movement) ( = string) ( = plant hemp-basic resource not in game yet):
[]
[]
[]
or
[]
[]
[] = 1 rope ( = rope)
[*:2zhmbcri]Component: Rope Coil:
= 1 rope coil ( = rope coil)
[*:2zhmbcri]Component: Medium Hull (nonstackable object. = iron block. = boat):
[] [] []
= 1 medium hull ( = medium hull)
[*:2zhmbcri]Component: Large Hull (nonstackable object. = gold block):
[] [] []
= 1 large hull ( = large hull)
[*:2zhmbcri]Component: Large Mast (nonstackable object) (other than being used as a component, can be placed anyplace with 3 squares tall of space and can double architecturally as a flagpole or spire--could even be used in a simple recipe for flags or banners if we ever get those):
[] []
[] []
[] [] = 1 large mast ( [>>-i>] = large mast)
Then start putting these together into boats with various speeds, storage areas, deck sizes, # of players it can accommodate. And looking forward to types of mplayer, even number of defensive stations?
(Note that row boat speed should be MASSIVELY reduced for any of these to make sense!)
Some suggestions (substitute symbols from above are still in effect!):
[*:2zhmbcri]Simple Sailboat (slightly larger boat than we have now with a spot you click to pilot as well as small 3 x 3 built in storage. moves at the speed of our current boats. yes I suggest the nerf to our current boats :tongue.gif: Hate me.):
[] []
[]
[] []
[*:2zhmbcri]Large Sailboat (same as above, but 6 x 3 storage and room for up to two more passangers):
[*:2zhmbcri]Small Cargo Ship (large ship with space on deck and below deck. 3 built in storage points the size of 1 small chest on deck. 2 storage points the size of 2 chests below decks. Up to 7 players can board the ship at any given point. Boarding ladder on one side. Can only travel and be placed in water that is 4 squares deep.):
[]
[>>-i>]
[] []
[*:2zhmbcri]Large Cargo Ship (very large ship. 5 built in storage points on deck size of small chest. two decks below deck. 6 storage points the size of double chests below deck. 1 furnace on deck. Up to 15 players can board and ride the ship. Boarding ladder on both sides. Can only travel and be placed in water that is 5 squares deep.):
[>>-i>] [>>-i>]
[*:2zhmbcri]War Ship (whaling ship?!?) (large ship designed for combat. has gunnery points that are like single square windows, open with barrels next to each one providing 3 x 3 storage for weapons and ammo. Limited cargo with only 2 storage points the size of single chests. 1 Furnace on board below deck. Can only travel and be placed on water that is 4 squares deep.) ( = Iron Block):
[>>-i>] [>>-i>] []
So those are some ideas for shipwright recipes as well as some loose ideas of what ships could travel where and how. If the recipes seem sort of resource intensive, they should. If they don't, well those component recipes need to be revised towards the more expensive.
I also realize that ships of this magnitude would represent an entire new game system. But still, if we're going to get big big vast oceans, we should have the vessels suitable for crossing them!
Rainforest
Swamp
You could just build craft all the different parts in the workbench, and when you have the parts crafted, put them together in the workbench to make that one submarine.
It would make mining and crafting a lot more open for ideas. I mean we already have some similar things like that, like Wood to planks to a boat.
This way mining for iron and everything could be more than just land made object that can easily be made now a days.
The key to any good in game crafting system are long but interwoven production chains IMO.
Components for Trade A should at some stage be usable (mandatory OR as substitute) in Trades B, C and D. Parallel, isolated linear production chains are boring and gratuitous. Production chains that start small but fan out doubling at each stage become unwieldy. Production chains that converge on one set of items/powers/etc. become all about gaming the shortest route to uber but then produce a very samey, boring late game for players.
Hence the need, IMO, for a several adjacent production chains that repeatedly criss cross each other at various stages. Some of those substitute components and resources may also be much more expensive than need be, but this could be the cost of living solely in biome x, y or z for example. This also can lead to the generation of "local markets" on mplayer servers, where refined resource A meets several needs of component C. But raw resource A is only available in someplace harsh, like arctic biomes. So you get satellites established in said harsh biome to produce and ship back raw resource A for refinement. This sort of regional economic stuff is one of the things A Tale in the Desert tries very hard to play with and it gets it pretty right. But the game itself is lacking IMO. Minecraft's sandbox is just so much more fun!
EDIT to add: And this sort of differentiation then encourages the establishment of trade routes for which--in real life--seas have long served as a perfect medium!
Rainforest
Swamp
Very nice post! :biggrin.gif:
I'll try to add it ti the OP if it fits XD
As you can probably tell, I mostly agree. Just... no super-boats or subs.
Large, versatile...
Completely editable,
Yeah. They even have a way to make subs.
But this is kinda like m thread i made a long time ago, except more details, and fishies :tongue.gif:
( only read 1-4)
Thanks, I'll look into it. Just post a link when you get it up =P
Also, I edited in your post Love2craft XD
Just a few simple crafting recipes for underwater exploration
Diving helm
[] [] []
The rest of the suit would be craft like regular armor but it would implement slime balls to replace the rubber seals
IE:
= Slime ball
Torso:
Legging:
[]
Boots:
[] []
[]
[]
This would give a use for slime balls and this would probably make slimes a bit more common.
What do you think?
Oh! Thanks! :biggrin.gif:
Very nice podcast too :biggrin.gif: