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  4. I am playing on a multiplayer server. I have a garden set up with veggies. I also have a populated skep placed in the garden. I also have placed a dozen or so flowers to support the bees growth. It has since repopulated twice. I have several more skeps placed awaiting population, thinking that I would just rotate and replace skeps as I used them up collecting honey/wax. The normal wait time until the bees have swarmed is two days, but for some reason the new wait time after the third skep populated is now 2000 days. Is this a glitch or is this designed to it that way? I tried looking this up but coud not find anything that relates to this question.
  5. Finding beautiful landscapes. In VS we have many since 1.9. I love that; Rare loot: pumpkin seeds, cabbage seeds, rare vessels, rare paintings; Stone types: after I get comfortable with food and metals, I start to look for different stone types to make custom buildings, or even to choose another place to build with a theme. Trees; animals; different food (I'll be very happy when fruit trees come into the game); To find translocators: that's fairly new, but it helps a lot to reach new destinations or shorten some way. Very much useful since we don't have fast transport means right now. Different types of ruins; Traders so we can get rare items, clothing or resources.
  6. 1. NPC villages and communities 2. Randomly generated structures 3. Cool terrain
  7. Last week
  8. Thanks. The work in Immersion continues. We even have already made the mod compatible with the latest pre release.
  9. As of January 18, 2020, the mod is not currently compatible with the 1.12 pre-releases, only the stable 1.11 releases
  10. Only 1.10 or is it also 1.11? Love the concept! Glad it has less sat then bread, its realistic!
  11. Love you and your work Tony. Don't forget to put your well being first!
  12. Good morning! This discussion is linked to the other that talk about combat but it's about using natural elements to create nasty things and also about enemies. First of all, I suppose that all of you ladies and gentlemen have experienced a night closed in your shelters made of dirt with drifters pushing against the walls. Drifters behavior is improved compared to the other versions nevertheless I think they could become a more serious opponent giving them the ability of breaking certain blocks and therefore give them the chance to eventually break inside our shelters. On the other hand, I suppose that it should be nice to be able to realize traps and obstacles. At the base of them should be the punjis which can be crafted from bamboo and a knife and then placed on the ground. Punji placed on the ground should damage all the mobs which push against the side where the Punji is oriented. Another nice thing that could be easly done is a pit cover made with sticks and grass. This cover should be used to cover pits (which can include vertically placed Punjis) in order to make them invisible to mobs and as consequence, let them fall down if they step over them.
  13. So the more that I play the game the more I am really starting to see that this really needs some attention. I dont have a problem with the rairity of silver and gold in fact if the player can find quartz you are almost assured to find at least some silver and or gold within it somwhere. The problem I have is that you literialy have to mine massive amounts of quartz to obtain enough gold and or silver to produce liners. Its just not fun. a single gold ingot should be all one needs to supply at least 10 lamps with liners 2 ingots of the primary to make a lamp and 2 more that are not nearly as abundant in the world to increase its luminosity is not feasable. Really would love to see a dedicated lamp liner recipie that is made from a single ingot of gold or silver that produces multiple liners for lamps. I really think a minimum number would be 4 to 6 liners per ingot would be a great start.
  14. I think that when they start to add more advanced automation and or tech to the game it should come from schematics that are found in the ruins. the Tech for thease new automation blocks and or prosseses should be some how tied to the civilisation that left them or came before. It should tie in with the drifters and the temporal gear and or translocaters and maybe even help tell the history of this ancient lost civalisation. It would be cool to also have the brief journal entries and or storys that we find somtimes referance other cords to other ruins. You could then lead a player to a series of locations telling a story and the history and lore while rewarding them with tech advances that help with advancing the automation and ease of survival. Create a reason for the player to finaly locate the lost main city or some such location of the ancients and finaly find out what happened to them!
  15. I Think its fine as well. I like to build spawn drop structures with hoppers at the bottom and find that you can even skip farming for flax. you can end up on a daily basis with about 1 to three temporal gears 8 to 12 regular gears or coin and between half and a full stack of flax fiber in a 24 hour game day its quite nice:) save the Preta for some other crop:)
  16. The current drop rate isnt too bad, I already have three space temporal gears after playing a day in 1.12
  17. Pipes and tanks would be fun for the automation part of the game. Maybe low tier ones could be made of bamboo?
  18. Knapping really could use some additional depth, right now its just inverse clayforming. And I personally think that only getting one knife is actually better for the early game, since inventory space is on a premium. As an added level of difficulty, maybe if you hit a non-knappable bit, it introduces a "crack". get 3 cracks and the flint shatters. you'd wanna make sure there was a brief cooldown on knapping after getting a crack though, so someone doesnt accidentally jitter-click their flint away lol.
  19. It would and my thought would be to simply add a location or two that changes randomly along with there other stock for only a certain radius around that merchant listing cords for ruins loot or ores. It would definatly provide an additional tool to find resources that might be difficult and time intensive to find! While trade is nice as is I do not really find it compelling enough to regularly viisit merchants or interact with them now. So this could also provide additional intreractions with them and help make them a more interesting find and or location to visit. After all most traveling merchants and or trade caravans in the past were also a valuble source of not only goods but information as well.
  20. A simple content mod that adds a almost imperishable foodstuff. The 'Hard-Biscut' (like hard tack, or ships bread). hardbiscut.zip
  21. Hidden loot, or even...a Mineral/Ore (physical item) map that is accurate at time of sale/issue. That would be worth some gears huh?
  22. A special flag present in (modinfo) / mod-system which has a very specific and important use: Any world created with that mod installed that has the special flag set [MANDATORY], (these are server-side code and/or content mods). WILL need it installed, and running to load that WORLD. A User facing message to the effect of: 'World "NAME" Requires Mod "NAME" Installed and functional - World loading cannot proceed without it!' Also tracking the mod's version - so that an older version is not accidentally used, mod-systems should handle version updates on their own. It is assumed VERY few mod-systems will ever use this special and powerful feature; ones critical to major features of a mod or mod-pack.
  23. Earlier
  24. It's definitely a way to solve the bronze problem some people have. And Tyron has, in the past, confirmed that he'd like for traders to sell maps to some of the hidden loot chests and isolated ruins that exist underground. Traders are pretty unrealiable though, especially if it's just one trader that has the goods. I think we're going to get more and more traders as time goes on. So I think we don't want to rely on them for mainline ores necessarily. But something optional like halite does seem like it should be ok.
  25. would it be posible to concider a second or third growth stage for certain types of trees? I was looking at some of the trees I had planted and once they grow thats pretty much it they are what they are. some trees grow well and have many more logs in them than others and some not so well. I was thinking if I let them just be or prune them a bit it would be nice if they had one more growth stage say double the current growth time and give them a second stage to become old growth or ancient versions that were the larger varients?
  26. I think it would be a wonderful Idea to alow the player to move the translocators so we could start to set up a transfer hub as we find them. end game it is going to be very important to be able to travel vast distances quickly to remote areas where obscure minerals and or ores are located not to mention diferent stone and biome resources for large resource intensive construction projects. concider also when seasons will be added. It might be nice to live in a biome in the north but when winter hits have a fast travel to a warmer climate where farming can still be available in the winter?
  27. was out prospecting for Halite the other day and thought to my self man this is rough after taking about 70 or so samples in a limstone desert I thought Does the game know where the deposits exsits? I wonder if it would be posible to create a trader that was a prospector? I wonder if it would be posible to allow him to sell cords to various deposits in the way of papers that had the mineral or ores listed and then cords including all the x.y.z ? You could increase asking price for the more rare minerals and or ores. This could solve a real problem for some folks who are exspressing a need for a better or less difficult prospecting system and alow players that dont particularly want to spend hundreds of hours looking for a specific deposit such as salt. Perhaps all traders in addition to there regular role could also sell prospecting papers for ores and minerals within a certian range of them specificaly? creating even more of a reason for player interation with them as well?
  28. I believe that this combat system would drastically enhance the game and is an awesome idea. I also believe that the spear should be able to be made with higher tier materials, because this system would make a spear a unique weapon, as you said. In addition, in real life spears have been used up until modern times and were not only used by primitive people.
  29. I think that your suggestions can dramatically improve the gameplay. Maximum Stamina level should be increased by doing stuffs and decreased by idleness overtime. I'd love to be able to parry a drifter and stab it with my spear in pure dark souls style. In order to be able to do that the game should give you the chance to do a parry and a critical hit. Also a chance of critical failure should be interesting like losing equilibrium or lose your weapon. Another idea: ranged attack for axe and knife.
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