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Posted
1 hour ago, williams_482 said:

20 in-game years to be down to 5% (notably not 0%) nutrient loss is an absurdly long time. Extrapolating from my 500-odd hours in a 6 year world, That's nearing 2,000 hours in-game. I'm actually surprised they're bothered about anything on that time horizon, as even obsessives will need multiple real world years of regular playing to see that much of a decline. 

It could change by stable release. Does seem to be some conflicting information over whether the nutrient loss is intended to drop to 0, or whether it becomes basically negligible but will still need fertilizing once in a blue moon.

Twenty years does seem like quite a long time, a bit too long in some ways, but at the same time, if there's going to be a lot of other stuff to do in the game as well as the main story events(which may or may not take a while to complete), I think it's maybe not that unreasonable. I would say it's the kind of thing that will probably feel a little steep now, but perhaps less so later in the game's life.

Posted

It would definitely **** if the aged torch holders would get rarer, or worse, extinct. The main reason I want them is their color, because the brass ones are ***** - and that's the only material we can make them out of for some reason, while also being way too expensive in comparison to lanterns (now small lanterns I guess).

I'm gonna hold my breath on the berry bushes until I can actually test them. But unfortunately they don't release the preview builds on the unstable branch.

  • Like 2
Posted
10 hours ago, MKMoose said:

just force the berries to be planted at a minimum distance between each other instead of implementing such a complex system

I'd prefer the complex system, as similar systems already exists for beehives (they count flowers around) and currant bushes may be planted in lines IRL (we have a red currant shrubbery by our cottage).

Also, we need SOME way to make decorative shrubberies!:)

Posted
7 hours ago, Dark Thoughts said:

It would definitely **** if the aged torch holders would get rarer, or worse, extinct.

Actually, aged torch holders are still where they should be in pre4, just started new game in pre4, was lucky to find underground ruin next to the spawn and found fully movable classical aged torch holder there.

If you remember, sometimes, only extinguished torches are on ruin walls. This is the place I assume ruined torch holder may occur in standard ruins. And of course, in these procedurally generated dungeons.

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Posted

The things OP is complaining about, I totally support. Torch holders, just like all the furniture and accoutrements within a ruin, they should also have the chance of being ruined. The fact that torch holders are such a benefit early game just shows they should be nerfed a little. 

Berry bushes shouldn't be so easy to pick up and place down, this brings them much more into line with farming in general (and much like the trees). Once again, it seems just too easy to spam berry bushes everywhere (with effectively no requirements) and get a permanent source of food (barring bad weather).

 

Yeah, not going to lie, I not only agree with the changes wholeheartedly, I look forward to their addition.

 

  • Like 4
Posted
10 hours ago, Dark Thoughts said:

It would definitely **** if the aged torch holders would get rarer, or worse, extinct. The main reason I want them is their color, because the brass ones are ***** - and that's the only material we can make them out of for some reason, while also being way too expensive in comparison to lanterns (now small lanterns I guess).

I use a mod for molybdochalkos holders.

Posted
7 hours ago, Vratislav said:

Actually, aged torch holders are still where they should be in pre4, just started new game in pre4, was lucky to find underground ruin next to the spawn and found fully movable classical aged torch holder there.

If you remember, sometimes, only extinguished torches are on ruin walls. This is the place I assume ruined torch holder may occur in standard ruins. And of course, in these procedurally generated dungeons.

If they're just for locations where aged ones would not have been, in order to simply light up areas as you go through them (like in the archives), then that's fine.

3 hours ago, Bumber said:

I use a mod for molybdochalkos holders.

I'm a lot more careful with mods that add assets, because apparently every mod that adds them has to grow the game's ram usage by like hundreds of MB or even several GB, while also increasing the world load time to several minutes. And unfortunately I only have 32 GB of ram available.

  • Like 1
Posted
On 3/3/2026 at 10:36 PM, Zane Mordien said:

They are king of a useless mechanic, making alcohol doesn't impact game play yet. Maybe they are adding that with alchemy.

Aqua Vitae?

idk maybe it's just me, but alcohol soaked bandages go hard especially during the fight with the chapter 1 location boss, but also during temporal storms when I've taken one to many hits from a nightmare drifter up the back end.

Posted
2 hours ago, Teh Pizza Lady said:

Aqua Vitae?

idk maybe it's just me, but alcohol soaked bandages go hard especially during the fight with the chapter 1 location boss, but also during temporal storms when I've taken one to many hits from a nightmare drifter up the back end.

Someone was saying before that alcohol was too easy with berries and people ignored fruit trees because they had berries. I don't think the change to berries will make anyone wait out fruit trees to get fruit to make berries. I'm also not against the change, I was just stating it really is a pointless game mechanic mostly. If Aqua Vitae was completely removed from the game would your game play really change that much?

The change to spears makes me rethink my game play in a serious way on the other hand. My combat strategy has to adapt. I would hit everything with a few spears and then go in for the kill with my melee weapon. That won't work anymore since spears are basically nerfed out of usefulness. This also makes me more of a proponent for a combat overhaul though. It's time for hit boxes to mater and damage not be the same if it hits the foot or the head of a animal. Drifters and other rust creatures maybe not so much since they are unnatural. 

Posted
On 3/3/2026 at 11:36 PM, Zane Mordien said:

They are king of a useless mechanic, making alcohol doesn't impact game play yet. Maybe they are adding that with alchemy.

I have, in desperation after living in a low fertility dirt area (Closest patch of medium was 2k blocks away, which I only discovered 1 month away from winter) survived winter off a few dozen 50L barrels of various wines and beers + whatever else I got.

 

Which is another reason I object to this change. If you don't spawn in a spot with good soil, regular farming is screwed. To farm, you either have to travel to find a new base, travel to get medium fertility, or you delete and retry for a better world. If berries are subject to this, then even that is gone.

Posted
2 hours ago, InternetDragon said:

Which is another reason I object to this change. If you don't spawn in a spot with good soil, regular farming is screwed. To farm, you either have to travel to find a new base, travel to get medium fertility, or you delete and retry for a better world. If berries are subject to this, then even that is gone.

2k blocks away is pretty hard for me to believe. I'm not saying your lying but I've never seen it that hard to find except when I do snowball earth and then that sounds pretty normal. I've had many worlds where I went 2-5K to find something only to figure out later it was much closer than that and I just missed it. Typically it's not that hard to find medium fertility soil in a standard world even with a bad start. In my current world I have to import my medium fertility soil. 

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