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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. What is the function of the water?
  2. Does a pit kiln do more damage than a campfire? That was a suggestion in a different killbox thread. I think it wouldn't have the hitbox problem that the campfire does, though I haven't tried. I like this layout. Seems like it would be a good base for a multi-story home.
  3. Wine has a drunkeness mechanic, but it doesn't do anything useful afaik. It does provide fruit nutrition. We do have bees with honey, which seems like the right thing to add to herbal tea. I would totally make clay teacups.
  4. It's a rather big deal for me. As soon as I saw a fish in a pond, I thought about making my livelihood as a fisherman. Each time I start a new save in a sandbox game, I give myself a different set of parameters to play in. I don't mind spear fishing, but the spawn rate for fish is incredibly low. They're something you happen upon by chance, not something you plan for. I love the idea of fishing nets from sailboats. I know there have been a couple of mods handling fishing. Primitive Survival is one, and another one drifts by on my searches that warns that it "breaks everything," so I've never tried it. Maybe a modder will take on boat fishing. There are so many great things on the official roadmap that I couldn't choose between them even if the devs cared what I thought.
  5. It sounds like the challenge is going to be getting the blueprint.
  6. Teas combined with herbalism sounds great. I love all the mechanics, but if the result doesn't DO anything, somehow most of the fun is lost.
  7. I will probably check out your seed! I place high value on a beautiful spawn point. I'm not sure how ready I am to abandon my 1.19 game, which is hitting its second winter and is my first solo game. The struggle is real...
  8. Well, lore comes in specific locations, right? Not just any old ruin. The last chapter was the Resonance Archives. This one will have four new locations. Apparently you can get information on where the Resonance Archives are by interacting with the Treasure Trader. I haven't found any of these locations yet, nor have I found the Treasure Trader. There are also the books you can gain from panning bony soil. I got one panning my first block but haven't gotten any more. I know they are rare drops. I have been collecting bony soil with the intent of getting some serious panning done during winter. Good point that it all doesn't have to be found in one game, but I want to give it a serious try. My friend who got me into this game is planning to set up a server for 1.20. We'll have a lot more protection with three of us.
  9. I did not know any of that. Respawning with armor is a new situation entirely. Thanks for the head's up.
  10. Yeah, I'm never going to do permadeath. Too much pressure. And I want to explore the world and find the lore bits. Once I've done that, then broad exploration won't matter so much. But yeah, if you're playing permadeath, you don't care where your spawn point is.
  11. I use Player Corpse, which prevents your stuff from despawning, but you still have to go get it. But I'm now wearing gambeson armor. It took about a season and half of flax crop to make it. It doesn't lend itself very well to creating a backup. That's somewhat unique to gambeson -- if I wear chain, for example, it's not such a big deal to get enough metal to make a backup. I can probably keep around a spare set of leather armor and a spare set of weapons. But depending on how deep in the hypothetical cave I died and what the rift activity is, I could very well find myself on a two-day forced march to descend into the cave and get killed again, and then what spares do I have? That's not even getting into the hassle of dealing with the fact that I almost certainly now have more stuff in my inventory and my corpse's inventory than I can hold, and I have to sort through that either at the corpse's location or very near by so I can be sure I don't lose anything important. Minecraft's bed spawn is very useful, and I know I can mod VS to bed spawn if I want to, but I've been really torn about it. I really like the IDEA of having to work to establish my spawn point. But it might end up making me so cautious than I miss out on exploring the world. In theory, I could build an auxiliary base and move my spawn point there in order to access new terrain within a day's walk from that base, but I don't have so many temporal gears that I can plan to do that very often. It is a conundrum.
  12. This is something that bothers me too. I'm admittedly a cautious player, but dying in the middle of a cave two days march from my spawn point isn't terribly appealing. I'm not sure what folks do.
  13. I found a translocator near my base -- it's kind of funny that I only remembered to check that cave out now. However, it transports to a cave that appears to be under the center of a big inland sea. Soo.... if I attempt to dig up to get to the surface, I'm going to be drowned in a waterfall. Has anyone dealt with this and figured out a trick to get out? The cave isn't flooded -- I hope translocators don't transport players to environments likely to kill them outright. I can certainly cave around and see if I can get closer to shore. Any advice?
  14. So, hmmm. This does underscore that we want/expect inventory to behave differently for different types of items. When I'm mining, I don't want the stone or ore to go into my precious hand slots. When I pick up a bucket to milk my sheep, it's disorienting that I have to look for what slot it ended up in and switch to that one. What I do now is open inventory when I pick up the first of a repeating item and put it in my pack. Then when pick up more, with or without an empty. hand, the rest will go there (until the stack fills up). But it's also true that in some cases, you can pick up more of an item with a hand that's already holding that item. I'm thinking of berries. It seems like that functionality could be extended for things like picking up multiple ingot molds.
  15. The speed with which we obtain ore is also unrealistic. It seems decently scaled to me.
  16. Some items have uses that are not part of a recipe. As an example I scavenged a Cthonic planter and wanted to know what, if anything, I could put in it. Stuff like that has happened several times. ETA: Completely useless stuff, at least stuff from underground ruins, is pretty good about being labeled, "Useless clutter" (or something close to that). It's the sort-of useful stuff that tends to have this problem.
  17. Hmmm. I looked at liberated beds, but I might not have thought it through enough. If I need aged wood to craft aged wooden beds, I'm still using something that can only be found exploring. That's only for beds, but it's worthwhile. I never looked at Scraps before, though. Its name undersells its functionality. I love the idea of getting more usable stuff from exploring. It doesn't say whether it does anything like the thing I was looking for, but I think I want to try it anyway. What a great idea.
  18. Is there a mod around that makes aged items found in ruins behave like ordinary items? I brought home an aged bed with a patchwork quilt, but it's unusable clutter for some reason. A table I brought back can hold items, but I can't make pies on it. It doesn't make sense to me that these aren't just variants on the normal working items. I don't particularly want to craft them. I like being able to find stuff and use it to furnish my base -- it makes sort of trophies for exploring. ETA: I know from the wiki that there is one type of aged bed that actually works as a bed. I haven't found one of those yet, and the patchwork quilt on the clutter bed is really charming.
  19. I'd been meaning to bring this up too. Wikis are generally community content. I notice that wiki content often includes caveats ala, "As of 1.18, this is true..." I find the handbook to be frustrating in ways that could probably be fixed, though. As recipes go, we don't need an individual search entry for every single wood variant of every single wood object. They're all the same. But my biggest pet peeve is how many items have an entry that amounts to, "Freditem, found by breaking Freditem." Well, yes, this is an object I've found in the world that drops itself when you break it, but what do you DO with it?? I end up having to put the game on pause to look the item up on the wiki to find out what it's for.
  20. You and I are clearly of an era.
  21. I was just going to mention Dynamic Trees. That's one of my favorite Minecraft mods. It produces lovely, believable trees.
  22. I agree with everything @-Glue- wrote here. I frequently pick things up with an empty hand, and I find it disorienting that the object isn't actually in my hand. The exception ought to be if you already have something of that type in your inventory. Then what you pick up should stack with the others, leaving your hand free.
  23. What's left will be ash, but I installed the mod. It makes peat more useful and worth collecting, and it also makes what-burns-where simpler. To each their own.
  24. I've found that to be true for a lot of mods that add variety. They go way overboard.
  25. You cook meals with it. Is that so different?
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