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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. I'm pretty sure that that minerals are calculated separately from the seed. I think really what you'll get from sharing a seed is primarily the landscape.
  2. Do you have one to share that you like? Actually, my guess as to why we don't have one is that there are a bajilion different settings you can tweak for worldgen, and my understanding is that there's a lot that's calculated independently of the seed. So I'd guess that sharing a seed would only work if you set your worldgen the same way, and even then the landscape would be similar, but the ores and caves and whatnot wouldn't match.
  3. That great news! The tip about raw food is a big help too. Our game is just entering winter, so this is especially important to us
  4. I really like the idea of high end materials that are spawn resistant.
  5. On the other side, I can really tell the performance improvements. That's awesome.
  6. I noticed the cellar rot problem as well. I'm playing on a multiplayer server in case that's relevant.
  7. I didn't realize hot springs did damage. I imagined the kind that are luxurious.
  8. Honestly, rage quit forum posts are an entire genre in gaming. If I don't like a game, I just go play a different one. I was surprised and dismayed when a fox killed me, but it didn't make me angry. I don't know if I'll ever collect butterflies, but I love seeing them around, and I like being able to identify different ones in the wild. If there are birds someday, I'll be really excited about that too. But then again, I'm incredibly excited that pouring molten bronze into ingot molds has satisfying visuals and sounds, and you can make pies with a lattice on top. Those kinds of things make the game feel like a real place.
  9. Ohhhhh. Not sails for sailboats, which we don't have in vanilla. Gotcha.
  10. I agree with drifters being able to climb ladders, but bears and wolves seem a bit much.
  11. OK, I might not want to actually NAME an animal just to be sure I'm targeting the right one to slaughter.... It's pretty frustrating to do something to a specific animal in a pen, like say slaughter the livestock from the older generation. The other animals all look the same and wander around in front of your field of view and confusing which one you're looking at. I'd love to be able to tag or collar livestock by, say, sex and generation so that I can deal with husbandry in a more straightforward way.
  12. Bismuth is a gorgeous, iridescent metal in real life. I love the texture of the ingots. I want to be able to make more decorative stuff out of that metal for my home.
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  13. Fair. One inconsistency at a time. Also, we have sails?
  14. Saw it for the first time out the window during a nasty temporal storm. Don't know if we ever meet it (eek), but it certainly sets the mood.
  15. To support this idea, there's a bunch of stuff in the in-game guide indicating that cupronickel is a metal used for ancient tech.
  16. Agreed. I'm not sure what parameters our current server was created with, but uplift was reduced. The landscape is hilly but looks pretty natural. My single-player game created with default uplift is much more extreme.
  17. Stone age farming didn't seem terribly OP to me. It seems like farming should be accessible at a low tech level. With finding an appropriate place to farm and a decent amount of seeds, then the length of time it takes for crops to grow, agriculture seemed paced pretty well for winter prep. Plus stone tools break constantly, which seems appropriate. It's really a matter of immersion rather than game balance, though. I like how natural the tech flow feels in this game, so when it feels forced to push something to a later tech level, that really jumps out.
  18. Hmm. Since our base seems to be sitting on a huge reserve of nickel ore, that's not what I was hoping the find.
  19. I find a bit odd that water transport is gated behind saws when pottery is commonly used to transport water in real society. It seems like, at the very least, a ceramic pot could be used to transport water blocks in early game. Barrel crafting could wait until actual barrels.
  20. I tried the passive method of building 2-block pits where we want to have our livestock enclosures and putting filled troughs at the bottom. That has worked better than I expected. We caught a family spawn of wild pigs after just a few days an now have a boar, a pregnant sow, a sow who will mate in the next two days, and a third sow. A few days later, we caught a longhorn ewe. Since I don't think we can shear wool (yet), she won't be useful until we can trap a ram, but I'm hopeful.
  21. Argh! Yeah, our multiplayer server just started trying to trap some livestock as first winter approaches. The land was lousy with sheep just a few days ago, so none to be found NOW of course. Also, we have a huge harvest all lined up at its last growth state at the beginning of October, and we had our first light snow. I'm watching the farm anxiously in hopes we don't lose half the crops to cold damage. This is impressively stressful! A+ for simulation. Also, argh.
  22. I'm too early game and too inept at combat to be eager to kill drifters in my house. My understanding of the way to avoid in-house spawns is to put a rock on every floor block. The drifters won't spawn on a block with an item on it, but the player can walk on floor blocks containing rocks.
  23. I think I agree that the new terrain generation, at least with upheaval set to default, generates some pretty unnatural landscapes. I spawned into a shattered mountain/floating island region. It's lovely if difficult to navigate. I need to explore further to see how common that is. Ocean-sized bodies of water seem to only be created if you change the default worldgen settings. But here's a question -- since salt water and fresh water behave very differently, how do you tell which you have?
  24. +1 from me too. I've figured out my seraph's look at this point. I'm just recreating the same thing each time. It'd be nice to just be able to store that as a default and go.
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