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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. I bet there's some kind of best practice that would ensure that they worked, but I have no idea what it is. Or, on the other hand, there's some loophole in Anego's API that should be fixed. If I get deep enough to have some guess at that, I'll file an issue. It really should work reliably, and it's a bummer than it doesn't.
  2. Every time you visit, it stirs them up off the nest and pauses the egg incubation until they settle down again. So you visit once per day to feed them and take the hit. Keep the henhouse far enough away that you don't walk by it while you're doing other things. I'm more interested in leveling the chickens as an intellectual exercise. I could live off eggs if I had no other source of protein at this point. It would also be nice to make chicken stew because I actually like to eat it irl.
  3. I am an obsessive loser who literally hangs out on ModDB. I love seeing the cool stuff people think of going by.
  4. Yeah, you're very specific in your PR, but I almost left another comment on your mod saying, "But it's supposed to work this way," before I read through and realized that no, it wasn't. Just assuming they're busy and they get plenty of player confusion about stuff that's working as intended, so you might not be getting that second glance.
  5. Dang. I've never had anything like that happen in my game. That's weird. Rather than giving up on monsters entirely, you might try this: No Surface Monsters. I'm pretty sure that would retain them for temporal storms and story locations as well as caving. Just as a note, the primary way to get fire clay as of 1.20 is to craft it with ground flint cooked in the firepit.
  6. Yeah, this is a game where you get to decide when you've beat the game, but you still beat the game. Just because it's open-ended doesn't mean the game will be challenging forever. Think about Sim City -- eventually your city just runs itself while you watch. If you want the challenge again, start over and set some starting conditions different to get a different playthrough. Probably not the best example because that game, or at least the iteration I played, DOES have natural disasters, but you get where I'm going . That Other Block Game and other sandbox games are the same way.
  7. It might be worth including at the top of your description why this is NOT the intended hunger decay pause but a bug. This is the one that causes a hunger decay pause when you eat a berry right after taking starvation damage, right? I've never seen anything like the length of pause some of those issue reports are describing, but I know that the "wait until you take starvation damage and then eat a berry" cheese is a well-established early-game strategy. It's never seemed to me to be severely game-breaking, but I saw in the fix you posted to ModDB that it screws up your expanded stomach mod.
  8. Yeah, I like long time horizons The one that nailed me was that hens need to be fed in order to sit eggs as well as lay them because the other domesticatable animals do not work this way. Since they also won't sit eggs when stressed by too many seraph visits, I assumed they were stressed and kept avoiding them for a good 6 months of game time before I realized that wasn't the problem. So, yeah, plenty of pitfalls.
  9. This is how I thought it worked. I swear I read it someplace, but when I read this thread and looked for it, it wasn't where I thought it was. A lot of documentation does imply that you don't have to feed the male at all.
  10. So much Mac love here! I really feel appreciated. Thanks! I've become completely addicted to ModMaker, and losing it made me sad. Though.... clearly I have different expectations for rift spawns than the average user. I love the current spawn rate on stable. Maybe now that I have ModMaker again, I can look for what changed and patch it back.... I find this particularly entertaining because I'm always the one piping up on the forums about how I don't care for head-to-head combat.
  11. Haha. And after reading this, I saw a new devlog and the new release candidate says: So, yeah, they're on it.
  12. Yeah, I don't hate the idea of having more problems that need mitigation later in the game. The weather disasters would need to be appropriate for the climate, but otherwise this could be interesting. What I expect to do with my late-game "forever world" is play the story, then possibly set myself some stretch goals for things like multicolor drystack (which I LOVE the look of but am not going to be messing with a game that has almost any other goal) and copper roofing (wish these both could look good on the same building, but I tried in creative, and EW NO).
  13. I'm in love with all of these ideas. It makes me want to start a cold-area play with this stuff modded in. I tend to get very attached to my game worlds, so I'm only on the second one I've played for any length of time. I spawned in almost the exact opposite temperate biome (I haven't messed with default initial spawn yet), and the difference in gameplay is really surprising me. I think that accenting the different properties of different climates makes for great new adventures for each playthrough. This extended stone age game is the first time I've messed with Tentharchitect's Fauna of the Stone Age, and they're impressive. It would be worth finding fauna families with good arctic and subarctic spawns. I took a look at Floral Zones, and it doesn't look like there's a specialized cold one, but the Cosmopolitan one has a focus on "circumpolar, pantropical and aquatic plants". Combining that with Biomes might get something really distinctive and more playable. ETA: Other relevant mods Snowball Traders and Arctic Survival.
  14. I read elsewhere in that cold climate, or at least fully arctic, gameplay isn't really fleshed out yet. I find it pretty appealing myself, though I haven't tried it out yet. (I'm currently playing an extended stone age-- i.e. not allowed to work with copper until after the first winter, and I'm having a blast.) I've seen at least one mod that makes a few more resources practical.
  15. So, what's the "smart" way to learn if the hot spring is deadly if you've never seen one before? I can't think of any way within the game mechanics other than jumping in. Or is there a mouseover that tells you it's 1000C?
  16. What's the significance of edelweiss?
  17. Yeah. The propick is an abstraction that condenses a bunch of analysis that wouldn't work in a world shrunk to a smaller scale and then divided into blocks. I also don't particularly want the geology degree and/or years of training it would take to do it right. I'm totally comfortable whacking a couple of blocks with my tool to say -- "Point a couple of geologists here to take samples, evaluate the terrain, and math it all up. Come back to me when you have a probability."
  18. I don't use mods to change prospecting. I just recommended a popular one that addressed your concerns.
  19. Wow. I knew hot springs were damaging, but that does seem to be a lot.
  20. Definitely do that. I just got my first treasure map, so I'm curious if there's something going on with them.
  21. This looks really interesting. Thanks for the Mac support! I'm looking forward to trying out.
  22. I wasn't really rebutting you. I was thinking about pursuing a vision vs making specific changes based on player behavior. The OP was complaining about the latter, and the devs clearly do make changes to make the monsters more dangerous based on what players do to neutralize them. That's not incompatible with vision, though. If your vision is a certain level of challenge, then adjusting foes based on player behavior to make them more difficult to neutralize is both part of the vision AND chasing the meta to some degree (actually I have no idea what that means and will have to look it up). Tangentially, I disagree that drifters don't provide valuable loot. They're the primary way to collect temporal gears, and those are the only way to change your spawn point. So it you want to be able to pick a base location without being constrained by access to spawn point, you need to kill them drifters. Also, until you get a couple of good flax harvests, those fibers are worthwhile. I just prefer to draw them into a pit trap and stab them with a spear when they can't hit me.
  23. Yeah, I gotta agree here. I think part of the vision is a specific kind of difficulty, including there being very few moments when you truly feel safe. So if there's a way to completely neutralize a threat, they will change it. But to their credit, they added difficulty and then dialed it back. I'm also quite sure they never intended drifters to be the only rotbeasts. I don't say that as a criticism, though. I think responding to players is an important part of making a compelling game, even if "responding to players" is more sophisticated than following whoever is loudest and angriest on the forum.
  24. OK, maybe that's it, though it doesn't seem like you'd have to remove what's there. I really liked that it was a clay building material that could be made with just a firepit. The current ceramic bricks require mortar, so they can't be made in the stone age. They also look so modern to me that I find them aesthetically jarring until late game. The hardened clay blocks looked like they might be a good flooring for the roundhouse I'm designing for my extended stone-age game.
  25. Yeah, and what I'm looking for is interesting stuff before entering the copper age. It doesn't look that hard to bring back. I'll ponder whether it's worth doing. Independent of my weird gaming goals, it seems like a reasonable building block, and having a way to make building blocks before mortar seems useful. Maybe they concluded that it was preempted by wattle and daub?
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