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Guimoute

Vintarian
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Guimoute last won the day on September 7 2023

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  1. That's a good change for when we have to throw a torch down a deep pit. Previously they disappeared, so to say.
  2. I think kids are coming to Nadiya in 1.22. That's how I interpret this doll in the image showcasing cabinets.
  3. > Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk That's really good. My practice so far consisted in pushing the elk in the translocator, waiting, then jumping after it, but that failed with the rickety translocator because of the massive cooldown. Now we're safe.
  4. Yeah, I don't make new worlds ever. I just explore and make outposts if I want a change of air. It's December of year 16 now.
  5. No it doesn't. It's having your temporal stability that colors the sky.
  6. Fruit trees look at the temperature at noon. That means you need below 7°C at noon for the tree to take damage in the game. I have an outpost around 30°N where it snows at night in January and the olive and orange trees have survived for a decade despite showing 6°C and 7°C as their threshold.
  7. You can already make a room of any material and be safe from the cold.
  8. I concur. The bombs are weak. I am currently digging canals between areas so that I can flood them and pass with my ship. It's tedious even with virtually infinite resources (I'm in year 17) because it takes literally 1 bomb per meter of horizontal progress to get any decent width and depth blasted. The description says "blast radius: 4", it's a lie, it feels like a diameter.
  9. It's still tied to fish existing so I'm not sure how you would make it overpowered. You can see it as an alternative to the spear-fishing that already exists, not as a magical food source.
  10. Maybe "item heating" involves in part finishing the bellows they have started coding early 2023? That would be a nice leather spending sink.
  11. Nice!
  12. Thanks. I think it's fine to keep it generic and not reserved to translocators. Maybe I want to connect other waypoints than translocators to show routes.
  13. In line with the suggestion above: "completed" waypoints. I think it would be beneficial to add a new tickbox to the waypoint system (like we have with "Pinned [x]") that reads as "Completed [x]" and dims/desaturates the selected waypoint when ticked. I mark a lot of things on my map but it would be weird to delete them from the map once they have been completed. That includes discovered ores, caves, ruins, etc. We have entered the era of map layers since the addition of prospecting points in 1.20 in vanilla, so it would be easy to make those completed waypoints togglable with a "Completed" tab on the left side.
  14. There was very little chance that would work even if the ore disk is there for sure. What you want to do is find an area of high probability density then go explore caves. It's a bit rich to misread the guide of a single system and call the entire game trash as a result. It's not wrong. You can win at the dice and lose at heads or tails.
  15. I'm no putting a block in every chunk I want to save...
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