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ChubbyDemon

Vintarian
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  1. I mean, there really isn't a best armor set to use, just what you want and are willing to spend the resources on. You happen to live next to the right kind of trader? Enjoy your way cheaper and stronger iron plate armor. You want to be able to run into anything and get out alive? Steel plate exists. You want to be moderately protected with entirely renewable resources? Wood lamellar is surprisingly effective. You want armor to wear around the base for the occasional wolf attack? Leather is perfect. But if we're talking the armor that has the best protective stats with the least downsides, let's think. Obviously it'll be made of steel, there's no reason to use anything but steel. Bronzes are common but suck in comparison, and using iron is kinda like using copper after early game. It takes a super common resource (for copper, it's tin, and for iron, it's coke/coal) to make the metal significantly better, so much so that using the original base metal is a complete waste of its potential. So we're narrowed down to steel brig, chain, scale, or plate. Off the bat we can get rid of plate, it's super strong defensively but you're abysmally slow, can't heal at all, and can't hit anything more than 2 feet in front of you. If you're fighting anything that runs away, or has enough health/dps that it kills you before you kill it, the armor isn't worth it. So steel brig, chain, or scale? Scale armor is effectively brigandine armor but with very slightly more protection, and about 1.5x the durability, in exchange for costing double the metal that brigantine costs. But chain armor has more protection than brigandine armor, and lower debuffs across the board, and is cheaper than scalemail. So from this, the best overall armor set for exploring and fighting through the wilderness is steel chain armor...except there's a couple more armors we didn't look at. The Blackguard armor and the Forlorn Hope armor. Both of these are effectively iron plate armor with less durability in exchange for much lower stat debuffs. Blackguard isn't enough to be viable, but Forlorn Hope armor is interesting. It's got about double the debuffs of steel chain across the board, a 17% healing penalty compared to a 10% one, 16% hunger drain compared to a 7% one, an 8% movement debuff compared to a 3% one. Clearly it's not the best to run around in, but that high tier damage modifier means it's also capable of effectively stopping tier 4 damage. Not to mention it doesn't require the creation of a cementation furnace, just a LOT of gold. So, thinking again. Steel chain is clearly the best for occasional combat and moving around, but Forlorn Hope could be held in the inventory to swap out when say, fighting a bear.
  2. I am aware it is a quest item, that's why in my opinion it would be perfect. Once you complete the temporal archives, you could have the option to go back down and pull it back out for crafting use. This would make the archives break down again over time and be unsafe until you come back and replace it. Depending on how long it's been since you pulled it out, more things can have fallen back into disrepair and need fixing. And it means you'll only get one of these useful infinite rotation pieces. Though I did not know about the auto rotor.
  3. Does anyone know if this room would be safe from temporal storm spawns? It's made of a 3x2x3 block of bricks that I've chiseled out. Will the game detect it as a solid block for spawning purposes or will it be classed as open space?
  4. I'm glad someone else has verified the existence of the mysterious stone rubble block I've got. I thought I was going crazy.
  5. Hmm, maybe then instead of making a reusable contraption and permanently installing a temporal gear, the contraption itself could break and need repair upon removal, and would require the big temporal gear from the resonance archives in order to work? That way the gear would have enough kinetic movement to lift a pulverizer, and you would need to explore and complete the archives before getting use of it, and also have to go and take the gear back out of the pump in order to make use of it.
  6. It spins with a "constant level" of inertia, implying a steady and unchanging speed, and we can see just how slow it turns when we look at the item.
  7. For a quern that's true, but pulverizers and helve hammers do their actual work through gravity, the only thing they need power for is to be lifted up so that they can fall back down. Getting that power really slowly would still make them impact with the same force.
  8. I'd put making whatever "adapter" lets you connect the temporal gear to a helve hammer/quern/pulverizer would cost something like, 6 stainless steel plates and a couple simple Jonas parts. That way you need to have had wind power to make the steel, whatever creation process will be added for stainless steel in the future, and have explored deep enough to obtain Jonas parts. And as for how long it would last, the idea of temporal gears being consumed as duel always felt iffy to me, since if it's limitless rotation, how does it get used up? For things like the rift ward and nighr vision goggles, I get it's a balancing feature, but for something with drawbacks like the mechanical power, I think it could be infinite torque and last endlessly, but be super slow speed, and it'd need to be limited to only being attached directly onto a machine and would refuse to interact with other axles and gears, so that you can't use a row of large gears to increase the speed as well. And make it so you can't retrieve the gear. If you want to take out the temporal gear to let the machine connect to a faster network, the gear shatters and hurts you a little just like when you raise temporal stability with one, so that you really need to decide if you want to spend one.
  9. For context, this idea comes from the fact that the temporal gear's tooltip says it "spins with a constant amount of inertia, even when held", yet our commoner cant figure out how to use an eternally spinning gear as an eternally spinning gear. Any implementation of this would probably be horribly unbalanced, and the only way I can see it being even slightly acceptable is if it's super expensive. Like, whatever lets you do it requires stainless steel plates and platinum, and the insertion of a temporal gear blocks any other mechanical power source from interacting with the object, and the temporal gear you insert isn't retrievable. So not only is in a huge resource sink, but it's almost always slower than wind power, and you're spending a temporal gear for it instead of allocating a temporal gear for it.
  10. This isn't exactly a serious discussion, since it would totally destroy game balance if implemented, but temporal gear mechanical generators would be fun.
  11. Congrats, rafts have been made to not suck.
  12. I cut my world down from 1 million to I think 25k by 25k for my singleplayer adventures.
  13. Hi, news from the future here. Cementation furnace recipes have been changed, brown and black coal now do not burn hot enough to create steel, you need to either use charcoal or coal coke. Despite coal coke burning longer, because it's nonrenewable unlike charcoal, and burns for less time than either coal, I think it's still a worse decision. Coke doesn't even have a use as a starter fuel to heat up a firepit faster than a longer lasting fuel, since the 2 lignite/1.5 black coal used to make it would create more lasting heat.
  14. The more I read the forums, the more I realize how obscenely lucky I am. There are two translators in surface caves within less than a minute of walking distance from where I live. One of them saved my life since without it, I wouldn't have enough food for winter. But to answer the question, no there is no link between TS and translocators. Though there is a mod that lets you break apart a translocator with a steel crowbar for a chance to get enough materials to make your own translocators. Though since you'll usually have to break at least 2 to get tge materials to build 1, it's not worth it unless you have redundant translocators.
  15. It really depends on many factors. Stage of game progression, what you're doing with the armor, the resources you have, etc. I don't just use one armor set, I actually jave two. For general around the base and exploration, I use hardened leather or, if you have a clothier, you could also use tailored gambaison, because of it's pretty good protection and lack of downsides. For pure protection, I've got a set of tin bronze plate, since tin bronze is extremely plentiful due to the commonality of copper and how little tin it takes (24 nuggets for 15 ingots of bronze), so it's really just a time investment for smithing the components. And it's ability to handle tier 3 damage without spending any iron makes it amazing for fighting temporal storms or wolves, and great to quickly swap into while exploring deep caves.
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