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Everything posted by Zane Mordien
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I want a saw blade locust plushie!
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I still agree as I've stated in many other threads. The game isn't supposed to be about combat I've been told, but there is a lot of requirement for combat in the game. Temporal storms are just a time sink that are not fun or rewarding. Meaningful cave exploration is the same, fighting lots of trash mobs for no gain. From listening to Tyron's interview I sort of understand he wants it to be hard, but in the end it's a game. I'm just not a fan of constant rebalancing game mechanics. If it's game breaking, sure rebalance it, but there is nothing game breaking that you can get from combat. I think it's more out of balance that you can get a copper pickaxe from a cracked vessel. That actually accelerates your progress. Same for any of the copper or tin bronze tools you can get. That means something. Temporal gears and Jonas parts just don't break the game. So what you can teleport somewhere and if you are extremely lucky maybe you can build a Jonas device... maybe. No, I'm not going to mod the game for loot. I'm giving feedback, because without feedback people tend to think everything is great. Hey, maybe I'm the minority and 99% of players think its all great the way it is. That's for them to decide.
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Grindy? I guess that depends on your point of reference. This is just not a high action game like Conan or something. If you want grindy try out Wurm. That game takes the grind and then doubles down on it.
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The treasure hunter trader can be annoying. On my first playthrough the nearest one I could find was 2k to the south. I always find 10 building material or furniture traders which are pretty darn worthless. I don't even differentiate between them on the map when I'm marking them. Poop brown I colour them and I never look back. At least on my current map I got decently lucky and I have found 4-5 art traders. Gives me a place to sell all the gems I get from panning bony soil.
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5 shafts and you didn't hit anything in a "decent" reading area.. Ouch that's bad luck. Even if you didn't use the other propick option. Decent is defiantly as high as you need to go looking for it. You can pretty easily find iron even at poor readings in 5 shafts.
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I've never seen this ruin before and I've searched tons and tons of ruins. I've found something similar in size that is new as well. Neither would I call "large" but its hard to know what he considers large.
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I always build from cobble for this reason.
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975848118 I build my house in the rectangular area after I burn away the brush. There is a ruin there I typically use the blocks from to start with. The light area to the NE is a gravel area. Seal off the cave entrances in the area or you will be constantly bugged by cave spawns. There are usually 1-2 caves they can crawl out of nearby.
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Eh, it doesn't bother me that much to bother moding it. More of a nice to have improvement, but if they don't think it is necessary I'm not that worried about it. I usually find a mountain of coal anyway. I think they need to add more to the bronze age to make it worth doing as well to slow down progression a little bit. I don't want it to be a nasty grind, but it's a little to easy to just skip bronze almost entirely by just making an anvil and 1 pickaxe.
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I wish it would cook 3-4 at a time instead of 1 at a time. Maybe lock that ability behind iron tools, because for me the new mechanic is just there to slow down progression a little bit. Once I have iron I feel like it should release me from that mechanic a little. Digging up fire clay and making bloomeries was pretty easy before. Now you have to explore and find it or make it yourself.
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Use /wgen regen <radius> Don't include the <> in the command After you set the new world config this command will regen the terrain with the radius you specify. The db prune just updates the terrain to the 1.20 generation which replaces blue clay and fire clay with red clay etc... I don't know how to do a whole world but I assume you want to keep your base so you don't want the whole world redone.
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Yes, see commands below to change settings in game. World generation The configs world climate, world size and polar-equator distance can only be set during world creation. /worldconfig worldClimate [realistic|patchy] Sets the climate of the world (default: realistic). Available only during world create stage. No idea if this is true. /worldconfig landcover [0.1-1] Sets the amount of the world that will be covered in land (default: 1)* Available only during world create stage.(not True) /worldconfig oceanscale [0.1-4] (Labeled in game's world customization menu as 'Landcover scale'.) Sets the amount of the world that will be covered in ocean (default: 1)* Available only during world create stage.(not True) /worldconfig upheavelCommonness [0-1] Sets the percentage chance that there will be upheaval in the land (default: 0.3)* Available only during world create stage. (not True) /worldconfig geologicActivity [0-0.4] Sets (only during world create stage) the percentage chance that there will be geological activity in the world generation (default: 0.05). Affects hot springs and lava. /worldconfig landformScale [0.5-1.5] Sets the percentage variation of various landforms, making them larger or smaller during generation (default: 1.0)* Available only during world create stage. (not True) /worldconfig worldEdge [blocked|traversable] Whether you can fall off the world edge (default: traversable) /worldconfig globalTemperature [0-5] Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (default: 1) /worldconfig globalPrecipitation [0-5] Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1) /worldconfig globalForestation [-1 .. 1] Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0) /worldconfig surfaceCopperDeposits [0-5] Set chance of surface copper spawning for each chunk column (default: 0.12[2]) /worldconfig surfaceTinDeposits [0-5] Set chance of surface tin spawning for each chunk column (default: 0.007[3])
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Everything has been said, but keep up the great work. Even when I'm frustrated with some things in the game, I still love it and appreciate the work that has gone into it.
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That is server a setting. I run a local server and I have it pause when no one is online.
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The db prune command should do this. Check in game help to get the syntax right. The text below is out of date and I am not in front of my computer to get the right text at the moment. This will allow you to regen the terrain except where you have modified blocks up to whatever threshold you pick. SAVE A BACKUP FIRST! /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (survival block placements/breakings) since 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas' WRONG
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Steel bits? Is that from a mod, because I never have steel bits.
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A glass roof over the greenhouse glass roof may also cause it to fail if you add a roof under the current one.
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I play with my son who is 9. He just loves playing with daddy in his words. He died constantly at first, but he has slowly learned to not die all the time. He loves the better ruins mod since it gives you something to find and explore. Just one word of advice, keep your money on you ... lol my kid will spend every gear I have on silly stuff from the trader. I let him keep his own gears and buy whatever he wants.
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Half slabs and chiseled blocks are the problem nearly every time. Replace them all and see if it registers.
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You're speaking my language.
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You can change the world gen settings and it will change from land to ocean in an abrupt drop do I don't think it preloads anything to do with terrain. Like you said in the next post, I like how the story points are these islands in ocean worlds. My RA in one world was completely exposed in the ocean with no land anywhere. It was weird looking but very easy to find when I got to the X.
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Also keep a shovel, shears and an axe on your hot bar to dig paths and cut your way through trees you run into and that speeds things up.
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You can change world gen setting on your existing world and any new chunks will use it. You get janky terrain when it goes from old to new but it works no matter what the wiki says. Just send the save game file to your brother to load on the server. A single player save can be used on a mutiplayer game. If the seed is the same then as long as you have the same world generation settings it will be the same. Any change to the world gen settings will make it LOOK different but thr rock types, stability and things are the same.
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Turn forestation down to -50% and upheaval to 0% and the trip isn't as bad on an elk.
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I believe traders are random every world even if it is the same seed. Resin maybe the same way. Unless they changed that since 1.19