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Everything posted by ifoz
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I always though it'd be nice if instead of stone tools, ruins had "rusted tools". They'd be just as bad as stone but make more lore sense. In a world with an 1800's steel furnace and all Jonas' advancements, why would the underground survivors be using stone tools and not iron/steel?
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I always compare it to a modern human trying to read old English. Yeah you can get there with enough practice, but the average modern English speaker probably wouldn't be able to glean much from a 1300's English manuscript. Speech would likely be a bit easier though, since there's none of that "spelling wasn't that widely known so we just guessed" that written old English can have. [EDIT:] Oh also, I asked Saraty the other day and she said that traders would hopefully be getting updated in 1.22, so fingers crossed!
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They're actually very slightly longer than an aged bed if you compare, I think they're just not yet usable because beds are kind of underdeveloped. We know Saraty wants customisable and woodtyped beds but the team just hasn't gotten around to properly implementing them. On the subject of usable clutter, allow us to light the very rare pristine braziers, or place books on book stands, etc. That would be so fun!
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One way to make "realistic" textures is to just take photos. Grab a camera, photograph some gravel, then just change the colours around and touch it up so it tiles right. That's how a lot of textures were done in older games.
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Possibly a mod, or you are just looking at the output slot for the crafting grid. Belts in this game are all purely cosmetic.
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You can do this with mods, or yes by disabling lore content. However, disabling lore content also disables ruins, NPCs and story locations.
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The human-only setting (homo sapiens) is specifically made as an option for hardcore wilderness players who don't want any of the NPCs, story locations, ruins or the village that are all featured in the main 'standard' game mode. The devs don't really design or balance around the homo sapiens mode, as it cuts a large chunk of content from the base game. This is what it is intended to do, however.
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One of the story locations in the game is very parkour-heavy.
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As cool as it is, this would make basing in ruins near-impossible for Malefactor players, which would just serve to limit player freedom in regards to storytelling and building. I think it would need either some way to negate this effect if you base at a ruin, or lean more into their heavy conscience to do with hurting people. Malefactor's subtext indicates that due to whatever they did in the past, they don't want to hurt anyone ever again, which ingame reduces their melee damage. Perhaps it could be the same effect but only applied to humanoid enemies (drifters, shivers, bowtorn), or something of the sort.
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Weaving! I'm most hyped for weaving and alchemy, which are both planned. I know that 1.22 will be a 'mechanical power update' but I'm pretty sure they said they also wanted to add/rework some other crafting systems, which gives me hope for actual weaving being added then too.
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Also allowing the player to put some clothes in different slots to layer them however they wanted. I don't know how tricky it would be to add, but being able to switch the layering of coats and shirts at will sounds fun. Wearing a short sleeve shirt on top of a long sleeve coat.
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No worries! Once you are inside the location itself you cannot break/place blocks (to prevent you from skipping various puzzles and combat encounters), so keep that in mind when preparing to attempt it. I definitely recommend making a little base camp. Somewhere with a fire pit, some trunks to store loot, a bed and lots of healing items.
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Looks like you've found the archives, which is the first story location. There is a proper entrance with doors up on the surface, though it is a decent challenge intended for the bronze age.
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This is actually due to a bug! Notice how those clothes have non-functional durability bars too. Armour stands can sometimes spawn with items that they really should not have, and the game does not like it when you take them off. Anyways I agree, now that we have 3D clothes it would be possible. The reason we don't have this feature yet is that up until 1.20, clothes were 2D textures instead of 3D models and so couldn't be used in this way.
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If you go into your Mac's privacy/permission settings (iirc) there should be a "run anyway" option.
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I feel like it'd be really fun to base yourself in some ruin that you'd slowly fill with collected treasures and items before you were able to get a pickaxe and finally start terraforming and making your own tunnels.
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It could be, but considering the time-stasis was directly due to Jonas' meddling, having them return to being human would be a true reset of all the temporal powers at play.
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I feel like they could do it where the Seraphs simply return to being human, since that would allow players to continue their worlds even after beating the story. So they'd still be giving up their canon immortality and other powers, in exchange for repairing the state of the world - while still allowing the player to keep their place within their own in-game world. I feel like it would be either that, or Jonas (if still alive) having to sacrifice himself to restore the world.
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Temporal stability would be your worst enemy, but in rare cases, you can find areas where even deep underground is totally stable. I had an idea for a playthrough like this too, but play with Better Ruins and try to get interconnected caves by fiddling with world gen. It would be like a sort of spelunking/scavenging focused game.
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You can already do this! Make yourself a book, as well as an ink/quill. Hold the quill in your offhand, and you can write in the book!
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Spoilers, but
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Yeah, you can keep adding over time.
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The three gear spots don't actually exist yet, and it appears this may be a 1.21 feature whose info was accidentally put into the handbook of a 1.20 version.
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Things like bone-bladed knives, arrows, etc also would make sense. Using a bone instead of a stone for the tool head.
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Looking for some tips, but avoiding spoilers where possible on finding ruins!
ifoz replied to MagpieOAO's topic in Discussion
Most ruins like to spawn on flat land due to how they are constructed, yeah. The game checks where that specific ruin wants the general soil level to be and then won't spawn it if the terrain is too crazy. Ruined 'villages' are also a thing, where surface ruins generate in a cluster formation, usually on flat land. Ruins can also spawn underground, though sometimes the underground ruins will spawn in sheer cliff faces. Underground ruins are more likely to have secret/hidden areas, so keep an eye out for any suspicious walls that look like they should be broken down! [EDIT]: Oh, also! If you find 'drystone' when digging up ruins, that is a guaranteed presence of a basement area.