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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. 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.
  2. ifoz

    Higher Power

    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.
  3. ifoz

    Higher Power

    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.
  4. 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.
  5. If you go into your Mac's privacy/permission settings (iirc) there should be a "run anyway" option.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. Spoilers, but
  12. ifoz

    Anvil

    Yeah, you can keep adding over time.
  13. 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.
  14. Things like bone-bladed knives, arrows, etc also would make sense. Using a bone instead of a stone for the tool head.
  15. 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.
  16. It would be fun if at some point they expanded upon it a bit, allow the player to have hoods up/down and if your hood is up in the rain/snow you don't get as cold/wet. Would be a really cool little touch imo.
  17. I love this idea! A while back I had an idea for a "Jonastech sidearm" which would be sort of like a gun, except whatever you shoot would be randomly teleported anywhere within ~20 blocks of where it was when it was hit. Powered by temporal gears and used as a last-ditch 'do-or-die' type weapon when dealing with hoards. It wouldn't have to do any actual damage, but teleporting a bellhead shiver away from you long enough to escape or break sightlines sounds interesting.
  18. The three main weapon types are "falx", "spear" and "bow". Falx is like a sword. You click, it swings, it's a hitscan system so your hit or miss is determined by where you clicked. Same for spears, except you can also throw them. When thrown, it isn't a hitscan system, so there is actual hitbox collision involved. Rather overpowered if you spam throw a lot of them. Bows are pretty much what you'd expect. Also not a hitscan system, though you get less DPS than spears in exchange for being able to carry many arrows in a single inventory slot. The clubs and scrap weapons (aside from the scrap blade and spear) are rather bad compared to any others, since their hitscan range is a block shorter than other weapons.
  19. Btw, just a heads up, any class can repair clothes using normal linen, and any class can buy a recurve bow from a survival goods trader. Not all class-exclusive recipes are true "locked features" if you know what I mean.
  20. This is already a thing! If you play with class exclusive recipes on, it will tell you "requires ___ trait" under restricted recipes.
  21. By the way, the only things that Tailor (clothier trait) lets you do is make tailored gambeson, make 11 exclusive clothing items, and make sewing kits. You can also make a few more clothes, but these can be obtained in other ways by other classes. The sewing kit repairs clothes efficiently, but any class can repair clothes by using simple linen, no need to play as a tailor for that. [EDIT]: By the way, the warmest outfit in the game can be acquired by any class. It's a mix of Nadiyan fur stuff, prince fur, reindeer herder and barber surgeon.
  22. Wolves are currently broken and lack a proper attack cooldown, so they are unbalanced at the moment. They can consecutively chain hits on you in the span of a few frames and instantly kill you. I do agree with your other points though honestly, I am mostly fine with combat but do think that there needs to be something done to make the boss fights a bit more interesting. Even if future bosses are gimmick fights of some sort, just something to make future bosses fun.
  23. Traders are all 'local goods'. This is separate from the actual trader type, it is just a title they all have before their actual type name. As of 1.20, you have to ask them their name for it to say anything other than 'trader'.
  24. Its actual name is "Thunder Warden" and "Dave" is just a silly community name. "Dave" is never used anywhere in the actual game. I've already responded to this in the suggestion thread, but there is an explained lore reason for why you aren't human, and the story we have (and that the devs have already planned for the future) fundamentally wouldn't work with a human protagonist. The game's lore is based on Lovecraftian themes and irl alchemy myth (explains what Seraphs are btw, Seraphs are a real alchemical term), and it uses instruments to represent different in-world accents. --------------------- Anyway, I'm not trying to start an argument or anything. The game's storyline does explain some stuff though, mostly in regards to the player race.
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