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Everything posted by ifoz
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I really like it! Only problem is that the tavern tables used are unobtainable in survival, so you'd need to chisel your own.(Unless you have mods that change that)!
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- blacksmith
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Does anyone know what these pitch black areas are?
ifoz replied to ATTESTEDJON's topic in Discussion
It's a bug. There's a command that fixes it, iirc /debug chunk relight -
Bit of a painstaking process, here's the ruined beds restored. Green already existed in the files, but the restored brown and patchwork are custom.
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Procedural rework to Story Locations for better replayability
ifoz replied to Wexton's topic in Suggestions
While I can't manage to get a picture from the stream since it was a while ago, Elvas briefly showed off some dungeon stuff in a developer stream. The stuff that was shown was mostly parts of a large underground shelter, that would then be procedurally pieced together. There was a large mess hall area shown in the stream, and it was separated into four quarters. I assume each quarter could be switched for another randomly, making it so even individual rooms have some element of randomness to them. Story locations are tricky from a design standpoint, and while I personally am glad they're land claimed, I do often wish we could obtain some of their decor. This issue though to me at least boils down to the player not really having much decor at their disposal to begin with. Not being able to obtain a 2-wide table wouldn't sting nearly as much as it currently does if we could already craft a different-yet-similar 2-wide table. It'd be "oh neat, the furniture here has a unique styling" rather than "I cannot ever obtain anything similar to this, it is physically impossible. Why must you taunt me, developers?!" -
Yes. Yes it is. The bellhead killed me underground, and then my dead body landed in metal spikes. My working theory is that since metal spikes constantly try to do damage when you touch them, they were amplifying the already massive knockback while I was dead. Then when I respawned, I was thrown into the air, only to die again on impact.
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Thank you! It's from my very first world back in 1.18, and every now and then I hop back on and keep playing, slowly building more stuff. Originally it was just the ruined tower closest to the lake that I fixed up as a starter base!
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I once experienced a fantastic bug involving a bellhead shiver and knockback. One small step for a Seraph...
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So here's a new one. There I am, deep underground. We're talking y level 40 or something similar. Kind of on edge, since a quarter of my health is already gone to corrupt locusts. (Not shown in image due to a thankful bandage from a translocator). x) Suddenly, out of nowhere, I am jumpscared by a sound I have never heard in a cave before accompanied by a rapid movement in the corner of my eye. "Dead rooster, looks crushed". There was nothing above me except for countless tons of stone. This bird somehow clipped through the world, then fell into the cave where I was standing and died on impact. Quite the unexpected jumpscare.
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In order to still allow player creativity while letting creatures break blocks, an idea I have heard discussed before is letting them temporarily "disable" blocks during a storm (same as breaking them, but the blocks return after the storm ends).
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While I am in no way against cows or oxen (I think they could be cool, more animals to domesticate is always fun!) I did just want to bring up that the traders themselves are getting reworked for 1.22. They're now mostly living in small shacks, with some of the rarer variants being little fortified outposts. Some of these do have custom handcarts and wagons nearby them though, so it might be that the traders are supposed to be pulling them by hand, or have elk/other animals we cannot see yet.
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Decided to restore most of the RA as a little side project, here's some screenshots! (Spoilers ahead, though ingame most of this stuff is piles of rubble ) Noclip view of the guardroom and commons. Noclip view of the staircase, engineering, the translocator room, the boss room and the library. Inside nobles' quarters.
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Some areas are just temporally unstable, and just being in those areas will decrease your stability, leading to the effects of a temporal storm. There is nothing you can do (without altering world settings to disable stability, or getting a mod) other than just leaving that area and going somewhere that is temporally stable. (Gear on your hotbar turning clockwise means stable, counter-clockwise means unstable). I won't try and defend surface stability since it's a kind of esoteric mechanic that you sort of just have to know about to understand what is going on, but yeah. There are mods out there that specifically only disable surface instability but keep it underground, I am pretty sure.
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It might be a problem on paper if only going by the metric of popularity, but the idea of "don't make a game that aims to please everyone" is usually regarded as a fundamental principle of game design. The better alternative is picking a target audience (even if that audience is just yourself!) and making something focused that audience can enjoy. Trying to please everyone often ends up diluting the vision and focus of a game in the long run. I don't want to be one of those people who just hate on Minecraft, but I will say that I personally think Minecraft's "design for everyone" philosophy is part of why quite a few people think the game's quality and focus has gone down over the years. Anyway all that to sort of just say that being niche isn't necessarily a bad thing, as long as the devs are making enough cash to keep working on projects they enjoy.
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Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
Oh also, you can make scrap bombs using golden nails. They should add a special bomb model for if you do that, as a silly trophy item. Holy hand grenade! -
Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
As much as I wish they worked like this, you can't toss bombs. You have to place them, then light them, then wait. It means bombs are completely unusable in story locations since you cannot place/break any blocks there. Bombs aren't also particularly great in terms of damage, even if you do manage to hit an enemy with a scrap bomb it likely won't kill it with the first blast. The one "good" use of bombs for combat I have seen is wiping out a pen of chickens, but that doesn't seem like the kind of thing the devs would want the players using scrap bombs for. -
Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
Elvas showed off some early dungeon work on one of his recent streams, they basically seem like larger, rarer ruins that have interconnected rooms/areas and are going to be home to various tough enemies. The parts he showcased were various rooms of a big underground shelter. There was a dining hall-like area, some bedrooms, etc. From what I have seen and heard it looks like a way to keep lategame ruin diving interesting while gating it behind some trickier fights so the player won't find themselves at the mantle in a ruin rewarding some dry grass and sticks. Part of the problem with the current way ruins work is that none of them are designed around the lategame in particular, so unless you are after ruined clutter or some nice fashion, their rewards are usually a bit lacklustre. Dry grass, sticks, rot, firewood being found at mantle-level ruins since those same ruins could theoretically spawn just below the surface. I'm really excited for the procedural dungeons personally, since they seem like they're going to give a more replayable ruin diving experience tailored to the mid-late game specifically. I am also just happy the modular dungeons aren't simply copy/paste square rooms joined by corridors, the ones shown seemed quite unique and decently modular while retaining visual style. The dining hall was separated into quarters that could be interchanged and looked like they would still work seamlessly to create a large cave-like room. -
From what I've heard Elvas say in his trader-building dev streams, it seems they might be doing away with the current trader grid spawning pattern in favour of a more interesting system. There's some who are planned to only spawn in forests, some in deserts, some who have homes built into ruins and only spawn in ruined village clusters, and some with stilt houses who would spawn above shallow water. Hopefully once their spawning pattern becomes less predictable, you don't find so many at once, and they in turn seem rarer.
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I'm actually surprised so many people voted that they utilised trading the least, I normally trade quite a bit in the average playthrough! Playing Malefactor allows you to sell cracked vessels for some really good early cash, which you can then use to buy your way to bronze through commodities traders. The least useful trader for me personally is probably either building or furniture since their stocklists aren't all that special, though now that sleek doors can insulate I have actually started buying them. I guess the honour goes to building materials then, since I don't usually use wallpaper (not having it drop when you break the block it is placed on annoys me considering the price, even if it is realistic lol). I think they're alright for selling lanterns to, but I always use all of my lanterns to light up parts of my base and there's always a better way to make gears (cracked vessels) as a Malefactor player. [EDIT]: I am sure I have said it before here or somewhere else, but I really hope the team consider having furniture traders actually sell the new trader furniture in 1.22. Come on Tyron, just give us a 2-wide table that we don't have to chisel ourselves. Kek. There's a couple 2-wide tables you can't obtain since they're supposed to be exclusive to a story location, and I think that design choice wouldn't sting so bad if players also had an alternative 2-wide table they actually could obtain.
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Not that I know of sorry, you'd have to search around.
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I think most of the "pristine" clutter should be moved out of the clutter category and into being actual real items. There are fully pristine versions of braziers, lecterns, glass tanks and metal tanks that can all be obtained in survival. There are some other pristine things, though those are only found within story locations and so are unobtainable. I'd love if metal tanks could function sort of like barrels, just for the fun of it. You'd put in liquid, get to see it inside the tank (would be cool with the glass tanks), and then get to dispense it into buckets/jugs/bowls. You could have a wine dispensing station at a tavern, or a tank of aqua vitae you pour some from when you need healing. Would also be fun for alchemist lab builds, having tanks of various liquids or dyes. Lecterns would be an easier implementation I'd imagine, just being able to place a book on the lectern and read it by right clicking. Braziers could possibly function something like torch holders, though maybe providing some warmth. Not as fast as a firepit so they remain balanced, but a passive warmth gain useful for houses. That or having it so fire pits can and will start fires like pit kilns do, and braziers being the non-fire spreading version of them.
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On that topic, I think it'd be fun if you could craft a ruined lantern (the intact ones, not the fully broken ones) with a candle to get a rusty-looking functional lantern. That'd be fun for builders, and also seems pretty balanced since it still requires the candle and these things are decently uncommon.
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@Teo Teutza The vanilla buried treasure maps always mark with a blue X, so unless you've manually changed them yourself these might be from a modded buried treasure.
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Combat is too shallow for it to be so integral to the game.
ifoz replied to Tabulius's topic in Suggestions
It's (as far as we know) just a case of "video game requires you to fight boss to progress' Interestingly if you poke around the game files, you can see that for ch1, the boss was originally planned to drop a special machine part that would be required to open the only door out of the boss arena, creating an in-universe reason for the fight. This was scrapped at some point though, since as it currently stands ch1 is also "kill boss to magically open door". -
Traders teleport back to their 'home' point if they get far away for long enough, so making a trader area wouldn't be possible without another mod that disables this behaviour. I think you can unclaim the land with commands, or just use creative.