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Everything posted by ifoz
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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. -
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.
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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.
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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.
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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.
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This is already a thing! If you play with class exclusive recipes on, it will tell you "requires ___ trait" under restricted recipes.
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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.
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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.
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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'.
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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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This is a feature coming in 1.21.
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It is just a decoration item. If you want to pick it up and relocate it, you need to cook some pitch glue and then 'repair' it.
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The thing Jonas was seemingly waking and the thing that caused all the temporal shenanigans are the Grand Machine. It managed to purge the Rot from the world, but accidentally allowed the Rust world further influence, which is why we see rifts and Rust-corrupted humans as enemies. It also blasted anyone nearby into time limbo, accidentally creating Seraphs. I feel like Dave won't be the salvation engine, he's more likely to my eyes a native of the Rust world, that Jonas took some inspiration from when designing his own creations. Tobias tells us that back when the Lens was pristine, the Rust world was a bright place that 'shone like gemstones' and housed towering mechanical beings.
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Currently you can use pitch glue to pick up/relocate ruined clutter items, but you can't repair them/change their texture to be pristine. It's possible to do that in creative, so I think it would be fun if we had some way of doing so in survival.
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Looks like an item somehow bugged out and turned into/gave you this. This cannot do anything - it's a loot table randomiser used when creating ruin structures and giving them loot tables. It only activates when a structure containing it generates into the world.
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The terrain itself is still shifted. Said important story NPC specifically mentions an important location that they knew before the world shifted, but do not know where it is now located.
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To anyone talking about how wolves are OP, keep in mind that wolves are currently bugged. The way they are meant to work is that wolves have three potential attacks, they choose one, then it has a 1.5 second cooldown. However, all three attacks have *separate* cooldowns, meaning they can spam attacks really quickly and shred you like a chainsaw.
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About the books from the Resonance Archives... (spoiler-ish)
ifoz replied to Krähenwolf's topic in Discussion
When more than one person is looting the library, the game is confused and gives books based on what each individual player has discovered. The books aren't meant to have duplicates, but when multiple people loot the library, it can get messed up and create duplicates, which then makes it so you cannot get all of the entries since those books have been used. -
If you jump when he does the slam attack, you avoid being flung into the air.
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This is a known bug with 1.20.8, I've seen a good few people report this. I'm holding off on updating until this gets sorted out.
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Traders will sell any class recurve bows and sewing kits. Any class can use bows, as well as repair clothing. Less things than you think are locked behind classes. Also, any class can craft simple bows and longbows. Any class can also repair clothes using linen sheets instead of sewing kits, though it's a bit less efficient.
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Bowtorn weren't needed or wanted and drastically take away from the game.
ifoz replied to foebits's topic in Discussion
All good, no worries. But yeah I do get what you're saying. If you play singleplayer, they aren't too tough to dodge unless there's a large group of them.