-
Posts
4538 -
Joined
-
Last visited
-
Days Won
203
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
Storing gears (both rusty and temporal) in vanilla or modded.
LadyWYT replied to Broccoli Clock's topic in Questions
Depends on the crate. The average crate holds 20 stacks of items, while the aged crates only hold 16 stacks. Ebony and purpleheart crates can hold 25 stacks, though acquiring such wood to make said crates can be difficult. -
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
Oh there is. However, it's a case where I tend to look at the problem as a self-inflicted one, and those tend to be difficult to fix on the developer end of things, I think. Sometimes adjustments in the code will help, but they can also just as easily end up causing more problems. In this particular scenario, my concern is that putting a cap on the temper/quench benefits either won't stop players from trying to grind the fun out of the process, or otherwise remove the fun from the process itself by removing the high risk/high reward potential. A fair point, but if the players aren't having fun grinding like that, that seems a pretty good way to get the faction's players to leave for other factions where they have more fun. Quality weapons do make fighting easier, but body count can't be ruled out either. A large faction with average weapons will likely triumph over a smaller faction with high quality weapons, just due to sheer numbers alone. There's also the player skill factor, in that the quality weapons are going to be most effective in the hands of the highest skilled players, since those players are better at fighting and less likely to die. Which could also be a real problem when it comes to faction stability, since everyone is going to want the best weapon but only the best players are going to actually get one. From the blacksmith's standpoint, it also seems a prime opportunity to create a faction devoted exclusively to crafting high quality weapons, and then sell to the factions who'd rather fight than craft. Factions who help keep the smiths supplied could potentially receive discounts, and factions who decide to try to take the smiths' work by force could find themselves cut off from the trade entirely and/or having to fight multiple other factions who don't appreciate their convenient trade getting disrupted. -
Not always. As I recall there have been multiple unstable release threads in the past, though not every version gets its own thread. Sometimes the older threads were just edited.
-
Welcome to the forums! The new crowbar in 1.22 should make beam removal much easier.
-
Bells to put on livestock in general, really. Doesn't need to only be cows.
-
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
I can't find it written anywhere, however, I haven't had anything shatter on first quench either. Though I think that if quenching is what drives up the shatter chance, it's safe to say that the first quench will always be risk-free, since logically the shatter chance starts at zero. I think if it were otherwise, it'd be mentioned in the patch notes somewhere. -
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
Maybe. But it takes quite an investment of time and resources into getting a weapon like that. And once a weapon like that is created, the owner has to actually manage to retain ownership of it; that is, whoever owns it can't afford to die with it on their person, unless keep inventory is turned on(which it likely isn't for PvP servers). Thus it may be more attractive to settle for just a decent weapon, not just for time/resource cost but also the higher potential for becoming an attractive target and losing said item. I'm just speculating here, of course, but I do think it could make things rather interesting. A very powerful weapon would be absolutely nasty to face in combat, but it would also be a very attractive prize to claim from a target as well. It would also give more value to more passive players on PvP servers, since someone has to be sinking in the time and resources to make tools and weapons like that in the first place. For servers in general, it makes the economy a little more interesting too, I think, since high quality items like that could fetch very good prices. -
Apparently the patch notes for unstable releases are being confined to the client download section this time around.
-
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
I would be inclined to say limit how much a tool can be tempered, however, getting incredibly high durability on a tool or weapon is still going to require a lot of time, as well as fuel and fire clay. While increasing durability might be easier than increasing the power, it's still a pretty big investment. Given that a somewhat frequent player complaint is tool breakage, being able to have a low-risk way to significantly increase the lifespan of a tool is quite nice. -
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
Does there really need to be a hard limit on tempering? It might be possible to get an OP tool/weapon with some dedicated effort, however, the time and resource investment seems big enough that most players probably won't be doing that other than maybe once or twice. -
Try looking up the roof top rather than the roof bottom. The name is a bit goofy, but it's referring to the specific part of the roof block itself, rather than how it looks on a build.
-
After tinkering around a little more with 1.22, I'm thinking that bronze will be lasting a little longer than previous versions. Or rather, that investing in some basic bronze armor and tools feels like a more attractive option, since iron takes a little more work to get going. Iron can be worked without bellows, however, it doesn't stay hot enough to be workable beyond a handful of swings before needing to be reheated. I don't think it's necessary to go smithing bronze chain or invest in a full set of bronze armor, but players may find themselves opting for some bronze lamellar to make spelunking and combat a little less risky. Flax will probably be saved for windmills rather than gambeson, and buying gambeson from a trader may or may not be an option. What the player chooses to do also depends on their preferred playstyle, but I do think there's going to be a few more options to consider in 1.22 rather than a clearcut meta strategy.
-
Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
This would more be my expectation. Steel is just fine for the highest conventional material tier. Jonas tech might use more common materials like lead and copper, however, it also utilizes a lot of expensive stuff, like gold, silver, and Jonas parts, in addition to nickel alloys needing special fuel(coke) to refine. Additionally, Jonas devices seem to rely on temporal gears for power rather than conventional fuel, giving them some extra nuance when it comes to when and where they're used. -
I'd rather see it have the same stats as the current, but with a prettier color pattern. Thus the player would just be sinking in a bit more work to get a cool cosmetic effect. Or potentially, just make it a cosmetic variation for tools that have been tempered for durability, and not quenched for hardness. Then it's not just cosmetic, but a clever visual indicator for what kind of tool another player is using.
-
Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
That's mainly what I was getting at, or at least, trying to say. When it comes to working iron blooms, the forge will heat them hot enough to be worked without bellows, but the player doesn't really have a lot of time to work the bloom before it becomes too cold to work. Thus I've found it more efficient to heat the bloom up a bit via the bellows so I can finish it without needing to reheat, leaving the forge free to begin heating the next bloom. -
Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
Oh for sure. By no means is the new system bad! I'm running behind a little in my current playthrough since I've been pretty lax about some of my strategies, however, my initial impression is that the meta might shift a little for players who aren't pushing to min-max everything or otherwise playing at a slower pace. Bronze gear isn't necessary, but I think it could be valuable to make a lamellar chestpiece for a little early game protection, if iron is being a little slower to stockpile or the player otherwise wants to be working on some other things with a little less risk involved. Procedural dungeons may or may not shift that dynamic a little more, depending on how difficult they are and the rewards they offer. So far my experience with working the blooms manually is that the fuel use is more efficient, but a little more care is needed for working the bellows, so the process is perhaps a little slower than before. It's probably possible to operate two forges at once, but that's likely more micromanagement than what the average player will enjoy. A helve hammer will certainly be more useful here and likely make working two forges at once more lucrative, but we'll see. For now though On the quenching, the first quench is always worth it, since it's risk free. The risk starts accumulating after that, but so far I've had success quenching 2-3 times to increase tool power without breaking anything in the process. Quenching for durability...I'm still not entirely sure how that works. I've figured out how to do it, but I'm not sure if it's bugged or not since the durability numbers remain the same post-quench. I'm guess if it's not bugged, it probably works like the Unbreaking enchantment in Minecraft, in that the tool's base durability is the same but it has a chance to avoid the durability decreasing while the player uses the item. -
Freezing temperatures have arrived in my game and the rapids are fine. Perhaps it's due to the source block being protected, however, I've not known running water in the game to freeze.
-
I'm of the same mindset, though I'd also extend it to mounts as well. Mounts that are fed regularly(either via trough or grazing) will be in good condition, and thus able to travel faster/sprint longer/have more health than mounts that are in poor condition. Riding mounts should gradually decrease their condition over time, requiring the player to occasionally stop and properly rest after several days of consistent travel. Granted, I doubt it would be a terribly popular change either, however, it would be a little nice to have a bit of reward for actually caring for a mount, as well as a little reason to stop and camp while traveling(other than to just pass the night). As it stands, mounts can be ridden at full gallop day and night without consequence.
-
Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
The main issue I see there is that's likely to result in some player confusion and complaints over why a tier 2 material is outclassing a tier 3 material in some cases, but not in others. That's not to say that it couldn't work, however, I think the current system is better in terms of keeping things a little easier to understand. Iron makes for better stuff, but there are cases where the player might not want to invest iron into certain things, either because they don't yet have much iron or the item in question isn't something they use very often or otherwise needs replacing frequently(like a firewood axe). In that case, the player might opt for bronze because it's cheap, and save the iron for items that need the stronger material. I actually do like this idea, though I also agree that it wouldn't be a popular change at all. I feel like 1.22 has already accomplished this, to some extent. I wouldn't say that the material cost has really increased, as much as the processing itself takes a little more time due to being a little more involved than it was before. I suspect basic bronze armor and other equipment will be more attractive options to use now, while the player is working on setting up the infrastructure needed for efficiently processing iron ore into something usable. -
Based on my toying around with it so far, yes, it's an expensive investment but also one that's well worth making in the mid game. The 4-way hub can be smithed from 3 iron ingots, I think, and you only need two of them for the main axle. Bronze nails can be used for the wheel's construction. Otherwise, it's just a lot of beams, planks, and a fair bit of resin. Once you get the water wheel up and running though, it can power a helve hammer at a decent speed with ease, and that speed will also be a constant, unlike wind power.
-
To my knowledge it's not rock-specific, unless it's either a bug or a mod-related issue. The only requirement, I think, is that the rock needs to be hard enough to knap with. Hard stones should be able to knap other hard stones and flint just fine. Obsidian is the exception, since it's harder than the standard rock and thus requires another piece of obsidian for knapping.
-
Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
I think one of the problems of iron vs. bronze is also just how each metal behaves. Bronze might be able to be "stronger" in certain cases, however, it also shatters more easily when stressed. Iron, on the other hand, is more likely to deform than shatter, meaning that it's much easier to repair after a battle. Iron is also lighter than bronze while maintaining its strength, which is highly valuable when it comes to making tools, weapons, and armor. A lighter tool or weapon is much easier to swing for a longer period of time, and lighter armor is less taxing on the individual wearing it. For the game balance, I think it's fine that iron is stronger than bronze. Bronze still has uses in the later portions of the game, but the player does need to make progress rather than become too reliant on the earlier tiers of material. -
We actually did this in Minecraft a long time ago, if I'm recalling correctly. Minus a bat cave underneath. And spoofed Assassin's Creed somewhat in the process.
-
Just to make sure all the bases are covered: are you playing Malefactor, or otherwise playing with class exclusive recipes turned off? If you're not a Malefactor and class exclusive recipes are turned on, you won't be able to craft the sling since it requires a Malefactor trait to craft normally.
-
Hmmm, could very well be a bug then.