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resonance archives spawned 20k blocks from my home
LadyWYT replied to queerginger55's topic in Questions
Could just pass it off as those darn temporal storms or a translocator gone awry. Depends...for the Archive, no that's not normal. As @Thorfinn already mentioned, the Resonance Archive tends to spawn somewhere between 4k and 6k blocks from the world spawn. As for other points of interest though...you might be traveling those kinds of distances in order to get to them. -
Depends on which class you play. Blackguard is at the strongest advantage for the first boss fight, since that class has a bonus to melee damage and a health boost. Hunter is probably one of the weakest, since ranged weapons aren't as useful there and Hunter having the penalty to melee. The script flips entirely on the next boss battle, as Hunter becomes the strongest class with Blackguard perhaps being the weakest. In my opinion, the boss fights on default settings have felt fine. They're challenging, yes, but they haven't really felt unfair, and I say that having had my rear paddled by them a time or two. That being said, it probably wouldn't hurt to add a specific damage/health slider for the bosses, so that players who would rather just play the story(with some challenge posed by the regular monsters) without difficult bosses, can. Or, possibly, add a class that gets a bonus to damage vs. boss monsters instead. It'd be a very niche trait, but one useful for speedrunning/making those fights a little easier.
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Welcome to the forums! It's a neat idea, but I'd be concerned about it both taking up processing power that's better used elsewhere, or becoming more tedious than fun to deal with. Immersion is nice, but having to constantly maintain your base to keep it from literally falling apart will get frustrating fairly quickly, especially if you have a large base. Likewise, the main plot has the player venturing away from home for extended periods, so having one's base fall apart while away could be a big turn-off from ever venturing too far from home. However, I could see it potentially being an interesting challenge feature for Homo Sapiens, since I don't think there's as many challenges/hazards in that gamemode. Now if it was structured so that the weathering only takes place on player-made structures if they are away from the chunks for a long time, then it might work as an immersive feature without being too frustrating. However, I'm not sure how you'd take chiseled blocks into account, and I'm also not sure how it would work in multiplayer, given that it's possible for a lot of time to pass if you haven't played on the server in a while. Could be a hassle there, but then again that might be a feature that a lot of servers end up turning off.
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For those wondering, there did turn out to be a halite dome buried in the ground underneath the floating blocks. Ironically, a propick reading only gave it a miniscule chance of spawning, but there it is.
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There's a whole 'nother chapter, my friend. Though getting bad luck on the treasure hunters like that does make it harder to start on chapter two. I think the next update is rumored to be focused on improving the end-game tech options, but I wouldn't swear to it. In any case, more Jonas tech options would come with the need for more Jonas parts, which makes hunting the highest tier monsters a more attractive choice. I also figure the overall story pace might be designed with the intention that the player will be taking breaks between chapters to return to their base and replenish supplies/repair or otherwise improve gear. Depending on what conditions you set for your world generation, you may also be needing to wait for specific times of year before tackling some pieces of the story as well. I don't think it really needs fixed, as it's nice to have the option of quick progression, provided you're willing to push that hard for it. Generally, I think I'm usually getting to steel around the first of Year 1, on average, maybe a bit later. I like to take my time in many cases and build for aesthetics, not just pure function. One "fix" that would probably work though, to stretch out the progression time a bit...just add some more options of things to do when progressing. Some could be mandatory, some could just be optional gameplay loops, but more choices for the player means they'll need to make decisions on what they spend their time on, since not everything can be done all at once.
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Drifters should be able to break crude doors and fences when aggro'd
LadyWYT replied to JAGIELSKI's topic in Suggestions
I believe that a space has to both fit the correct dimensions and be insulated in order to properly qualify as a room. Doors with holes in them(crude doors, sleek doors) don't count as insulating. Which is easily done by hammering out a sawblade on an anvil. You don't really need to ever build the crude door since it's easy enough to obtain a solid one. It is a low chance, yes, but I think it works. If it breaks on you at the wrong time, you're going to have a really bad day and may not survive. However, the break chance is also low enough that players may be okay with taking that risk and using the door, rather than use dirt or rush to get a sawblade. If it were a higher break chance, then it'd be an even less attractive option than it already is. I think if a drifter can break it, then realistically the other monsters and larger wildlife should be able to as well. -
Or maybe they're like those little Buddha statues, but with drifters instead? Aesthetics are definitely worth it, especially if you like bragging rights/a really nice looking base.
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1. I'm wondering if the cave fog isn't tied to some sort of "weather" for the underground. Some spots seem to be worse than others when it comes to that fog. So I'm not sure if it's only certain areas that have less visibility than others, or if it's a peculiar condition that comes and goes at random. 2. I'm pretty sure that one is a case of finding an incredibly unstable chunk; some are definitely worse than others when it comes to how fast you gain/lose stability. 3. Were there any rifts nearby to spawn anything? At high levels of activity there generally are, but sometimes the rifts spawn further away so any monsters they produce are too far to notice you. Or it could be a bug. In any case, I think I've had a night or two like that, but in general if there is rift activity, there are appropriate monster spawns to go with it. Prospect until you find a good spot to dig, then dig a VERY deep mineshaft. It tends to spawn near the mantle.
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Drifters should be able to break crude doors and fences when aggro'd
LadyWYT replied to JAGIELSKI's topic in Suggestions
I kind of like the idea, but I have to agree with @Facethief. There's no point in having the door when you can block the way just as easily with something else. Though I'd also argue that the crude door already has the kind of function you're suggesting it have, just not quite how you've suggested it. Drifters and other monsters can't break it, nor can aggressive wildlife for that matter, but it has a chance to break every time a player uses it. Given that you need to open doors to get into your house, and close them to keep things out...that's two different chances for the crude door to snap off its hinges, assuming that the player closed it when they went outside the first time. -
Scale armor offer more ranged accuracy than plate and more protection than chain(though less accurate). So if you prefer to do your fighting at range but also want a bit more protection than what chain offers, scale is the way to go. Keeping in mind that one's progression speed hinges heavily on their skill. An experienced player can have their hands on iron within a couple months of in-game time, or even have steel in that timeframe depending on seed layout and task priority. A new player isn't going to have the experience and skill needed to do that though, given that they're still learning the game. In regards to early armor types, most of them aren't very useful, especially to experienced players. Copper is pretty much a waste, as it's better to use copper for bronze. Bronze is decent, and can get you through the Archive, but won't hold up to the sturdier monsters(tier 3/4). Leather and improvised armors are...okay for the very early game, but aren't generally that useful for more experienced players, since those players are usually better at avoiding/dealing with danger. I would say those armors have situational usefulness--they might not offer much protection, but they're cheap, easy to acquire, and can sometimes be the difference between life and death as you establish yourself. In regards to gambeson, it's definitely a prime choice for adventuring armor. It does take a while to acquire though, and there are other things you might want to use that flax for too. Steel plate does turn you into a walking tank, however, the drawback is that you can't heal at all while wearing it. There might not be much damage that gets through the armor, but the bits that do will add up, and if you don't have a way to get to safety and patch yourself up you're probably done for. As for what you might have to fight? Aside from certain powerful story-related entities, the new monsters that were added pack quite a punch, especially in situations where you have a lot of stronger ones in the same general area. Steel is protective, yes, but it won't keep you safe from complacency. Storms actually do start out easy, and get harder as time goes on. Which ironically, seems to be backwards from how certain things pan out in the lore, but for gameplay...I mean it works. But even the "easy" storms are going to be nasty if you're lacking in equipment and don't want to use cheese strategy(things that shouldn't work but do because videogame logic). Which I also think is fine, provided there are ways for the player to survive(like being alerted to the storm's approach, and hiding). It's okay for some things to be incredibly dangerous, and temporal storms help drive home the point that something very bad happened to the world. As for the loot...the Jonas parts are probably the best thing you can get from the storms, and I'm not sure what else the monsters could drop that would both feel satisfying and not unbalance the gameplay. Temporal gears, rusty gears, and flax fibers can all be acquired elsewhere, in safer fashions, but they're still useful gains from a storm after a fashion. Also, this is just my opinion, but I think the monsters are supposed to be more obstacles that players need to face every so often, instead of things that players are actively encouraged to hunt. That's not to say they can't or shouldn't be hunted, but they seem more like supernatural abominations that lurk around and try to rip your face off every now and then. They aren't things you want to encounter, realistically, but will need to deal with in order to accomplish certain things(like the main story). I don't think it's too far-fetched, though I wouldn't expect it to be implemented in quite that fashion. I think there will likely be some "dungeon instances" that we'll enter and do stuff(technically there's already at least one!), and while I expect them to be dangerous, I don't expect them to be a way to acquire resources outside of plot-specific macguffins. Well...I mean...I have what I've dubbed the "Friendship Hole/Mines" on my friend's server. It's a mined-out quartz vein that I've been using as a stone quarry as well--near the surface, with a lot of dark open space. There's usually a couple of monsters down there to tangle with, though on days with higher rift activity there are more. So I'd say that yeah, someone could dig out a "kill floor" if they wanted. It'd be a lot of effort, of course, and unless you're hunting the exotic shivers and bowtorn deep at the mantle layer, I'm not sure why you would do this. But yeah, you probably could.
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I do what @Never Jhonsen does: block the entrance to the translocator room, and tunnel my way to the surface with ladders. It's not only safer, but offers much more convenient access to the translocator, assuming you're going to be using it with any frequency. As for caving in general...the equipment you'll need somewhat depends on your skill level. I generally wouldn't recommend venturing too far into caves until you have iron armor. Iron armor is sturdy enough to hold up against most of what's in the caves, and if you happen to find yourself facing off against the nightmares haunting the deepest layer it can buy you enough time to either deal with the threat or escape. Gambeson and bronze are also solid choices, though they won't hold up as well against deeper level threats.
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The steel requirement to mine it is probably to encourage players to upgrade their tools in order to progress, instead of relying on the cheapest tools for everything. It also ensures that players have access to what they need in order to process it, instead of letting them dig it up and then get frustrated when they can't do anything with it.
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It's probably a mod that got forgotten about. If not a mod, then I would say it's most likely a wolf that you didn't get the best look at, or possibly even a shiver. It wouldn't be out of the question to mistake one of those for a modded creature if other mods are installed, if you didn't get a good look at it.
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Teleport yourself to Tobias's Cave via commands, then try the teleporter from his side. It was a little janky when I was messing around with it, but as I recall that got the teleporter link to function correctly.
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Welcome to the forums! This is probably the best answer right here: making your own class via mod, that greatly increases her character's attributes without changing your own in kind. Also a good idea, for a non-modded solution. Steel armor isn't foolproof though, and it will still slow a character down when worn, so it may not be the best option necessarily. However, if one were going this route, I'd also recommend potentially spawning in the admin blade with the armor. It's an overpowered weapon with high durability, that should one-shot most anything in the game, but it should also take care of the monster problem.
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My current strategy whenever a temporal storm hits.
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I'm actually debating borrowing from a certain design and making a prison-type structure instead of tinkering with an arena. A designated arena is great, because you can ensure you have a lot of space to easily run around, as well as add obstacles to slow down enemies. However, I think with a prison, you could build yourself a safe room to wait/heal in, and have a series of large cells for enemies to spawn in. Then just open the cells at your leisure and slaughter whatever's inside, without it being able to get away. Could work, but the main drawback I see to this is that you'll have much fewer chances to run away and attempt to get to safety, should you need to. Not that dying is much of an issue, but each time you do it not only drains your nutrition significantly, but also wears out your armor and clothing a LOT faster. I think it would also end up discouraging players from risking the storms until they have top-tier equipment, which may or may not be an ideal thing to do. Personally, I like what we have now. There's a better chance to get to safety should you be in dire straits or caught unawares, and unless you're sporting full plate armor it's somewhat simple to chase down the monsters in many cases. Shivers, in my experience, tend to employ a hit-and-run tactic. They like to run up, chomp you a couple of times, and then run away for a few moments before trying to ambush you again. So if they run away and you don't want to chase, they'll likely return soon enough. Or they might decide to spaz out on the spot, which makes killing them a lot easier. As for bowtorn, you'll need to either avoid packs of them, or be willing to dive right into the middle of the pack and scatter them. In the case of the latter, that will involve chasing them down, but since they're slow, that's not hard to do either. They also cannot take punishment, so it doesn't take many hits to kill them.
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Welcome to the forums! 1.20 changed the way that fire clay spawns--now it only spawns naturally under black coal or anthracite deposits, or in small deposits in bauxite biomes. You can, however, craft fire clay from one of the other clay types simply by adding calcined flint powder. You get this powder by baking flint into calcined flint chunks in a firepit, and then grinding those chunks into powder.
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I dunno, I have a sneaking hunch that the nightmares we'll need to deal with in the future won't necessarily be restricted to the deepest parts of the underground. Granted, I do expect them to be location-specific for story purposes, if they are spawning outside the normal conditions.
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A new player asks a million questions.(Not really)
LadyWYT replied to Orangatuan's topic in Discussion
Welcome to the forums! Outside of flax twine and linen, you can also sometimes buy sewing kits from traders(commodities and survival goods, I believe) or occasionally find them as ruins loot. You can also turn off the class-exclusive recipes, if you so desire, which will remove the restrictions on who can craft what. You can also grind chalk, marble, and seashells into lime; it doesn't require only limestone. Marble is rare though, so if you find it you'll probably want to build with it instead of grinding it up. Seashells aren't that rare, but it takes a lot to make any significant amount of lime. Assuming you're after lime for leatherworking, keep an eye out for borax. Borax serves the same function in leatherworking, but is more efficient, plus you will need borax later for making steel. Last but not least, you can sometimes find lime as loot in ruins, or for sale by commodities traders. In addition to what @StCatharines already noted, you can also find temporal gears as loot in certain story locations. If you pursue the main story, you're guaranteed to find them, though it may be useful to have one or two with you on certain expeditions. You can also find them occasionally through panning gravel, sand, or bony soil, though it's a very low chance. -
I like the idea, but I think if it were added, it should be a bit more than just "bigger campfire". You could maybe have a block similar to the forge block, that only accepts wood, peat, or fat as fuel, but can extend the burn time by a fair amount(not enough to accomplish the decorative lighting purpose). Make it require the ashlar stone blocks, so that players need to sink in a bit more time and resources to acquire it as well, but not so much that you couldn't have a big hearth area by mid-game. In regards to what purpose it serves...cooking. More efficient cooking, since it retains heat better and thus needs less fuel to cook the same amount of food when compared to a campfire. And since you can chain multiple hearth blocks together to make a multiblock hearth(perhaps max size 6 long by 2 wide), you can have multiple things cooking at once. Of course, to cook anything over the hearth, you'll need to build a cooking spit first. Simply hammer one out from some iron rods, and use it to roast meat or hang cookpots(each spit could have two slots). Link multiple spits together for larger hearths. As for decorative lighting...I think there are some decorating lighting blocks available via creative, that could probably be used to simulate decorative fires. If nothing else, decorative fires that are only available in creative mode would be an obvious thing to add. We already have decorative crops, so decorative fires isn't too much of a stretch.
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I don't see a reason this wouldn't work, at least at this particular stage of the game's development. It will require quite a lot of work though. Not sure. I would presume that the water blocks will simply spread to whichever blocks they can under normal means, without mixing, until you place water source blocks with a bucket.
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Mountains and forests posing a major obstacle to travel is fine, in my opinion. Realistically, rough terrain like that should slow down travel or be impassable. On default settings, going around doesn't really take that long, typically, so I wouldn't say that the elk is at much of a disadvantage when compared to travel on foot. I do expect the elk to improve in the future, however, as it stands right now it still offers a major advantage in that it can carry a lot of stuff for you(and there's probably quite a bit of loot you'll want to pick up along the way) and reduce the amount of food you need to eat on said travels.
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Underground music no longer triggering inside player built structures
LadyWYT replied to Ikana's topic in Suggestions
Hmmm, I like the concept of having bright enough light levels cause the creepy music to subside, however, I see an issue. Lanterns are very bright, but if the player is holding a lantern(which is likely the case when exploring caves), then the creepy music will never play. I wouldn't play the surface theme, just prevent the creepy music from playing. Or perhaps recycle one of the more subdued themes from the main story(or a variant of those themes) and use that for underground portions where the ambient lighting is high enough. I think this already exists in the game--it's only available via creative though, so you'll need to switch game modes to set it up.