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Hal13

Vintarian
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Everything posted by Hal13

  1. I think it's planned for wind to change direction, but afaik atm it always comes from one direction. I'm not sure there is one.
  2. But doesn't all six adjacent blocks include the block beneath the fire and the blocks on its sides? left, right, front, back, up and down are the only directly adjacent blocks, right? Though I'd say it wouldn't be overpowered to add the horizontal diagonals too (meaning after cracking the one block below you could use another fire to widen it to a 3x3). it still would be only good for ores that are exposed already as each fire takes much time to do the cracking.
  3. theoretically you could put a trapdoor right under the stairs, which should do the trick too, But then again, saw and chisel need to be smithed hence both methods are available around the same time.
  4. that's something i haven't seen done before.
  5. you mean in a horror game with teleportation mechanics you think staying (not hiding, only staying) in one "safe" place is the intuitive thing to do? Slabs don't prevent storm induced drifter spawns as they spawn in midair, nearly anything where you can stand drifters can spawn in a storm. Though you can make a hollow statue or chisel a closet to hide in, hell you can carve a complete room out of solid blocks if you want a more spacious safe room. The intuitive things are: hide under your blanket or in a closet (both are in the game: you can sleep the storm away or hide inside of chiseled blocks), fight or run away (the storm is in a stationary area). Ignoring the storm because after all you are inside a room is the least intuitive thing to do in my opinion. It's a rational thing to do but not intuitive. That being said, a drifter rework is on the list of changes for 1.16. and i think we'll get more horror elements at some point too, so hunkering down in a "safe" place will very likely become even less of a good idea.
  6. That would be a change to earlier versions already, in earlier versions (more or less in every world i created in 1.14 and below) i accidently created spawn zones for wolves with big tree farms more than once. But a single pack of wolves every few days isn't a problem (and normally until my tree growing operation is that big I am clad in iron chain mail anyway which makes them even less a problem). Or rather the spawning locations were set with world generation but as long as there was no forest no wolves spawned. And that's the reason for my question, i wouldn't have settled in such a hot spot for wolves (raccoons were plenty but I didn't encounter a single wolf until the morning after the grace timer ran out, since then raccoons got sparse instead) and moving the base after over 120 hours (translating to less than 7 days ingame with my settings) building and expanding it isn't something I'd enjoy.
  7. the spawning requirement for wolves used to be foresty area with no nearby other wolves. no trees no wolves, huge tree farm counted as forest ergo wolves can spawn. But in this case, there are only a few stumps of leaking pine wood left, not even birch leaves anywhere close by, and on the first day after the grace period ended those wolves plus another 10+ (which i killed) spawned all over the first day. the next foresty area is a good 100-200 blocks north of it. I hope (and it seems to be the case for not quite 2 days now) the good 2 dozen wolves in that pit will suffice to prevent more spawns around my base. i won't fence off an area of about 300x200 just to farm some wolves, too much hassle to deal with them, I'd rather prevent them from spawning.
  8. it's not much work, I just took the default skull cobble and chiseled away the parts of the top layer that aren't clearly part of a skull, little work but makes a huge difference, sadly as the inwards facing side needs to be mostly flat to count as room wall, i can't use it where i wanted to use it. similar with the stones under the leaded class, the pane has so little substance that it looks kinda wrong when surrounded by that much stone, but making the wall more slim breaks the insulation.
  9. That are tactics hunters and soldiers use irl too. of course instead of placing blocks we place high seats or climb onto a ledge. Most animals (including humans) do not think in more than slightly more than a plane, without something that leads the view upwards or downwards they won't give anything over their head and under their feet much of a thought. Melee attacks should be way weaker if the attacker is in water though, arrows and spears going into water should lose quite a bit of power too. but as long as nothing needs to breath that would just make underwater the place to be.
  10. okay, the grace timer just is over in my world, but somehow wolf spawning behavior in 1.15 became stranger than before. First i never saw that many wolves spawn in that close proximity before, second they spawned in a desert nearly without any trees. After herding most and killing some of them the herd looks like this: The big question is now: will keeping them there prevent new spawns like in earlier versions?
  11. makes that feature useless for me, of course i want to decorate the inside not the outside.
  12. I normally get not hit by drifters as i keep them a spear length away... But they definitely have just an aoe attack which makes no sense and killing them is most unsatisfying with them having near zero loot, which makes them just annoyances.
  13. according to Tyron farmland counts as solid floor (but i have solid blocks underneath none the less). I suspect it was because of the slow speed and the blocks needing to get ticked.
  14. since 1.15 chiseled blocks are suppossed to be able to insulate. While waiting for the blocks to update (see the other bug report concerning greenhouses) i chiseled a few blocks and tried to make it look better. After another few ingame hours suddenly all blocks which got the greenhouse bonus before had lost it. and the only thing that got changed is this:
  15. they don't spawn in that period. But the grace timer does start when the first seraph enters the world not each time a new player joins the server.
  16. Like i said i used the same dimensions for the room before and it worked in 1.12-1.14 (i just had a walkway around the field in earlier versions).
  17. the existing mod reduces the amount of stuff that can be found to 1/8th of the amount panning gets you though (instead of 8 tries when panning through, it only does try once for loot, resulting in 0-1 items per block instead of 0-8 items). I'd be okay with half the chances but taking time to to it's job, but lowering the chances for getting anything that much, is just wasting the blocks (I'd rather use them to fill holes than having a chance of most likely getting a single stone from that block of gravel; sand is needed in crafting, bony soil normally gets you more than 4 items when panning...). And that mod adds way too much other stuff, it's called Useful Stuff btw.
  18. it has been several ingame hours, translating to double that time irl (/time speed 1 and /calendarspeedmul 0.5). here some embarrassing screenshots (compared to anything many builders post). The same 9x9 size (though i used a field only 7x7 big with a single water source in it) worked fine in the 1.14 releases.
  19. still playing in 1.15.9 just have built my first greenhouse in this version and there is something really strange: the 5°C bonus is applied to only a few blocks in it. and there seems to not be any pattern to it either.
  20. It was decided on playing Seraphs via playervote. I highly doubt that will be invalidated by the devs now. There are mods changing color palettes, maybe these help you with the aesthetics?
  21. nope copper is tier 2 stone is tier 1. But I mixed up the posts, and I thought you were the one suggesting surface ores should only give information on the ores that can be found and not give nuggets anymore.
  22. Such a bonfire would do fine for using it on top of a light house too and it gave us a way to heat/illuminate our homes independently from the burnduration of fuels (which is measured in realtime whereas those 2 days would be measured using the ingame time). maybe one could actually use it for cooking too, i mean just put a pot near it and the contents will get hot or at least won't get cold. Problem with that is we don't have tools for breaking rocks you need tier1 tools for, but i wouldn't mind a stone hammer (tier 1 mining tool), that only can break rocks of tier 1 and lower and change any stone type that is too soft to knapp to tier 1. i mean theoretically that hammer would be able to break anything of equal or lower hardness, the old egyptians did use granite rocks and wedges to quarry granite and get the blocks in shape for example. Or reduce it by 2 that way the rocks of the copper tier could be broken by hand and anything higher (atm there is no rock/ore that is higher than tier 3) would still need at least copper. i can say for sure even a campfire can become hot enough to crack stones, just needs some time (about a summer night will do, okay we used 3 small trees over that night and the grass about 1 meter around the fire didn't recover for months as we boiled the earth when we tried to put it out in the morning), a real pyre can do that faster (but we are speaking about a cubic meter, that could take a while)...
  23. how did you get rid of it? I know that if lava is turned into obsidian the light is gone too. But as lava is rare and can't be moved in survival i do not destroy it in other ways.
  24. A few items have the possible outputs mentioned right above the recipes (just a line with "1x, 2x" or similar), but it could have been modded items. I think that would suffice already as an indicator of how much output to expect. I mean if you have an indicator showing that there is a recipe which yields more than others looking closer at the recipes and the differences usually is sufficient to make out which ones do it, sometimes you save only a single item compared to other recipes (or you don't save anything but a bit of time) but when crafting in bulk that can make a huge difference, especially if that saved item is of significant worth.
  25. THAT is survival and anyone doing survival be it hobbyist or professional will tell you that. Of course people who think Mount & Blades combat system (or the complete game as there isn't much else than combat in it) is enjoyable, a game where 1 player can easily and literally fight armies of npcs on themself, getting seriously wounded, speak nearly killed, and being okay after a few days of rest, won't get that actual combat is hell. At least M&Bs AI is, argueably, better (but it has not to account for changes in environment, the maps are always the same and get repetitive REAL fast). I wouldn't be too sure about that... I mean look at actual MMORPGs (WoW, Ragnarök online, ...) the rp servers are full of people not doing much fighting and the other servers are toxic environments af (at least that's the impression i got from them). Same with Minecraft servers, the servers where PVP without consent is even only allowed become cesspools of toxic behavior fast (which is why the server i play on made PVP without consent a bannable offense) and where it is only allowed if everyone involved in the fight consents pvp is nearly not happening at all.
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