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gilt-kutabe

Vintarian
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Everything posted by gilt-kutabe

  1. @themysteymachine Grow flax, harvest wild fully grown flax, pan it from bony soil, buy it from traders (clothing traders I think), loot it from ruin chests and cracked farming vessels. Might be more ways, but growing it is your best option long term
  2. Is there a missing water source block in a nearby pond/lake/farm/etc? Flowing water can be obnoxiously loud, and a bit tricky to pinpoint in larger bodies. I’ve no ideas if that isn’t it. I don’t think high precipitation can do that, but if it’s bugging out, someone else might know. Also, I think there’s an option in the sounds menu to control weather volume, like rain. Does the sound still play when that’s turned off?
  3. When you are in the world selection screen, hover over your world. Does it specify the world width/length, or not? If it doesn’t specify, then it’s the default 1 million blocks in length and width (in which case you certainly are not reaching the world border in a few ingame days). Check if it says the world edge is blocked when you hover over the world - I believe the world border is traversable by default, so if it doesn’t say it’s blocked, you should be falling off the edge. Also try enabling coordinates with Ctrl+V, and see what that says - the coordinates measure 1:1 with blocks. Does it match half your world size limit at the edge of the map (ex 500k or -500k for a 1m world size)? Assuming you didn’t change any world settings from default, it sounds like something else might be going on. Maybe new chunks aren’t loading in properly? I do not believe there is any way to change the world size after creating the world, unfortunately, if the world size did somehow get set that small.
  4. I’d add that the ‘Hydrate or Diedrate’ mod (I think that’s the one you have?) seemed to cause some lag/loading issues for me when I tried it on the current version. Not exactly like you have, but if a mod is causing the problem, I’d start with that one.
  5. If the temperature is too warm/cold for the crops, they can receive a debuff starting at 75% (shown in red at the bottom of the crop info box). Different soil qualities grow crops at different rates, and the nutrients deplete over time, which could also account for the debuff (also in the crop info box). Exactly what kind of dirt is the soil turning into (what is the block called when you pick it up or hover over it)? I don’t think it’s possible for soil to change at all (even in fertility quality), except from direct interaction from the player, like tilling or crafting. What are we looking for in the screenshots? To me, they all look perfectly normal.
  6. @Reade Pringle I have no clue, the wiki doesn’t say anything about it. They should grow up completely within the next few ingame days (3-4), but it wouldn’t hurt to put down a henbox and more food in the troughs to try.
  7. @Reade Pringle ‘Cockerel’ refers to a rooster under a year old, pullet refers to a hen under a year. I’d imagine it’ll change to rooster and hen when they get older. I don’t believe there are other animals that have the teenage stage, they just go from baby to adult. If I had to guess, this is a thing because roosters will kill each other - I don’t know if cockerels will do the same thing, but if not, it’s likely so players can cull or separate them before they fully mature and kill each other.
  8. @Flexbyte Have you tried using chiseled blocks? In the front and back of the furnace, right next to the coal piles, put something like a cobblestone block, then use a hammer and chisel to hollow out the center parts (it’ll look like a square pipe). You can make the edges pretty thin so you can easily reach in while the coal stays in place. You’ll want to put a ‘pipe’ next to each coal pile and fill them individually.
  9. @omeko88 Copper -> Bronze -> Iron -> Steel There should be a guide in the handbook that goes into greater and explains what additional tools/items you need to progress as well.
  10. Spoilers for 1.20 content. I’ve gotten to the tower in the wasteland, and need the item in the top floor. I’m assuming I need to kill the boss to get it, but it seems to be behaving strangely. At the beginning of the fight, it would charge me and try to knock me off the tower, and shoot its feathers at me. After that, it just circled around the tower for several minutes while I shot at it. I got it down by about 5 bars before running out of arrows (I’m NOT going to throw my spears at it…), and waited a few minutes to see if it would come after me. I’m assuming the game doesn’t expect me to have multiple stacks of arrows to take it down. It didn’t. I used the timeswap ability twice to see if that would get it to aggro again, but it just flew off. I still can’t pick up the item. I’ve tried reloading the world as well. What do I need to do to get past this part? Do I need to chase the boss down, or is it bugging out?
  11. If you’re playing with ruins/lore on - some cracked vessels (Arctic supplies?) can drop both fire clay and blue clay. Fire clay can spawn under coal deposits in 1.20 if you’re playing that version, but I’m not sure if that applies to very cold regions. If you don’t have access to either of those, you can pan blue clay from sand and gravel. You can farm on barren soil, it’s just awful. I *think* you can craft terra preta soil with charcoal, compost, and bonemeal, no soil required, if you have the materials. If you’re playing with ruins on, medium fertility soil can drop from Arctic supply vessels. I’ve also rarely found medium fertility soil in the wild, but that might be from a terrain generation mod I have, not sure.
  12. I’ve found that a greenhouse usually suffices (you can use the mostly clear glacier ice instead of glass, if you didn’t know), depending on the temperature in your area. Just try to plant in late spring, summer, and early fall. And keep an eye on the temperature.
  13. I should probably clarify: Nutritional values and satiation as death punishments weren't the point of this suggestion. The point was that dropping items on death is not interesting, and is more frustrating than anything. Nutrition and satiation aren't problems on their own, but greatly exacerbate the difficulty in retrieving dropped items (and aren't enough on their own, as important as they are). Yes, it serves a purpose in Wilderness, which is centered around not immediately getting your stuff back and needing to rebuild. Eventually, you have enough infrastructure that you can find where you are. In most games, you make a mistake and you learn from it, and you suffer some penalty. Usually loosing easily replaceable, non-unique items, like currency. Here, you have the potential to lose your items (that you spent a fair amount of time on) to an enemy you couldn't beat at full strength, or simply falling down a pit. It punishes reckless play harshly, but catches up more experimental play as well. Leaving all your gear at home and running into a cave with just your clothes to explore shouldn't be so much less punishing potentially in case of death than gearing up as intended. And in the end, you're likely going back in with little more than your clothes to retrieve your items due to inventory space and not wanting to lose more items. It shouldn't be so all or nothing. Yeah, you're more likely to be able to get your items back than not, but in the event you don't, you've lost a whole lot of items you put a lot of time into making. Death doesn't need to be fun, but leaving room for the player to experiment or to be able to focus on fixing what they did wrong rather than getting their stuff back would make it a smoother experience. Whenever I die, it's always: how far away was it, and can I replace the items I dropped, or do I have to run for it? Will it be dark before I get there? If I bring food or extra spears, will I have enough room for the items I dropped? There's no: this is what I did wrong, this is how I'm going to recover from it, this is what I'm going to do next time, at least until much later. There are so many more options to make death something more engaging, I think, than dropping items.
  14. The current death penalty is quite bland, and can be very annoying. The loss of nutrition levels is insignificant both early on, when you only have a few food groups to fill up on, and late game, when you likely have a lot of good stored up. The lowered satiation is also not very impactful - if you are early on in the game, food is quite plentiful (assuming you didn’t start in an extremely hostile climate). In the late game, this has almost no impact due to having good stored up. These two features are here to make the final part of the death penalty - dropping your items - more difficult to recover from. You have lowered HP from loss of nutrition, and half satiation to recover your items with. While the other two factors tend to be inconvenient at most, dropping your items can be extremely punishing (particularly if you die many thousands of blocks away) and is just plain annoying and frustrating. I think the game would benefit greatly if death was, if not exactly fun, more interesting while having a greater impact on gameplay. Assuming the current death mechanics are completely removed, here are some ideas. - Loss of durability on equipment. Ideally, the amount could be customized in the world settings. Higher tier items (like iron and steel) would take less damage than lower tier items (like copper) as they take more time and effort to make, and are just more durable anyway. Equipment wouldn’t be able to be destroyed by this, though. Perhaps not being damaged if already below x% durability. Players would still need to be careful, and try to take only what they need into potentially fatal situations. They’d still need to expend resources to repair or replace equipment sooner than anticipated, but death wouldn’t be as much all or nothing depending on their ability to recover lost items. - Ability to retrieve lost items from traders. I don’t think this would be enough on its own, especially with Homo Sapiens being a thing. If the mechanic of dropping all items on death was kept, these items could be retrieved from a trader as well as from the death site, potentially for a price (gears or otherwise). This would prevent the loss of items due to location or distance, but would still leave the player vulnerable for a time. In the event of multiple deaths, the old inventory being held wouldn’t be replaced, just added on to. Potentially, the player would need to craft a unique item to trade for their inventory back. In HS, the player would have an option to activate said item independent of traders. This could be something like a charm carved out of bone - something simple to make, but still requiring some effort from the player. It could also be made in advance and stockpiled so as not to be a huge inconvenience. However, this could also fall under ‘annoying’ rather than interesting. - I think the current loss of nutrition could be interesting, and is in theme with being weakened by death, but I don’t think it is significant enough on its own. It works with the other penalties currently in place, but I think it needs to be refocused from simply making it harder to grab your corpse. I just don’t have any ideas that complement it other than adding it on top of other penalties.
  15. @boyo Personally, I’ve never found anything loot-wise in those plain stone ruins, nor have I seen any sources that found loot in them. Or interesting chiseled blocks, for that matter. I’d say it’s pretty safe to assume that there’s no reason to excavate them other than for fun.
  16. When attempting to sleep during temporal storms, does it take into account if the player has already slept their maximum hours that day, or can you sleep again regardless of if you’ve already slept or not?
  17. For example, if you pick up a bit of blue clay, there might be some flavor text in the tool tip. It might read something like: "People used to make useful pottery from clay. The pieces this particular type of clay produces can't handle heat sources more extreme than a simple cook fire." This implies 1. The player can do something useful with this item. 2. There is at least one other type of clay with unique properties the player should look for. 3. There is a reason to expose clay to extreme heat, just not this kind. Once the player has formed an item from the clay (the pop-up should take care of this), the unfired piece might read: "An unfired *insert item* made from clay. These were once fired in great kilns, but the less fortunate found that a small hole in the ground suited their purposes for their simple pottery." This tells the player 1. This needs to be fired. 2. A proper kiln is not needed to fire it (if they are knowledgeable on how pottery is made). 3. They should try putting it in the ground (at which point the pop-up informs them on what needs to be added), and use a heat source (like fire) to harden it. It gives the player the same information, and gives them a cookie-crumb trail to follow, but gives the process a more natural flow. Rather than sitting down and reading a Wikipedia article on it overnight, they get to think about what is being told to them (presumably by their character's limited knowledge), and try to act on it and experiment a bit. If they really want or need the help, particularly with the smaller details, the handbook would be there. I just really don't enjoy it when a game is telling me to do this and do that, and this is exactly how it's done and leaves no room for me to just stop and *think* about what I'm doing. Since the game is giving me few to no hints outside of the handbook, it just feels like an extended, handhold-y tutorial to me. It might not be giving me pop-ups every few minutes, but it still feels that way. Obviously, having the game clue you into every niche mechanic like this would likely be unfeasible, but having a line of progression through the more basic, important stuff would go a long way, I think. Some more examples might be like: Fat: Edible in a pinch, but often used as a sealant against the elements. Hunters found it convenient that it was packaged in with their kills, particularly in the autumn when preserving food and hides was especially important. Native metal chunks: A surprisingly pure piece of *insert ore type*. It likely hasn't moved far from the source. If any of that makes sense?
  18. I've been playing for about 30 hours, and pretty much my only issue with the game is the handbook (or rather, how it's implemented). There's probably a mod for this, but: it is awful trying to reference this for crafting recipes. Needing to back out of my crafting grid to find the (somewhat complex) recipe, returning to my crafting book, and trying to make the recipe by memory is not fun. But what I really dislike about it is how dependent I am on it for everything. The game just assumes you are going to read the handbook, and doesn't give you many overworld clues. Am I going to need to find clues on how to work metal and make machines by reading tooltips, talking to NPC's, and exploring for old books, journals, and manuscripts from past civilizations? Just read the handbook. Oh, hides can go bad? How do I cure them? Do I need to set up a tanning rack and scrape hides like in Skyrim? No, just fat. Like the handbook says. Why would you think otherwise? Of course there isn't a hint to use fat, the entire compilation of fat uses is right there. If I craft this/pick up this, will I get a hint in the tooltip for something cool to make? Nope. Just a new item in my inventory. It's just a very unrewarding experience. I get that it's likely there because balancing all this is difficult and complicated (and it's probably better for future playthroughs). I think it'd be more fun as an encyclopedia you have to fill in, with hints towards the next stage of progression. Right now, progression is based on how much I read the handbook, and not so much how I explore and experiment.
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