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Feycat's Achievements
Copper Caster (5/9)
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Yeah, we were. You might not feel nerfed, but that doesn't change the math. Spear damage was lowered. You can't sharpen spears. You can't quench or sharpen bows or arrows. The game was given ways to buff weapons that specifically don't apply to ranged. Maybe the devs need to make the Blackguard ranged buff bigger instead of nerfing a whole other class.
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They added spears but lowered the damage. Even steel spears are damage tier 0. And yes, we can temper/quench them... but so can people using swords and falxes. Spears are just not at all useful in most combat situations. And we can't up the damage on arrowheads. So the spear change is just a straight-up nerf to the way hunters are supposed to deal damage. (yes, I pointed that the spear nerf was actually a hunter nerf when it was still being tested, I'm just really disappointed it went through like this.)
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Used /db prune 20 drop confirm command after updatring my world to 1.22. It all worked fine in one world, and in my forever world I now have big black lightless spots everywhere that was regenned. I know I can /db chunk relight but I'm really hoping NOT to do that all over the continent! Any other suggestions?
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I'm talking about the vanilla Nadiyans Interesting, do you have any idea where I can read more about that? I looked in the wiki and didn't see it, I'm just looking for the vanilla Nadiyans. And I'm not looking for quests or trades, just life and movement. I use Useful Traders to be able to move specific traders, so they're not an issue.
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I'm building a city and I'd love to add some villagers to give it some life, can anyone explain how the villagers path and know which home to return to?
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Feycat started following Losing my MIND with my cellars , Chiselwork from my new House. , A few of my chiseling projects and 1 other
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My point is that nerfing spears IS a nerf to hunters by definition.
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Save some punctuation for the rest of us
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I feel like the spear discussions are ignoring hunters. "Just use a falx," I'm sorry, do I get bonus damage from flinging my sword at things? No? And before you say "but bows," bows are just not as good as spears, not at all. I need to use twice as many arrows as I do spears, which makes perfect sense, but I need to run around with like 4 spears on my bar to do any level of hunting on the regular. I feel like the fact I'm taking up 4+ slots should make them more damaging by a lot than bows, which you only need one bow and a stack of arrows. Devs are also *really* sleeping on wool. The "Wool And More" mod is pretty night perfect. That would help take up some of the slack on the loss of flax without it being easy at all (your sheep/goat have to be like gen 3 to start shearing and the wool needs to be processed.)
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I've followed the command instructions here: https://www.youtube.com/watch? /wgen structures list - 106 is 18jumblestonecastle in the structures list I am in creative, target a block and type /wgen structure spawn 106 The game freezes for a BRIEF moment and then nothing has happened. No structure appears. This is not a creative world. What am I doing wrong?
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They are all underground with the exception of the single wall that borders outdoors. I'm in a hot climate desert. The problem is that there's such a stark different between the rooms. I'm storing crocks in my translocator room because it's .2 better than my cellar! Also I built an extra wall between outside and the misbehaving cellar, so it has 3 walls fully underground, a 2-block thick ceiling (which matches all the others) AND a 2 block thick wall between it and outside. It didn't change anything. Still .4
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Absolutely. Areas becoming unstable would kill the whole ability to build big, awesome bases. Builders are always going to be more of the intended audience. Anything that deliberately makes areas you've built in worse instead of better is a big, big no. Taking the gear off and making it inaccessible? Also no. Take it out of your own game if you don't like it.
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All four are a single square room with one wooden door that faces outdoors. They all have one wall shared with the outdoors, other three walls are facing pure undergrouind
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I changed TO the firebrick door and it got fractionally better! It originally had a wooden door, as all the others do. Yes, the spoilage rate is based on a ceramic vessel placed in each room. Literally all four cellars are one stone room with one wooden door facing the outside world. None of them are nested in any way. I just can't figure out why they're all so different.
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I've got 4 rooms that count as "cellars." They're not connected together, they're in three different locations in my large build. All of them are under 7x7x7 and all of them show up green. They are all on the same elevation in the same biome. They're not all being used as cellars, but I've been moving storage vessels around to see why my main cellar isn't working right. Storage vessels in the largest one show as .21, two of them of wildly different sizes show as .23 and the one I WAS using as my main cellar is suddenly showing .34. I have no idea why. It's 7x7x3 tall. The floor, ceiling and walls are entirely stone blocks. I even added a fireclay door, when all the others have wooden doors and I STILL can't get it past .34 What's going on? (BTW just a heads up, wallpaper makes your cellar less efficient. When I had wallpaper up it was .45!