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Discipline Before Dishonor

Vintarian
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Discipline Before Dishonor last won the day on January 16

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Copper Caster

Copper Caster (5/9)

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  1. These are my mods in use, but I haven't added any new ones with the exception of Optifine so I have no idea what might be causing the crop temperature immunity. - Slower Brown Bears (Makes brown bear speed equal to black bear speed for balancing purposes) - New Class: The Orphan (Adds a new class that I made myself) - Simple HUD Clock Patch (Adds a decorative tooltip to the top left corner of the screen indicating time, month, season, wind strength and temperature) - BetterProspecting (Allows me to find stone types with the prospecting pick; Great for finding a source of Lime) - QP's Chisel Tools (Adds many mechanics and QoL tweaks to chisel functionality) - Weather the Storm (Applies light level mechanics to Drifter spawns during a Temporal Storm; Preventing spawns within base, provided there is a sufficient light level.) - Knapster (Simplifies knapping, clay forming, and even smithing, allowing for auto-pilot completion of the tasks) - Lantern Projection (Makes the lanterns into bullseye lanterns, causing the light in front of you to span outward farther) - Plains and Valleys (Improves world generation to normalize the generation of vast plains surrounded by mountains, good for scenic bases) - Farseer (Renders distant terrain at a low resolution so you can see distant mountains that are beyond the normal render distance) - ExtraInfo (Provides extra information for whatever you're looking at; Torch duration, tree or crop growth, kiln time to completion, etc) - Zoom Button (Allows you to zoom in, reducing your FOV to the minimum, simulating binoculars) - ShutUpTheInsects (Eliminates persistent bug sounds) - Torch Holder Smithing Plus (Allows me to make torch holders out of every metal type instead of only brass) - Carry On (Allows me to move objects where I want them, even full or sealed wine barrels, compost bins, etc; Also lets you strap a reed chest to your back, to use it as a backpack) - Resin on All Sides (Makes resin visible on all sides of a log) - Immersive Third Person Camera (Shifts the third-person camera to the right slightly) - BetterFPCamera (Makes the first-person camera have more built-in dynamic movement, for better immersion) - Footprints (Makes entities leave footprints in softer blocks like sand, gravel, dirt, and snow) - Redspecs Trash Slot (Allows you to delete unwanted items instead of throwing them away) - StepUp Continued (Allows you to walk or sprint up each block instead of having to jump over each block) - From Golden Combs (Adds many QoL fixes and tweaks to beekeeping, like infinitely harvestable skeps that don't break) - Fixed Paths (Makes the top of Stair Path blocks line up horizontally with the top of regular Path Blocks) - One-Roof (Adds a universal and intuitive roof block that conforms to whatever roof shape is required in the spot that you place it) - OP Door Pack (Adds a variety of cool new doors to the game) - Bigger Pockets (Increases stack sizes of various items, reducing the impact on your storage) - Accessibility Tweaks (Allows you to remove many effects and animations from the game, like fog, mist, and other weather/particle related things. In our case, we used it to remove fog and mist, as both features caused glitches regarding light level) - Stone Quarry (Streamlines stone collection and block crafting) - CommonLib (Stone Quarry is dependent on this mod to function) - Better Firepit (Stops stacks of items from having their temperature reset to zero when cooking stacks in a campfire, whether meat, calcined flint or lime, etc) - Temporal gears stack (Does what it says, Temporal Gears now stack up to 16) - Pickup Baby Animals (Allows me to collect baby animals into my bags for transport home) - Boat Speed (Increases the speed of the sailboat)
  2. It's weird, but the temperature just isn't effecting my crops. Got a full harvest of rye on september 3rd and not a single plant was damaged. I have many mods but nothing new, and with this mod list in previous attempts, everything was working just fine. Only possibility that I can think of is that maybe I was beyond the render distance of my crops during heat-sensitive times, gathering bauxite, fireclay, quartz, cassiterite, copper, iron, or olivine regularly enough that it never registered the heat damage. Apparently it takes maybe 24 hours of accumulated heat exposure to become damaged rather than instantaneously becoming stunted with one second of heat exposure over that temperature, so maybe I circumvented the 24 hour accumulation of heat required to stunt my crops by being gone long enough beyond the render range of the crops.
  3. Still... It's September 1st, I'm within 1000 blocks of world spawn and no heat damage on the rye, it's at 8/9. I've never seen this before. I mean, unless there's something about From Golden Combs which makes nearby bees protect nearby crops from heat damage, I'm at a loss
  4. I've never experienced this before, and I'm wondering if any of you have experienced the same situation.
  5. In wilderness survival enemies deal 50% more damage than normal, you have 5 less HP than normal, and I typically play it permadeath so the plate was a non-negotiable thing. However, if I had to do it all over again, I'd remove the plate gear temporarily as you advised to make the jump, after the flying bird thing pelted those arrows on me. There's a respectable grace period between peltings, so I could make the jump and then reequip the plate gear after. Still, in another post somebody suggested having a battle gauntlet of sorts where you have to fight through dangerous legions to potentially fix the elevator early and skip the parkour segments, and that would be an awesome alternative to have.
  6. Hell yes! Like maybe there's a deep dark cave passage with several deep silt shivers, nightmare drifters, rust gear bowtorns, and maybe a couple bells, and you have to defeat them all and fight your way through the passage to reach that jonas part on the other side. That sounds amazing. You can handle quite a bit (even on wilderness survival permadeath which is my purview) by using fences to inch forward in caves. I've beaten two bells at the same time this way, kept pushing my territory forward with the fences until I'd finally cornered and defeated them, beating their spawns along the way, including but not limited to bell head shivers. This would mean you'd still have to fight the boss to get the lens afterward, but you could bypass the parkour headache bits by engaging in an extremely perilous combat option instead, if you preferred that
  7. My main point of contention is this part because it literally requires you to be pixel perfect to get through it. I tried to do this three times and then assumed I was trying the wrong thing and started to look elsewhere - and I ended up dying in my permadeath playthrough, because I started to look elsewhere. Irony is, I was trying the CORRECT thing, but I think that because I was wearing steel armor for protection (which is really intelligent in a place this dangerous when you think about it) I couldn't make the jump, and this hoodwinked me into thinking it wasn't the correct path to take. This jump needs to be tweaked, otherwise more players will experience what I did, and they'll need to look up a video, just to find out that the problem was never with their own reasoning in the first place but rather with the dev's flawed implementation of the solution to this part.
  8. Okay I read the handbook wrong, it says "as long as it's in a loaded chunk" and I took that to mean as long as it's in the same chunk. If it's a maximum distance of at least 100 blocks away then I could see it being used to get around the issues I was having. But I've recently generated an oceanic world with continents and islands, and that experience was much better. It almost made the elk completely irrelevant because I was able to use the sailboat to get to various quest locations, and it didn't require much on-foot travel. I was also able to sail and explore for bauxite, lime, etc. I definitely feel like random world generation would benefit from being tweaked to have more ocean access and islands in it, maybe just with much larger islands requiring the elk to explore thoroughly, a sailboat/elk combo.
  9. That is exactly what I told my viewers after I died, I told them that no self-respecting individual should slog through this like I did, and that no sane developer would leave it the way it currently is forever. I stand by the former, and desperately hope these devs constitute the latter
  10. I watched a video guide and I literally tried the exact jump that the guy did to complete that floor, I just didn't try it enough. I tried it three times but couldn't make it. Right here. I literally tried to do it multiple times without succeeding and came to the conclusion that it wasn't the right path, and thusly, it should be tweaked. It should be something that you can figure out without watching a guide, this was the only part that I couldn't figure out - and it was the reason we died. Irony is, I *did* figure it out, it just didn't result in success, likely because I was wearing steel armor and couldn't get enough momentum for the jump. Which is counter-intuitive, because in a place this dangerous, you DEFINITELY shouldn't have to remove your armor. And I was able to complete the ENTIRE tower up until this point with my armor on, so this jump should not be any different. This floor definitely needs some form of tweaking and adjustment, it needs modification and improvement from the devs.
  11. The Devastation parkour segments hold us back. Brown bears are way too fast to justify in vanilla, but you can mod their speed down; There's no modded solution for how annoying the Devastation parkour segments are. The early floors are okay, but once you start nearing the peak of the tower, it gets absolutely ridiculous. There's a part with an iron fence too in the early parts of Devastation where it's impassable unless you enter creative to break the blocks in front of you. Resonance Archives are extremely fun, and Devastation is the complete antithesis to that.
  12. Well, I'm grateful to know that you can right click to time-jump, but that still doesn't solve the problem of the fact that me and 200 people spent half an hour trying to figure out one part and never even figured it out. It was the same floor where you can first activate the elevator switch, we couldn't get past that. That one floor needs a tremendous amount of parkour simplification, because honestly, we tried countless things, and nothing worked. Our ideas became increasingly radical until eventually I died to a fall, and it shouldn't be *that* hard to figure out.
  13. Technically the bone flute only teleports it if it's within the same chunk, so it can be a few blocks beside you but the bone flute won't work because you're in one chunk and your elk is in another
  14. This whole parkour part is a mess actually, I had 210 people watching me do it and everybody was pissin' themselves laughing at how badly designed it was. I watched a youtube video about the parkour part before I did it on stream, and the guy said that for the whole game you can pole up to heights, but in the one place you need to do it, there's an arbitrary limitation upon you stopping you from doing it. Moreover, whenever you switch from the past to the present, everything moves a few blocks over. You'd think you could map out "okay, I need to jump here, time switch, and land there" but every piece of machinery and every wall segment actually moves several blocks over between the past and the present, so you can't actually map it out, and you're constantly paranoid that if you try something it simply won't work and you'll fall to your death. I got very high up on permadeath wilderness survival and simply used creative to fly back up every time I fell down, I burned through a whole bunch of bandages but eventually I ended up in a place that I couldn't get past because there was no parkour option to use, and after half an hour, neither me nor my full chat could think of what to do. We didn't look up a guide or anything, but it was a mess. Eventually I died to a fall while trying something new, a profoundly uneventful end to an 80 hour long series in permadeath. Objectively speaking this part needs tons of work to be viable, this glitch with the iron fence needs to be addressed, and the parkour part at the end needs to be greatly simplified. Explain to me how I'm supposed to hold shift to sprint, press w to move forward, press spacebar to jump, and ALSO press Y to time switch, all within a fraction of a second. It literally takes two hands to do. I think we all know this can't remain the way it currently is. I was playing an oceanic world (definitely the way the game is meant to be played, and I think we should update random world generation to include oceans and islands as a default mode of playing, and make the sailboat 2x faster with multiple sail upgrades available) and really enjoying it, had ten tons of fun. But this one part is nothing like the resonance archives, it's actually just purely annoying and takes everybody right out of the whole experience of the entire playthrough, and after half an hour of playing this part, you're kind of okay with stopping your playthrough, even if it is 80 hours long.
  15. I can provide livestream evidence that this isn't true
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