Jump to content

Discipline Before Dishonor

Vintarian
  • Posts

    70
  • Joined

  • Last visited

  • Days Won

    1

Discipline Before Dishonor last won the day on January 16

Discipline Before Dishonor had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Discipline Before Dishonor's Achievements

Copper Caster

Copper Caster (5/9)

52

Reputation

  1. I'll have 8 forges running, all of them heating up iron blooms for processing with my helve hammer setup; Sometimes, I pick up a bloom from the forge and place it on the anvil, and the temp remains at 700 the whole time, allowing me to fully process the bloom into an ingot before it cools. But other times, I'll place the bloom onto the anvil at 700 degrees, and it will instantly start ticking down in temperature. I know there's a temperature freezing mechanic, where hot items placed onto the anvil will have their temperature upon placement maintained for a certain amount of time. My question is: Why isn't the temperature freeze applying to certain blooms? It seems totally random, and I don't think it's intended that you can remove a bloom from a forge, place it on an anvil, and have it immediately begin cooling down. Seems like a glitch, right?
  2. We found out what happened. Basically I got hit by the drifter once, survived with 33% hp remaining. I healed, but my bear leggings or helmet likely got broken from the first hit, so when he hit that part again, he one-shot me. They have 50% more damage on Wilderness Survival, which brought his max hit to 30, more than enough to kill me. It wasn't a glitch but a perfectly normal skill issue sort of death
  3. Just a thought, I've noticed that sometimes my character uses 2 bandages instead of just 1. This even happened right before I died when I was healing the damage. Is it possible I got a double-dip of damage the same way it gives a double-dip of bandage use sometimes?
  4. Brown bears did get nerfed, I'm killing them with backwards circle strafe sprinting regularly now with spears. It wasn't doable before, but it is now, and God bless the devs for that. Mind you, I'm using the Orphan class I made in a mod which gives me +15% movespeed, but still. A hunter might be able to do it now too, I'm just not sure as I only play as the Orphan.
  5. I had bear helmet, bear leggings, and leather body armor. My class is the "Orphan", which has 20 base health upon spawning, and I ended up getting one-hit killed by a nightmare drifter during stream, video evidence here at approximate timestamp 3 hours and 40 minutes in. I had maxed out protein nutrition and some other nutritions as well, which would have put my HP at roughly 24 ish minimum. I was missing a tiny amount of health, but not much. They do 20 damage with tier 4 attack, but I ran it in this damage calculator, https://codepen.io/VeryGoodDog/pen/JjjgeYv, and their max damage (including the attack tier of 4 against me without armor, just in case my bear armor was broken and they hit that body part) was apparently 20.80, 21 HP rounded up. I'm seriously wondering how I died here, and I think a bug is the only viable way of explaining it. Does anybody else know something that I don't about why I died here? The damage against an armored body part should have only been roughly 13 points, according to this calculator, since bear and leather armor are very similar. I also got hit by the same nightmare drifter prior to this, but he only took away 66% of my HP when he hit me. The damage should have only been 21 points if I was not armored when hit. Did nightmare drifter damage get buffed or something?
  6. As of 1.22, I'm able to melee a brown bear a lot easier by circle strafing backwards with the spear. I don't know what changed, but I went from being unable to melee brown bears without dying, to now being able to - reliably.
  7. Is it 20 sails (5 batches of 4 sails) just like the smaller windmill?
  8. 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)
  9. 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.
  10. 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
  11. I've never experienced this before, and I'm wondering if any of you have experienced the same situation.
  12. 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.
  13. 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
  14. 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.
  15. 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.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.