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Everything posted by Maelstrom
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You could probably safely increase the interval between branches to 20 blocks.
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There is a mod that allows you to score pine trees creating leaky pine logs. Not sure the name of it, though.
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Ok. =D Maple by itself in large quantities is pretty disgusting, but if used in smaller amounts provides a rich accent. If that still isn't good enough, Maple looks great as a chest, door or charcoal; leaving other woods for their better visual qualities. I win!
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I was intending this to be more of a discussion of the game mechanic in context of the game setting.
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@junawood I've thought of how to deal with multiple translocators without having some kind of link. Until such capability is added, I'm going to add a number or letter to both locator waypoints as indicator of which ones are linked. p.s. PopperSnot (me) says hi. =D
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Pro pick on density search mode doesn't detect surface ore deposits. Surface ore can only be found through node search mode or direct observation (surface nuggets or seeing the raw ore in rock). Using the density search mode on pro pick, it is best to disregard the number and focus on the wordy description. take a few readings and see where the description is most favorable and keep going in directions that indicate better readings until you get to the highest reading you can find. I have rarely failed to find ores that have Ultra-high and Very High readings and have found ores off of a Decent reading as well. The only time I look at the number is if I have multiple readings with the same description (i.e. two+ readings of decent) to indicate to me where the better reading is. Hope this helps.
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I've heard many streamers (or other content providers) and posters say that temporal stability is a measure of sanity. But is it? Low levels of temporal instability lead to application of physical damage, unlike perceived manifestations due to physical or mental disfunction of the brain (aka insanity). Nor does insanity create phenomena that others can perceive or interact with; such as spawning of drifters due to low temporal stability regardless of local rifts or storms. The wiki indicates temporal stability is an indicator of how close one is to the rust world while the home page gives no indication other than it exists. VS has Lovecraftian story themes to it. Lovecraft wrote from a scientific and technological perspective and the main character typically became insane as a result of their experience dealing with supranatural events or beings; but the story itself isn't a portrayal of their insanity. The game's homepage supports this "it is up to you to piece together who you are and what has happened from the little evidence that remains." Part of that evidence is the temporal instability of the world. What's your thoughts on what this is?
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One day, I would like to see buffs in the game.
Maelstrom replied to Ultimate_Waffle's topic in Suggestions
Lovecraft wrote from a scientific/technological perspective but the events could be perceived as magical in nature. I offer Lovercraft's The Shunned House (https://www.hplovecraft.com/writings/texts/fiction/sh.aspx) as an excellent example of what Tyron and team are achieving. -
The only time drifters spawn on top of me is if I'm standing still on a spawnable block. Maybe you should not be so sedentary during a temporal storm?
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No. but you can have a hopper feed into a chute.
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Love the steam effect coming from the spout!
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Seems like the cat got your tongue? /sarc
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With the number of derpy behaviors fixed, I'd say @Tyronneeds to play the game a bit more often!
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I've heard that immature wild crops drop seeds about 50% of the time. Tilling the ground underneath wild crops will cause them to mature in a single day (not sure if this is the case in 1.16). I believe raccoons spawn when a naturally occurring log is nearby (not from a player planted tree).
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Slowing hunger down by 50% to 66% would have the same effect as doubling or trebling the max. It would still take 2 to 3 times longer to reach starvation mechanics.
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That could be part of the 1.17 update which is reportedly going to add the first story event to the game.
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Also consider stone walls. Does not require clay to craft (only rocks) and can be used for sides to buildings that have a different depth than blocks and vertical slabs have.
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I've heard that cattails are hard to find even in slightly more temperate starting zones. So far I haven't had a problem on the default temperate climate setting. Maybe set the world gen for temperate but decrease the temperature? Not sure if that kind of customization is possible, though.
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And this is why I wait before updating to the current version - for any balance issues to be reported and fixed. Thank you to everyone that play the news version to find those unbalanced facets of the game.
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Stone walls are a great option for preventing pit kiln wild fires.
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Catnip? That's not part of base game. Either catnip is from a mod, the flower catMINT or (speculating) are you thinking of horsetail for healing poultices? Lime can be obtained from mining limestone or grinding seashells. Borax can also be used for the first step in tanning leather (but you'll need a bronze pick to mine borax).
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I don't know. They're currently selling almost 2,000 copies a month. Seems like they're doing pretty good as is.
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They don't burn. I've tried. Currently the magic of the despawn ritual needs to be invoked to be rid of these items.
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Unless the water logged reed roots are a different block than non-water logged roots. If those blocks are unique and separate, then we're back to waiting for the devs to working out a water-logged option for other placeable blocks.
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And consider that grass, sticks and torches can ALL be used for firepit fuel, why is it that only a specific configuration of those materials can burn? Maybe it's a result of whatever shattered the world and brought the temporal instability and rifts? /sarc