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Everything posted by Maelstrom
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All of these also needs to be considered carefully as it may present an unfun factor to most players. Maybe these pests become a more prominent problem after copper or bronze age since there's enough existing chores to accomplish in the stone and early copper ages. It should definitely be optional.
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Additionally, helve hammers can create the numerous copper, bronze, silver and gold plates for lanterns.
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Maybe add poisonous spiders as well? I routinely have to eradicate black widows from my living area.
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Agreed. ALL trees should drop AT LEAST 1 seed so that the tree can be replaced without reproduction/propagation. But that goes against nature. ALL living things seek to increase their population, some are just really picky about what it takes to thrive. To mimic that real world experience the devs could keep the seed drop rate to slightly over 1 per tree for the ones that they don't want to see massive forests. Creating a declining population of trees only discourages players from trying to utilize the bright shiny new block just introduced. Seems counter-productive to me and potentially chase off players.
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Could have spent that time doing some other quick and easy feature that would be more appreciated (like an initial quick, easy tool repair mechanic?)
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Something I forgot to mention. IRL wind that has a significant impact on someone is very rare - hurricane, tornado or even wind storms are not very common events. Still don't understand why it was so important to implement this feature at this time.
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I'm flummoxed why wind should be an effect that affects player at all. Yeah, IRL wind can push someone around; but there's lots of things in life that just should not be added to a game.
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With my limited knowledge of programming, every seed would have be checked regularly to see if it changes state or not. This would likely expand to all the trees visited to see if they would drop a seed. Confining your idea to only player planted trees would keep the game from getting bogged down in processing all of the individual trees and seeds. Of course, the devs (or mod makers) could show how ignorant I am (which would be appreciated).
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Sounds like escaping spawn on 2b2t. I'll admit that would have been a restart for me (until I get more experience playing the game).
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Waypoints can be added to maps by right clicking on the big map (m key). Waypoints will show up on the mini-map as well.
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You may want to check out the Expanded Foods mod. I don't know if jerky is in there or not. If you play vanilla, the closest thing to jerky is throwing meat on a firepit and cook. This is the only option for bush meat in vanilla.
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Thinking of this from the coding perspective... Would this be for ALL trees in world? If so, I would think that the burden on servers could be quite demanding. I like the mechanic you describe, maybe constrain it to only player planted trees?
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Few negative impressions after playing 1.15 (up to .1)
Maelstrom replied to heptagonrus's topic in Discussion
Drop rate of seeds still needs to be greater than 1 per tree, otherwise there's a diminishing supply of wood. -
I'd settle for boats and massive lakes (aka oceans?) first.
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Hunted Animals turns into Monsters in unstable Areas ...
Maelstrom replied to RobinHood's topic in Suggestions
I like the idea of a mundane critter converting into monsters in temporal unstable areas or during temporal storms. Increases the emphasis on survival. -
I had a false start on a full sized world where I had enough reeds to craft 1 or 2 baskets for inventory expansion before nightfall. Quit that world and rerolled a new one.
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Wondering what's the worst start you've seen? I just started my second play through and got a seemingly pretty lousy start. Full disclosure: my first world was customized to nerf more challenging aspects of the game (passive mobs, no temporal issues) as a primer in learning the necessary survival skills so this is my first "legit" play through. So this apparent lousy start - Spawned in a warm climate and there was almost no flint (3 pieces and tons of shale, granite, andesite). By the time I founded my dirt shack close to sunset on day 2 I had a whopping 25 flint to my name. Made knives and an axe which was broken chopping brush for sticks (which wasn't plentiful) and chopping a modest tree for 4 or 5 logs (couldn't even chop firewood due to broken axe). Nothing but low fertility soil for hundreds of blocks radius, almost no food the first day (only found 3 berry bushes with 1 yielding berries to eat); thankfully I harvested a handful of reed roots and cooked them that night when I was starving. By the time I found medium fertility soil, I had seen a couple of chickens and rabbits, no pigs and no sheep/goats. Found plenty of flax, rice and other grains, but only two spots of turnips yielding 5 edible tubers. Want to hear how good I have it by how hard you've had it.
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Or crafting a block and powering it with an easily obtained object.
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While we're on the topic of astronomy, I would like to see unusual events occur, such as comets appearing for a week or two at time rarely or meteor showers on an annual schedule. But those are fluff items that can be added after devs have mostly finished the major content (oceans and boats please?)
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Astronomical navigation isn't a bad idea when you consider the no map game option. Orienteering and astronomy play very important roles in finding one's way back home from a long overland journey.
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Or that the 1.5 coders working on the game haven't gotten to that one on the to-do list yet. That sounds like a more advanced feature than some of the basics they're still working on (boats?)
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Maybe make a jam recipe that overrides the base game recipe? Or make a crafting recipe using same amount of honey and berries that yields a jam item? I'm sure you thought of that already?
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How about temporal storms? *ducking for cover*
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How about something like this...