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Everything posted by Maelstrom
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Cracked stone is more likely to cave in. DRAMATICALLY more so. After a cave in uncracked stone will almost always turn into cracked stone. Otherwise cracked stone is only aesthetic in nature. It can be quarried but is not chiselable.
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@Thorfinn not hard when you provide the solution to your own question.
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I want to ride the majestik møøse! The Characters and incidents portrayed and the names used are fictitious and any similarity to the names, characters, or history of any person is entirely accidental and unintentional. Signed RICHARD M. NIXON Including the majestik møøse A Møøse once bit my sister...
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It seems like glass making would be inherent with the devs desire to have some kind of alchemy system. Alchemy would imply beakers, flasks, tumblers and potentially a host of glass containers.
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If early game, a hay bale is a good option. Much quicker to break.
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Another option is to separate the access shaft from the cellar with a solid door.
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Tell me how well that goes for high fertility soil or terra preta.
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Animal pathing regarding water
Maelstrom replied to F-16D Block 60 FemboiDILF's topic in Suggestions
I think we all may be misunderstanding something. I now believe all those land animals in the water are just attempting to evolve into water-based mammals like dolphins, orcas and whales since the newly created oceans are so devoid of life bigger than fish. There's a huge evolutionary opportunity here and some of the bigger brained animals are capitalizing on it.- 1 reply
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I'm willing to bet the devs intent is to incorporate ability to repair ruined weapons. The roadmap indicates a better combat system is desired and I am assuming different weapons with different advantages/disadvantages are part of their vision for combat. If that is the case, I imagine, one of the roadblocks to repairing ruined weapons is that, but what will the characteristics of the repaired weapon be (range, damage, durability and other advantages/disadvantages).
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Consider that sometimes temporal storms arrive when in confined spaces like caving, mining ore and quarrying stone. Whatever immersive queue to an approaching storm would need to work in those situations as well as wondering around the great wide open.
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Whether there was in earth's history is kinda immaterial. The problem we face is in if the game is capable of doing such. Base game does not allow for it. There could be a mod created to have such capability.
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Mechanical stuff in unloaded chunks can be problematic. I've found with my simple quern that loading a chest full of grain for grinding can end up with some mysterious loss that I figure is either collected flour despawns or gets lost in the chute or hopper transporting grain to or from the quern. When I stay near the quern I don't have those problems.
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The one I have is a beautiful scene overlooking a broad plain in early autumn at sunset. Just a 3 more hours before I'm off work for the day and I'll post it.
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Something is wrong with @Thorfinn - CONFIRMED!
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I vote for the first one. I'll get my entry in once I'm home from work.
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Don't get me wrong, it is most satisfying watching the in-fighting of those disgusting critters. Just no point to cleaning up after them.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Maelstrom replied to jeremy13621362's topic in Suggestions
Those warm weather clothes already exist in the form of the clothes on your back after choosing a class. -
For early game I go with reeds but once I have enough flax I advance to the ones that have linen for the better healing (4 hp instead of 2). And if you need more than 16 honey sulfur poultice's (7 hp per item, 112 hp in a stack of 16), then something's wrong with you.
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Considering that the alcoholic bandages dry out, and I assume lose the 7 hp healing rate; I haven't been inclined to go through the necessary steps to create aqua vitae for the bandages.
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Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Maelstrom replied to jeremy13621362's topic in Suggestions
Well, if we're going to make things more realistic, let's start with carrying capacity. Currently a seraph can carry over 1,920 cubic meters of dirt, sand, rock, etc. basically making them a walking freight train. Shouldn't we limit the ability to carry that high fertility soil to just 1 cubic meter for consideration of bulk and weight being realistic? -
Temperature Resistances and Adding Heatstroke / Heat Exhaustion
Maelstrom replied to jeremy13621362's topic in Suggestions
With freezing, there's a remedy. What would the remedy be for overheating because adding this mechanic has downstream implications that have to be coded. One such mechanic is a thirst bar in addition to the hunger bar which has been mentioned multiple times in the past year alone. -
Harvesting drifters that kill other drifters is unlikely to result in much, if anything. I recently let a whole google of drifters kill each other. Out of 20 kills (some of them I killed) I netted precisely 1 flax fiber. I got 15 straight nothings in that hopelessness of harvesting.