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Maelstrom

Vintarian
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Everything posted by Maelstrom

  1. Insect noises as well. Devs don't frequent the forums much, but (to my understanding) are much more active on the Discords. You may want to check in there.
  2. I'd like to see why there is such a high prevalence of meteors. Seems like whatever shattered the world temporally included some kind of massive meteor shower.
  3. I'd like to see a variety of bird sounds in biome specific areas, e.g. meadowlarks in plains, owls in forests, etc. Birds don't have to exist but hearing them would be fantastic!
  4. Or create leaking logs spawning resin?
  5. What's the possibility of creating a world that has a seed hard-coded and iron generation removed as a demo world? This would make a demo that gives pretty much all of the current game mechanics (short of steel) but limits game play to encourage purchase of the game.
  6. Fortunately, that night wasn't apocalyptic level activity, but those three rifts sure made it seem like it was. Unfortunately, I couldn't get bees going before winter, but as you can see I'll be ready to properly light my home once I harvest my apiary (currently a 6x6 grid of skeps).
  7. Didn't realize it was a link to discord. Looked at it on the home puter and excited for what that thing could be.
  8. Could be my employer based machine is blocking the image from loading. I'll take a looky on my personal 'puter when I get a chance.
  9. OMG!!!! ROFLMAO! THAT is hilarious!!! =D
  10. Evil, vile l33tmaan. Posting a broken pic after getting me all excited. *grrrrrr*
  11. Maelstrom

    Pit Kiln

    Just wait until you have to make fire clay bricks, shingles and refractory bricks.
  12. Never saw such densely packed rifts. Put some torches out to encourage their departure, but that close one hung around for a while.
  13. Thanks. I've never seen a drifter climb down stairs and thought there might be a way to exploit that.
  14. Anything is possible with proper modding. You may want to check out the QPTech mod.
  15. I've been seeing a lot of streamers/youtubers place rocks to prevent non-storm spawns.
  16. Must... not... break... immersion. =D Seriously, that would be awesome! I hardly ever check my secondary monitor for IRL time, leading to ending the game hours after I intended to stop.
  17. You dug down 20 blocks for your foundry? Pretty sure the game considers that a cave and will spawn drifters regardless or rifts or temporal storms.
  18. Currently there is no difference between any of the coal options for the cementation furnace. I expect that in a future update (maybe even the 1.17 de-jank update) that will change. At this time it would take a mod to change the cementation furnace requirements.
  19. The alternative is what I was thinking you meant - mining voxels to get the same number of nuggets as produced in current mining mechanic.
  20. Consider that the default pole to equator distance is 100,000 blocks, it doesn't surprise me you traveled so far for such a small change in climate.
  21. Went back to re-read your OP and saw that a single block would likely produce multiple nuggets. So, I was wrong that it would be more tedious, but their is a problem that your idea would compress ores to a small number of blocks (making prospecting even more difficult) or inflating the resource node to potentially ridiculous amounts (a single surface copper node providing copper for literally decades of play, never mind iron deposits).
  22. In my experience animals (including drifters) are prohibited from walking on the top of fences. My 1.15 drifter pit was one block deep with a ring of fences on the inside of the pit. Upgraded my world to 1.16 and in the first drifter invasion I ran to my drifter pit and watched the drifter conga line's futility to walk over the fence.
  23. Thinking about the premise of this idea, I'm thinking that mining voxels out of the block would make mining even more tedious thereby decreasing the fun factor.
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