tonechild
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I play with cave-ins and sideways as well, and I've spent a ton of my time with farming, gathering, prospecting and mining! In fact just digging my own things and got my self to the steel age. However I now am starting to get restless and I want to experience more, and today just started caving, and that is intense! Most caves I have ran into are duds, meaning they're just one room with nothing in there but maybe a couple of mobs. I usually bring a full stack of bandages, rope ladders, food, and packed dirt with me. Just encountered a pretty big ruin underground with books, chandeliers, chests, scrolls, and lots of interesting decorations. There were locusts with lightbulbs that went down easily, with one meaner locust that almost killed me but bandages saved the day. I ended up getting a little lost but I used packed dirt to seal up areas I already been in. Locust nests drop lots of stuff too. So I definitely marked the ruins underground and will be back later when I have pitching glue (because I play with that mechanic too) When caving another thing I like to do in a pinch if I need to (which I do with mining too) is use the stones gathered from mining and turn them into stone fences. stone fences are very cheap and only cost 6 stones, and can be used to seal off areas that are already explored. I tend to do this as torches only last 48 hours but a sealed off area means guarantee of no baddies coming that way, plus it prevents me from getting lost as I eventually only have one way in and out. I do wonder if I miss something however, but this world is so giant it doesn't matter much. I mostly do the fencing thing with mining though, as I've mined out vast quantities of hematite, magnetite, and oliviline that end up creating a labyrinth if I'm not too careful. It is pretty intense, especially with low stability - thankfully killing mobs (except locusts) brings stability back.
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I thought that too at one point, but that gap is where you put the fire pit part of the charcoal kiln. in my tests, if you do have any gaps at all the charcoal kiln will just fail and burn everything up. Unless the fire pit should be adjacent to the other piles maybe? But that isnt the case for the dirt variant.
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So this is what it looks like when I open the fire kiln door after making charcoal, note the first image showing how much charcoal was lost! The second image shows the top configuration and then the last is another image of the front but a few steps back. It's not always the same every run, sometimes I lose or save more than others. It seems like some random amount is just removed each time. Though mostly under the iron trap door and behind the kiln door. In this image, two stacks were missing from under the iron door
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When you say the FPS slowly goes down, does it mean it starts out fine and then, over time, steadily drops? How long does it take for the FPS to start dropping? In my experience, when the main catalyst for a performance drop is time, it’s usually due to a memory leak, a driver issue, or hardware. Since I don’t think most people are reporting a performance drop over time (and I haven’t really seen evidence of it from casually browsing forums), I don’t believe it’s a memory leak. My best guess is that temperatures may be going up, causing the CPU or GPU (or both) to throttle. Throttling will cause FPS drops, but it also prevents permanent damage. Without getting too deep into the weeds, I recommend grabbing a profiler like HWMonitor (a free tool) and letting it record data in the background while you play. Then, when the game slows down, check the recorded data. If you see a temperature spike, then high temps are causing throttling. If you don’t see a spike, then try making sure you don’t have a bunch of unnecessary background processes running, check for anything weird like malware, and ensure that all drivers are up to date. I personally experienced throttling a few “upgrades” ago when my CPU hit over 90C because I had installed the cooling fans in my case incorrectly - they were pointing at each other instead of moving air through. Total rookie mistake, and I’ve been building PCs since the 90s when my dad taught me. Even with all that experience, I still messed up the fans. Once I fixed the airflow, everything worked fine, and I was also glad it throttled instead of frying something. You’ve just got to make sure the air is flowing properly - if it still heats up even with good airflow, it could be a seating or thermal paste issue. It’s possible the new GPU produces more ambient heat so that the case now needs better airflow, or maybe a fan got unplugged, or something else along those lines. Anyway, I’m just trying to help. To recap, make sure all software (including drivers) is up to date, your OS is healthy, and that your hardware is staying cool. That’s a good practice even when things are going well. I hope everything works out and you figure out what’s going on.
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I love the animal cages mod. I think it is a bit too generous though, but I can't go without it. After I had lost all of my livestock (several chickens and pigs) to a bear rampage, the mere thought of chasing animals into pits made me consider using creative to just spawn them back in. Instead I opted for getting the animal cages mod and grabbed new pigs and chickens within a game-day or so. I now even have goats which spawn pretty far from my base so I'm very happy to be making some cheddar cheese now. I also put up a lot more lanterns and high fences all around my base to keep the bears out. fun times.
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I get several every spring but that's about it. I'm also in temperate near spawn but my world was created in 1.19 and I'm not sure if world created from different version has any effect or not. They also only last like 30 seconds with only like 5 seconds in total darkness. I feel they are too frequent but also kinda wish they lasted longer.
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As the handbook states, you can now create a permanent charcoal kiln by using the kiln door and iron trap door. This is awesome, but it leaves big holes in the charcoal kiln that just using dirt doesnt. There's always a hole of missing charcoal beneath the iron door (an entire stack), and around 8 half-stacks gone all around it. In addition there's usually a missing stack in front of the kiln door. SO you end up losing around 6 stacks worth of charcoal by using this "upgrade" Is this a bug or a thing? The handbook makes no mention of it, other than stating you can use the kiln door and the iron trap door. It's quite expensive to make the iron trap door and kiln door, so it seems odd to be punished for investing in those when dirt is just free and everywhere. I also tried several different layouts in creative mode. It seems the most upgraded kiln door prevents you from losing a stack, but the iron trap door will cause you to lose 6 stacks worth of charcoal (1 whole stack and 8 half stacks all around it) directly below it. Even if you cover the iron trap door in dirt as well. The iron trap door costs 2 iron nails and strips + 2 iron plates. Hoping this is a bug? because it doesn't seem worth losing that much charcoal in exchange for 5 iron ingots vs using dirt which is everywhere.
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I'm not sure how to go about that to be honest. Since during temporal storms mobs can spawn anywhere, I'm guessing that doing activities in a "hiding room" of sorts would mean they could spawn in said room as well because the room would need to be big enough to do an activity, which could then mean there's an open space for them to spawn in. Maybe there's a method or proved way to do this without accidents but I'm not sure what that is. I tried searching for videos on YT I didn't really find anything. I'd love to fight during temp storms again, but I dont know how to handle the nightmare shivers early game. Them being faster and one-shot you really limits options I think. If there's a non-cheesy way to handle them though I'd love to try it. @Thorfinn That mod might be worth a try, to be honest though I'd love to change the storms so that all mobs spawn. mostly drifters but with one or two shivers or bowtorn on occasion. The nightmare variants of shivers would just not spawn at all early game using some threshold (maybe time or something else) - the fact that the storms are just drifters (very easy) or shivers (very hard) or all bowtorn (hard) and its all RNG based seems broken to me. Personally I think the game itself needs some balance tweaks when it comes to the new mobs but I know I am a sample of one, and I understand it would be best to really see how many players handle it to make a proper balance change.
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Shivers made me turn off temporal storms. Being introduced to multiple nightmare shivers with low-tier armor is guaranteed to kill you. I don't see anyone managing that without hiding or sleeping through the temporal storms, both of which made me feel like I may as well turn them off since I'm just sitting there or sleeping past them anyway. Complete game ruiners IMHO. The fact that they are faster than you and can one-shot you (nightmare shivers) on the surface just breaks the game.
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I die more often to shivers during temporal storms.
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Anybody else finding the Temporal Storms too difficult?
tonechild replied to Mourning Wood's topic in Discussion
Thanks for the welcome I just looked and yeah I have rc6 and looks like the latest version (as of a couple hours ago) reduced the new mobs spawns in temporal storms. Downloading now. Will have to see how it goes, thanks for the heads up! -
Anybody else finding the Temporal Storms too difficult?
tonechild replied to Mourning Wood's topic in Discussion
I’ve been hooked on the game since I picked it up a couple of weeks ago—can’t put it down! I’m currently in the bronze age, with about 60 tin bronze ingots ready to go (plus 20 in storage), full bronze gear, and a decent food supply and livestock. Even though I’m two in-game years in, I like to take things slow, so I don’t mind feeling a bit behind. Back in 1.19, I actually looked forward to temporal storms. I built a big arena with a surrounding wall, a central pyramid, torch-lit platforms, and walls lined with spears and supplies—like a boss arena from DOOM. Running around, throwing spears, and navigating that space was tons of fun. But in 1.20, it’s a whole different story. Shivers are everywhere, and I can’t outrun them. My open arena design is suddenly a nightmare since they’re faster than I am. I tried running to heal but died before I could even finish bandaging. I really don’t want to rely on “cheese” tactics, but it feels impossible otherwise. Maybe I’ll build a long tunnel with trapdoors to keep them at bay. However, if bowthorns come into play, that setup could be a lost cause, too. It reminds me of 7 Days to Die’s “horde nights,” where players either cheese the system or disable the feature. Once devs ramp up enemy strength, players just find new exploits. Rinse and repeat. I love the idea of a temporal storm, but if it’s just more enemies that spawn and hunt you, it may always boil down to the same meta. I’d much rather see something new—like special areas or items only accessible during a storm—so it’s not just a combat slog. Otherwise, we might end up in a never-ending arms race of new mobs vs. new cheese tactics, which I’d hate to see happen.