Sparticus247
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Posts posted by Sparticus247
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I may have to give this one a try and tweak the settings a bit.
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On 10/15/2025 at 6:47 PM, LadyWYT said:
Only until the devs add a diving bell.
Please don't......
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2 hours ago, Narcosis said:
Man, that moon looked so great... not everything in this game needs to be square, you know.
"All these squares make a circle"
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On 9/30/2025 at 5:19 PM, Forks said:
If this poll had an option for Fruit Trees I'm sure that would've won by a landslide
Ok maybe I'm weird but I LOVE finding and planting fruit trees. Pears and Pink Apples for EVERYONE! 20 trees for by year 3!
That and I love bees. I'll fill a whole flatland area with skeps.
Set and forget so I can go explore the world more, and bring back my goodies, such as every cattail root that exists in the to feed my problem.
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Across 4 worlds each being about 200 hours each, I don't really do animal husbandry. I 100% get the benefit and appeal...but I like to wander a bit too much I think. As long as I have grain, salted meat, and veggies I'm happy. Things that last a long time while I bring my cooking pot and oven with me.
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Wanted to share a good seed and settings I found. You can play with the settings a bit but here is what I get as pretty constant around the spawn area. I don't want to spoil too much but there will be bauxite, slate, and limestone areas not too far of a journey in different directions. Some can be walked, but some need a boat.
Landcover: 40%
Landcover Scale: 100%
Upheaval Rate: 30%
---Features Near Spawn---
Yellow Star: Spawn island with a trader..
Green Pick: Iron Rich Island.
Orange Pick: Copper Rich Hils
Yellow Pick: Cave with Bountiful tin a short way down.
Green Apples: Fruit Trees
Red Hoe: Red Clay
Black Hoe: Peat
Blue Hoe: Blue Clay
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1 hour ago, VickieVixen said:
Thanks for the tips! I've already learned the hard way solo with the standard mode. I was getting my poor little noob butt munched everysingle night
Early game wolves are "ruff"
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7 hours ago, Rudometkin said:
If it is nebulous, then perhaps we ought to clear it up with a proposed dichotomy and come to a clear definition for better understanding.
Shouldn't those of us who use the term want to be understood?
It's hard to pinpoint things that much. When is something considered "awesome"? It's in the eye of the beholder, but we as a group generally know what awesome is. Awesome however can be a bit different from person to person.
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15 hours ago, Rudometkin said:
Enemies having extremely high levels of health is also said to be an example of artificial difficulty. But artificial according to what? The entire game is artificial. I suppose another synonym for the term is "forced difficulty". But the entire game is forced into motion by code. So surely the term is not being used in a metaphysical sense. So in what sense is it being used?
Since I replied on your last topic on bosses having planet sized health as forced/artificial difficulty in a specific Final Fantasy game, let me break this down for you.
Imagine playing a game about defending the planet from "Crab Monsters". Now imagine that there is a "Boss Crab" on each region of the planet you have to defeat. Each boss crab is the exact same in its attack style (other than some randomness on attack order) where it has 5 attacks that can be dodged if you memorize movement patters, and 1 splash damage attack that can't be dodged so you have to have high HP and heal during the battle. Every boss crab is the same mechanic, just with a different character model, and each "Boss Crab" has more HP and does more damage than the previous.
You level up your HP and healing by defeating lots of "Standard Crabs" during gameplay. That is the only way to increase your level.
Is the "Boss Crab" that killed you 4 times actually difficult to defeat? You memorized its attack patterns, but it kills you with the attack that can't be avoided eventually because it hurts too much, and you can't heal enough HP in time between. Now if you go kill 800 "Standard Crabs" you may level up and have enough HP to defeat it next time. Then the next boss needs another 900, then the next 1200, etc.
That to me is artificial difficulty. There is nothing you can do but slog through the game the way it was designed to add extra hours.
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I like that this game is just hard enough without making it feel like it's being artificial about it. Remember those final fantasy boss fights that were hard because the enemy HP is just the size of a planet? That kind of difficulty I despise.
This game usually lets me know that I am the one that messed up.
Can't make any baskets or other things out of cattails, because I ate all the roots in the area? That's my fault.
Having a hard time making copper tools because I didn't mark down where all the bits were and used them all in a 5,000 block radius? That's my fault.
Didn't bother making any food storage for the winter and now I'm having a hard time? That's my fault.
Etc etc. The game can be punishing, but it's usually fair about it.
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Plenty of people have been playing this game, you can see all sorts of YouTubers and streamers now, and the game has been available publicly for years.
That being said, if you are downloading from the main site you're good. If you are getting a free key from someone on a random discord group, and they send you an executable file for the game, absolutely do not use that lol.
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This sounds like you're experiencing solar eclipses I've only had 4 in about 150 hours of gameplay, but they all happened in pairs close together.
The red glow is probably a bugged light source. If it was near a fire pit or other fire source, I've had that same glowing red night light.
If it happens again try placing a torch down right in the middle and then pick it back up
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1.21 Vanilla Island Generation (Island Challenge Map?)
in Discussion
Posted · Edited by Sparticus247
Well after some exploring I found a translocator on a pretty easy to reach part of the island. I may make this my next playthrough and come back to this.