CastIronFabric
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Everything posted by CastIronFabric
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This is information I do not know so that is helpful. Yes I am asking about 1.30 and I have zero idea what the established schedule is or has ever been.
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I am still asking. I know, 'when its ready' but just curious if there is any word in the magnitude of weeks before I start a new world. Thanks
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in 1.20 there is still ice by mid May at least in the game. Given we start the game in May and there is no ice, me thinks the fix could use some more adjustment.
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What new story locations would you like to see?
CastIronFabric replied to Josiah Gibbonson's topic in Discussion
agreed, however, that removes all traders, all ruins. Anyway, its not a big deal nobody is forcing me to go to the RA. I just personally prefer devs work on other things, the cost of 'Opportunity Cost' is a real thing -
What is the suggestion for size, height etc for animal pens for husbandry? Should I elevate myself for feeding and harvesting? how many blocks? etc. etc. I haven't found a up to date video that focus on the design of the Animal Pens themselves. Also I think some of what I have seen in out of date, so from my understanding currently a standard one block high fence even with snow will keep any kind of animal in and out of the fenced area, is that correct?
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What new gameplay loops would you like to see?
CastIronFabric replied to Josiah Gibbonson's topic in Discussion
I do approve of the Alchemy mod very much. it even allows for early game access to the potions in the form of editable. -
Big time 7 Days to Die alpha 12 or lower vibe right there
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What new story locations would you like to see?
CastIronFabric replied to Josiah Gibbonson's topic in Discussion
zero. I really am not into stories in video games, I am also not really into puzzle dungeons or excessive combat. In would rather them spend that time focusing on other crafting/building mechanics like underwater bases, diving, steam power, Temporal rift Rocketship, astrology, alchemy, chemistry, phase shift (sorry thinking of Stationeers) -
no. To be fair I play passive. Two things I really do not care about in video games, combat and story. I just want to keep it to crafting and building thank you. I know my statement on combat is ironic given 7 Days to Die is one of my most played games ever but I didnt really play that game for the combat.
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I got it in late Dec. its already top 3 of most played games of my life with no sign of changing my daily game (side note, I am retired so plenty of time). The game for me feels like a combination of Wurm and 7 Days to Die which happen to be my two most played games ever.
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Is it my imagination or does it seem like in late winter if you leave your area and notice that snow is melting or has melted in newer locations that when you come back (after overnight) that its updated in your area as well, or is that just by chance because its late winter anyway.
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I would like to see Diving gear in the game if not all the way to underground bases. I would like to see that as late game. Speaking the problem I run into with my play throughs is by the time I get my full homestead aesthetically like I want to the final goal is in affect to leave it for a few months to do the story quests. anyway, I am not sure how much that is on me trying to focus on everything at once instead of focusing on aesthetics as much as possible first.
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What new gameplay loops would you like to see?
CastIronFabric replied to Josiah Gibbonson's topic in Discussion
There is a mod for all of that. I do agree it would be awesome to see that in the core game. I am currently playing with said mods for the first time but I have been so busy getting the basics done I have not yet dived into them. -
What new gameplay loops would you like to see?
CastIronFabric replied to Josiah Gibbonson's topic in Discussion
In order of personal perference: 1. WaterWheels as part of the core game. 2. Diving Gear for late game. Maybe even be able to build an underwater base. -
I play games a lot, pretty much every day for years. I am retired now so what I am about to say makes more sense. In 3 months I have skyrocketed my hours played in this game to now being number 3 of most played games of my entire life.
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2 tiles in all directions, unless by a wall I believe but yeah...would rather not risk it. I do the same with charcoal pits, packed dirt or better
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agreed. I have been moving my camera as far as I can so I can see my plan space while the pause UI does not get in the way. I could easily spend a few in game days just planning. So I might try this tip next time. A few other self imposed rules I do just cuz 1. Do not store fuel sources like Peat etc in a chest and make sure its protected from the rain. I do this even in early game rush. 2. Even though soil on the sides do not catch fire, I play as if any block that could have grass anywhere on it is a fire risk. 3. Butchery Mod: I assume hanging meat will attract predators so I make a dedicated Cellar just for hanging meat and keep it away from other foods should it cause poisoning. So in early game I have two cellars. 4. I havent actually done this yet because I do not have the self discipline but, other than traveling long distances or being chased by predators do not run.
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As I had mentioned in Suggestions, Monsters in Passive mode monsters will never attack you even if you attack them. As a result in order to get a more balance experience that I like which is (animals not aggressive, monsters aggressive if attacked and always in deep caves) I make it a point to make armour and weapons that I would make before going deep in caves even though in Passive I do not have to. Early in my play thru, I have been able to get very deep in a cave and kill Bells with no armour and only a copper weapon. Not a fan of being able to do that however as balance, given I have temporal storms off I really needed a few Temporal Gears
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as a side note, what I appears to be happening currently in 'Passive' is if you are in the path of a Bear or a Wolf who is actively chasing wildlife you will get attacked. I have been attacked a few times in passive and at first I thought I step on their toes or something but I noticed a few times when I didnt. So, word the the wise in Passive Mode, still watch out a bit.
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so some how the hash code for a fairly small number is generating the exact location and multiple attributes of each block of which there is well over a million, every single time that number is put into the equation regardless of if that generation is shared or not. Somehow I doubt that is how it actually work. I suspect these generations are either shared online passively or all created before hand and although it seems like its infinite number of possibilities its actually not. Having said that, my understanding of Hash Generation of Ints does in fact create a mega ton of bit combinations so perhaps that is how it works. Regardless, the first question is most important to me personally which is, can I create an Int from a GUID. There is plenty of resources on the internet on how to create a GUID from an Int, but not the other way around that I have been able to find which is what I want to do actually.
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What I am asking specifically on that point is 'even if both players are offline? anyway, me and my buddy are going to test this. I am going to create a map seed while offline, text him the key and he is going to do the same thing offline.
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I noticed that the Maps folder creates a GUID for every single random map I have generated, even if I have deleted a game file. I would like to know what game seed those maps were created from. In short, I want to generate a Integer from a GUID instead of the other way around. As a side note for others here is what I found out. It appears you can delete all those files from your Maps folder and when you restart an existing game file it will recreate that file (if memory serves me correctly) AND you will maintain your location and your map markers. This makes sense because inside the file (via Notepad) you will see it Creates a table in the game database which I am not familiar with. The magic sauce I have never been able to understand about Game seeds is how others are able to use the same number and get the same base world map seemingly even without being online. On this I just assume maybe I should test that more explicitly with a friend. If it does only share when online that would make sense and be far less magic sauce. I would love an answer to that as well but I am primarily interested in my first question.
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I think having all hostile creatures (specifically monsters) attack you if you attack them is a good middle ground for the 'passive' setting. As it is, I can go deep into a cave without armor and just do what I want but inversely I do not want to be attacked on the surface by wolves etc. That is my view.
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I voted for new content as well. Personally I prefer to have most of the game changing content in place and then start a new play with a new strategy that involves all those considerations. I think Waterwheel should be next. Having said that, I think there are a two things that maybe should be addressed as well if not first. 1. QP Chiseling should be part of the core game. 2. The settings of 'passive' should still make the monsters attack you IF you attack them. There is sound advice in not expanding major features though. The reason is, major new features will bring in more players. As such if the existing foundation is not sound then there is a lot of catch up while at the same time having frustrated players. With that said, I think the current build IS solid enough to start moving in the feature direction, not 100% solid but solid enough.