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CastIronFabric

Vintarian
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Everything posted by CastIronFabric

  1. what suggestion did I make that is similar to villager trading in minecraft? Just as a reference I have zero idea how that system works so anything I said is purely by chance, but what suggestion did I make that is similar?
  2. Just to be clear I am not asking if you mark traders and what kind of traders they are. I do that as well. I am asking do you write down all the items you see for that specific trader (not just that type of trader but that specific trader) that you might want to buy or sell while on your way to get lets say Chalk for example? and then go back as well perhaps when the timer resets. That is a lot of dedication and time devoted to trading for items like clothing and nice looking vessels, that is a lot of travel time over areas you have already been as well. Regardless, I assume your answer is yes and that is fair enough. I do not, I usually do not have the time to spend nearly a in game month back and forth to get some nice clothing or vessels but to be fair I do not play into super late game. Regardless, I think it can be changed for the better.
  3. 1. People are often times referring to minecraft in responses on this subject. I have never played minecraft and I have no desire to and do not have any point of reference on that subject. So there is likely a lack of understanding on those comments on my part. 2. when you are exploring and you run into a trader, I would think the chances that you recall what you have back at your base which you can run back to so that you can make 4 or 5 gears is pretty small. In fact even the chances that you are going to recall that the trader wanted that item and which trader it was and how much and what quality by the time you finish going where you were already going and back is pretty slim. Unless of course, you write it down. Do you write down all that stuff when you run into a trader? I want to encourage everyone to state what they actually do instead of what one might do in theory if that makes sense becasue that gives a more tactile experience that you personally have with the trading system rather than one that is theoretical 3. So to be clear, in your personal experience with interacting with traders you find the system that is currently in place to be really solid and good. Not in theory but your actual real life interaction with the trading system. If so, fair enough, point made. I however do not like the system at all and almost never interact with it other than to get temporal gears. 4. I think I need to make a point about all the comments regarding 'how the game is indented to be played'. From my understanding the developer themselves where originally modders, they modded Minecraft to make it different. So from the very start they seem to be ok with changing games. Moreover, unless I am mistaken one of the core principles of this game is that it encourages modding which is by default a change of the game. So its a bit circular to say the game should not change because it might go against the spirit of the game when the game is built from the ground up to be changed. This is a side note to reflect on. In fact, one of the main reasons WHY this game is my favorite game ever is not because I like the default settings but because its open to changing the default game play. I personally actually do not like the default settings.
  4. so perhaps the intent is actually to encourage the players to make mini bases, near traders which is pretty cool actually. Do you bring a forge, tongs, coal etc to your traders to make things or do you build a base close by for that so that you can make 6 gears or so once a month when you get time? as I side note I do not really know what TOBG is but now that I think on it I think you mean minecraft. For a point of reference, I have never played minecraft nor have any desire to.
  5. I do not know that the developers are 'against building your own society', I would like to see your reference to that, I find that claim interesting. Lets say I want to buy a Temporal Gear to fix a Translocator. So I find a trader 5000 blocks away that wants to buy something I can make, but at the moment the trader does not want to buy anything I can make but the trader will be getting new supplies in three days. So I run 5000 blocks back home and do other things for a few days like more food (it was a long run). Then three days later, I travel 5000 blocks again to see what he now wants to buy, I find some things he wants to buy so I travel 5000 blocks back home to make said items, then 5000 blocks again to sell it. So for about 6 gears or so, I have traveled a total of 25,000 blocks. I personally do not find that to be a good system, do you? What if instead the list of items that the trader buys and sells is larger and fairly consistent? That would at least reduce the number of times one would travel 25,000 blocks to make 6-10 gears max. Now regarding part of your Minecraft comment let me ask you: Are you suggesting to me that instead of using a mod to change the trading experience I should instead play minecraft? Keep in mind from what I understand the developer explicitly created this game for mods to be used often, but you are suggesting I should play minecraft instead of modding the game to change the traders?
  6. ok, so to be clear if you were in charge of designing the trading system you would leave that part as is. also, it would be helpful for me anyway if you could quote reply if that is not too much trouble. Thanks for your input.
  7. I need to be more specific so I will clarify as a follow up. Do you think traveling 3000 blocks to trade for cinnabar with a trader who may or may not actually have the cinnabar you need is an improved trading experience over something that could be done differently? Or to say 'if you were to design the trading system would you design it similar in that specific respect? also, I will try to leave it alone but I do not think grouping traveling to get bees into the same grouping as traveling to get cinnabar is really a fair grouping. I have been known to travel 10,000 blocks to get Chalk, would I do the same to trade with a trader for cinnabar which said trader may or may not have? likely not, likely not a good compare.
  8. well for me personally the perfect setup already exists as a mod. You find the trader, you capture said trader like the animal cages, you bring trader back to some location that you have built for traders. Its fair to say I play differently.
  9. I am curious, are you interested in exploring 2000+ blocks to find a clothing trader?
  10. you think they should be farther apart? (side note: I know I said in a reply that I didnt want to engage much but it appears I am, oh well sometimes I change my mind )
  11. I am curious, do you use traders much? I mean lets say a trader wants to buy a bunch of flax bread and you need some gears, do you run 1k+ blocks to do that?
  12. There is good arguments for playing the standard setting first and good arguments for making the first 20 hours or so easy and restart later. I personally lean toward making the first 20 or so hours on easy settings for the same reason I do not suggest learning calculus before learning arithmetic
  13. fair enough my intent was to create a thread about the subject generally while at the same time trying to not make it too much about my opinion specifically and not engage too much. That said: 1. I do not like the distances between but I also do not have a solution to that issue specifically on purpose because I do not want the conversation to thread to far into my views. 2. I think its more problematic now because some of them are even harder to find and they now have no use outside of just trading (aka can not use the bed nor storage) and I personally do not like ladders while I am traveling at great haste but need to mark a trader that I see. Do you like the current trading setup?
  14. ok, with much reluctance I am just going to say it. I very much like the concept of traders but I do not like how its being implement and in addition to that I think the most recent traders makes it even more problematic rather than less so. anyway, mods and creative mode fixes it for me but I just want to say this.
  15. because there could easy be cases in which you cant do that. It works a lot better if you never touch any mod but there are mods out there that where broken I think for two major updates before finally getting back up to version, almost an entire year (I think it was). Also, running two different version of the game is not exactly a seamless experience and 'backing up your world' can be 10gig exercise. I do not have a solution to this problem but it is a problem.
  16. I did a test with a copper spear. The number of hits to kill a boar with a copper spear was exactly the same number as before. That, however, is the only thing I tested
  17. please...explain more in depth on that.
  18. well to be honest I do not find it funny sorry. I would though just turn it off
  19. I can not resist a joke, do not take it personally. 'Wait, let me go outside in real life and test that out'
  20. I would suggest just turning it off /worldconfig temporalStability false
  21. To clarify many side tangent conversations that have been taking place here, what specifically do you mean by 'offical mods'. Do you mean a literally a mod that comes in the game by default, or 'modification' to the game that would at most just have a settings that one can optional disable?
  22. I want to try and circle everyone back to the main topic not for a random reason but because I think people are having a debate over the assumption that a game mechanics in question would not be optional. The game currently contains over 100 settings a person can change. Now I do not know what the OP means specifically by 'official mods' but I assume it basically means a setting one can change. So arguments about 'how the game is indented to be played' when said game has an entire mode called 'Explore mode' I think is missing the plot. If 'only as the game is intended to be played' is sacred then why does the developer who created the game also create a setting that turns off temporal storms completely? again, this can turn into a circular logic. 'what the developer sets is sacred' 'ok , well the developer created a setting to turn of temporal storms.' The debate over 'should a game not have options' is a compelling debate but I think that misses the plot of this thread specifically.
  23. I almost never sleep but I use the bed spawn mod because I want to start at spawn and run to 10k collecting all the stuff I need and can carry to start a base in the south. So there is that.
  24. I do not want to invest too much into this conversation but The OP is talking about 'official mods' which I assume would still work like the tons of settings we currently have. I think having a setting is not a violation of the game principles, we already have plenty of settings one can choose to use or not.
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