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Everything posted by marmarmar34
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My thoughts exactly. Getting spiked by a cactus can definitely hurt, but you're not going to die from it. You'd have to go through some extreme lengths for that to happen.
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The issue with permanent surface instability
marmarmar34 replied to A_British_Lass's topic in Discussion
Personally, I'd like for surface stability to be like a weather effect instead of a dead zone. Like if areas with low stability had a chance of a "mini temporal storm", where you'd see the rust effect along with your own stability dropping. It would have far more rifts open so surface drifters could annoy you. -
+1 to this! Showing server stats like ping, world age, and world gen preferences would be great! The server browser for Source game s would be a great starting point to take inspiration from!
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Oh snap! Is that an official teaser? If so, it looks like metal is going to be the alternative material sink for water wheels. How exciting! Edit: On a related note, have they mentioned an estimated release on the update? Only asking because I'm considering a modded world, but I'd much rather hold off as to not burn myself out lol.
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Shivers seem to do an amazing job at doing this already lmao. Albeit, far less subtle as they barrel at you from the darkness.
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"Hey wolf, ever heard of Huey Lewis and The News?"
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Bro's gunna snake tongue the devs!
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We hate wolves. You'll make a point to target pups with your bow later on, trust me.
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Constructive thoughts for the Elk
marmarmar34 replied to Discipline Before Dishonor's topic in Suggestions
I believe there's a mod that breaks branchy leaves if you go a certain speed. The change I would like to see is smoother terrain traversal. Currently, it feels like the elk just gets stuck on any little bump in the terrain. -
/worldConfig daysPerMonth Then put the desired month length after. Although apparently this does some weird stuff in the short term.
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How about replacing spears with halberds at iron+? That way, we can have our long range melee option without worrying about the damage scaling with throwing.
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Allow placing transmission and clutch and brake vertically.
marmarmar34 replied to Herstoria's topic in Suggestions
Please god this! It could just attach to a wall though? They can be unsupported anyway, just break the block you had to attach to. -
Found this block in a crate in the corner, Wildest thing I've ever seen! Does anyone have any idea what it does?
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That's more of a torque issue rather than a speed issue. You can still have weak winds transformed into insane speeds if you have enough overall torque.
- 10 replies
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- water
- water power
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Oh I'm aware. I was more asking about how the current river mod works, and if it would integrate neatly in the base game.
- 10 replies
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So I Tried to go Caving in 1.21.6
marmarmar34 replied to Discipline Before Dishonor's topic in Discussion
I had a similar situation with one of my transporters, but it's been nothing but a boon in terms of loot. What I've done is cordon off segments of the cave tunnels with dirt/cobble and a fence gates. I've also made an abundance of oil lamps to keep as much of the tunnels lit for future delving. With how I have it now, I can selectively pick off lone nightmare drifters and get deeper and deeper. I've been using bronze tier armor and weaponry, so they still take a considerable amount of hits to kill. The bells are the biggest challenge, they seem to have a near bottomless reserve of health. So far, I've just got around dealing with them by leaving and coming back at a later time. -
Having a stealth bonus for improvised body armor would be neat! It's already covered in foliage, so it's a great candidate for such a bonus. Maybe an improvised helmet and leggings could be added to complete the set.
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Locating resources through traders
marmarmar34 replied to VintageStoryGamerX3's topic in Suggestions
I've been lucky to bump into those two materials by complete accident. Both times were from spelunking in caves to find translocators. I guess my advice would be to gear up and go cave diving. Who knows, maybe the place you teleport to will have what you need. -
In my opinion, I think arrows and thrown spears should stick inside the animal and give them a passive movement debuff. Maybe certain tiers of arrows and spears could have a chance to bounce off to indicate a "bad hit" so that it's not too OP.
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To anyone that's used the Rivers mod, how well would it transition into the base game? Do the rivers run for a long distance, or are they roughly the same length of vanilla lakes? Do they feel good to interact with early game? Are there any noticeable drawbacks (besides bugs) that may detract from the main experience? I understand the team is looking into alternative power sources like water and steam, how well do you think water wheels would integrate into the main game? What would be the drawbacks in comparison to wind power? What materials would be taxed for water wheels as to not make wind obsolete? In my opinion, the devs would have to come up with a reasonable downside to water wheels as to not make windmills obsolete. Water wheels would provide consistent power year round at any time of the day. Windmills are inconsistent and require flax, which can only be obtained in bulk by farming. Rivers would be a beautiful addition, and would make boats far more useful. I may just be unlucky, but I have yet to see a body of water large enough to justify investing into even a raft. What are your opinions?
- 10 replies
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- water
- water power
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Well there is a command that allows you to see your height and coordinates. Seeing that the height bonus ends at roughly y level 170, it would be beneficial to let the player know the general math and limits of the windmill.
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One thing I'm not sure the handbook covers is the optimal hight for windmills. I can't really check right now, but I don't remember there being any sort of notes explaining how far you need to go to get the most out of your windmill. One thing I do know NEEDS to change is the lack of insulating axle block. The whole building is always draining hunger due to it being too cold!
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My thoughts on respawn tweaks would be that certain animals should be spawning under certain conditions. Such as wolves spawning due to an abundance of rabbits and chickens, or bears with berry bushes and a large water source nearby. I have reservations with the bear trap idea. Traditional metal snap traps require a good bit of mechanical parts that would need to be accounted for. Small bits like catches and latches would be fairly simple, but the wire for the spring would require a whole process of spooling a metal rod through smaller and smaller gaps.
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Rapid mold cooling shattering-config options
marmarmar34 replied to TeddyTheOwl's topic in Suggestions
I would also like the ability to grab soft ingots, as I usually just want to work with them ASAP anyway. As for molds breaking from quick cooling, I think that's a fair trade off for those in a rush to get their metal ASAP. I have no issue with getting my pick head quicker at the loss of the mold.