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Michael Gates

Vintarian
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Everything posted by Michael Gates

  1. You respawn WITH your armor when you die. It'll be damaged, but not gone unless it actually broke. Since armor is most of the value of what you carry, that's most of the problem fixed right there. Since the second largest value item is backpacks, you might consider downgrading to linen bags or even handbaskets in some situations. The timer for your stuff despawning doesn't start until you reload the ground it's sitting on. If it's a zillion squares away it's okay. You have the time to put together another loadout, wait out winter if you need to, and travel back to Cathay to get it. Once you get close, THEN you have to be quick. More than once I've found myself at the end of a huge search path, totally bored with the prospect of spending ANOTHER four or five days staring at Yet More Generated Terrain that I know won't have any (*#$@ bauxite, and chosen to go home by wolf. Nothing lost but some hand tools and a few loaves of bread, maybe a pot or something. Wise to remember to put up a second death marker in that case-- maybe I'll be back, who knows.
  2. There's always one left, and you walk up and flick it with a finger and it falls over.
  3. Given that they've got more HP than any human.... hm. A 40-block cliff would give me some margin while still not being impossible to build. Cool.
  4. Well, maybe that's not quite right. What's happening here is, I'm setting up a cliff, and I want to be sure that if I push people off the cliff they're gonna die. How high do I need the cliff to be, assuming vanilla game with normal settings? Or do I need to put down some lava to be sure? (Lava is thematically correct for one part, not so much for others but one does what one must.)
  5. There are two kinds of worlds: About one time in four, you see bauxite in your first two days of running; the rest of worlds you will spend years hunting and not finding it. You don't have to do steel, but if you plan to, just roll a new world if you haven't seen baux during those first two days. There is no virtue in spending in-game years looking for the stuff.
  6. Sea monsters, sea ruins. Maybe just big fish and sharks to start with, but if you're gonna have oceans, you should have Rapture eventually.
  7. If you made using a temporal gear to set your respawn point also create a little save beacon that you could poke when you were leaving, this would be about equivalent to the way Subnautica handles things. My one issue with it is PvP-- If somebody murders you they should get to take your stuff, mostly. On the other side of things, your armor is by far the most expensive thing you carry, and that already comes back with you. Extend that to your backpacks, let the contents land on the ground as happens currently, and I seriously wouldn't care much about dying. Nothing else is all that hard to replace except maybe a full hematite disc worth of blooms.
  8. The reactor produces an insane amount of power with steam turbines but is so complicated and wear-prone that it takes half a dozen full-time players just to keep it from exploding. If you hook up a helve hammer it turns into a whirling engine of death, flinging ingots and plates hard enough to bisect anyone standing nearby.
  9. Yes, that's what I mean. It's still four nails *per ingot*. Running the smaller recipe twice takes less work and gets the same output.
  10. It doesn't yield more nails per ingot than the smaller one, and it's more than twice as much work. Why would you ever use this, instead of smithing the 1-ingot recipe twice? I've gotta be missing something here.
  11. A full stack of bread gives more satiety than most cookpot meals, saves you a slot, but loses the ability to gather&cook. So, options!
  12. It would be a form of fertilizer like potash, a one-time bonus; and of course the dirt underneath is low-fertility so it turns back to crap after maybe one or two crops. And who knows how many bees and berry bushes you just destroyed? I love it.
  13. big boat is stuck BIG BOAT IS STUCK
  14. Check the lighting. I had part of my farm in the shade of some big trees this past year and that just... didn't grow, until I cut the trees down. Going to do some real testing next game year, but I'm being suspicious right now.
  15. Two important things that nobody has mentioned yet. 1) Altitude! The wind gets MUCH stronger when you go up. At altitude 180-200, it's pretty much always over 50% strength, which is enough for a three-sail windmill to drive a helve hammer at full speed. Move your windmill to a mountaintop (you can run a flight of stairs&ladders up the tallest thing in the game in a day or so), or else build yourself a tall tower, or something. 2) Simplify! Gears and complicated powertrains look neat, but start it as simple as you can. Here's a perfectly functional mill with nothing but a windmill rotor with three sails, ONE axle to hold it in place, and the helve hammer. Start adding more complicated mechanisms AFTER you have it working.
  16. You're lucky that the game doesn't have a display case big enough to stuff your character in, your server-mates would have you preserved with your slab in no time.
  17. If you wanted proper electricity, you'd need a *huge* number of new blocks and parts to match the aesthetic. Concrete, aluminum, steel girders. Trains. They'd have to make a vehicle that was capable of running over a moose and half-killing you in the process. The tech level after that would be IKEA furniture, though, so the current "plank" blocks would come back into fashion.
  18. The game mechanic would be *disabling* recipes, making them not work if a flag is set.. and yes, that could be interesting. Experienced players have very little reason to poke surface ruins right now; this would give them that reason, and maybe encourage some early dungeon crawling to get not-quite-basic smithing recipes or whatever.
  19. It's true that the lining for lanterns is ridiculously expensive. A full plate of gold? I seem to recall managing to make a gold plate, once, ever.
  20. There's nothing useful to make out of nickel, just the ingots, or bits (by chiseling an ingot), or cupronickel which you COULD make with nickel bits but raw pentlandite works the same so there's no reason to make nickel ingots in the first place And this is why the wiki doesn't say much.
  21. The workaround I found was to change tools... like, for me, I always have the hammer in slot 1 of the hotbar and charcoal in slot 3, and typing "3 1" corrects the problem. They're definitely still poking at the changes they made for 1.19, so hopefully it'll be more reliable soon
  22. And that's seriously annoying when your pit trap is thirty blocks away! I've found that if you hit 'em with a couple thrown rocks, they stay mad long enough so you can pull them where you want them to go
  23. Aluminum would be an obvious component for the level 2 glider, which doesn't exist but if they DID. Or mirrors. Anyway, yeah, Al metal is much more difficult to make than steel, but once you HAVE it at all, it's really easy to work, and it doesn't corrode. Maybe find bits or chisel-able items in deep ruins?
  24. I can tell you guys live somewhere with wussy grasshoppers; the ones in the desert are about twice as big as that and get proper wings when they're fully mature. Walk up to 'em and they'll go twenty or thirty feet before they land, making that classic big-bug baritone flutter. Desert hoppers, for Manly Insect Power!
  25. The largest temporally unstable area I've seen was about 2k x 4k blocks. It was very annoying. That said, they ARE all finite, and it's best to spend your first day or two on a new map running like mad to see the different biomes and geomes that are available.
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