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Brynn Bernstein

Vintarian
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Everything posted by Brynn Bernstein

  1. I used to have a mod/texture pack/datapack that only changed one thing, which was turning terra preta strawberry red so it was way more visible. I just updated to 1.16.4 after a long hiatus and now it's gone, and I can't find any reference to it literally anywhere. Does anyone else remember this datapack? Does anyone have a version that works on 1.16.4 that I could use?
  2. I think a major change to berries that would reduce simply eating raw berries would be making the jam-making process more accessible by including sugar as an alternative to honey, making it a little more labor intensive (maybe fruits have to be smashed in a press first? maybe it needs to be moved to a glass jam-jar and then submerged in boiling water so it keeps?) and making jam itself not a meal but an additive to bread and meals. It's always been super immersion breaking for me to eat just a bowl of jam, I don't think I know anyone irl who just eats jam and nothing else for breakfast. Furthermore, berries should be available as an additive to more kinds of food, baking them into baked goods and using them in teas and deserts. The more players have a positive alternative in cooking with the berries, I think, the less they'll simply keep a stack of low-satiety food on their hotbar. It occurs to me that having a solid stackable food option between the completely no-cook option of berries and the kind of preparation-intensive bread (flour has to be milled in a quern, which either requires lots of time or a mill setup) would be a good idea to discourage eating berries raw after the stone age. Maybe this gap could be filled by a trail mix of some sort where you can combine a serving of nuts, a serving of berries, and then anything from nuts, berries, unprocessed grains, and fruits as your extra and rather than getting a pot of a meal you get 16 units of trail mix? or maybe the answer is a food bag similar to the mining bag so that carrying meals or even just one stack each of cheese, cooked meat, roasted vegetables (which they should add imo), and berries is more convenient if one is headed on a long trip and wants satiety management on the go.
  3. I think maybe having bees nests have an automatically hostile option, and having simple bees nests spawn with that variable set, would be a good way to do this--both making a sudden danger to the player, and an opportunity to find bees outside of forests after the first year passes. This variable existing would also make it easy to make bee-based traps, if there was some way for the player to force set that value, maybe crafting a hostile bee nest with a skep and a beenade that became hostile as soon as there was no player in range and remained hostile until discharging. Even if it weren't possible to make hostile beehives, they would still be useful for map creators. I think adding wasps as a separate thing might be a bit of a load in the code, so maybe this is a more elegant solution? Poisonous spiders are a cool idea, maybe the nest can only appear in certain biomes(well, temperature humidity and height mixes, which is what VS actually has) and on certain blocks, so the player can avoid them (no one wants to unavoidably be poisoned at random intervals) or can be avoided by keeping up with a regular chore like burning a certain mix of chemicals on a fire, sweeping problem blocks with a broom or scrubbing them with a metal brush, or leaving out a little poison within 7 blocks of them. Other pests could work similarly, maybe rats or ants in cellars? Cellar pests could very slowly (like, 5%/irl hour) break storage vessels and crocks, requiring you to go into the cellar every now and then and right-click the vessel with anti-pest solutions if you don't have a long-term solutions like poison or a tamed cat for rats. You should always be able to figure out what the threat is in your area and defend against it though, once you're in the copper or maybe the bronze age, because living in the iron or steel age and unavoidably losing progress or health to environmental threats. Modern people may still have to put in a bit of effort to deal with pests, but we aren't losing all our stores of food or being stung/bitten within an inch of our life on the daily.
  4. I think being able to relocate traders to your base would also be a satisfying objective if one wants to create a sort of town structure, like building a village in minecraft. I do think probably relocating in-world traders should be a time-consuming effort that's never certain, with traders only being willing to leave their homes after a lot of trades and needing to be transported in something like a horse-drawn carriage or other player-made transport, and moving traders attracting waves of drifters like a localized temporal storm that gets worse if you allow the trader to take damage. After bringing the trader home the storm would slowly fade if they had all the luxuries they needed--bed, table and chairs, food, chests, and a secure room with requirements kind of like aging bleu cheese where they need both a secure location and a window of some sort. In return for all this effort they would maybe have more trades the more luxury you gave them--for example, wallpaper blocks in the area, fur rugs on the ground, and tapestries or art pieces. Allowing the player to decorate is always a fun touch after all, and stuff like fur rugs would add a use for pelts after leather is available. That being said, I totally respect the design decision to have traders basically forced to stay in their untouchable houses, making the player have to be the one with a trade route that goes around several traders. Maybe that could be expanded on instead, with carts and wagons for the player and traders paying extra for wood or stone that isn't available in the local biome or vegetables that are hard to grow in the local climate.
  5. All gravel and bony soil has a chance of dropping temporal gears. It's roughly 1/2200 for each layer of bony soil, 1/3900 for each layer of gravel. So on average you can expect one temporal gear from 275 blocks (4 and 1/3 stacks) of bony soil or 488 blocks (7 and 5/8 stacks) of gravel--definitely not a real solution to the rarity of temporal gears as drifter drops. Let me know if my math is wrong, I've done some rounding but those should be mostly accurate!
  6. Maybe if there were like... recipe scrolls that you can get in ruins or from traders for these exclusive things? That way one could play as a potter to have access to lots of cool pottery stuff right at the start, or play as something else and make it a quest (or just a lucky surprise) to get the rare recipes. Something similar to finding blackguard exclusive gear in loot, but if potters have several exclusive recipes finding one piece of pottery at a time probably wouldn't cut it. Here's some ideas for potter recipes: -An improved crucible, maybe heating faster since existing crucibles have plenty of capacity in my experience -Similarly, an improved cooking pot that cooks meals faster or maybe can hold up to 8 servings (the 6 serving limit kinda annoys me since crocks hold 4, so I might play as a potter just for this!) -Planters, as noted -Storage vessels with the capacity of chests -Teapots that allow making medicinal teas? Maybe a special soothing tea could restore some temporal stability, or healing tea could restore HP, and hot tea could also help guard against freezing. -To go with that, cups or flasks could hold tea or soup at warm temperatures in the inventory for warming up during the winter. -Plates and vases, as a decorative thing? And this one is a little out there but: -A canopic jar that functions like gravestone mods in minecraft, holding all your items upon death to stop them from de-spawning as a single use item. This is a little powerful compared to the others, but maybe it could be an item that requires both a recipe from loot and a potter to craft it, and take half a stack of clay. I'm envisioning it would work that if it drops from your inventory when you die, it spawns in a canopic jar entity that can be broken to drop your items. It would even be a cool tool for map creators, who could hide graves with interesting items in them or have a cool new kind of storage that also stops the player from putting anything back in and gumming stuff up later.
  7. There's a setting that's on in creative worlds that lets you chisel all kinds of blocks, and if you don't mind using cheats you can turn it on in survival too. type in "/worldconfig microblockChiseling all" to the chat, and then you can chisel any block you want--glass, dirt, and even ice!
  8. Especially because butchering a sheep or pig corpse often means standing in the sheep/pig pen, and for several generations, they still want to mess you up for getting near them. Can't even say how many times my sheep have made me pay for thinning the herd by never letting me get near the body to get my meat, fat, bones, and hide. A faster knife would be amazing so I could grab the goods and go.
  9. I'm not aware of one, but one easy fix you should check is to make sure you're placing pieces in order from the windmill to the quern. If you connect a powered component (like a windmill or something that is connected to it and rotating) to an already placed unpowered component (an axle or gear existing in the world and not rotating) sometimes a glitch causes it not to work. I read this on the wiki a while ago and since then I've always placed my components in order from windmill to output, so I don't know if it's still an issue, but you might try connecting piece by piece, making sure each newly placed piece turns, and see if that makes a difference or at least shows you where your problem is.
  10. Here's what moving to the copper age gives you that you absolutely need copper for: -Chests -Buckets to help with farming -Doors that are actually convenient to use -Swords and decent armor, so you can survive wolves and drifters -Barrels for preserving food and making leather -Shelves for crocks -A better bed -Troughs to let you cultivate animals Of these, exploring far out enough to find a furniture trader will get you chests, barrels (although you can't make leather without a bucket to fill them, or preserve food without halite harvested by pickaxe), and nicer beds. Finding a commodities trader is another path to copper, since commodities traders will (eventually) sell copper nugget. Survival goods traders will (eventually) sell pickaxes, which will cut your total nugget need down to 20, since you'll only need a hammer. Breaking loot vessels can help, with ore vessels dropping copper and tool vessels giving you whole copper or even bronze tools! Talking about surviving the winter, all you really need is a supply of food, a fire with firewood, and a small room. Food can be cultivated from seeds with a stone hoe and any soil. Vegetables store for a whole year, and oiled crocks are well within your reach if you kill raccoons and foxes for fat. A fire and firewood are easy to keep going with nothing but stone axes, and can be easily located in a dirt hut, or a house made of ruins cobblestone, which you can harvest barehanded. You'll need to spend a LOT of time preparing--fill a storage vessel with oiled crocks of stew, stack peat or firewood to the sky, and prepare for a kind of boring winter (since going mining is out of the picture without copper, farming and hunting are practically useless, and going exploring will probably see you freeze to death). But don't panic! In an in-game year of play, you'll come across 38 nuggets without intentionally looking for them, as long as you keep your eyes open. ESPECIALLY if you're looking for traders. Don't worry about breaking every rock within a thousand blocks of your base, but keep an eye out for the orange and blue-green of copper as you go. You'll be fine, and honestly a stone age year sounds like a really interesting challenge! Do what makes you happy, and if it starts feeling like a chore, consider making a world with far more surface copper using the advanced world generation setting. But don't rush to abandon your world, play out the year and see how you feel with winter setting in.
  11. I will point out though that panning has a decent chance to give you some other useful stuff, and there's no reason you can't do both--spending your nights panning is a solid way to avoid drifters too since they're terrible in water. Carry a stack of gravel and a pan in your inventory while you explore if you plan to be out after dark, and keep any bony soil you find. Bony soil has a chance to drop either copper spearheads or lamellar, which you can melt down, but it's a little lower on the earlygame survival stuff like clay, nuggets, and flint, so it's probably less pressing to pan it right away, but in general running through three blocks of bony soil will take about an in-game hour and a half tops so it's not much of an issue. It also drops bones as the common junk drop instead of rocks, which I feel like are less useful but since you should feel free to drop either into the water and walk away to save inventory it really doesn't matter.
  12. If you do this, immediately mark on your map when you find copper, and leave a marker (put a block that doesn't blend in with the environment, so not a dirt block), because you'll need to dig down wherever you find copper nuggets on the surface to get to the copper ore deposits once you have a pickaxe and hammer. If you haven't got a map because you're in the mode where it isn't available, make your markers big and noticeable, and try to remember where they are relative to your base. Good cheap materials for markers are the cobblestone from ruins, hay bales (cut grass with your knife, then craft six of it in a 2x3 to make a hay bale), and gravel in grassy areas or grass in gravel areas. Another thing you can do is dig down to stone and use the hole as your marker, which is what I like to do, but doesn't work as well if you don't have a map to remind you where your pits are. Hope this helps!
  13. Also not keeping inventory is a setting that already exists.
  14. Just now I was thinking about the role of light as the player's mostly unique ability in the game and the primary way of defining and claiming spaces, and I thought it might be interesting to dive into that more with lighting that ties into the temporal aspects of the game. Having animals that die in the dark spawn a hostile mob would encourage players to keep caves permanently lit for fear of the vengeful ghosts of the rabbits driven in to die in the dark. The move from torches to permanent light sources should be an incredibly exciting change that keeps the player safer all the time. Having more ways of permanent lighting would be great--oil lamps are great, and it would be great to have traders sell full skeps to make it easier for the move to beeswax candles, but maybe a primitive candle and lantern could be made with animal fat, as tallow? These could even be locked to a single class like the primitive bow to encourage a lackluster class like the clockmaker. A way to improve torches with pitch or oil-soaked rags would be another welcome step, bridging the gap between a player who hasn't found bees yet and one who is ready to produce lanterns. These options, while they would necessarily be worse than our existing candles and lanterns, would help players be able to enjoy a fight to survive in a dark, monstrous, world. Later, there could be a temporal lantern that stabilized areas and reduced drifter spawns even during temporal storms, that required steel, lead cames, glass, gemstones, carved bone, string, candles, artifacts found in ruins, and temporal gears to bring together lots of different types of progression. This would be a capstone piece like minecraft's beacon--to make one, you would need to produce steel ingots and turn them to lantern parts on the anvil and turn lead (currently essentially unused!) into cames (maybe with a special technique?), both of which would require a robust forge and metalworking facilities; produce high-quality or even colored glass (which currently requires using colored quartz if I remember correctly) and prospect or pan to find gemstones, both of which require exploration and competent prospecting or hours of patient panning; carve bones harvested from wild animals with an a knife or specialized tools to make charms that would be tied on with flax twine or cotton string if that ends up in the game, which takes a decent animal and crop farms; find and farm bees for wax to make candles and raid ruins for their artifacts, which takes hours of patient exploration; and kill thousands of surface drifters or hundreds of more dangerous ones to get enough temporal gears to power it up. Once finished, it would complete a high-level base with temporal stability even at low y-levels, reduced temporal storm severity, and severely nerfed hostile mob spawns (probably just temporal mobs, wolves are on you still). What to do after you finish it? Well, guess it's time to complete that multiblock chiseled survival-only base with a massive stained-glass hall of mirrors. You've earned the peace to work on it through the night without interruptions!
  15. Animals die if they enter a cave or dark space and cannot pathfind back to light higher light levels. Also in my experience they will not pathfind back to light if they have no way of escaping a cave at all (for example, rabbits regularly fall into holes I leave behind when clearing surface copper, since they can't use my ladder to leave so they run away from the ladder to the surface and deep in where I've cleared out to look for diagonal ore spawns and not bothered to open up back to the surface. They die in there so often that I turn copper digs into pit traps to farm redmeat and pelts, although I assume AI will be improved eventually so that animals are less stupid about running into dark caves to die). Animals will survive a night, but running into a cave at night and not leaving will kill them pretty fast, and animals you keep in your house need constant light either from a skylight or lanterns. I have an in-house chicken coop that I made because a family of chickens got into my house when I left the door open, and a single lantern keeps them all alive in the roughly 5x5 space. To tie this back into the topic of seraphs, maybe lasting light sources could explicitly be part of the lore? Having light be the domain of Seraphs, and sound the domain of the temporally disruptive mobs (like the bell, the distorted music of temporal storms, and anyone who's listened to drifters growl at them all night has learned that the sound of ever-present danger is part of their strength as enemies) would be an amazing thematic move, since sound is always all around while light is volatile. Days end, water drowns torches or they burn out, temporal storms clog your sight, but sound is always there to serve the lovecraftian horrors.
  16. I also think you should be able to put non-rotted food into compost bins to rot, and it should rot faster there. Maybe as encouragement to send anything you know will rot to a composter, food could spoil faster if the chest contained any rots, making you have a real reason to identify what you won't eat before it rots. My berry stores rot 90% of the time, and I lose a lot of meat too, and I think having the ability and the need to realize before they rot and move them to compost would make the game a little more immersive and fun. (also I'd love a denser fruit source than berries, especially because my grain mostly goes to my animals, I think the ability to turn dough and a lot of berries into pie would be great, or a way to make juices and wines for those nutrients.)
  17. I think an important thing for people saying just change your seed to remember is that by the time people are able to explore out for thousands of blocks to get lime, they are very attached to their world usually. They may have a home built that they don't want to leave, or many hours of progress, or a server setup where they are not the only one who gets to decide whether or not to change the seed. Also, under the settings I use (and I think this is default) a single set of layers (say, basalt, claystone, peridotite, granite, which I think is what is on the server I'm on with my partner) can be the mostly the same for thousands of blocks. Also I'm not sure what I'm doing wrong, but before leather (and iron) I can go maybe 3,000 blocks without dying, with my running speed set to maximum. After that length my health and hunger are low and I get killed by drifters or wolves. Maybe there could be a setting in world generation to increase the odds for a stone layer to be lime or chalk if it already has the possibility to be? privileging lime and chalk over other sedimentary stones. Maybe bauxite too. No one would force you to use it to make it more likely to get chalk/lime by your house if you prefer an exploratory playstyle, but VS can support lots of different playstyles and an exploratory playstyle is not necessarily better than a non-exploratory playstyle. One of the things I love about VS is that in general you can make a home anywhere and support it with local resources, and chalk/lime having the possibility not to spawn within three thousand blocks XY of spawn (I checked in a copy of my server world) is something I would've avoided if I'd had the opportunity.
  18. I mean I think only the torches in an off-hand or selected hotbar slot get doused when you jump in water, so having them get doused if they're in the hotbar at all sounds worse not better. Maybe what you could do is have an earlygame item that keeps torches in your off-hand lit? so if you want to keep the whole stack in your off-hand rather than splitting between off-hand and inventory you can build something to oil them or something that can re-light the torches from the inventory or something like that, to make carried torches getting doused less of a punishment. I think it's fair that if you're carrying a stack of torches in your off-hand and go for a swim they should go out, but maybe not in two block deep water? maybe it should have to be three blocks deep or more, to represent you holding the torch over your head? The one thing I worry about with dousing a stack a little at a time is that you could lose the unlit torches if you don't have an inventory space to send them to they'd just fall in the water, so leaving room for an inventory slot for unlit torches to douse and fall into is.. just strictly worse I think than leaving an inventory slot for a stack of torches that don't get doused. Also, while we're on the topic of torches, I'd love to be able to fast reheat torches by moving a lit torch into a stack of unlit torches rather than building a fire or placing them all and reheating them individually. Since you always have the option if you have a lit torch and unlit torches to place the unlit torches and light them manually, it's just skipping a really irritating, trivial step that doesn't make gameplay much more fun. It would be like if crafting hay into bales required a stacking and tying animation for every bale, or if planting saplings required you to crouch on the ground and dig a little hole to drop them in. No chance to go wrong, no extra resources consumed, just a extra animation complication for the sake of inconvenience.
  19. I know this is a silly thing to be touchy about, but I find a lot of golems in games frustrating and unsatisfying because they're really unfaithful to the origin of the golem as a protector and a support for a marginalized community that was under threat (the Jewish community in Prague). It really puts me off when I have to kill golems in games, especially golems that have "gone crazy" or something like that. One thing that might set VS's golems apart (if it introduced them) would be having them only in the Rust World as emergency protectors in a very dangerous place? The player could have to carry a special item to animate inactive golems found in the Rust World, maybe a piece of paper marked with special writing, or very rarely find active golems spawning, and the activated golems might lead players to small, well hidden, safe places where the player can recover stability, attacking drifters that aggro on them along the way? I don't know much about the Rust World, but I think that would be interesting especially if there was some small reward for returning using these little patches of stability, and maybe rescuing a golem from the Rust World to have as a defender that activates during temporal storms would be a good lategame goal, especially for players who are starting to find temporal storms to be a boring disruption rather than an exciting opportunity. Making golems rare and specialized like this would combat the tendency to make "golem farms" and treat them like any other mob, and I think the addition of a mob that seems designed to protect against drifters and temporal instability would be an amazing lore opportunity. I wouldn't give up on VS for having golems that fit the typical fantasy stupid brutish uncontrolled stereotype, just like I haven't given up on minecraft content even though golem farms drive me out of my mind with frustration (and yes I know I don't have to make them but the community treats it very much as part of the natural progression of the game), but I'd definitely be a lot happier with golems that were more true to their origins.
  20. I think if multiblock ships become a thing, they'll probably also need an impressive amount of rope and linen sails, and players would certainly appreciate the high speed movement that a sailing ship would provide especially if an seafaring update made oceans hard to cross in little player sized boats. I also think that a lot of players might be inspired by the opportunity to create colored and patterned sails, and to mark groups on a server with colored banners, capes, and flags (much like minecraft flags are used for) and enjoy having the ability to customize their character with different colored knit or woven clothes, so I think a robust dye system would be a must have if players are going to be spending a lot of time insulating their homes with tapestries, travelling by ship, and making clothes. Furthermore, finding dyes might involve travelling by ship, meaning more sails and ropes, meaning more need for spinning and weaving. As for adding wool-giving sheep and silk worms, I think it's a good idea especially if creatures become more restricted by biome as more creatures are added. I also think cotton could be a good addition alongside flax (especially if it didn't rely on the same nutrient as flax). A third plant-based material could be hemp. I like having lots of options so that I'll be sure to find something! (I wish there were more options on limewater for the leathermaking process.) I do worry things would overfill chests with many kinds of fabric (wool, silk, linen, cotton, and hemp, each in pre-thread, thread, fabric, and finalized forms like sails/banners/tapestries, and with each of the processed states in any of the dyeable colors or patterns). Maybe to combat that stack size would be especially high, which seems fair since a lot of string/yarn can be wrapped up onto one spool, and a lot of meters/yards of fabric can go on one bolt? Plus, that would make automation a lot easier, since the 64 stack size maximum on the everything the quern makes just hooking it up to a windmill take a lot of attention before you have the copper for the hoppers. An automated spinning wheel or loom that could be left alone with a single hopper feeding a whole chest of material in and not have everything fall out and despawn because the single output slot holds 1000 units of thread/fabric would be a nice convenient early midgame way to get the most out of one windmill that would also make it easier to get more windmills and better automation.
  21. I really, really, really want to be able to adopt the wolf pups who get left behind when I kill a wolf who's been chasing me. Not only would sheepdogs be useful for moving around livestock, or guard dogs be useful for keeping a farm clear of rabbits or a mine clear of drifters, but I just plain feel guilty when I leave those wolf pups behind with no parents. I think the generation changes on wolves should go from generation 0 being unable to perform tasks beyond "sit" and having an accidental bite mechanic where even tame ones will have a chance to bite you or passive mobs if you eat near them or run towards them, with the accidental bite chance decreasing each generation and then generation 3 starting to be able to specialize as sheepdogs, guard dogs, or maybe a third profession for transport as sled dogs. Then every generation after 3 could have better stats at their specialization (sheepdogs would have passive mobs react at a wider distance and more predictably, guard dogs would have higher combat stats, and sled dogs would be faster). They could eat dog food made from meat and/or grains, wear collars made from twine and dye, and follow players who held a bone in their hands. Specializations could be either random and genetic (like with real breeds of dog) or set by the player using some kind of training item. Maybe we could have cats too? I think they could just bring us little gifts (ranging from pebbles, feathers, bones, flax fiber, raw bushmeat, small hides, raw redmeat, twine, arrowheads, spearheads, lamellae and even rusty gears) with higher generations of cat giving higher chances of better items. I took the items from the panning list and animal drops for some small animals, figuring that's probably what cats could find (plus flax and twine as a nod to cats playing with string). I figure there being a chance to get good items would probably not unbalance cats if they gave one item a day, since at that point unless you're making a massive hopper-floored cat dungeon the odds are higher of getting a little piece of inventory clutter that might be useful than of becoming a cat tycoon with a pile of free gears. The idea is based off minecraft cats, but I made the list broader because I think that would be more fun and interesting than waking up to the same piece of flax fiber every morning. Cats would probably eat cat food made from meat, but might not need to be fed but instead gather at fire pits if they were able to hunt and kill a rabbit or chicken that day (I think needing to ensure your cat can access rabbits or chickens to hunt while making sure it doesn't leave you forever would be an interesting balance, but might be too hard).
  22. I'm looking for terra preta in my world, so far I've gotten as far out from spawn as I can run without dying (about 3,000 blocks, since I like to play with no death penalty I find it's a fast way to explore) but so far I haven't seen even a single deposit and I'm starting to get super frustrated. While I'm exploring, I keep an eye on every hillside, but I can't say I've been perfectly accurate by any means. Obviously there's no way to tell from the map either, an I'd rather not feel forced to use a mod or datapack (although in a few more hours of seeing nothing I may be ready to give in on that), and I've reached the point of seriously considering digging up literally every soil block in a plains biome near my base methodically to make sure I'm not missing anything. Any advice? Do I just need to make satellite bases so I can get even farther away from my home? I have bronze age tech if that helps, I haven't found any translocators or anything.
  23. Maybe also a compound bow too? Or different styles like recurve bow vs longbow, for specialization (recurve would reach best aim faster for faster shooting, while longbow would have higher damage). A crossbow would be a great iron/steel age option, maybe with the ability like Minecraft has to carry a loaded crossbow in the inventory to make up for a high reload time. Also a lot higher arrow durability would be great, since making the arrowheads takes forever and flint and copper ones seem to be destroyed when fired a solid half or more of the time (I've only experimented with those since you can get them from panning, which is my go-to nighttime activity). I think it might also be interesting to have oil-soaked fire arrows which have to be constructed and then soaked in a barrel, or rare arrowhead shapes that deal more damage that show up rarely when panning or when breaking a new "archery" storage vessel in ruins (which could also have special bowstrings, compound bow parts, or parts that could be combined to make sights, sound dampeners, and other additions to the bow). An arrow slit could also be an interesting block option, blocking mobs' lines of sight and protecting from attacks while being permeable only to arrows (I would absolutely use these in the early days of domesticating sheep, where they attack you, or carry them into deep caves to make an impromptu barricade against a locust spawner). They would be really useful, but balanced by not being very useful if you're in the open against drifters. This is quickly starting to sound like an update in itself, and a whole archery update wouldn't be a priority in my opinion, but I do think some simple things like increasing durability and making a couple more specialized recipes for bows and crossbows would be doable as part of a general balance tweak in an update focused on other things.
  24. It also occurs to me that the word "seraph" means an angel, so being sent by a higher power (possibly someone who's calling them to "return" to the world over and over and refusing to let them leave forever?) I think the drive to return, as in the intro log, is a driving feature of seraphs, who are the only ones who respawn in the same way every time they die and can only despawn (log off) by their own will, since the player character is the only non-mob life form. So maybe returning is a special feature of seraphs and the reason they are able to survive and create/fight in the ruined world? As opposed to the traders, who have to hide in their wagons, or the drifters, who can only wander and attack, or the creators of the ruins, who seem to be extinct as a society
  25. Nope! I'm new to the game so I thought I'd play without mods my first time.
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