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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. Had a quick look at the bug tracker, thought I'd start this thread to double check if what I experienced is what others do. If so, I'll start a new bug report. In short, if you buy from the trader and don't have the inventory space the items you bought "disappear". I bought, 144 potash (2x64, 1x16) using up all my gears. I didn't realise this but I only had one space free in my inventory. The trader took all my gears, but I only have 1x64 stack of potash and the remaining 80 vanished into the ether. It's not on the ground, and the traders has cancelled out the potash because they'd sold me all they had. * sad trombone * Is this recoverable? Have I lost both gears and the majority of the potash?
  2. I can understand why you would assume that, and you've answered the question correctly regarding whether it snows or not. This is my fault for not being more descriptive, It was not just snow but snow and being frozen, and I apologise for not being more accurate. Yes, that's what I am referring to. I guess we just need to accept "this is a computer game". I'm a coder, I understand the limitations, I still have ice blocks in the middle of the water in Summer, and warm wet areas that still have berries on the bushes in the middle of December. I'm new to the game, and I imagine this has been raised as an issue before.
  3. Thanks for the reply. Forgive me but just to clarify, whether an area gets frozen is based on precipitation? If so, I at least have some rational for this happening, although it's a fairly unsatisfying one, as precipitation wouldn't affect whether the ground would freeze, or at least it's not the main reason. Still, it's a computer game, and I do thank you for the answer even if it's not the one I hoped for.
  4. Going to be honest, the options are just far too nebulous to give a proper answer to this, and as it's a single choice answer only I'm not going to.
  5. I love the seasonal effects in this game, snow can be really nice the way it interacts. I love the idea of the nights drawing in with the snow gently falling, each voxel illuminated by a light source. However in a 100 blocks or so away, there is a large fairly flat open area that. While it shows the colour change to mark seasonal differences, there is no snow. It's not even snowing, yet I go back to my base and has layers of snow building up. What is the reason for this? Is it something game engine related? For some reason certain 'chunks' don't render in the snow? -- although other areas of the game are snow covered, so presumably not. Is it lore/environmental? There is a hot water spring nearby, or there are deep caves containing whatever Eldritch-eque horror within them and they give off some latent heat, or at the most advanced is it governed by the mountains - is the weather system that complex? -- the area that is unfrozen doesn't seem to match any specific PoI either underground or over. This game does a great job of immersion, and part of that is its realistic mechanics. Yet I feel some of that immersion is lost when I find myself in a brown tinted field devoid of snow when I'm having to shovel the stuff, not far from here, just to get out of my door. Deep Winter is fairly short, so it's not a huge deal but I'd love to have an explanation that would fit into the immersion/lore. Thanks in advance.
  6. Anger inducing, it has to be said, and to add insult to injury you can't explicitly turn them off. If all I had to rely on was visual cues (such as a blood vignette, character shaking or just looking at the relevant health/hunger bars) then I would be happy to turn them off. Turning them off (Entity Sound Level - I presume) reduces all sounds it seems. I get it, the devs have a vision, and that is to be commended, but something as teeth-grating as these sounds should not be forced onto players. If I was going to mention this to a friend, I would specifically warn them about the voices which seems a shame as there is far more to praise in the title than there is to complain about.
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