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Loosebearings

Vintarian
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  1. I hope we're able to create our own fish farms in ponds. Would be an amazing addition to any garden I build in the future
  2. The UK is just a test bed. Other countries are already following suite and companies will be happy to comply. Remember, it's never about the children.
  3. In my first world I settled down about 200 blocks from spawn in the first flat spot I found. Though after having to get though 5 and a half months of snowfall I like to explore a bit further south. I get to find different types of stone and wood to build my first house with and usually I'm close to 40 copper by the time I find a place I like.
  4. There are already backups.
  5. I meant the actual gear item. It's constantly spinning in your inventory and when dropped, and I believe the description mentions something about it turning as well. Though when you tie it to a string it suddenly stops.
  6. The question I'd ask is how you'd get the gear to stop spinning...
  7. I wouldn't mind some less harsh non-blue colours, human-like or not.
  8. The higher the range is then the further you can see surrounding ore nodes. The only reason to go lower is to make it more difficult to locate ore.
  9. I've done some testing, seems like rafts are roughly 200 blocks per minute, while sailboats are about 400 blocks per minute. I would've thought atleast the sailboat would've been faster than sprinting, but I guess not
  10. I see, looks like I'll just have to get a stopwatch and measure it the old fashioned way.
  11. you can dig a trench around a berry bush or crop and animals will walk into it on their own
  12. Does anyone know how fast rafts and sailboats are exactly?
  13. Ask a trader if they know any interesting areas, they'll point you in the right direction.
  14. Starting with the lore side of things... The storms right now feel like they're just there to inconvenience the player, they aren't a threat to wildlife, nor a threat to traders (I know traders probably shouldn't die, but they could atleast act like they're scared of storms). The storms ramping up in difficulty each time doesn't make much sense either since temporal storms seem to have been happening for decades, even centuries at this point, why haven't they reached the maximum long before the seraph appeared? It feels too tied to the player instead of tied to the surrounding world and it seems intent on only causing a bad day for you. I think rift activity should be tied to temporal storms, with monsters becoming more active as a storm grows closer, then dropping after a storm passes. Im not too deep into the lore just yet, but the temporal storms seem to just be a giant rift, with both letting the rust world bleed into our own. This would also let players gauge when the next storm will be at any time in the cycle, and not just by the chat messages the day before. Something like the storm skybox & Dave flickering in and out in the hours before a storm alongside the chat messages (or ideally replacing them) could work as an in-lore way of alerting players to an incoming storm. Also don't have monsters spawn inside the walls of my base, or atleast inside my house. That would fix around 90% of the problems with storms. And just as a final thing to add on. How about temporal storms advancing the time required of certain processes? Think crop growth, sealed barrels, pit kilns and charcoal. This could add something minor to help the player, and make storms something more than a purely 'evil' force out to get you, but instead it just is, uncaring on whether it helps or hurts you.
  15. It's easier to just dig up all your farmland and replace it with new medium fertility soil everytime the nutrients run out than go through the effort of using fertilizer or terra preta.
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