Loosebearings
Vintarian-
Posts
60 -
Joined
-
Last visited
Recent Profile Visitors
33 profile views
Loosebearings's Achievements
Copper Caster (5/9)
43
Reputation
-
Prospecting range 3 to 16: Is there a difference between 3 and 16?
Loosebearings replied to Venusgate's topic in Questions
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. -
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
-
I see, looks like I'll just have to get a stopwatch and measure it the old fashioned way.
-
you can dig a trench around a berry bush or crop and animals will walk into it on their own
-
Does anyone know how fast rafts and sailboats are exactly?
-
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.
-
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.
-
Welcome to the forums! It's always nice to see a new player enjoying their introduction to the game. I will warn you that things like this will happen a few more times during your playthrough as you try to progress through the tiers and you can get seriously stuck in your progression. However times like that can be an excellant opportunity to start on some of the story content as travelling to the story locations can take thousands of blocks and bring you through all sorts of different terrain. This is an issue many people, alongside myself have with the game. The whole temporal system can feel annoying at times, with storms being the worst of it. However if you're smart about it you can use them to your advantage, though I'll leave it up to you to figure that out. I'll be glad to hear about further progress you make or even see some of what you've been able to build, it seems like you're making quick progress through the early game. Hopefully you make it through your first winter unharmed!
-
I mean, just look at what happened to the other block game, especially bedrock with it's marketplace.
-
The seraph is obviously hollow, that's why they don't drop and bones or meat when they die.
-
Even with multiple people it's not hard to stay fed. Before my first harvest comes in I usually just walk around the fields and forests surrounding my base collecting any berries and mushrooms I find. Of course this isn't exactly sustainable because eventually you'll eat berries faster than they regrow, but even with one of us being a blackguard I had no issues with feeding two people.