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Everything posted by Loosebearings
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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!
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I mean, just look at what happened to the other block game, especially bedrock with it's marketplace.
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The seraph is obviously hollow, that's why they don't drop and bones or meat when they die.
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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.
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I feel like having a corpse/gravestone that stores all your items is the best way to go, though it isn't too much of an issue if you have item despawn times at 1 hour
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Unpopular opinion: Clothes and armor should be dropped on death (you better hope you reach your class specific clothes before they despawn!)
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Maybe what you've previously had would influence your preferances? If you eat something repeatedly you learn to like it more. Or the opposite, maybe you get bored of it?
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My headcannon is that seraphs have a higher matabolism than a regular human. They are able to run continuously for (ingame) days on end without breaks, yet they only starve in about 2 days.
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On my newest world I found 3 temporal gears on the first couple months but now I can't seem to find any. I guess I'll just have to make a drifter trap and wait for the next storm.
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I'm pretty sure the storm's main purpose is to be annoying rather than something you benefit from.
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Oh wow, the new map is really impressive! Do you plan on recreating other areas from the real world? It's always cool to see what you can do with the game's systems when you challenge it.
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Isn't this from a minecraft build tutorial
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I spent about 15 minutes running through the forest near me and my friend's base filling my inventory with berries as our first set of crops hadn't fully grown yet. I found 2 bee nests by hearing them without needing to touch my volume settings. Though I will agree that having bees as an entity would bring some much needed life to the forests (and your bee farms).
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I feel like there should be an easier, less luck dependant way to process leather. Lye is another alkali solution historically used in leather making similar to limewater able to be processed from ash. Maybe lye (or something similar) could be added as an early game option for leather. The process should of course be time consuming and hard to scale up to keep balance, yet it wouldn't be dependant on how lucky your spawn is since you can get wood ash almost everywhere. Then mining lime could be for the mid-late game when if you really need to get your leather production going.
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Butterflies aren't annoying
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I got bored about halfway through my first winter after reorganising my chests and rebuilding my house but after deciding to prospect and mine for some iron it didn't seem too bad. I feel like winter came at the perfect time for me to engage with some of the late game mechanics such as animal husbandry and iron making while a lot of the things I did during spring and summer were unavailable/more annoying due to the shorter days. However I would recommend travelling further south for a shorter winter as on my first world the snow started in october and only stopped falling in late may/early june.
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I feel that the whole temporal mechanic needs a reason for the player to interact with it. Be it a reward or something else the devs can come up with. Right now it only exists to make the game harder, but for most it's by the enemies and storms being something annoying that you want to avoid instead of being a satisfying challenge to overcome.
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Having an update in the future which makes the wildlife and natural world feel more alive is something that I've wanted for a while. More animal interactions and having bears and wolves be more than mindless killing machines. Trees and flowers dying and regrowing if forests are left alone for long enough. Bushes and fruit trees dying and regrowing elsewhere. Just small things that make the world feel like something would be happening even without the player being there.
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I feel that pretty much all of the games tracks are mostly fitting to the game, however I do play with the lowest music frequency option so that might influence my feelings on it. I'm pretty sure the game doesn't have this, but I'd love for it to take into account what you're doing. Mainly having some of the less upbeat tracks play during combat as it can feel a bit dissonant with gameplay.