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Loosebearings

Vintarian
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Everything posted by Loosebearings

  1. I'm pretty sure you can still use the chat commands to change the world generation settings. It can cause issues like a disconnect or visable line on ungenerated chunks but since you're only changing the density of leaves it shouldn't be too big of an issue.
  2. Hopefully when they add rivers they also rework how water works or a better way to move water sources.
  3. But then you can't transport water at all
  4. I'd love to see trapping get worked on more in general. Checking your traps every morning seems like something that would fit right in to the game.
  5. I feel like it's an interesting mechanic and the game does feel like something is missing without it, but I just think it needs to be fleshed out in further updates.
  6. This build looks amazing. especially for just your first year
  7. Definately looks like a mountain or two were destroyed in the process. Do you plan to expand on it?
  8. This is amazing. Reminds me of some earth servers on minecraft I used to play
  9. The blackguard class increases hunger drain, so does using your off-hand. Are you sure it wasn't those?
  10. I agree, though I think how water affects farming might need a rework if this happens. Maybe be able to make a water furrow with the hoe?
  11. Would definately help! During the summer months I tend to sleep way too much, but during winter I get up way too early.
  12. Is it ever stated that 1 block is 1 meter here? Either way, it could be fudged a bit to make it less tedious.
  13. It is a bit jarring how quickly you go from stone to pottery then taking hours to reach copper. If players can't wait for clay to dry this probably isn't the best game for them anyways. I think it's not too big of a hurdle and could help ease new players into the slower gameplay and patience required. Maybe the handbook could even recommend some other activities to do while you wait?
  14. I still haven't found borax or a treasure hunter, though I guess I haven't done much exploring either. Luckily limestone was only 5k west of my spawn
  15. Even better!
  16. I think having certain things like a treasure hunter and limestone spawn relatively close to the spawn would help with the RNG aspect a bit more
  17. I think having smaller schools near the shore and having bigger, rarer schools the further out you go would give another reason to explore the oceans. And something to look out for so you're not just mindlessly watching the horizon for land while you sail.
  18. I think they don't want to build hype around a feature that could be months, or even years away from being added, or potentially even scrapped
  19. I feel like if water was made to act something like it does in Terraria so you can't just make an infinite water source right next to your base then maybe jugs and bowls could be used as a worse option for moving water until the copper age. I have a whole bunch of ideas for how water could be made better, but that's probably for another time.
  20. I think having something where they just try to scare you off of their territory instead of going straight for the kill would not only help communicate the presense of hostile animals to the player but also make them feel less like mindless killing machines and more like actual animals who'd rather avoid getting hurt in a fight, just like you.
  21. If fishing was added, I'd rather it be a minigame like stardew vally or rdr2 (probably something closer to stardew for this style of game) as opposed to minecraft's idle waiting around and clicking every so often.
  22. Sitting inside with an inventory full of spears isn't exactly a very engaging work around. In the early game temporal storms mean you need to drop whatever you're doing and sit around for several minutes doing nothing, it's only in the mid/late game where you have a chance to survive when you go outside. Temporal stability decreasing when you're underground just means you have to go up and wait for it to go back up before you can continue mining/exploring caves. The way I see it right now temporal storms/stability just wastes time and gets in the way. I'm not sure how exactly storms could be made to be more engaging, but to add on to @Bruno Willis's suggestion of ruins being more common in unstable areas, maybe low stability areas are more likely to spawn rifts while high stability areas are ralatively safer from monsters. For me I think monster spawning could be handled a bit differently aswell, as it's pretty hard to light up the area around your base until you have a bee farm set up with metal to spare for lanterns so until then you just have to sit inside until the sun comes up. This isn't as much of a problem in summer but in winter you can't sleep through the entire night.
  23. Maybe something like a bodkin point being able to pierce armor more easily with a tradeoff for damage? Though I don't really know how the damage/armor class system really works, so this might not fit the game's vision.
  24. I've gotten to the iron age in my survival world (finally) and it's got me thinking. Right now the only variations are dependant on what metal the item is made of, but it would be great to be able to customize your weapons and armor. Maybe being able to add a leather wrap that you can dye similar to shields, or even adding a specific finish to the metal, I'd love to sport a blued set of plate. A tabard you could dye is another way this could be added, alongside something similar to Minecraft's armor trims. Armor especially since it covers your clothes. I feel like this would go better if you're able to repair items aswell, especially if it's a long/expensive process.
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  25. I really like this idea, it'd be nice to have different levels of starving rather than being perfectly fine straight to taking damage.
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