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The FT of Reno

Vintarian
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Wolf Bait

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  1. A big draw for me is usually structure exploration and hazards of any kind. Lightning storms are too infrequent to pose any real hazard to all but the largest wooden constructions, and drifters, save for the highest tier ones are more of a nuisance than anything when exploring caves. A couple of things could be done to increase the danger and encourage exploration of the greater area. 1. the addition of larger ruined towns in plains biomes , and larger ruins embedded in cave systems, similar to Minecraft's Strongholds but more common than just 3 in the entire map. These ruins could have a modular roguelite layout of various section, each with their own content, enemies, or traps. 2. the addition of raiders. Like bigger raccoons with various melee and ranged implements, raiders would add a need to construct defensive architecture and keep your storage out of the open on saves that aren't friendly multiplayer survival games. in addition to this, having some with torches and the like would dissuade people from wood construction 3. Further automation opportunities. The addition of limited autocrafters for basic materials would be able to save large amounts of time for late game, where construction is the main concern. Including mechanically-powered leather conveyor belts to get materials from a quern or pulverizer to a central storage building, or the ability to create large scale metal foundries that can process large amount of iron would open up new tasks for optimizing mass production.
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