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goaliemagics last won the day on September 6

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  1. That would be very cool. How would you deal with terrain height variation, though ? Or would they only work on flat surfaces (thus making roads much more useful).
  2. Ah, that's not at all how I assumed it worked. Thank you for explaining all of this--it makes a lot more sense now !
  3. Love the new clay oven cooldown speed, feels a lot more balanced now. Plus, I can now have a nice relaxing night of baking pie without worrying about constantly reheating it. Absolutely love it !
  4. Yes, should be fine. I have a greenhouse with two rooms connected by a door (so the first room has two doors and the second only one) and they both work perfectly.
  5. I'd like to help contribute to the wiki, please ! My wiki username is Goaliemagics
  6. This has been happening for a while now (since the big update) but I only just thought to report it. Playing on a LAN with one other person, and sometimes one of us turns invisible to the other, i.e., I won't appear on my sister's screen even though she's looking straight at me. I can see myself fine though (in both 1st and 3rd person). The affected person disconnecting and reconnecting fixes it, although it inevitably happens again a few hours later.
  7. I'm not sure that's a bug--I've noticed that happening on farmland as well, and also in water. I assumed it was by design. Or if it is indeed a bug, then it's also happening for me, lol.
  8. We dug out a cellar that was 5x5 and 2 tall with all surfaces being claystone rock and then I remembered I wanted to do a wood floor, so I dug out the floor all the way and added ebony slabs. The food spoilage rate got worse with every slab I put down (until it was at like .45 for nongrain/nonvegetable, which is worse than if I just had a storage vessel sitting outside). I took all the slabs back out replaced them with granite cobblestone and it went mostly back to normal, although now it's still not quite as good as it was before I did anything. No idea why the mere presence of ebony slabs in a cellar should change it that drastically, but it definitely seemed like a bug.
  9. Currently playing in a tropical area that has a bunch of storms all the time. I love the noise and the mood of it but the constant flashes of lightning (which I seem to be getting even if I'm inside) are a major migraine trigger for me, and I imagine they don't do any favors for people with epilepsy either. I'd really appreciate a toggle that just turns lightning flashes off (but that doesn't remove the storms, because I really love those).
  10. There are some nights that I don't get a single drifter spawning, and some nights where there's TONS. I'm not sure of the mechanics of it, but I'd give it another few days before getting worried. Temporal mechanics don't affect normal drifter spawn rates--disabling temporal storms gets rid of an event where a bunch of drifters spawn out in the open, and temporal stability affects how stable certain places in the world are (spending a long time in the less stable ones depletes your temporal stability and will eventually enter the Rust World). Neither will affect how many drifters spawn in the world outside of temporal storms.
  11. Primitive Survival has animal pelt rugs (and if you place the pelt on a wall instead, it becomes an animal head). I agree that it would be a cool addition to the game itself, though !
  12. Thank you ! I've gone through about 10 copper pickaxes and there's not a single ruin within a day's travel of my base anymore. And good point ! A treasure room sounds fun. I don't know where I'd be able to fit a main hall, though... but it's a intriguing thought
  13. can't figure out how to embed the video, sorry ! https://youtu.be/004q05kP8SQ I've been working on this castle for the last 30 or so hours of this playthrough, and it's finally starting to come together, although I anticipate spending all winter adding details. And making lanterns (sorry for all the drifters). Any thoughts on where those tapestries and crystals should go ? I haven't been able to figure out a good place.
  14. I'd like to add, an option where you can click instead of hold the mouse button (for things like tree chopping). holding the mouse button down for a long time really does a number on my hands, and it doesn't add anything to the game.
  15. I have a variety of thoughts on how the dyeing process currently works in-game--my biggest confusion was finding that copper is not an in-game mordant, and (as far as I can tell ?) the mordants that you can use all seem to require a pulverizer. For background, I dye textiles pretty often IRL and have some knowledge in that area. And I think the real life system of dyeing is a lot easier and less complicated than the in-game system is, and so in this case it would be very cool to go for realism. So here's my suggestions: 1) Take the pulverizers out of dyemaking. The current mordants (alum and cassiterite especially) do not need to be a powder. I'm honestly not sure about chromite--I've only seen it in powder form IRL. However, I don't think chromite is even a necessary part of dyemaking in-game. 2) Add copper and iron as mordants. These are fairly common mordants in both historic and modern dyeing, and quite easy to use. 3) Add a metal dyepot method, where the player makes a mold for a dyepot (could just look like a cooking pot), fills it with molten copper, tin, or iron, and then cooks the textiles and dyestuff together in the pot. No additional mordant needed. The player would always need more dyestuff, but not more mordant. More dye colors would be available as the player progresses through the eras (more on that in a second), and it would be a simple process. Take your metal dyepot, put it on a fire (on the lowest temperature you can get, ideally), add the dyestuff and the textile, cook it for a few minutes, and you're done! 4) Mordants affect dye colors !!! In real life, I mean. And they should in-game, too. An easy way to implement this would be to change the tint, tone, or shade of the color (essentially, it would modify, darken, or brighten it). This way, you could stick with the current dye materials, but a whole new range of colors would be added simply by using one metal dyepot or another. A copper dyepot makes the dye more green, so blue turns into blue-green, yellow turns green, etc. Some shades aren't affected by the green (pink, for instead, only ever turns out pink when I use copper mordant). This would make the copper dyepot somewhat unpredictable and wouldn't allow for some colors (yellow, for example), so players would have incentive to keep progressing. A tin dyepot brightens the dye, unlocking bright yellows, brilliant reds, emerald greens, etc An iron dyepot saddens the dye, unlocking darker shades such as navy blue, maroon, dark gray, deep brown, olive green, etc 5) I was pleased that woad doesn't require mordant, but I'd love to see walnuts added as another dye material, one which also doesn't require a mordant. Walnut hulls (the green part around the shell) make a fantastic dark brown or black dye. Dyes which don't require mordants could still be cooked in dyepots, but type of metal simply wouldn't affect it. 6) No more dyestuff soaking. I cook all my dyestuff to get a liquid dye, which I then put in a dyepot with textiles. Soaking dyestuff takes a long time, and often doesn't extract all of the color. The only exception I can think of in the list of dye materials in-game is woad, which does require soaking. If indigo is added in-game, it should have a similar treatment. The way woad dye is made and used in game is very nearly perfect--I only think it should require the barrel to be sealed for a week before you get dye out of it. And then the player just combines the dye and the cloth in their crafting grid, no heat or cooking necessary. It would mean that there are two different methods to dye textiles with (metal dyepots + cooking the dye and textile, vs. soaking plants in a barrel for a week + adding textile to it), but there's relatively few plants that can be used with the second method, so overall metal dyepots would be the default. And as I said, this would add an element of progression to dyeing, as certain metals only become available in large quantities later in game. The current dye system requires barrels (so, copper age, but you only have one color you can really do), and then pulverizers (late game). No real progression between the two, IMO. Please let me know what you think !
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