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Kolyenka

Vintarian
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Posts posted by Kolyenka

  1. A new worse start turned great start for me recently--a very, very deep pit. The walls were glacier ice and granite and were almost totally sheer. I had coordinates and map off so idk exactly how many blocks down I was but it was a LOT. Picked my way up the side by just harvesting all the glacier ice I could reach and pillaring up, which took a good long while. Found a ruin with some spelt grain, but no other food or animals. Wandered around until I was nearly dead from starvation (I had learned my lesson about jacking up player hardiness so the cold wasn't affecting me), and ended up finding a really neat underground ruin with a lantern, a bunch of glass, gears, temporal gears, linen sacks, and a TON of those ornate storage vessels. No food though. But I didn't want to just let all that go so I wound up just switching to creative mode and building a tundra cabin with my spoils, and then switched back to survival once I thought I had a fighting chance. I'm still playing it, it's really fun.

    • Like 1
  2. 56 minutes ago, LuuBluum said:

    At least taking a look at the API and whatnot, if wolves are spawning right next to you then that is a bug- they should, at a minimum, spawn at least 18 blocks away. Additionally, they are blocked from spawning too close to block light sources- anything brighter than light level 7, and they should not spawn. If they are spawning regardless, this is a bug.

     

    These restrictions also apply to drifters, though drifters are barred from spawning due to any light brighter than light level 7, not just block lighting. A torch has light level 14, meaning that no drifters should be spawning within roughly 7 blocks (by Manhattan distance, presumably) of a torch. If they are, this is a bug.

    Hm, may well have been a bug. I've been either settling away from forests or putting mobs at passive since the save where wolves kept spawning inside my base (which was during 1.14 where I had a bunch of bugs regardless). I have had drifters spawn right next to me in the current version, but I didn't realize that was a bug, I thought it was just the current mechanics. Thanks for letting me know.

  3. I haven't found drifters spawning in well-lit bases (though my bigger fenced in bases that weren't spammed with fat lamps did spawn a fair few inside the fence). But the wolf spawn thing is a constant irritant. They'll spawn in my bases no matter what I do, and they frequently kill me in early game before I've got any decent armor. I'd really love for some kind of minecraft-like mechanic where hostile mobs won't spawn close to you, and they need a certain light level to do so. Otherwise, why even bother putting a door on your base or making a base at all, if hostile mobs can spawn two blocks away and start attacking at any time ?

    I'd also love a "drifter spawn frequency" setting. I don't feel like drifters make the game any more enjoyable for me, and if I could play without them I absolutely would.

  4. I like starting out in colder biomes, but they can be challenging... my worst start ever deposited me on top of icy mountain surrounded by ravines. By the time I got off the mountain and out of the ravines I was nearly dead from frostbite, had not found a single resource, and was starving. Ended up kicking the bucket inside a nearby trader's caravan, because I never ended up finding anything to eat or start a fire with. It was rough.

    • Like 3
  5. This would be a good improvement. I'd also suggest some kind of bonus for accuracy in knapping--it takes more time to carefully place each strike and make no errors, so why does it have the same outcome as spam-clicking sides of the stone? like maybe a 10% increase in durability for a perfectly-knapped tool or something small like that.

    But regardless, I really like the 3D knapping idea, especially if it's somewhat randomized. It'd make it a little more engaging to craft 10 shovels in a row for a dig, at least.

    • Like 2
  6. I'd also like to suggest a saddle quern--maybe made with a few pieces of hard stone (or if there were a way to pick up boulders instead of breaking them--perhaps a shovel?). It could process at like half or a quarter of the speed of a normal quern, but I'd love for flour to not be gated behind the copper age--it doesn't make any sense. Saddle querns are things our stone age ancestors used all the time.

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    Ideally cooking pots could also be used to pick up one liter of water, which couldn't be used for terraforming but which COULD be used in recipes. Soup being gated behind the copper age is also a bit ridiculous.

    • Like 4
  7. I only end up sticking with my saves if I can find somewhere pretty to settle down--my favorite is right at the base of snowy mountain ranges. I could look at those all day.

    Anyone else choose base locations for natural beauty as opposed to practicality? And if so, where's your favorite type of place to settle?

    • Like 1
  8. i felt frustrated by the grind as well (especially when doing a multiplayer game where we were always trying to improve our base and our gear and stockpile food and make charcoal and on and on and on), but i've changed my playstyle significantly and find it a lot more enjoyable now. i'm not always trying to improve or build or gather resources. i often just take a few days to pick a direction and start walking (which works best if your spawn point is near your house and you keep your gear after dying, because then there's no long trek back and you can just jump down a mine when you want to go home again). just like, enjoy the game and the scenery. the grind is a lot less daunting when you can go explore the coast for a week or two once you're halfway done with crafting 300 shingle blocks or whatever.

    • Like 1
  9. i suppose i can see how onsdag's suggestions might make blacksmithing so detailed as to be tedious, but 'extremely detailed possibly to the point of tedium' is already how a lot of the crafting mechanics work (pottery, flint knapping, leatherwork) and most of us are playing this game because we don't mind that. i think it'd be cool to have more detailed smithing mechanics (especially the heavy hitting and durabilities of different materials)

  10. On 6/6/2021 at 2:48 PM, brownsdragon said:

    I would love to have something like this! 

    If the devs see this, please at least provide a sound setting for mobs or drifters specifically. 

    I always have to either fight them or go on a "morning jog" away from my home base to despawn all the annoying drifters around my base. I absolutely cannot handle listening to their constant and loud moaning. 

    Honestly, the groans of the zombies from Minecraft are way less annoying than these drifters. Not to mention they burn up in the daylight so their sounds usually go away around then. Drifters don't leave at daybreak and continue with their so-called awful orchestra. 

    drifters specifically would be ideal. i've turned the sound all the way down to get rid of their groaning, but then wolves sneak up on me effortlessly.

  11. playing on pc. i don't have the best computer in the world but even if i turn the graphics settings to the absolute lowest they can be, it still happens. everything else seems to work fine--there's no lagging, and i only get other glitches on multiplayer. this is the only glitch i've noticed in all of my single player games. not using any mods, and playing with the most recent game version.

    anyone else experience this? any clue what the problem might be or how to fix it? it's really disorienting.

  12. On 3/9/2021 at 2:59 AM, Streetwind said:

    Maybe you could renable it for a moment, switch to creative, fly to a stable zone, wait for the wheel to fill up, and then deactivate it.

    had the same problem--this fixed it for me, but you gotta turn it back off AND restart the game before you come back down--just turning temporal instability off again is not enough, and the second you get within range of the temporal instability it'll start going back down again and will continue to do so until you restart the game.

  13. I agree... I always found it strange that traders are just, everywhere, with their wares ready the second you spawn. It implies that they do trading with lots of people, which decimates the lonely feel that's been so carefully crafted.

    On the other hand, I really enjoy the lore. Perhaps two separate settings--one that turns off lore, and another that turns off NPCs.

    • Like 1
  14. On 3/10/2021 at 10:29 AM, Shaelin said:

    Oh, for sure, and there's a ton of options people could have in fibres if they really wanted to go wild with it - it might even be worth expanding the idea to include specific qualities or use only certain fibre types in certain recipes. I can't speak for all fans of textile art, but I would cringe from the depths of my soul if someone used worm silk to make sacks for holding grain or flour. 

    in that vein for early game there could be cordage (from grass, some taller flowers, or perhaps the inner bark of trees) which is made without tools and can be woven with a very rudimentary loom made from sticks (i don't know their actual name, but primitive technology has made one, and i've seen a few other ren faire videos with something pretty similar as well) which would make a very rough piece of cloth that could be sewn into early game clothes or bags/sacks. in the video linked he's stripping off the inner bark of trees, tearing it into thin strips, spinning it using a rudimentary spindle (a stick and a fired clay whorl, though that of course makes more of a twine and you could simply use your hands to make cordage with it instead), and then weaving it into some mats using a loom that he made with a few sticks stuck into the ground plus a little cordage to tie it all together.

    don't get me wrong, i'd love for the later game to have spinning wheels, multi-shaft looms (the patterns for which could be designed via voxel chiseling maybe?) and beautifully intricate tapestries and clothes.

    BUT. i don't see why the basic stuff should need to be gated behind any technology at all when it's not so hard to make it with stone age tools.

    another idea (though i confess that i have no idea how it could be implemented in this game) could be nålbinding, which of course would require only a wooden or bone needle, and if nothing else could be the most rudimentary and low tech way to get fabric of some kind.

    • Like 2
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