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Morndenkainen

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Everything posted by Morndenkainen

  1. I mean, it's a bit odd already that you can put a burning torch in your backpack, and it won't go out, even if you go underwater...
  2. I do like the thought of finding a village you can join. The thought of caputuring baby villagers in the reed basket traps and moving them to new places amuses me..
  3. IDK, I kinda like the pig/chicken farms... It's easy to get hundreds of leather when your pigsplosion yeilds around 100 piggies. Farming becomes a bigger challenge as you need more food to supply them with and keep them alive, and while yes, I COULD builda massive tower out of packed dirt, I'd much rather use something like andesite and chisel it into something that looks halfway decent as well as make custom kitchen furniture... One thing this game could potentially use is furniture related buffs... Sleep on a straw mat? No buff... Sleep in an exuisite wooden bed? 10% reduced hunger and 10% speed buff for 12 game hours.. Something like that would be kinda nice and give you a "reason" to make the better furniture.
  4. Having played the game for a couple weeks now, I can see what the devs are aiming for and they've done pretty good with it. Ever driven through Kansas before? that's like 400 miles of boring, flat, repetition that doesn't need to exist, yet it does. And true to life, the mountains give way to hills that give way to flatlands... It's not something that's obvious or happens at a definitive line in most cases.. My only real gripe with the standard world gen is that biomes are a bit on the small side, lakes are too common, and oceans are just big lakes you can swim across or walk around... But, they've given us a way to adjust that in the worldgen settings. Which is nice, because by default, the boat is practically useless... With reasonable size oceans and landmasses, the boats become necessary for travel. IDK, if anything, I'd like a "continental" setting where each continent was comprised of at least X number of generic biome (4 plains, 4 forests, 4 hills, 2 mountains, Enough space to support 3-4 players per continent. Whatever, you get the idea) of 1-2 main rock types separated by around 750-1500 blocks of ocean. That way you had plenty of land and all the basics you need, but need a boat to really get around with if you want to really expand. Anyone know some worldgen settings that will do that?
  5. Well, thanks for letting me know at anyrate.
  6. Yeah, I can definitely see this being a useful thing... What'd be even more useful is if you could make more than 10 dough at a time... Throw a stack of flour in a barrel full of water and get dough in bulk maybe?
  7. Honestly no, Mods are great and all, but I've only had this game a couple weeks and have no idea which mods do which. I'd rather see the important (to me at anyrate) features make it into the base game rather than require mods to be installed in order to have them.
  8. Never underestimate the value of a kitchen sink, I'm rocking 384fps, course my 4k projector only does 60hz, so that's irrelevant.... Yeah, I get that the more systems there are, the more unexpected ways they can conflict and cause bizarre events. Memory leaks can be hell to track sometimes. TBH, I'm pretty impressed that this is all being done by such a small team and is as intricate and well developed as it is. I still stand by my point though. Even though the mod exists, it's nice to not have to go hunting for mods or wondering if the next update will break them. Also, I bought this game like a week ago... So I'm not too familiar with the dev history or what's gone on.
  9. Mods are great and all, but sometimes it's nice when they make it in to the base game, especially when it adds to the game, so you don't have to go hunting for them or wonder if they even exist...
  10. I wouldn't call this game super early development as it's been around a couple years... I just bought a 4 pack recently and my friends and I are really loving the game so far. Worldgen is pretty nice. and doesn't have huge sudden jarring changes like minecraft did. TBH, we've all found it to be way better/more realistic than MC. Honestly, I love the fact that it's an actual journey to go somewhere... Like it takes you a good few gamedays to get to a different biome and temperature region. That gives you an excuse to setup outposts and make actual routes to get places. While I would love to see some sort of electricity/redstone/pistons/gates type system implemented, I'm also very appreciatve that the devs have tried to keep this game as true to life as it is. Then again, I've barely made it through my first winter, so I'm sure I've got a ways to go.
  11. When making cobblestone, fire clay, or any other item for that matter, it would be nice to be able to ctrl click on something and have it move to the crafting grid if space is available.. IDK, maybe I missed a key somewhere? But I don't think this feature is present. Would just be a nice QOL thing.
  12. Speaking of fires, one thing I'd like to see is fire spread become a function of windspeed divided by region moisture multiplied by outdoor tempature with precipitation rate subtracted from the total value... Make fires spread a bit faster in the hot/dry/windy summers, but also be put out effectively by rain.
  13. It'd be nice if there were an in-game way to do it, without having to resort to server commands. Or to learn the crafting bowyer/tailor/etc skills through a loot drop.
  14. IDK, I kind of feel like fire should spread a bit more aggressively, especially in the summer... Sometimes, I'd just like to start a wildfire and watch the whole countryside turn to ash. It'd be nice to see a thin layer of ash over every block that had grass, a bush, or a tree on it after a fire that goes away with the next rain. Kind of like a crappy bonemeal type fertilizer. Be a good way to clear land for farming too.
  15. Is there any chance we can get a class change item/totem/altar or whatever? I started off as a commoner, but regret my decision because apparently bows can only be crafted by the bowyer/archer class, and now after several hours of gameplay and getting to the bronze age, I'm stuck. I really don't want to start completely over, just because I didn't know certian essential for play items *cough* BOWS! *cough* were class-locked... I get that high end bows should probably be gated, but geez, gimme something that flings a pointy stick at least... It sure would be nice to have some way to change classes, even if the item/altar could only be used once every 7, 14, or 30 in-game days or so. Seems that would be an acceptable way to prevent abuse, without forcing people to basically restart a new world from square 1.
  16. Hopefully villages will have a bit more lore on the temporal storms. Considering that this world is apparently supposed to have been torn up by them. I kinda like the lore concept of this game so far, and having a reason to migrate towards a town that you can expand or take over or farm supplies for is always a nice gameplay arc. Besides, it'd be cool to have more specific general goods traders that always have some guaranteed supplies for sale... Like seeds, compost, raw hides, ingots/ores, different swords/armors/gear etc.
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