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PhotriusPyrelus

Vintarian
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Everything posted by PhotriusPyrelus

  1. It seems like no matter how cold the firepit gets, if you have food in a cook pot, it never loses heat. I used one fire wood, got the pot up to 197 degrees and stayed there even after the fire went 'cold'. EDIT: Actually, it seems nothing does. Just tested the same thing when making torches. So not sure if this is a bug or not.
  2. Get 4-5 stacks of clay. Spend a day forming all the clay stuff you're going to need: a bowl a cooking pot or two 12 crocks (enough to fill a storage vessel) two or three storage vessels pick, hammer, and anvil molds (and whatever other tools you think you'll when you first start working with metals). at least one crucible at least one ingot mold Fire them all at once, and do something else while they're cooking. I hardly even noticed how long it took this last world I started. Until I cooked up some food and realized I'd forgotten to make a bowl. XD EDIT: You may eventually need more, but I think that's a good starter list. You can make more as needed just be mindful and plan it out; e.g. if your storage vessels are starting to fill, make another *before* you need it, don't wait until you fill the last spot and then make another one.
  3. So I found a bee's nest, but it's really high in a tree and looks like it might be completely surrounded by leaf blocks (also might be more than 7 blocks off the ground). I've left some skelps below it, and put 10ish flowers around, but it's been quite some time and the skelps are still empty. Does it just take a really long time, or is something perhaps mechanically wrong?
  4. DISCLAIMER: I'm very new to the game. I've played quite a lot the past few days, but as far as progression my next goal is making a Copper Anvil. Lotsa Lead, not so much copper... So maybe something changes later. I think it's almost September in my game, and this has been on my mind as I'm staring down my first Winter with an empty cellar. --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- Much like in MineCraft, it really bothers me that for a "survival" game, survival doesn't really seem to be all that important, it's really only as meaningful as the player chooses to it to be. If I'm starving near my spawn point, why would I eat instead of just letting myself die and getting 50% satiation for 'free'? Through this lens, the importance of food preparation and preservation seem almost kind of superfluous. I understand you don't want the player to respawn starving because if you died a thousand blocks away, deep in a cave, you don't have time to go wolf down a meal and sprint to where you think you died and spend frantic minutes trying to find where exactly you died. But this does raise an issue that if you're just building around your spawn point, you get essentially free food forever. MineCraft almost kinda sorta solved this with its levels, having you irrecoverably lose a vast amount of the XP you've acquired if you die. Buuuuuuuut... you can make manifold variations of XP-farms which render that a non-issue. Also, that's a stick, and I prefer carrots; that is, I'd prefer a system which rewards survival rather than punishes death. I hate identifying problems without offering solutions, but I don't really have enough information what with not having a seat at the developer's table. Perhaps this has already been discussed to death. Perhaps this is deliberate to make the game easier for n00bs like me (if I hadn't restarted my world about 5 times, I'd probably be on my second Summer by now and in much the same place in terms of progression having starved-to-death umpteen times through my first Winter, as I'm probably going to do even in my current game if I don't restart). Perhaps the death penalty (or survival reward) system is planned but the design isn't finished yet (Enchanting in MineCraft wasn't added until the 1.0.0 launch version). It just seems so weird to me to have these deep food systems (which I love! It's a wonderful fusion of the simplicity of MineCraft and the @_@ complexity of Eco!), to have seasons that affect food abundance and scarcity but...none of it really seems to matter. To be clear, I'm *NOT* asking for hardcore. If I wanted to play Hardcore, I could just delete my worlds when I die. But I would like to see survival rewarded when it seems like you guys are trying to make the survival aspect of the game more interesting than MineCraft's "get seeds from grass, find water, make hoe, eat bread forever!". ...also...could you reduce the Wolf's attack damage a bit? Being two-shot is pretty lame, given they tend to live in extremely cluttered environments and your first 'warning' that there's even a wolf around is a bite on your butt. =(
  5. PhotriusPyrelus

    Class survey

    I have only played Commoner. I have not played a whole lot, so I don't feel qualified to answer on the poll, but my n00by first impressions were mostly that a few % differences weren't going to make that big of an impact on the game, so why bother? The most-tempting were the Tailor and the Hunter because of the unique recipes, but I decided to pass on Hunter because I figured I'd be stuck in melee for a long time 'til I could make a bow, and I just didn't (don't) know how useful the clothing and clothing repair would be. I really like incomparables rather than just plain stat boost or reductions. Stuff like - and I'm not saying any of these are good ideas, just examples of what I mean - "this class can double-jump, but can't climb ladders", "all animals are friendly, but non-animals notice you from double the normal distance" I'm probably not explaining it well, and probably using the wrong terminology; I heard it in an Extra Creditz many years ago. The idea was instead of giving the player a choice between 10% more damage with X or 10% more damage with Y, or 10% more HP, it would be a choice between, say, double jump and no fall damage. Stuff that adds something new rather than just a marginal improvement on what you can already do. Which is why Tailor and Hunter appealed; they can make things no other class can make.
  6. I put a stack of 4 Cooking Pots in my Fire Pit when I was going to cook a bunch of different stuff expecting that each 'craft' would consume one, but the whole stack of four was consumed and only produced one full cooking pot.
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