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Mongster

Vintarian
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Mongster last won the day on July 2

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  1. I had no idea that items could continue to move after a change in direction, I thought it had to move down only. Though part of me wonders if you had the items move downward if it would speed up?
  2. That's super cool that trapdoors can have this sort of functionality
  3. yes, it is, and some oak slabs.
  4. Got a bit of a modern/east asian flair, with the increased roof pitch. I really think this is one of the best looking builds I've ever made in this game
  5. I love the decking and awnings! A roomy forge is always worth it
  6. I'm blown away by this build man
  7. Makes a lot of sense.
  8. I had a dream about the Thunder Warden. I dreamt that further on into the chapters, you build four different “portal” structures at key locations around the world. These portals were made from various materials relevant to the locations they were built in. Then, when the next temporal storm comes, you would try to position the Storm Lord between all of them. Those portals would then launch a beam that shocks Dave and basically dismantles it, it collapses and falls apart. Inside of Dave is Jonas Falx, who is attached/incorporated into the machine. We learn from him that the Thunder Lord is keeping him alive, and I guess he’s the cause of the temporal storms. Wherever he walks, the temporal storms follow, and it’s a result of the machine sucking up the life energy or whatever around him. Although if this story were to make actual sense it might be better if Jonas piloted Dave into the rust world and is just stuck there harvesting it’s energy to keep him alive. Did my subconscious unlock the story? Thoughts?
  9. I wonder how people will feel about berry bushes now with the latest tweaks.
  10. My Interview with Tyron and Saraty!
  11. Some recent tweaks to the berry bushes, a la 1.22-rc.3:
  12. As someone who uses VS Launcher to test mods, every time I boot up a different installation I have to relog, lol.
  13. I just came up with a few things that could influence your stability off the cuff, but of course it would need a lot more thought and balancing. I do like the idea of it being more of a score than influences gameplay - I would also think that as a new player, you have a bit of a grace period, and your world usually starts in summer, so you should be alright. I'll also address the rift ward thing - I have never made one of those before, and I suspect most players haven't either. I think people just don't like rifts to begin with. And I do understand temporal storms are impactful to the lore, but I don't see why this new idea couldn't fit. Certain nights or certain events that lower temporal percentage, rather than just stick you in the rust world. Perhaps a Status Effect system would handle some of the other mechanics I mention, but it won't fix the annoyance of temporal storms.
  14. I know I'm not the first to discuss this. I think that a lot of people complain about temporal storms, and that's mainly because all they seem to do is keep you inside your house for a whole day waiting it out. You can't do too complex tasks because of the wavy distortion effects. I think that temporal storms are MEANT to be a challenging event for the player, but in practice they're more of a weekly annoyance that doesn't challenge you at all. Now, this is just an idea, but imagine that we got rid of temporal rifts spawning randomly. That means monsters are normally only in caves, or the rust world. Now just get rid of temporal storms in their current state, as in, the weekly rust world events. I would find it possibly more engaging if "temporal storms" were just weather events that lowered your temporal stability. Imagine you get a message in the chat box "It looks like it's going to be a bad night". And that night, your temporal stability goes down faster than usual. Now, what I'm suggesting is basically variable events that cause your temporal stability to fluctuate. I think it should also be tied to how often you're starving, how deep in the world you are, if you're constantly at low health, if you spend too much time indoors(?), if you're at cold temperatures, and other things. I think way more stuff should affect temporal stability. Depending on the night, it might be greatly affected. And perhaps certain activities will heal your temporal stability, like drinking good alcohol. I think that the lower your temporal stability is, more rifts might spawn in the area around you. So rift gen is tied to how "sane" you are. This would also sort of solve the "rifts spawning in my base all the time" because it would be DIRECTLY tied to taking care of your player, making it all the more punishing to have a low temp stability percentage. And the lower your temp stability, the lower the drop rates are for certain goods, like farming and foraging. Maybe traders offer worse prices as you have a bad air about you, or are less friendly, wildlife is more aggressive... and vice versa. A 100% temporal stability would mean great boons for the player. Basically, I'm suggesting that Temporal Stability be more like a credit score. You work hard to get it to a high level, but if you're not careful, it'll get lower and lower. Rather than just being a wheel that suddenly depletes in specific scenarios. What do you all think? I hope I made sense here.
  15. It is nice, that is what I used to do when playing new release candidates. Now, I just use VS Launcher, which is buggy but separates installations and mods quite nicely.
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