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Mongster

Vintarian
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Everything posted by Mongster

  1. Makes a lot of sense.
  2. 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?
  3. I wonder how people will feel about berry bushes now with the latest tweaks.
  4. My Interview with Tyron and Saraty!
  5. Some recent tweaks to the berry bushes, a la 1.22-rc.3:
  6. As someone who uses VS Launcher to test mods, every time I boot up a different installation I have to relog, lol.
  7. 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.
  8. 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.
  9. 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.
  10. I think I agree. Every time there's a temporal storm, I just go inside and wait it out. Everything is too wavy to really do complex tasks so I usually use the Quern. I've heard it suggested that temporal storms should only end once you've killed enough enemies, or something like that. That way, you can't just wait it out. But in my next playthrough I feel that I'll just be turning it off.
  11. The AI text to speech voice really puts me off. It sucks, because it does look well edited, and I wonder how he got those cinematic shots for the thumbnails...
  12. I only watch when I can't play myself, usually. Solstin is a great rec
  13. There are a lot of people who make great tutorials, but I like watching well paced gameplay that's not in your face or screaming for attention. Personally, I love Ashantin 3's videos even though she doesn't do much editing. Who do you guys like to watch?
  14. Mongster

    Japan Map

    That's quite impressive. Sounds also like a massive undertaking.
  15. I just realized we're all overthinking this and the best way to nerf underwater mining would either be to make lanterns not cast light when underwater (not put them out, but just make them ineffective) or create a proper underwater visual filter that makes it impossible to recognize anything while submerged except the bare basics. Just make it harder to see. lol
  16. This is all easily solved by underwater mining...
  17. Ore bombs expensive. Underwater mining cheap. Plus, don't ore bombs lose like 10% of ore?
  18. Perhaps filling voids with water would be the solution, but that might break a lot of other things. And even if mining underwater lowered your air supply, it's not a big deal because you can just mine a few blocks and create a spot which to catch your breath and mine at the same time.
  19. Mining underwater is superior to mining in dry caves in every way, shape, and form. Not to mention it's exceptionally profitable. If you ever find one of those really deep underwater lakes (which are common) why not take a dip? You just need a lantern. Since mining speed isn't affected by being underwater, it's a breeze. They're quick to navigate, easy to exit, they don't usually impact temporal stability, and they're completely monster free. I even spent a heavy temporal storm down here with only a few frightened bowtorns spawning around me, but even then, spawning is incredibly rare. Finding ores down here is much, MUCH easier than a dry cave. This is what I got after a single trip. I have many more photos of copper veins, even finding sphalerite, quartz, gold... all in a single underwater cave. Yes, Tyron should probably nerf.
  20. The excess detailing is just overcompensation for building the base way too wide. Initially I was mentally picturing the windmill rotor itself to be larger; so I constructed a huge base, as I also didn't predict that a helve hammer would be turned 90 degrees from the axel powering it. I was hoping it would all fit inside. Turns out I got my info incorrect, there's plenty of room inside, and the huge base and smaller-than-expected windmill made the whole structure have a very strange shape. Spent the next ten hours of my life meticulously detailing the entire structure until I was satisfied with it.
  21. An in game year ago, I made pits throughout my world to capture animals. I caught one rooster from here and used it in my farm. I recently killed all the roosters by accident (they run too fast for me to identify them as I swing my falx...) so I went to capture this guy. He's hard to catch, he has usually just taken the bait out of the trap and escaped. I come back the next day to try again. The most recent time I came to get him, he had laid an egg? in the pit. There are no hens nearby, this is on a thin shoreline bordering a huge mountain, so not really anywhere they can hide. Even if there was hens, how would they have got in and escaped, or have been well fed enough to lay an egg? Very strange mystery. These chunks are usually unloaded so I think the game just made a mistake when reloading them.
  22. Very cute. Love the baby chickens in this game, also great use of using the flowers (lupines? I think) they match everything very well. I love the idea of having an exhibit for animals like this!
  23. When I first attempted to use rope, I would get a popup saying "this animal is too wild to attach a rope to" or something like that. I think it only works on animals that are a few generations in.
  24. The top and bottom pieces confused me as well. The top is just for roof ridges IIRC, but the bottom ones I can't quite figure out. I think they're just for hanging off of walls. The more gradual slope towards the top was achieved by chiseling slate blocks.
  25. Hello! I meant every domesticatable animal type... though in my pursuits I did catch a few wild things.
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