Trex_Crazy
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Resonance Archives/Story location impressions
Trex_Crazy replied to Trex_Crazy's topic in Discussion
And so forsake my shield when I am outnumbered with higher damage tier enemies around. (while also fighting the controls because for some reason ctrl makes me select my backpacks) -
Resonance Archives/Story location impressions
Trex_Crazy replied to Trex_Crazy's topic in Discussion
But as I said I was immediately attacked and didn't have time to find it (they were closeish though) but I got backed into a corner. So what could I use? I feel like anytime I use chain or scale a tier 3+ creature shows up and chunks both my health and my armors durability -
Alright so first things first: Ahead lie spoilers for the resonance archives (the first story location) Should you not want it spoiled turn back now. So I've just finished(?) exploring the resonance archives and while it was a mostly positive and entertaining experience I also have some complaints/things that I was very neutral about. We'll start with the positives. The atmosphere was amazing, the device(?) in the middle with the constant humming. the lighting, how everything looked. The sound of the engineering room machinery etc. I was particularly impressed with the machinery having animations and lighting up/moving when you started the boiler (mostly because it shows care and attention to detail but also in part because the other block game, or it's clones, would throw in a few pistons/redstone and call it a day) The attention to details in the eviroment, the slow pace (mainly because you didn't want to fall off the edge) etc. was masterfully done. I especially liked that they didn't just have monster spawners endlessly spitting out monsters as a form of "dificulty"* The introduction to the bell was amazing, it makes a truly horrific sound (in a good way), the crawl to it was especially memorable. I enjoyed the fact that you had to keep the boiler fueled because it made it feel like it wasn't just an area made for you but was a lived in area of the world. (though with the rate that it chews through fuel I've no idea how they have so much coal lying around) Now for some negative thoughts on it. Not being able to place or break anything. For the most part I'm fine with this because it lets them tailor the story locations and keeps you from just bypassing all of the fun. (finding the parts and replacing them etc.) or cheesing through encounters. But it becomes a problem in three situations. First is lighting, while most of the lighting is very good and moody there are a few situations where you're forced to fight in a pitch black environment and it's difficult to fight back if you can at all and you're not allowed to place a light source, more on that later. Second is for inventory space there is a moderate amount of things I want to take from the place but I simply don't have enough room to do so. (further compounded because I want to collect all the books and scrolls (yes I know I can just use the journal but a lore library is cool to me) But I'm not allowed to place a storage container or anything just on the ground. (being able to place objects in the world is one of my favorite mechanics of the game) I ended up having to leave items or just throw low priority items away that will despawn. The third is exploring, I find it interesting to explore but sometimes the rubble on the ground makes it so you have to wiggle around for 2mins just trying to let collision let you pass. It'd be nice if I could break the little rocks on the ground. (as a side not the reservoir ladder entrance on the second floor is very difficult to get into/out of for some reason) Combat issues: Firstly fighting in pitch black. You can throw a torch (lantern/candle/temporal gear/etc.) to give some light or backlight to a fight since you can't place anything but if you pick it up mid fight accidentally you are once again cast into darkness. The two places I had issues with was the bell, but thankfully the few locusts and nearby broken pipe helped on that front. And the mine teleporter, the second I got outof the teleporter I was beset by a tier 2 and 3 drifter who killed me because I literally couldn't see anything and didn't even have time to react to try and find a light source or throw a torch. It would be nice if you could have a portable lightsource you don't have to hold, as of yet I havent found one but there could be one idk. Technically the temporal gear necklace gives you a miniscule light level of 1 but honestly I never realized it provided light until I read the tooltip (I usually wear one just to save inventory space) So maybe make it give the same light as the item or make a gear necklace and you can add gears to it in crafting to make it provide more light relative to theamount of gears. Kind of expensive but it is a light source I don't need to carry. Which relates a little to my next point. Not necessarily specific to the story areas but an issue I encountered there. The shields being used by crouching is, in my opinion, already terrible (though it allows you to use a bow while having a shield so it makes up for it a little bit) but is compounded by the fact that ctrl makes me select my backpacks instead of my items. Meaning I can't put my shield up to block the buzzsaw locust/nightmare drifter actively attacking me while I switch to my weapon. (And since I was wearing bronze plate armor it meant I was forced to just eat the attacks and have my health chunked/die) Changed my controls after but it still sucked. The boss fight was, not great honestly. The first half was interesting but when it started spawning an endless supply of locusts (at least I think it was endless, by the time I had thinned it down to one or two more would spawn) that bump you around and chip at you it got very annoying very fast. (also my chimpanzee brain didn't think to jump during the ground pound attack until halfway through the fight, that ones on me though) Plus I was a little sad how obvious it was that he was going to be a boss, knew it the second I saw it from engineering. Would've been interesting if you passed him several times exploring and then he woke up only when you unlocked the library (though I don't know how you'd do that considering the way the map is laid out) But it was interesting that there was a boss. And now two neutral things. One do they ever explain/let you see what the ominous machine in the middle is? (and if I try to glide to it will I just get stuck in the bottom of the pit?) I just want to know if they do, I dont want it spoiled what it is. And two, why does the gear you replace have to be a temporal gear? why not just a large regular gear? The part of the machine you attach it to seems to be just regular machinery rather than the special cyan machinery that is further down the machines process. All in all I loved it, just had a few things I wasn't the biggest fan of.
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Yeah but who knows off the top of their head that a fly agaric is toxic
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I think it would be interesting if you could make your own classes with the available perks. Like a malefactor who is fleetfooted but also shortsighted in addition to their regular bonuses and penalties. Then probably also make it so you can only have one of the more specific traits (tailor, bowyer, etc.) I know you can just turn of the crafting restrictions to get those though. I just reallylike fleetfooted and while I like the clockmakers perks the malefactor has a better outfit (focusing on the important things I know) and the less detection range. Just make things run a point cost and either have it so penalties give more points to spend or you have a hard maximum point cost of beneficial traits and a minimum amount of negative trait points you have to have. Though another idea would be that each class has a "slot" that either adds on, or replaces an existing trait, a trait of your choosing. But if you choose to use the slot you have to take another bad trait. It's also a little bit for my own roleplay ideas. Like maybe I was a tailor before commiting my crimes and becoming a malefactor. Or I was a thief before becoming a soldier so I am also good at sneaking but have a health melee penalty for it. (For the latter I'm not entirely certain if people would do that as it is not optimal at all, but again I like to roleplay my characters.)
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So I think it would be really funny if they removed the -hp tooltip from the different mushrooms and just let you use your real world knowledge of mushrooms (or trial and error) to find out if they're poisonous. Partly because it'd be funny and partly because it would fit more into the "uncompromising" aspect of the game.
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So it's been a little bit since I played the game so they might have changed it but idk. I've been thinking and are the mushrooms that are super poisonous just there to clown on people who dont read or something? You cant make poisons or potions (idek if there will be potions or poisons given the game's more 'realistic' approach (I say as it has interdimensional creatures in it)) and other than the less poisonous ones serving as a food item in desperate times some of them will just kill you unless youve raised your max health quite a bit. Though I do appreciate the immersion I get from it, because nature is doing its own thing regardless of what you want to do with it or how useful it would be.
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I acknowledge that I apparently can't spell, but also don't feel like fixing it.
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So how does the game calculate temperature? Last I played was 1.21.1 so idk if its changed since but I had a large 3x3 hlshaft in a mountain (for a windmill) but it wasn't covered, just had the wooden axel in the middle. And despite it being the dead of winter and -10 outside it didn't effect my character while in the mechanical room. So how does the game determine outside/inside, temp etc.
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That is exactly what I mean, not necessarily permanent and unbreakable but more reuseable than a bloomery. While they aren't hard to make Im not a giant fan of only 6 at a time and eating firebricks like they're doritos. given that you have mechanical power and heat a rudimentary blast furnace would be simple to make. and since you also have all the current materials to make rudementay batteries given a good amount of eork you could even be able to make a very rudimentary and very inefficient (compared to today) arc furnace
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Now firstly I am not saying they did a bad job by any means. And while it was a rarity for the characters to travel to other dimensions they most certainly existed (ie yog-sothoth) And I've read a great deal of Lovecraft and can ascertain that Lovecraft is not consulting on the gane otherwise it would be laden with racism at every opportunity.
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So looking at a windmill (if my memory is better than I goldfish which it honestly might not be) it will tell you its power output of 20kpa (per sail ser) and then the actual wind speed 0-150% (I think 150% is the cap?) meaning at max(?) efficiency one sail set can produce 30kpa of unbalanced force. Now on the wiki it says that the pulverizer has .08.... resistance and the quern has .1 etc. but this doesn't make sense compared to the kpa youre given from the sail. So my question is, because I want to calculate my actual numbers and what work I can do with the amount of sail sets I have etc so I know when I can use big gears to increase the speed at the cost of torque and still keep the system running. (side question does the direction of your windmill matter? because technically the wind sometimes blows to the side or opposite the windmills facing)
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Disclaimer: I've still yet to actually go to the resonance archives and so am still ignorant as to the story, no spoilers please. I enjoy exploring the unknown and dangerous. I always enjoyed the first few expeditions into the nether without potions or enchantments (and also I modded a bunch of things to make the nether more inhospitable). The problem that was pointed out as a counter argument to a seperate rust world plane to explore was that the nether became mundane, familiar, and not particularly dangerous at a certain point. I concur with this and I have a few ideas, another disclaimer: while I have knowledge on the receiving end of system capabilities (graphics cards, cpus, etc) I dont know anything about coding and how some of these ideas may tax low to mid end pc's. So I think the first thing to tackle is how you get there, Now I have two ideas for this to keep it unfamiliar. one idea is to have it be a more severe temporal storm that takes you to the rust world plane and dropping you somewhere random so you cant have a comfy home base built to be ready when you transport. The issue this runs into is how you get out, it could be that you need to find a way out. But given how strong enemies are during temporal storms, which given you would be in the rust world they would be comparatively the same or even stronger, respawning in the rust world until you find a way out would simply become an annoying roll of the dice until you get out. However making it so dying gets you out gives the option to simply strip your belongings and throw yourself upon the first enemies sword you see to get it over and done with. The solution, I feel, would be to make it gated. so at a certain point in the story you trigger a cataclysmic event that causes it to start happening so by that point you either have powerful weapons and armor or have so throughly cheesed the game that you are prepared for what comes next. Butagain doesn't stop you from just dying asap to be done with it. this idea needs some work. My second idea is that given rifts from the rust world appear and disappear as they wish you could temporarily, for maybe 3-5 days, stabilize a rift to travel between the worlds at the cost of spawning more and stronger monsters around it as stabilization goes both ways. And then to avoid getting stuck there make a device (or make ot so you can find it in the rust dimension in case you forgot it) you can use to travel back. Dropping you maybe in a range of up to ~2000 blocks from wherever your spawn is set? (but using the same stabilized portal lets you get back to that stabilized portal) To keep it from becoming familiar theres the option that it drops you somewhere random in the rust world to keep you from making a base. (or regenerate an entirely new rust world to drop you in, though this might be taxing both for memory and processing so idk about that one) Or make the stabilized portal one use there and one use back to a random location. Another thing I think would help make it nit be some where familiar or comfortable would be to have either unique variants or unique enemies that play around conventional tactics. Strong enough that you cant build an entirely effective strategy against them. Basically if you play a lot of roguelikes (as I do, one must consider me happy) very often the final areas/levels/etc have enemies so powerful that even fully leveled and dripped out they still are punishing to fight and the slightest misstep is likely instant death. Though I do understand that some people don't hate themselves so this may not be the most user friendly idea. There is also the option (as the little spoilers I have heard the resonance archives are like this) to make it impossible to build or destroy in the rust world except maybe placing light (which only helps see as in the rust world it wouldn't stop spawning) though i do think this may hamper the exploration aspect. A very big thing I think would be good is to make it so the map doesnt work in the rust world. The map is an essential tool that you cone to rely on and is quite important given that the game requires you to go long distances in order to acquire things. It is so important that taking it away may be enough to throw plans into disarray. Another idea to gate it, not so much to make it unfamiliar, is that given the fact that when temporal stability drops below 20%(? or 15%?) you take constant damage it isn't a leap to say that the atmosphere in the rust world is inadequate to support life as we know it. necessitating making specialized gear to journey through the rust world. As of current (that I know of) steel is the be all end all, however it could be a way to gate it that you need to make special titanium-steel alloy (I'm no metallurgist but I believe pure titanium is brittle and unfitting for armor) enviroment suit almost to simply be able to be in the rust world. Though this idea can be taken further for the rust world to be more hostile and unwelcoming. lets say that inorder to withstand the atmosphere you need to build the enviroment suit/armor that takes up the armor slots the issue being that even with its stronger material the need for it to be encompassing and sealed means it only offers (just throwing a random number out here) 50% damage reduction. and since you need it to not die to the atmosphere it means that enemies you could kind of laugh at for doing like .07 damage to you are once again threatening and you have to be on your toes or perish. Idk all in all I'm just kind of spitballing and input would be helpful
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I have the unquenchable thirst for ynderground ruins to explore (even if it isn't worth the risk I just like exploring) so unfortunately it seems I'm going to have to cut down ten forests worth of sticks to fuel my addiction.
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so I've got tin bronze chain (havent taken the time to upgrade it because I am about to get iron) and every temporal storm I hide in a like 2x2x2/1x1x2 room (larger one is so I can do something im working on while I wait) because my only answer to the higer tier monsters is to perish. now after the storm has passed I get a little greedy and try to kill a few of the remnants to get gears or something. The only issue is I'll be kiting a high tier drifter and a nightmare shiver will come in at mach 10 and murder me (I have creature strength at 150% because I hate myself) I don't know if the higher tiers are faster or if I am just spoiled because I can outrun a surface shiver as an unarmored clock maker. but even if I see it coming she just zooms and kills me. I am in pain, thankfully (and also sadly (again I hate myself)), the moster that kills you seems to be subject to divine retribution and is erased from existence after killing you (except this one sawblade locust thing I encountered one time... well more like seven trying to get my stuff back) This isn't me complaining to have it changed though I like that the monsters and temporal storms are almost literally a waking nightmare. I just wanted to share my pain.
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So Iron is a big process to make, which I am absolutely fine with. I just wish that at a certain point you could make a more long term structure for Iron making. Similar to the refactory bricks so that it has a few uses befire it breaks (and also so I can make more than six blooms per) and also make other metals nore efficiently. Like I have no issue with the long process involved but later game once youve started toying with the idea of steelmaking you can make a multiblock for other metals to be made slightly faster/more efficiently. Like something that requires a resource that can only be mined by iron or steel depending on what you want the progress threshold to be. Then also maybe make it need mechanical power to operate. So its a big investment. like all the other endeavors in the game, but also a big payout eventually; again like all the other endeavors in the game.
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Thanks for the answer! Though I guess this neans that unless I have a metric ton of metal I have to spend half my gdp on making torches...
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Man why am I being stalked by drifter team six.
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So I am curious as to what exactly the (non-temporal storm) spawning conditions are. Twice today I have been in a cave, checked my surroundings then turned around for no more than literally 2-3 seconds and am killed by 1-2 drifters from behind. Now I acknowledge that it is partially my fault for being low enough for corrupt enemies to spawn without any armor except a shield but still. Idk if its an audio bug, or that they just spawned and have a cooldown on making noises etc. but I don't hear them before they smack me (when the bowtorn and shivers spawn behind me they're kind enough to make noise) and it isn't that theyre getting covered up by another noise because I have the game music off and listen to my own but I still hear the bowtorns "spotted" sound and the shivers noises, and drifters when they dont spawn behind me. Another thing is I think its wierd that bowtorn and shivers seem to require line of sight but drifters just stry to walk through your door to get you meaning they detect you through things. which is kind of funny seeing one drifter just halfway (only graphically, he is still bound to the physical plane) through your door but is also not so funny opening your door to 10+ drifters (well in hindsight it is still pretty funny) (rift activity was "very high" and a rift was right next to my house) And I have a cellar with candles but monsters still spawn in it. So my question is: How do enemies spawn? (in non temporal storms) and how do I keep them from spawning in underground rooms? (my metal working space is underground (only y 105 I think) because it was cheaper than building a fire resistant house/area. (that isn't made of dirt, I refuse to live in a mud hut)
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So I restarted the game (was in early iron before) because I wanted to change classes. I know you can use commands to change classes but it would feel like cheating as I didn't get that far with the new class if that makes sense? regardless of your answer this post will continue. So I had been playing the malefactor for the very important reason of I liked their clothes and extra foraging sounded good. However I learned that I can have a little buddy if I play a clock maker, and since they have the same downsides as the malefactor I had already been playing around the weakness. (My resons for the little buddy are that I want a monster to call greg and I can't keep (most) enemies from despawning.) Though I was also looking at the other classes and I have to wonder why you would pick anything other than commoner, malefactor, or clockmaker. The hunter seems pretty good for food, leather, and mechanical power (animal fat) but as someone who yearns for the mines the ore drop penalty causes me severe pain even thinking about. The blackguard seems very good for everything combat and worse at everything else for it. I already think your characters hunger rate is a little crazy (but am mentally locked to play games "as is" the first time until I beat it) and I am wondering if it is even possible to play them early game without constantly starving to death. (side note I dont play many online games so this is all from a solo perspective) And the tailor honestly feels like a "wes" character. (character in dont starve, was made purposely very bad as a challenge for players who already beat the game and knew what they were doing) because their special ability is just making clothes. (which is helpful for winter) and slightly more armor durability. Idk where I stand on that on one hand higher teir attacks seem to (idk for sure) eat lower armor tier durabilty for breakfast, but on the other hand while armor is a giant investment fixing it is actually really cheap (relatively). in exhange for mostly crippling debuffs. as someone whos played malefactor/clock maker the -2hp isn't bad, but the mining speed again hurts my yearning for the mines and the other debuffs are pretty bad too. Now idk if I am missing something but it just seems like getting charged an exorbitant price for not much in return.
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Im a malefactor so ranged is already eh for me, I have so much iron (the vein I found broke a bronze pickaxe on its own and I still havent finished it) Movement is big though When I wear the platemail I feel like I'd lose a race to a glacier. and healing is already something ive been playing around... mainly because I am dumb and didn't realize you could make healing items with anything except linen. but in theory if I dont encounter a Mongolian horde of enemies or enemies with a higher tier attack I shouldn't need to heal too much. (though I am still bringing healing items just in case.) My biggest "I need to prepare" past making plate armor to avoid being oneshot by a doubleheaded drifter is inventory space I have three reed baskets and a backpack, two days before my next batch of leather is done to make more backpacks (I have a crippling addiction to loot). Plus I am thinking it might be a good idea to bring some gears incase something, the location or maybe an enemy drains temporal stability (idk ive only met the american sniper, moan.mp4, the crackhead spider, a metal spider(?) idk I died before I could investigate if it was hostile but it spawned underground with some drifters I assume its bad, and something idk what it was or what it looked like but it made an awful anxiety inducing racket and I was killed by like 4 drifters. (No conclusive evidence because monsters seem to randomly despawn 50% of the time after killing me, but I am drawing a correlation between whatever that noise was and monsters appearing.) My point is I am preparing like this is going to be a several day long nonstop battle royale. but idk if thats too much lol. I am going to die of laughter (and wasted effort lol) if I get there and its like one tiny room with a lore book/note/item/etc. lol
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So this is more a feedback thing but obviously interested in others opinions as well. I absolutely love the monster design, from their look (mostly, well get to that in a second) to noises, etc. So starting with their graphic design I love the rusty/grey molted flesh thing they have going on. the only enemy I am not gushing over its design is the regular surface drifter, I don't think its bad because while it is very basic it does make the other variations more visually impactful and easier to discern. (sometimes I mistake a deep bowtorn for a surface bowtorn) Onto the, in my opinion, more important things I like about them. Firstly is sound design, I enjoy that every type of monster sounds different and that there are specific audio cues for them as well (I immediately jump into alert mode once I hear the spotted/aiming noise of the bowtorn) I also enjoy that their design is very unique and unnatural and not too loud. For example in minecraft unless youve got a xylophone mod its pretty clear when there's a skeleton about. But with VS you'll tune out crickets/water/wind/etc but then youll hear a faint noise, usually too quiet do discern what exactly made the noise but it just sounds off and puts you into defense mode. I always keep my chestplate in my hotbar because of the severe (its bronze plate) hunger penalty (considering making a plate and chain set, despite the high resource cost, and switching to plate when I know theres a fight and the chain being emergency if I get caught off guard) so the second I hear something I put it on. Which eventually, because of the good sound design means I am sometimes jumping at shadows. because youll be listening for the noise youll either mishear something or your brain will just say "uhh you definitely heard a noise" even if you didnt. But the sound design extends further. So I was mining iron, hematite to be exact, and I was about Y 3 or 4 and I (unwisely) don't use torches because they burn out and it is a waste of resources. now idk what it is and am not keen on finding out any time soon but some thing started making an awful noise, in a good way that the noise was something that immediately said "you're screwed", then followed by like 4 nightmare drifters (and a little spider? idk whats up with him) rocking up and killing me But by far my absolute favorite thing about the enemies (including bears/wolves) is that they have behaviors besides "wander" and "kill". I enjoy when the world feels like it doesn't revolve around me. seeing a shiver baning his head inti the floor (idk what he's tring to accomplish with that though) or seeing a drifter cowering in a corner, etc. I like that the enemies feel like they're just doing their own thing going about their day (or night as it were). I also enjoy that mid combat enemies will start fighting eachother if they accident hit the other. during a temporal storm had a deep drifter throw a rock and hit a drifter with lots of metal coming out of him and immediately turn around and murder him instantly. All in all my point is I love the monsters designs, good work and I am excited to see whats next. Its clear this ganr is made with passion.
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So I've given the trader a pickaxe and have the location of the place I am supposed to go for the first(?) quest. Now I've always been an over preparer (despite there not being much penalty to dying aside from losing some food, I am trying to play like I have permadeath on because I am considering playing a permadeath game when I "beat" the game (Why yes I do hate myself, how could you tell?)) So I have just recently gotten iron and am using a helve hammer with a "windmill" (its just a 30 block tall pillar of axles with two dirt blocks holding the axles at the top so I can place the gear interchange) and am preparing to make iron armor before I go to the quest area. So my question is (whithout spoiling anything) am I overpreparing? or can you even overprepare in this game?
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So a little bit ago a drifter spawned in my pigpen and it gave me the idea to keep a drifter alive in his own home and call him Greg. Curious if there is a base game way to keep them from despawning.
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Some other thoughts I've had since/forgot to talk about in the initial post. Ive been having a hard time getting temporal gears (which I apparently need to fix the machine I found) because its difficult to find enemies consistently. Dark spaces underground seem ok at spawning them but there seem to just be very few monsters at any given point besides "high" rift activity and temporal storms. As mentioned above I find it odd that wolves do so much damage compared to supernatural enemies (except some variants I've seen during temporal storms) Now I am not saying I could take a wolf in real life and I get that they can easily kill a human I dont have an issue with the amount of damage they do, just that eldritch abominations with claws, a giant mouth, and the ability to shoot... ribs? (I have no idea what they shoot at you. Looks like bones though) do less damage than something from the realm of reality. it is arguably a fourth reason why I dont find the long sections without monsters anxiety inducing because they're small beans compared to a random wolf wandering into my base. So food is very strange to me, I enjoy that while crops take a long time to grow they give you a bountiful harvest for food. and cooking makes more satisfying food etc. the strange part is that I feel like my character has a tape worm or something with how much food they need (I know armor increases hunger rate but I only have a helmet right now, and I only wear it during combat) Like if the regular 'red meat' is akin to a medium-smallish peice of hamburger you end up eating like 5-6 times what I (an average to light weight person) end up eating in a day. Now I also get they're doing backbreaking labor all day but even so I question whether a person could reasonably eat all of that in a day and not harm themselves in the process. (I know you can lower the hunger rate, I just like to play the game as "intended" so im just talking about my experience with it so far. also for some reason surface bowtorns keep spawning deepish underground (idk if the weaker variants spawn lower, I think I've only seen deep drifters underground) and upon killing them they fall over and phase through the roof all the way to the surface. I am assuming that it's a bug, I do think its kind of funny though. Another thought I had is about temporal storms/low temporal stability. (I may start its own topic/discussion just for this honestly) While I don't get motion sick I have a friend who does that likes survival craft games but the moving textures and jerking blocks would absolutely melt them. While I think it would be a double edged sword because some people might disable it to negate the intentional disorienting effects it would help motion sick people to have an option to tone it down/turn it off.