-
Posts
25 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Lodeclaw
-
I'm having the same issue. Hopefully it isn't serious.
-
There are a lot of incomplete features in the game right now and the longer the team waits to flesh them out the harder I feel it's going to be, in my opinion.
- 142 replies
-
- 72
-
-
-
-
I agree. Also I'd like to be able to hear the lore location music without having to enable ambient music generally.
-
I use it regularly while hunting, but you kind of have to plan ahead and approach from a direction that doesn't require any elevation change.
-
The nutrition system already does this by increasing your maximum HP.
-
I have noticed that if you copy world configuration and paste it into a text document there is a variable called "storyStructureDistScaling". At first glance it looks as though this should change the distance to lore locations, although I haven't tested it at all. I don't know if there's any way to alter this variable in a single-player world.
-
I haven't tested it myself but I've yet to see any reports about the story locations spawning in a way that makes them unplayable.
-
Chapter 2 is advertised as a long and aduous journey, which seems to be acurate. The biggest complaint doesn't seem to be the distance, but the lack of engagement involved in using the new boat to make that trek. In an ideal world the sailing and ocean features would be better fleshed out but these are the drawbacks of a game that's playable in the midst of development. For the time being, use Billy's speed boat mod to increase the rate of travel for your watercraft. Essentially I feel like using the boat is trading convenience for excitement. You're turning the Oregon Trail into the Lincoln Highway.
-
Does it happen if you turn off Occlusion culling?
-
Actually something like this would be a really great solution. Maybe at the bottom of the elevator you could find a map to another small story location where you can retrieve a unique part to fix/activate the elevator from the bottom. Players who don't want to brave the jumping puzzle would have a slightly alternate path through the chapter.
-
On that note, in theory it shouldn't be difficult to make a mod that alters the layout of the parkour section to make it less tedious for people who don't like deadly jumping puzzles in their survival games.
-
Well even if the last step of chapter 2 isn't very good at least I can go to the village and experience that.
-
That's disappointing to hear.
-
I have heard that there's a parkour section with bowtorn. I probably wouldn't attempt the story stuff without iron armor, although I'm not sure if armor helps with fall damage.
-
Yes, the author is currently reworking the new vanilla boat so we can turn the sail and catch the wind for more speed, etc. I don't know if there's an ETA on that but I'm looking forward to it.
-
Worldgen is kind of disappointing including it's customization
Lodeclaw replied to StarFeather's topic in Discussion
The way the world height works is as you increase height the generator will just stretch the features vertically to fill the space. This results in a more chaotic world with a lot of rugged terrain features. Because of this landform mods need to somewhat tailored for the height you want. I personally have mostly used WorldgenFix which is specifically for very tall worlds.. I liked it so much I made my own fork with reduced water. There are lots of really great landform mods as you've likely already discovered. -
If you're looking for a way to preserve food you'd be better served using elevation instead of latitude. Build a cellar up high on a mountain peak where the ambient temperature is lower.
-
I think the new mobs are very cool but I'm a little concerned they might be a bit overtuned for permadeath players. I haven't started a 1.20 world yet. Would you guys say you're dying more often with the introductions of the new mobs?
-
I'm hoping some Vintarians who have already completed the 1.20 story locations could give some insight into their difficulty without spoilers. I play exclusively in permadeath mode and from what I've absorbed around the story location discussions is that at least one location is particularly challenging. I'm wonding if it's a fools errand to attempt these locations in a world with only one life? If I was well prepared and careful how likely is it I could complete the 1.20 story without dying? For context I have completed the Resonance Archive without dying.
-
Is the overtuned cave "darkness" fog a bug or intentional?
Lodeclaw replied to Ketoth's topic in Discussion
I believe there are two things going on here. Neither are bugs as far as I can tell. The OP is noticing what appears to be a new feature. There are some places in the underground where a malevolent darkness is present which suppresses light sources. These areas often have oxidation on the cave walls. In my testing I found most caves don't exibit this behavior. The darkened sky is likely a symptom new feature that's meant to mitigate sunlight spilling into deep places when there's a skylight. In previous versions if you had sunlight spilling down into a cave you'd see weird shadows appearing when the sun was near the horizon. -
Hello everyone. I'm a novice rookie beginner modder. I'm looking for a capable modder to help me produce a mod for a semi-permadeath game mode. The short of it would be that the player can craft a shrine at which they can sacrifice temporal gears in order to buy a single respawn at the site of the shrine. Each time the shrine is used, the cost doubles. So the first respawn is 1 temporal gear, the second is 2, then 4, 8, 16, etc. Ideally the cost could be configurable. If someone would like to work with me on this, or give me some advice on how I could accomplish it myself, I'd be very grateful!
-
- 1
-
-
I'd just like to put it out there that the one thing I feel is missing from the mod is the option for the vignette. Having that vignette, for me, would make this mod perfect. I was messing around with the config to try and get a stronger vignette but came out disappointed. Regardless, love this mod a ton!
-
Jugs don't show any spoil time ever. Holding, placed, shelved...nothing.
-
Alright then should I assume that the jugs not indicating spoilage is either a bug or unimplemented?
-
I don't know if this is intended or not but I was under the impression that wine wouldn't rot if it was in a jug. I never saw any indication of the wine being perishable while in a jug, but in v1.16.4-rc.2 all of the wine jugs I stored have turned to rot.