Jump to content

Gorfinhofin

Vintarian
  • Posts

    27
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Gorfinhofin's Achievements

Stone Age Settler

Stone Age Settler (3/9)

32

Reputation

1

Community Answers

  1. I was thinking the same thing. I'd already kind of sworn off the tropics because of how much trouble I had traversing bamboo forests, but now there are going to be hippos that could crunch my head like a watermelon? You know, winter isn't so bad once you get used to it!
  2. I'm pretty sure the story locations spawn the appropriate terrain around them. Both the Resonance Archive and the third new story location were found in fairly isolated mountains in my world. They're still quite seamlessly integrated into the rest of the world, but looking at the map, they do stand out as something that wasn't naturally generated. "Story Structures Distance Scaling" is how far away the story locations are placed, not any kind of "search distance". Changing it to a lower value would mean more area for them to spawn in, if anything.
  3. WE ARE SO BACK Seriously though, I'm really looking forward to this. Gearing up an elk for a long journey looks really fun. Noisy bugs will be a very welcome addition. I'm excited to see how convenient the beehive kiln is too. And I wasn't kidding about the crude door. I know a lot of people hate it, but I think it's funny.
  4. The stones trick has been patched out for a while now, as far as I'm aware. It was never fool-proof either. Drifters could sometimes spawn in the air above the stones. Also, I've never seen temporal instability cause enemy spawns except when it's at like, 10%. Whatever point it is where you start getting the flickering drifters, and the creepy descending droning sound. To OP, something cheesy to keep in mind: Dead drifters count for the entity limit. So if you don't harvest their bodies they will actually prevent new spawns, until they disappear on their own.
  5. I feel like resin would just straight up glue the lid to the crock. The reason we use fat and wax is because they're airtight while still being easily removable.
  6. Thanks for updating ACA! This mod seems to be working just fine again too. I just noticed an issue with the pine and birch bread added by Ancient Tools. The bread gives only 100 satiety without any extra ingredients (this is the normal AT functionality), but the four breadcrumb items you can make from it still give 75 each just like most other bread. Other foods made from the flour and/or breadcrumbs seem to have similarly inflated numbers.
  7. I agree that the sleeping mechanic is weird and clunky as it is. It's especially irksome how the menu clock tends to lag behind the actual time a little bit, so you actually have to get out of bed slightly before the time you want. How about a "Sleep for how many hours?" prompt, like in the Elder Scrolls games?
  8. They do! As long as you don't turn them into firewood. Oak and ebony burn the longest, and will actually burn longer in log form than the equivalent amount of firewood.
  9. I'm really looking forward to using your mods! I got the whole set! I'm just trying to get everything sorted out with configuration and compatibility, and I had a few concerns. It seems like the axe types all fell trees at the same speed, contradictory to your description. It feels like the same amount of time at least, and their mining speed values are the same. And is it by design that the chopping progress stays at the first "stage" for a while and then suddenly goes to completion? It doesn't bother me, but I just want to make sure. Lastly, the meteoric iron variant of each axe type does not have attack damage values.
  10. You can definitely fill crocks with the pot. That's how I do it most of the time. I set the crocks on the floor, and then shift-right-click to fill them with the pot in hand. If that's what you were trying I have no idea why it didn't work. You can't fill crocks that are on a shelf. Maybe you were trying to do that?
  11. Should be the F key by default, if it's like other tools. The same key you'd use for the chisel, or a hammer at the anvil.
  12. Out of curiosity, do you get the hunger penalty for being cold when you're in that room? I've wondered if where snow appears is dependent on whether the game considers the space to be indoors.
  13. The added variety in size would be very nice, and I would love to see leafless trees in winter. It would also be cool if the gradual growth of fruit trees could be applied to regular trees.
  14. Jugs currently have no practical purpose in the game as far as I can tell. You can store liquids in them and drink from them, but you can do that just as well with bowls and buckets, which you're more likely to have lying around already. Why not have jugs extend the shelf life of the liquid in them? And have this further extended by adding a cork, made from oak wood? They'd be like the liquid equivalent of crocks!
  15. In TerraFirmaCraft there was a risk of your metal overheating and melting away in the forge if you didn't take care of it properly. I'm curious if that is planned to be a thing in this game. I've seen it pointed out as a bit silly that you can have bismuth, for example, sitting glowing hot on a 1200 degree forge when its melting temperature is more like 500. I wouldn't be sad if it stays the current stress-free way, but it would be more realistic to have that risk, and could add some interesting micromanagement.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.