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Underground I think the stability mechanic works great, it makes deep mining creepy and dangerous, something you really want to prepare for properly before doing, it keeps you on edge, panicking and getting lost is a real threat, it's a tense and memorable experience. I agree with others in this thread though that the surface instability mechanic in comparison, could use some work. It's not a very engaging mechanic and mainly seems to confuse and frustrate a lot of new players. I think a surface instability overhaul would be good for the game eventually. Maybe unstable surface regions could have some unique large surface and underground ruins? Maybe trees and vegetation growing in peculiar ways or somehow visually affected by the instability, maybe these areas could be a reliable place to find gears, otherwise uncommon items and stronger drifter variants? As of now unstable regions practically just act as "no-build zones". I think players should have some reason to wander into and explore these places, making them engage with the temporal stability mechanic above ground. As of now, once you've settled in a stable region you don't really have to interact with the mechanic again as the gear depletion is insignificant, you don't have to take a detour just because an area is unstable, you really have to go out of your way to get your temporal stability dangerously low above ground. In summation, I think unstable regions need some challenge and reward to them, and more explicit signs that indicate that "it's likely not the best idea to settle here".
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RE: 1.22 - Berry bush rework (i.e. add greater mechanical depth to them)
Shoom replied to Phantom72's topic in Suggestions
Omg now I imagine bushes with unrestricted pumpkin code, holy cow this could make for a hilarious mod. -
Ah, that likely explains why I haven't seen any, my house is about 15k blocks south of the world center in a area with higher than average ambient temperature. I'm aware that you can buy them from traders but I spent all my gears on wallpaper and I'm saving the storyline for when a friend of mine can join me so it's either 100 gears or taming a wild one for me. I will try exploring a bit up north, if I have any luck I'll drop back in with an update. Thanks a lot!
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I'm 530 hours into my world and I still haven't seen any wild elk, plenty of moose, deer, goats of all kinds but no elk. Are elk spawns tied to world generation or how do they work? Is there a specific climate they prefer? The chunks around my house were generated in 1.19.8, I've explored a bit in newer chunks as well but with no luck.
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I uhh.. also just realized you can build the vertical axle first and then place the pulverizer afterwards.. making the Archimedes screw redundant.. I feel stupid for not thinking of this earlier. But I suppose this Archimedes screw knowledge could still be useful somewhere, some day if you can't get an axle to place vertically for whatever reason.
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I'm a bit split on this, on one hand I really enjoy the added challenge of making your house insulated (and making these utility rooms) but on the other hand it can be such a frustrating endeavor, especially for new players. Once you kind of understand how the system works I feel like it's not that big of a deal but getting to that point involves what feels like bashing your head against a rock for ~10 hours. /debug rooms hi /debug rooms unhi /debug rooms hi /debug rooms unhi /debug rooms hi I'm not sure what the best solution would be, maybe incorporate the debug rooms command into the guidebook somehow and make it less jarring to look at?
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Are you really tight on space and have to run an axle perpendicular to a pulverizer? Too bad because the pulverizer will always take priority, no matter how hard you try your axles will NEVER connect, so you might as well put those foolish ambitions to rest.. Unless... you use an Archimedes screw, since not even Jonas himself could turn an Archimedes screw horizontally, your axles will FORCIBLY connect with the force of a thousand suns against the will of the drifters and even the universe itself. Just a neat little trick I found, thought I'd share.
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Trying to insulate a house with chiseled blocks can be very finicky, I fully understand your frustration. I've found that generally any chiseled block that's thinner than a slab, will not insulate properly, even if the block info says the block is insulating. Something like what I have circled here makes alarm bells ring in my head, if this door faces the outside and there's nothing behind that chiseled block, it could be the culprit (or one of them) check around for thin blocks like this and try replacing them with slabs or full blocks, or alternatively add some block/slab to the exterior.
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Strange, I haven't had any issues with pumpkins, I plant mine on terra preta and harvest about 4-5 pumpkins per seed on average. I do play on 30 day months however which slows down all the growth stages, perhaps that's why I'm having luck with them, I've never tried pumpkins on any other setting. Now I'm tempted to try growing them on low-fert soil just to see if that increases the yield, have to wait for spring however.
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Predictions of what devs will have playable by next version
Shoom replied to Facethief's topic in Discussion
I pray for more mechanical doohickies. -
Berries are great in summer, with enough bushes, the first sets of bushes will have fruited again by the time the time you pick the last ones, more firewood for the charcoal gods. As for fruit trees, apples and pears, peaches and cherries got me scratching my head, I think only fruit mash and raw dough beats them in the rot race, more juice for the booze gods. Pumpkins deserve a honorable mention, probably not the most space efficient but they're really fun to grow. Don't sleep on pumpkins, metaphorically speaking (solid figurative advice as well)
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Lovely! I've always wanted to build a Japanese style castle but just thinking of the roofing part makes my right eyelid twitch.
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Thanks! That's such a neat trick I've never thought of, I've wanted to build a lighthouse out on this massive lake I got for a long time but avoided it because of the swimming it would take.
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I tried logging the issue but I'm unfamiliar with GitHub, you're obligated to attach a log file which I'm not quite sure to find, as you said I don't think there's any relevant information in there. To me it seems like a simple issue with the spawn location of the sailboat following the launch animation, right now it seems to spawn the sailboat at the origin point/center of the construction area rather than construction area + a few blocks forward as it should, I hope that makes sense, I do a little gamedev for fun in my spare time and it's what my spidey senses are telling me.