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Everything posted by Shoom
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Food spoils a lot quicker when kept in the player inventory, I can only assume the player is warm and stinky and it makes the food spoil faster, also ambient outside temperature will influence the spoil-rate, you'll see a faster spoil-rate during day time compared to night time. I'm personally not seeing any difference from storing on a shelf or on the ground in my cellar.
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I would really like a translocator tab in the map menu, say once you've stepped through a translocator, 2 pins show up automatically on the map with a line in-between, or alternatively let us draw lines on the map. Manually pinning translocators becomes a real headache once you need to use multiple ones in sequence to get to a desired location, or when there are multiple translocators in a small area.
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I'm curious about these, I haven't encountered one yet, they were introduced in 1.22 and are spaced 1500 blocks apart from each other, that's all I know. Are there any signs or clues as to where they're located? Do they have a surface entrance like the archives or are they like regular cave ruins just much larger in size? Have any of you found any of these dynamic dungeons yet?
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I think Jonas parts would be perfect for late-game automation contraptions, the equivalent to what redstone is to Minecraft, contraptions that utilize the chutes, hoppers and mechanical items we have in the game, so that ultimately we can (nearly) fully automate some of the more simple and tedious tasks in the game. The flaw with redstone in Minecraft in my opinion is how easily obtainable the items are, someone with the knowhow can quickly create devices that completely circumvents the game's intended progression. I don't want to be able to make machines that mass-produces items or are capable of strip-mining the entire world, but say you could throw freshly mined chunks of iron into a hopper, hopper leads to a pulverizer that turns them into iron nuggets, iron nuggets then go into a bloomery, then to a helve hammer and in the end you end up with iron ingots? I think this would be fair considering the amount of time and resources it would take to build and tune a machine like this, wouldn't be something you could create in a day, rather something that would take several hundreds of hours of gathering resources, building and tuning.
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I've seen this bug before!
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I got to interview Tyron and Saraty!
Shoom replied to Mongster's topic in Videos, Art or Screenshots
Great interview! Gives a lot of insight into the game, much appreciated! -
Assuming the islands in question aren't massive, you can type /gm 2 to go into creative mode, fly underneath the island, look up and and spam mouseclick to remove them by hand then go back into survival using /gm 1 once done. Personally I like to remove them by hand in survival and use the stone and dirt for builds/terraforming, will admit it's quite tedious though.
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I think coral is only down south towards the equator, I'm playing in a older world as well (started in 1.19) and did eventually find an ocean after traveling many thousands of blocks, you can tell it's an ocean by the wavey patterns in the sand, large waves and saltwater fish.
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I tried it in the current latest unstable version (1.22.0-rc4), I lost count of the attempts but here are some of the things I tried. Creative mode, man-made body of water 2 blocks deep, oak sail boat, launched correctly. Creative mode, man-made body of water 1 block deep, oak sail boat, launched correctly. Creative mode, man-made 3x3 pit of water, oak sail boat, launched correctly. Creative mode, naturally generated body of water, old game world (generated in 1.20), oak sail boat, launched correctly. Same as above but launched the sail boat in survival mode rather than creative. (Switched game modes using /gm2 & /gm 1) Creative mode, Redwood sail boat, into flowing water blocks, as in I only partially filled the pit I launched the boat into, sailboat still launched correctly. Only thing of note is that there's a slight visual hitch whenever the boat launches, it seems to "teleport" back to the center point of the rollers for a split second but aside from this everything seems to work fine (seems to be purely visual) Perhaps the bug is still possible under certain circumstances? However I couldn't replicate the bug from 1.21.5, and I tried everything I could think of. EDIT: I suppose the only thing I didn't try was to make a sailboat completely from scratch in survival mode.
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I like it, would also be very useful for building if you could use tools/place blocks while it's in use.
- 29 replies
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I had no idea this was possible.
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Your concern is understandable, honestly though from my experience with 1.22 so far these changes don't really change the game all that much. Machinery catching fire sounds way worse than it actually is, you need to downshift several times in order to get RPM high enough for things to start smoking, you'd have to go out of your way to achieve this, it's not something that will happen by accident. Rendering fat is a quick process just takes a few pieces of firewood and a cooking pot, which you have to make anyway. The berry bush overhaul is the largest and most controversial change of this update but the only real difference here is that you can't gather a few stacks of bushes during your first week and coast through the first summer/autumn on nothing but berries.
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Bowtorns and drifter stones should be able to 'break' basic windows.
Shoom replied to Broccoli Clock's topic in Suggestions
Yeah my bad, I just assumed they would deliberately target glass blocks as they currently don't try to fire at you through windows from my knowledge. -
Bowtorns and drifter stones should be able to 'break' basic windows.
Shoom replied to Broccoli Clock's topic in Suggestions
How would the bowtorns tell your main house apart from say, your greenhouse though? Having to rebuild that every morning would be quite painful. -
Archimedes Screw. Do people use it, and if so in what way...
Shoom replied to Broccoli Clock's topic in Discussion
You can actually put anything inside the output slot of a quern, jam a rock in there or something and anything that goes into the quern will pop out the sides when ground. That way no material stays in the quern. -
Making parchment using linen pulp and sieve seems to be buggy right now, at least in single player. First time you try it, it seems to work as intended but subsequent tries the recipe changes from requiring 4 linen pulp to 0 linen pulp, which results in the sieve producing infinite amount of parchment until it breaks. Anyone else experiencing this?
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I think glue is a tad expensive, 6 charcoal and 6 resin for one guaranteed piece of furniture is a bit steep in my opinion, at least from a mostly solo player's perspective. Some alternative ways of making glue would be very welcomed, I know you can make glue in real life by boiling animal bones for example.
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The Loathsome Sound He places the last ingot of steel on the forge, he's in dire need of a new pickaxe, his trusty old 1.21.6 pickaxe is near it's breaking point. "Hey, this is the perfect time to test out the new tempering/quenching mechanics" - he said. He quenches the pickaxe head once, not realizing he has to put fireclay on it for durability gain. "I'll just put some fireclay on and reheat it, I mean, only 10% chance of shattering? PFFFT haha nobody hits that, nobody is that unlucky, I'm not a gambler though so I'll quench it just once for that extra durability and-" *shatter sound* Odds defy the heart. Bright steel turns to dark glass. Silence fills the room.
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Now that you mention it, yes, I've accidentally thrown a few fireclay bricks lately. Edit: In general I feel like there's something up with the game's internal tick rate (or something akin to that) as of right now, jitter in the crafting menu, slight jitter when running on stone paths, object interactions not quite registering, maybe it's all related?
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I like the concept of having a base you can sail straight through, stock up and unload all along the way, no need to run up and down a harbor, I spend so much time doing that lol.
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I know what you mean, I cooked 32 quicklime for mortar yesterday, it took something like 4 in-game days it took about 24 hours just to get the temperature up. What I resorted to doing was to burn full logs instead of firewood/peat, one oak log for instance burns for 98 seconds up to 800 degrees, firewood/peat only last 25 seconds a piece so just for the sake of getting temperature up I think it's more effective, a full stack of 16 oak logs gives you 1568 seconds of burn time vs ~800 seconds for firewood/peat. For quicklime though it wasn't that big of a problem as it cooks at 825 degrees, I can see things requiring higher temperature and thus more valuable fuel being a bit harsh indeed.
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I wouldn't mind having aged variants of machinery, maybe as parts of ruins, could be less effective than their crafted counterparts if functional.
- 3 replies
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I find that glue is one of those things you make so infrequently you always forget how to properly do it when the time comes around.
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I swear I've found vines on grass blocks sometimes that I haven't placed or weren't there before but maybe my mind is playing tricks on me, maybe it's the gnomes again.
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On the topic of jitter, Is it only me or does the player jitter a little when running on stone paths? Edit: Like a small up/down jitter, as if you were stepping up or dropping down a very slight edge.