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Kaelty

Vintarian
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Everything posted by Kaelty

  1. Hey JabZ, while it does sound good, i do think that maces doing more damg makes not really a lot of sense. why not give em a small knockback effekt? I would instead give the extra damg to waraxes. I would also make both weapons a bit slower to make the sword not completly worthless. you could also give both maces and axes a bit more durability, since bladed weapons tend to wear down faster than blunt ones (axes beeing a bit inbetween but more on the blunt weapon side)
  2. I think there might be a solution that does not require changing the world generation. How about giving limestone/chalk stones a very high dropchance inside forage containers? From what i can understand it's not like you need big amounts of lime (at least to get enough leather for the backpack) so if you can get a moderate amount out of ruins that might at least be enough to cover basic needs and anything above would be luxury (which can be fulfilled by searching) It's not like i can't understand that not finding any is frustrating, I haven't found any limestone/chalk in my world until now either, and the amount of tin i found was just enough for getting an amboss (16 nuggets) but i think finally finding what you are looking for is such a important moment in this game that simply making everything easy to find would take away a whole lot of the long-time motivation. So, giving out a bit of limestone over ruins would be just fine but making it available everywhere just because we sometimes have no luck is a big NO.
  3. Well lets gather some clues. When did it start? Did you all use a seed or leave the seed part empty? what settings did you use for your world? the more info we can gather the earlier the bug can be fixed. The only thing we allready know is that the inventory stays the same. Also, this is only conjecture but since my world works just fine i guess that only newer worlds are affected. But thats something that can easily disproven if any of you have the problem on a world you are allready playing for some time.
  4. ohh if you want to skip (like i do but it shouldn't be necessary) you can use the "/time set morning" command, just type t to open the chat at least in singleplayer it works just fine I usually skip while exploring and work through the night when in my base (smelting, clay, ...) and i agree that playing at night causes some heavy eyestrain unless my room is completly dark.
  5. Sadly I pick up my spears right away as well but as for the carcasses: They seem to last if you can harvest them, at least the animals. I have seen some streamers killing an animal and not having a knive with them so they leave it and find it again more than 10mins later. I do think the meat does begin to go bad the moment the animal dies, so unless you don't need the meat i would harvest it as soon as possible.
  6. Hey Guys! I didn't find anything through the search, but since I'm not on the discord I might have missed a discussion on there but lemme try and open a topic about it anyway. My current gameplay (just finished my T3 Anvil) is strongly dependent on the day/night circle. Even with a torch nights are as dark as they can get (about the same as caves) and unless i darken my room while playing i can't even see more than a few blocks ahead, that holds true even with maxed gamma (which strangly doesn't seem to do much no matter how much i push it to the right). Now I understand that night is supposed to be dark, but i think that the same light level as a cave is far too dark. As someone who grew up in a small village I know that nights are darker outside the citys but even then stars and moonlight should make a difference. As long as they are not blocked out by trees that is. My first suggestion is to up the light level under the starry sky by a few levels deppending on weather and moon phase (cloudy weather means no light from stars and a new moon night should be darker than a full moon one) Another thing i noticed is that making knives is rather costly with sticks, 2 sticks for 2 knives when a single stick is long enough for a spear? My second suggestion is to change the crafting recipe so that you only need 1 stick and 2 knive blades and get 2 knives out of it. naturally for that to happen we would need to make Knive blades stackable. We could even make the recipe modular and you could use 1-8 knive blades and would get that many knives but allways use a stick, that way preparing in advance would be rewarded This brings me to my third suggestion. Make tool parts stackable. I don't see why a flat flintshovel head takes the same inventory space than a full 64 stack of cobblestone blocks. I do understand that the tools themselves must remain unstackable (only using one at a time and durabillity) but the same can't be said for the parts. These three suggestions probably won't change the endgame feeling all that much (except maybe the lightlevels at night) but they would increase what you can do in the early phase of the game where inventory space is still a problem and where the first few nights are spent in some closed off space where you can't do much except making tools and clay stuff. I would very much like to hear your oppinion on this stuff and maybe you have some suggestions to share as well. I know that longtime players will probably don't find those suggestions necessary, but i do think that the new players would like them as they help getting into the game without making it all that much easier or unrealistic, if anything i think the realism and immersion would increase.
  7. Kaelty

    RPG Mod

    i fear this mod is dead since the last update was over 1 1/2 years ago friend, i don't know how good the game handles mods from older versions but this mod is probably outdated and the one thing thats done (character creation) is more or less allready in the game
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