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StaryPierdziel

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StaryPierdziel last won the day on August 25 2024

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  1. Since I remember playing the game, it was like that in my worlds. The trader spawned every time at the very same spot in the very same wagon. But each time everything else was random: the type of the trader and its items, the layout of the trees around, existence or absence of some vegetables growing nearby. It was a nice way to get what you want if you had a seed with the desired neighbourhood at the spawn.
  2. I created the same seed over and over about 10 times and I noticed stuff behaving differently (compared to previous patches). Every time I'm visiting the same trader (which was luxuries trader I had no use of and that was a reason I started re-creating the save with the same seed). Every time berry bushes, grains, vegetables and the others are placed in the same location and at the same growth stage. Previously I could restart the game until I've got the desired trader, but there's no more of that. Is it intended or a bug?
  3. There should be an option to gather posion form the poisionous mushrooms and cover blades in it (knives, axes, swords, falxes, arrows etc.). The damage of poison would depend on the toxicity of a given mushroom. Along with the combat overhaul it would make battles more engaging and fighting bears (and other high tier enemies) early game more satisfying than it is now. For now all we have is "shot and run" or "spam one attack type" grind.
  4. I'll try some mods if I'll have the patience to do so. There's some more of them in other places. I'm not sure but these rooms doesn't seem to be too dark neither. https://drive.google.com/file/d/1dzGNkR3vkdS7rZpp4wMzzebF1qGCPad6/view?usp=sharing https://drive.google.com/file/d/1e5hGaa9J8a2pi7vaoMyPmv0Rh6e0HQ70/view?usp=sharing https://drive.google.com/file/d/1h7KW-p4O9dDw3aIkOXG8KwMhuIfupzOz/view?usp=sharing https://drive.google.com/file/d/1yEz-c2aD3eKttFvKXjCQQYXdC7UP95O0/view?usp=sharing
  5. Btw that's how the said room looks like, others need to rely on oil lamps, but everyone suffered the same faith. https://drive.google.com/file/d/1Tye-0nnU2HWWiLAZkWi9QaqX1hl2JTsf/view?usp=sharing
  6. My home is surrounded by empty space (sea, beach, grassland) and there's no way that I've never found any temporal rift (and I tried many times and took into account any of them, that got dangerously close to my base). Even if they did cause trouble, there's no way it stayed there and caused problems for almost 1 in-game year. There's big cellar I built underground, but it's also lit, although sometimes there's also a couple drifters, not so much as in the higher levels though.
  7. My version is 1.20.9.and I play on default world settings.
  8. No matter what I do, they always spawn in a lit areas. Even in my home, in the small room with a lantern in the middle of it. Other rooms are covered in oil lamps. I've read their range is rididdiculously small, but they are also riddiculously dense in my house. And it does nothing. I don't know what to do to finally not being forced to fight hordes of drifters whenever I come back home or would like to move to another level of my house.Ironically, the only one place in my house where never, not even a single one mob spawned, is a small, completely dark hole just beneath the ceiling that I left empty for future expansion of my home.
  9. The most village-like naturally generated thing in the game I had pleasure to encounter was a "trading market" with a three traders living together. I always enjoyed building villages in survival games, be it with NPC's like in Terraria or Minecraft, or other players like in 7DTD. Being in charge of governing the village, building roads and structures and trading with citizens was always my kind of a gameplay. I heard that game devs were planning on adding villages in the future but I can't find any information about that right now. I don't even know how would that work, if possible. This could also be quite fitting for the main protagonist, as in one of the possible dialogues with traders he says that he "would live in a cosy village if they could". My assumption is that it would be a late game thing (for a ballance reason, as having lots of traders and warriors around yourself would make a game extremely easy). You could achieve that by requirement to gather hard to obtain ingredients that would be later used to craft a "claim block". Then you would have to prepare 8x8x4 (or something like that) room/building/place (hopefully as customizable as humanly possible) in which you could use claim block, just like you use temporal gear to make a spawnpoint. That spawnpoint would work not for you, but for a citizen, that would settle there after X pediod of time. There could be more than one type of a claim blocks. Separate ones for traders, guardians, farmers etc. Establishing a decent sized village would then activate the high-end boss fights. I'm thinking about protecting the village from sieges of barbarians, temporal storm hordes, or some bigger threats. What do you guys think?
  10. I'd gladly hear about the ability to create a sort of a spawnpoint for villagers/traders somewhere in late game. Like 10x10 blocks range claim block that would attract traders to settle there.
  11. I got a 1.19 save with all the progress. I wonder if it will work with new update. Will the old/new chunks update/generate with the new stuff, will the new sea and land generation/items/animals spawn just like if it was brand new 1.20 save? Am I missing out anything by staying on an old save?
  12. Hey, I'd like to share with you my old home, that will probbably be abandoned for good. It would be a shame in my opinion to let it go unnoticed. The front of the house. Everything will be shown during winter, which takes some of the spring colors away, but whatever. Apiary and the orchard. Not so long after a visit of a bear, which was the closest to death experience I got in that game. And I thought that previous racoon was nasty... Gazebo and garden. Block chiseling was way easier and faster than I thought. Ground floor and first floor. It was supposed to be an inn, and the apartment. Treasure room behind the bedroom, and the attic above. Cellar under the stairs that were shown at the ground floor. Hen pen behind the house. Smithy in front of the house. The idea durning the building was to use as little variety of resources as possible. Watchtower, with the underground passage to the temporal storm bunker. And that would be it. I hope you liked it. ^.^
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  13. For anyone interested. That's how my chickenhouse looked like. I added more oil lamps (4 instead of 2), but most importantly, I made a 1x1 "window" hole in the back (behind the pillar), and covered it with a crude fence (the room had only one entrance for natural light by then). Since then I had no more problems with disappearing chickens.
  14. I got some chickens and they just gone missing. No corpses, no way for them to simply escape my farm. I suspect it's the light issue. I tried to lighten their home, but it's not helping as it happened again. I'm even able to tell that it is the oldest (according to accommodation time) group of chicken that disappear first. I don't mind losing them to wolves or something (I do mind, but at least I know, what to do about that), now I just want to get rid of that annoying mechanic of "darkness despawning". Is there a command or something to deactivate that, or at least a possibility it will be added to the game?
  15. It's not even all of them, but the terrain is too hilly to show them all.
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