Jump to content

Heiress

Vintarian
  • Posts

    43
  • Joined

Recent Profile Visitors

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

Heiress's Achievements

Potter

Potter (4/9)

22

Reputation

  1. No, with a stat like speed this will always be the case, though there is already not a single mob you cannot outrun pretty much (as far as I know anyway) with speed and combat there are only ever 2 possible outcomes, either you are fast enough to kite, or you are not. This is not the case with health as much, nothing really changes when you die, only how much hits you can take before you die again, avoiding to get hit is something you can actively do, you can't however speed up or go slower at will beyond sprinting. As for deathloops though, neither boon will prevent a player from falling into them, if you die to a particular situation no matter what you are worse off for dealing with the situations ahead, either by being able to take less hits, or by not being able to dodge incoming blows as easily One could argue that dying with nutrition affecting movement speed you are in fact penalised worse, as it impacts all aspects of the game including the speed at which you can retrieve your dropped loot (if you have that setting on).
  2. Make sure the area you're in gets enough rainfall, clay doesn't spawn in dry areas.
  3. After it has gotten rid of all the nutrition, I think you should start getting anti nutrition, this would slowly lower your health to 0 over the course of maybe an ingame week? Probably keep that rate modifiable, both the nutrition loss and the health loss because player health is a variable that isn't always the same over every playthrough. Or one could have it percentage based.
  4. Oh really, thank the heavens. @.@
  5. As title suggests, so what is the problem? The problem is that the greenhouse buff is not stable, it fluctuates in and out of existence. maybe any of you folks know why. I have checked the design thorougly, there are six chiseled blocks total, none of them are part of the main structure (the 6 stair blocks on top are chisled but thats it, it used to have more but this was all interior design stuff.) Within the spoiler is a screenshot of practically every angle of the greenhouse.
  6. Whetting or sharpening your tools in other ways is interesting gameplay mechanic that invites choice, I like that, but I do think that eventually a tool should still just break, this way not only your ability to make tools but also maintain them becomes interesting gameplay, and as in real life a poorly kept and treated tool lasts very little at all, but a well kept and treated tool can last a lifetime. Though it would require a rebalance in material abilty, I'm not sure having a tool get worse over time would be any fun if done poorly, like if with how good steel is now and you use up half of the "durability" it would turn into effectively an iron pick that would feel bad, I think the focus should rather be on rewarding people who seek out methods and effort to keep their tools in better shape which would increase the efficiency of your metal at other costs
  7. I think this is a great thing if its optional. I enjoy everything being available at once; I've actually suggested catagorizing the handbook before not exactly the same way as you did, but obviously I am in favour of that idea too it wouldn't lock me out of looking for recipes I want to reach into the future but don't quite have the materials for yet
  8. Light does in fact keep drifters from spawning, at least under normal circumstances, Oil lamps do not have a very high light level so if you light up your building with it there might still be plenty of dark spots (and you have most likely been using it since its among the easiest light sources to collect early game) You need a light level lower than 8 to spawn drifters, and oil lamps only have a light level of 10, so they only prevent drifter spawns in a small area. What can I say but.. Yep. Its part of the atmosphere I suppose! Mob spawning could use a slight rework, but thats its own kind of thread really. Fishing is already a big discussion, there used to be a mod that let you do just that, called Primitive survival, might be a bit hard to find nowadays. I jokingly call Seraphs amphibious lifeforms, Drowning wouldn't be cool without ways to deal with it, in the same way before minecraft updated their oceans the only thing they were used for is boats, whats the point of cool underwater caves if there's no way to explore them?
  9. Ok wow thats confusing, So I turn off mods other than this one and it works fine alright, but then I start turning mods back on again one by one and.. none of them break the salve making? I have no idea what is going on.
  10. Oh- that explains it, I thought that was an intended mechanic lmao.
  11. Alright I'll get to testing when I have some time.
  12. This is where its going wrong, I can't seem to right click the wax or bark into a salve container Oh and also, the sneak right clicking with a wax ingredient also doesn't seem to be working (but the crafting of it works fine.)
  13. Hey I'm having trouble with the salve recipes, I can't seem to get them to work despite the ingame guide supposedly telling me how to, How do I put the bark and wax into one of the pots? Also the bark baskets aren't localised properly yet.
  14. Hey there, I've been playing on a server with this mod, and pregnant animals make waaaaayyyy too much babies, like an insane amount. every once in a while the ramhorn pen on the server just explodes with lambs
  15. It should be a step in the right direction I'll doubtlessly be messing around with it on my own.
×
×
  • 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.