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coolAlias

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  1. Please add the map marker to the next location when we obtain the note. I spent a few hours roaming around near location 2 looking for the place, then back to the location 2 to scour it again for clues, then went home before I tried to put the note in a bookshelf and got the "Map marker added!" notification because I happened to right-click with the note in my hand. Sure, that's my bad for not trying that earlier, but I suspect I am not the only one who has or will waste a bunch of time that could be avoid simply by adding the marker as soon as we receive the note, especially since unlike scrolls and books, we don't have to right-click it to read it - the text is right there in the item description when we hover over it in inventory.
  2. Forgot that part, you're right. After thinking about it, though, I feel like the upgrade to steel tools is enough of a boost over iron to make it feel worthwhile, and since it often takes so long to reach the steel age, I really like that we can craft (nearly?) every type of object pre-steel. Locking important mechanics behind steel wouldn't be great, imo.
  3. I was going to say it unlocks mining chromite (for sturdy leather) and ilmenite (for Tier 3 refractory bricks), but neither of those are really new mechanics. I also just learned both of those can be mined with blasting bombs pre-steel, so... yeah. Nothing.
  4. I think they ought to increase the base volume of the wild beehive sound in addition to whatever other accessibility options they add. I find them almost impossible to hear myself, and I'm not even hard of hearing. I turned music down to 5% because it is crazy loud, everything else is at 100%, and the sound of a single wild bee hive is easy to miss even when I'm standing right next to one and know what to listen for.
  5. I find winter is also a good time to explore caves and dig deep exploratory shafts in decent+ areas I've already prospected. Of course, it works best if you've got some warm clothes to wear, or just make sure you travel during the day when it's warmer (and bring a lit torch / campfire supplies).
  6. I've gotten good use out of both windmill types, but only once I maxed out the sails on the smaller one and got to 4-5 or more on the larger. Of course, they still require wind, so output is variable, but as long as there is at least 50% wind I've had plenty of power for my needs, enough so that I haven't even started to use rapids despite having already made a water wheel and hooked it up to a helve hammer (which goes really fast) - I simply haven't felt the need to move over there yet. Also, I'm only using it to run a single quern, helve hammer, or other mechanism at once, which is plenty for myself in single player, so YMMV.
  7. Sure, that could work too. I'm up for anything that improves the current jump/sprint-strafe/circle left-click spam that seems to be the current state of VS combat.
  8. For sure, but I'm just thinking of games like Borderlands, Mass Effect, etc. where every class is viable but feels very different to play, you know what I mean? It could give the game even more replayability and also give some inspiration for making combat less samey.
  9. As a kind of out there idea: since combat seems fairly important when progressing the story in VS, what if each class had a different fighting style, sort of like an old-school beat-em-up side-scroller (think Streets of Rage)? Or, since we already have the clockmaker, more of an RPG take on differentiating how the classes approach combat - the clockmaker could be a master of artificial minions, the hunter would specialize more in ranged combat, etc. Lean into each with actual combat mechanics beyond a few stat bonuses.
  10. Agreed. I still wouldn't mind an extra move or two per weapon, whether that's with a secondary attack of some kind, different moves when chaining attacks, or some combination of both. It doesn't need to have the complexity of Dark Souls, but even something as simple as a straight poke giving a bit of extra reach or stopping power (e.g. spear vs charging enemy), an overhead swing letting you bonk stuff on the head to perhaps influct stun via blunt force trauma, or a sideways slash to hit multiple enemies would be fine.
  11. I love it. My suggestion on making it expensive would be to require processing aluminum from bauxite and then having to cast and/or forge all the bits and pieces to build the frame, wings, etc., and of course build a piston engine out of steel. Then of course there would be fuel, which you'd have to find oil and refine it into the appropriate petrol grade. And finally, the flying itself should be somewhere in complexity between the glider and Microsoft Flight Simulator, maybe around the Pilot Wings level.
  12. Have you tried setting their generation to 9 and/or 11 (if that's even a thing) to see if those generations still eat? Could easily be a bug that causes them to stop eating at gen 10.
  13. It could use a column of archimedes screws to bring the output back to the same level as the input for single-layer load and unload. Other than that, it is a beautiful mechanical monstrosity. I love it.
  14. Absolutely. I was assuming greater enemy variety would be part of all this, but that's not a given. If / when more enemy types are added, they would need to have specific conditions or locations for spawning so players could plan ahead. For example, locusts already spawn exclusively around their nests, so if I find a bunch of nests, I could choose to push on with perhaps suboptimal gear or head home to grab the right tools for the job.
  15. Oof, yeah, 4 querns is a lot! I've already got one set up with 4 hoppers and various chutes around it, this batch of copper is for a second one at some rapids I found and want to take advantage of.
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