coolAlias
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Everything posted by coolAlias
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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.
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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.
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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.
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Vanilla accessibility option for hearing bees
coolAlias replied to Toby Watson's topic in Suggestions
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.- 4 replies
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- accessibility
- bees
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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).
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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.
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Hopes & Dreams for Changes to Combat
coolAlias replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
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. -
Hopes & Dreams for Changes to Combat
coolAlias replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
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. -
Hopes & Dreams for Changes to Combat
coolAlias replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
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. -
Hopes & Dreams for Changes to Combat
coolAlias replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
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. -
Planes; Gameplay, balance and other stuff
coolAlias replied to Helst_navngivet's topic in Discussion
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. -
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.
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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.
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Hopes & Dreams for Changes to Combat
coolAlias replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
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. -
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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Hopes & Dreams for Changes to Combat
coolAlias replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I'd like to see weapon variety matter more than just different damage and reach numbers. Each weapon class having a distinct moveset like in Dark Souls would be nice, although it'd probably look more like Valheim which would be fine. Speaking of Valheim, having enemies be weak or resistant to different damage types would add a layer of strategy to weapon (and perhaps armor) choice. All of the Zelda games, especially the 3D ones starting with Ocarina of Time, would be great sources of inspiration for engaging combat mechanics. Enemies have learnable attack patterns, weaknesses, and sometimes very specific strategies required for defeating them that all work together to keep combat interesting. -
Indeed, I just finished clearing out what turned out to be several overlapping / adjacent copper deposits around Y=58 and came out with more than 640 poor chunks, 128 medium chunks, and several crystallized chunks. I think I'm finally set on copper lol.
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Yes, you certainly could, but you'll quickly deplete that one spot. I suppose it could be worth it if you are really struggling for food in the early game, but I usually have plenty of berries, mushrooms, and meat (from a catch-everything wildlife pit near my startup farm) that my night's are better spent doing other things such as knapping and clay-forming.
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Panning is easy to do at night because you can build a small safe enclosure around a single water block. I don't think fishing will be quite as viable a nighttime activity. However, fishing is great with a bow. Whenever I see a medium to large sized fish near the surface of the water, I'll just shoot it with my worst ammo and get some free fish for a few seconds of work, tops. I'm sure it could be done with a spear, too, but aiming is a bit more difficult with those, especially at the longer distances needed for the fish not to be fleeing from you.
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So after having finally passed enough time for my cuttings to mature and bear fruit, I have to say I am pretty underwhelmed. I planted them on medium fertility soil and they seem to give the same amount of berries as a bush found in the wild. I guess I was expecting them to give more for all the time and effort, but it seems the only real benefit is getting berries at my doorstep rather than a few minutes of foraging nearby. It's fine, I suppose, but seeing as how fruit trees take just as much time to get going and provide WAY more fruit that lasts way longer, berry bushes feel a bit pointless.
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Had a similar (same?) bug happen several times recently crafting the layer of sticks, and this one actually seems to be some kind of duplication bug - hold left-click to fill the crafting grid with sticks from a full stick, shift left-click output and I get my 7 layers of sticks with one left over, but then can't craft anything else. Turns out, the crafting grid slots still contain the items from the last crafting recipe (all sticks, in this case), but they are invisible. I can left-click them to retrieve them, and now have my original 64 sticks plus the 7 layers of sticks that I crafted. Once I take out all the invisible sticks from all slots in the grid, I can craft normally again. Specs are AMD Ryzen 9 on AM4 platform w/nVidia GPU, all stock settings except some custom-but-fairly-typical RAM timings.
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This just happened to me for the first time the other day. I even gave myself what I thought was an adequate head start, but alas.
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It's not just vines. I've noticed it happens sporadically but somewhat reliably with recipes that involve holding left-click to populate several of the crafting grid slots (e.g. flax -> linen, vines -> rope, etc.) and shift-click the output into my inventory, then try to use that output to craft something else, usually with a chest and my inventory both open. It completely breaks the crafting grid for me and the only fix is to quit the game and reload. That said, it usually only happens after having played the game for a bit, and not every time. Not really sure what is causing it.
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You need to cook it in a firepit, not a forge.
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My Resonance Archives were on top of a crazy tall and sheer icy plateau, in addition to the normal long distance from home. If you are not averse to a bit of time-saving via command, my recommendation is to note down the coordinates of the libary and your home, then use the /tp command in creative mode to move back and forth a few times while you pack everything up you want to take.