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Soondead-27d3f9fbcbfb78c3

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Posts posted by Soondead-27d3f9fbcbfb78c3


  1. +1 for making such an option server configurable, as with most other features where different play styles and communities require different settings. One size does not fit all. Carebear servers for kids with foam padded trees, or Rust re-enactment with naval warfare and admin trolling? Both should be possible.

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  2. Aleš, is there any chance the DS 0.6.3 can contain a way to harness the logs a bit? Perhaps limit the logging rate, file size, a command to reset the log file on demand or even allow some way to filter out unwanted noise.


  3. 9 hours ago, Antimidation said:

    The problem is that the mechanics of the game allow your character to scale some pretty steep inclines...you can't tell me you haven't scaled the cliff of a mountain easily and gone "wow that was too easy" ...if the current railing are to work, they have to scale that back or make railings a unique object that just stops movement past that point. I wouldn't want them to scale down the way we can manage terrain. I made mine 3 blocks high and i can still just walk up them like steps....kind of ridiculous, i completely agree with you.

    You're absolutely right, but in addition the character will veer and glitch off course (you can be walking in a straight line and yet glitch sideways) or through walls and closed doors. The railings are 3 blocks high and must be enough to stop the character no matter what speed or direction, as long as there's no jumping involved. Some degree of rubberbanding is inevitable in a multiplayer game but having it kill you on a regular basis is too much IMHO.


  4. I've started putting up a weaving loom and a tanning rack on the "bridge" since that's the most risky place to move around, but I've even glitched sideways off the ship when trying to walk straight along the deck while the ship was anchored. Several times too, and the last time I was eaten by a shark and lost a lot of valuables. Sort of ran out of patience with multiplayer when that happened, so I've been enjoying single player for a few days...


  5. Polygons isn't the most important cause for having a limited rendering distance in a multiplayer game that allows terrain editing. The poly count can be kept low using all sorts of trickery once the terrain has been downloaded from the server. The biggest problem is that the amount of terrain data and updates the server has to send to clients as they move around or edit stuff increases exponentially as the rendering distance is increased.

    This is why minecraft servers define the rendering distance and decide when to send chunk data, not the clients.


  6. +1 to having functional flower pots, for all the above reasons.

    Just a tip about the flax/cotton though, consider importing sisal seeds from the plant growing on desert islands. The leaves can be used for spinning threads and making cloth but contrary to the other two, this one doesn't have to be replanted. The leaves can be harvested over and over just like bananas from a banana tree.

     

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  7. It is well known that resources on the islands are finite and on a 24/7 multiplayer server the starter islands will become pretty mined out after the first few days. This means new players have little or no chance to get clay or iron to get themselves established, and the game is locked a cycle of desperate building followed by idle waiting for the next wipe.

    What if bigger veins contained a few blocks that can't be destroyed and that infinitely "grow" the vein back slowly over time? This would motivate both searching for these "nodes" and the establishment of more permanent, realistic looking mining facilities rather than the current random holes everywhere. Certainly, such permanent mines would be public on some servers, while on other servers this mechanic would trigger trading/roleplay or even aggressive competition over resources. Some would put down their barrier generator over one and effectively control it. Such regenerating veins could even be made to grow exponentially so that a clever mine operator would take out ore carefully for maximum yield over time rather than just strip mining for short term profit.


  8. Currently, lanterns can only be free-placed, which means they are easy pickings even when placed inside a barrier. Making them optionally grid placeable would make them easier to mount on ceilings and walls, and even when free-placed they should harden like crafting stations etc do. The game world is dark 50% of the time and lanterns are pretty much the only viable choice for exterior lighting until very late game.


  9. Straw blocks for roofs etc require a ridiculous amount of hay, which I have so far only found in the form of withered plants. After one week I have still only covered about 1/3 of the roof of my house. Meanwhile, I'm carrying around a metric ton of grass and there's only so much rope needed. Turning some of that grass into hay by storing it or processing it somehow would solve both my "problems".


  10. Please consider respawning animals after some time even if the last one was killed. For two reasons. 1) If you get attacked and kill the last one in self defense, the game is ruined for other players. 2) Multiplayer means sooner or later some a__hat is going to kill the last one on purpose just to ruin the game for other players.

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