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jorb
- Posts: 18715
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Re: Make Mining Helmets Great (For Once)
Masonry buff suggested here as well. Don't like the cosmetic nonsense.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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jordancoles
- Posts: 14168
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- Location: British Columbia, Canada
Re: Make Mining Helmets Great (For Once)
Masonry + str if you're not considering the aesthetic slot while wearing 2-slot cloaks or no one will use it outside of forage alts/crafters or end-game str miners, I guessjorb wrote:Masonry buff suggested here as well. Don't like the cosmetic nonsense.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Make Mining Helmets Great (For Once)
man i would pay to wear the miner helm in the cosmetic slot it looks friggin dank
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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blank
- Posts: 880
- Joined: Sun Jan 23, 2011 3:53 am
Re: Make Mining Helmets Great (For Once)
Granger wrote:You certainly could also build fires or work with torches, the mining helmet has the upside of being able to equip a candle so you have a mobile light source with the hands free.Tsutla wrote:That would have to apply to torches as well as static light sources. Hell, by this logic, night foraging should not yield any resources. Example of non-severe penalty for not using light source in haven would be limiting the movement speed to 2. As for mining helmet, don't forget that atual use for it is to protect the head from cave-ins, and people simply got around that with minesweeper tactics. Actually making the helm gildable with masonry, strength, or something similar could give it more relevance imo. "perception" changes apply more to lightsource than the actual helmet.Granger wrote:Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.
Hence why Granger didn't name mining as restricted, i suppose. Seeing that the helmet requires mining to be produced, it would break the game.Avu wrote:And thus mining was abolished.
Making the helmet gildable would be nice, but for this I would suggest to not destroy it with a cave in but to transform it into a 'broken helmet' that functions as before (wearable, stats/gilds add the original one), just doesn't protect anymore a until it is repaired through a crafting recipe with a metal bar (turned back into a functioning one) at an anvil.
glimmers in world 10? pssh i call bullshit
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MrPunchers
- Posts: 1679
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Re: Make Mining Helmets Great (For Once)
Wait Glimmers still exist. Woah.
Suck me good and hard thru my jorts
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fallout
- Posts: 964
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Re: Make Mining Helmets Great (For Once)
Give it a gilding slot, not sure anything else is necessary.