SnuggleSnail wrote:
Also, clay mould timers being so long feels bad
Unlike minehole layer timers, they don't keep people running at the same pace, it's just waiting for no reason
Things that take moulds basically don't get traded because you can't make them to order
It feels bad to feel like it's inefficient or you're wasting materials by using old tools/anvils when you have an upgrade drying
It prevents you from playing the parts of the game you want to play, for example if you need to craft something on the anvil that's drying to not softcap ore so badly
It's just not fun to wait when you already did the work
It's also not fun to feel rushed so you can """wait efficiently""", like staying up later than you want to make an anvil so it can dry while you sleep/work
Suggested fix: make anvil dry time 5 minutes, and everything else like 1 minute
>new world soon
>wanna test some mining stuff
>login, no pickaxe
>go to make pickaxe
>hammer is missing
>go to make a trash hammer just to make a bad pickaxe
>the mould icon appears on my cursor
>logout, no pickaxe
Last edited by SnuggleSnail on Wed Oct 16, 2024 12:34 pm, edited 1 time in total.
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SnuggleSnail wrote:
Also, clay mould timers being so long feels bad
Unlike minehole layer timers, they don't keep people running at the same pace, it's just waiting for no reason
Things that take moulds basically don't get traded because you can't make them to order
It feels bad to feel like it's inefficient or you're wasting materials by using old tools/anvils when you have an upgrade drying
It prevents you from playing the parts of the game you want to play, for example if you need to craft something on the anvil that's drying to not softcap ore so badly
It's just not fun to wait when you already did the work
It's also not fun to feel rushed so you can """wait efficiently""", like staying up later than you want to make an anvil so it can dry while you sleep/work
Suggested fix: make anvil dry time 5 minutes, and everything else like 1 minute
>new world soon
>wanna test some mining stuff
>login, no pickaxe
>go to make pickaxe
>hammer is missing
>go to quickly make a new shit one just to make a bad pickaxe
>the mould icon appears on my cursor
>logout, no pickaxe
No boreworm dungeons are still not real, no need to test.
Yea i dont get it why pickaxe has to cool for 8 hours while firing brick takes 5 min. Irl you need to dry brick for week or two and then fire it for 12 h and cool for another 12 h, while keeping temperature high and constant!!!
terechgracz wrote:Yea i dont get it why pickaxe has to cool for 8 hours while firing brick takes 5 min. Irl you need to dry brick for week or two and then fire it for 12 h and cool for another 12 h, while keeping temperature high and constant!!!
terechgracz wrote:Yea i dont get it why pickaxe has to cool for 8 hours while firing brick takes 5 min. Irl you need to dry brick for week or two and then fire it for 12 h and cool for another 12 h, while keeping temperature high and constant!!!
Dawidio123 wrote:
Eh mine pyres are aight, but i think just having mine levels be timegated without having to build minepyres everytime would be the same thing but less annoying if you ever decide to move and you cannot be a day behind as you can be right now.
I like that you need to put some extra time and effort into building a mine instead of popping 9 mineholes out of nowhere.
Getting stuck with hard rocks below sucks, but you can simply check for that, game warns you that rock below is hard when placing a pyre, you can also somewhat tell by the type of rock below, using rustroot.
Other way looking into mining/metal progression (the 2nd item is key imho):
* pyres do not help and agree with Snail. Timer could be okiiiishhh... Maybe, forcing recipes for each minehole level to request for a specific ore and stone. Which in turn should need more stratified/rebalanced presence of ores and stones across levels. But minehole itself is not the conduit for fast mining/metal progression: metal spiral is.
* adding bloodstone or black ore to steel crucibles will not impact metal and mining progression at all. No one will feel the offset in the world progress of 1-2 weeks. Instead:
i) increase hardiness progression at deeper levels AND increase chances to find higher ore qualities
ii) high Q ore and metals take more time to process (smelting, steel making, etc). Just apply time scaling as it is done with quality and connected stats.
iii) The QoL effect - instead of critting mindlessly a lot, we would have more time to do something else. At the end of the day, more higher Q ores deeper would compensate the time spent in the metal spiral. It is OK if it takes 1-2 weeks for steel crucibles to burn, but we know we would get high Q steel as we would have embraced tedium all those 2 weeks ...
* I would make copper available only below Level 2, cheap pure iron ores below 3, blood stone and black ore below 5 (small changes in miners credo and mineholes could be needed).
* add alloys and make metal industry like alchemy a bit !
You could do some sort of coal coke recipe instead for steel.
Requires black coal -> move coal down to lower levels.
Black Coal + Coke Oven + fuel = Coal Coke
only Coal Coke can be used in steel crucibles.
This would mean that we would have a iron age before we get down to the levels to mine Black Coal for Coke to make steel and still have some ability to make HQ coke.
AriZona wrote:
i) increase hardiness progression at deeper levels AND increase chances to find higher ore qualities
You already need like 2k str to mine comfortably at -9 with a stone axe (if you have to ask why, don't), level that 99% of player won't ever achieve. I'd say we should have more equalized qualities across the mine levels if anything. Finding a 40ql malachite at -9 feels like a bad joke.